A study on the impact of video game on elementary school students’ attention

碩士 === 國立高雄師範大學 === 資訊教育研究所 === 102 === In recent years, a number of survey have suggested that video game is the most important extracurricular activities of many students. There are studies have pointed out that because the video game is the provision of aural and visual rewards, and compact in th...

Full description

Bibliographic Details
Main Authors: Bo-Ching Wang, 王柏清
Other Authors: Pei-Chen Sun
Format: Others
Language:zh-TW
Published: 2014
Online Access:http://ndltd.ncl.edu.tw/handle/47792253720675284136
id ndltd-TW-102NKNU5395012
record_format oai_dc
spelling ndltd-TW-102NKNU53950122015-10-13T23:50:01Z http://ndltd.ncl.edu.tw/handle/47792253720675284136 A study on the impact of video game on elementary school students’ attention 探討電玩遊戲對於國小學生注意力影響之研究 Bo-Ching Wang 王柏清 碩士 國立高雄師範大學 資訊教育研究所 102 In recent years, a number of survey have suggested that video game is the most important extracurricular activities of many students. There are studies have pointed out that because the video game is the provision of aural and visual rewards, and compact in the rhythm of the game, it also can can race or in cooperation with other players through the Internet, attracting more students interested, becoming the largest entertainment students choose. Although there have been many studies explore the video game is addictive and other behavioral problems in the past , there is still little research study the impact of video games for children's cognitive abilities. Therefore, this study analyze video games to the impact of the elementary school students’ attention with Posner cueing paradigm. Elementary school students will be distinguished between severe video gamers and non-gamers group in the experiment. This study uses this paradigm to understand the children's attention to the existence of differences between the two groups, and combined with EEG evaluation system to observe the physiological status of the participants. The final result, it is visible that severe gamers group its levels of attention higher than non-high-gamer group from EGG data. With attention network test, analyze all aspects of attention resources. It provides scores for all three networks: alerting score, orienting score and conflict score, in order to know the performance of severe gamers higher concentration compared with non-gamers. Thus, this study make up for the lack of research in this area, it can also be used as assistance to inattention students, as the design basis for game-based learning. Pei-Chen Sun 孫培真 2014 學位論文 ; thesis 75 zh-TW
collection NDLTD
language zh-TW
format Others
sources NDLTD
description 碩士 === 國立高雄師範大學 === 資訊教育研究所 === 102 === In recent years, a number of survey have suggested that video game is the most important extracurricular activities of many students. There are studies have pointed out that because the video game is the provision of aural and visual rewards, and compact in the rhythm of the game, it also can can race or in cooperation with other players through the Internet, attracting more students interested, becoming the largest entertainment students choose. Although there have been many studies explore the video game is addictive and other behavioral problems in the past , there is still little research study the impact of video games for children's cognitive abilities. Therefore, this study analyze video games to the impact of the elementary school students’ attention with Posner cueing paradigm. Elementary school students will be distinguished between severe video gamers and non-gamers group in the experiment. This study uses this paradigm to understand the children's attention to the existence of differences between the two groups, and combined with EEG evaluation system to observe the physiological status of the participants. The final result, it is visible that severe gamers group its levels of attention higher than non-high-gamer group from EGG data. With attention network test, analyze all aspects of attention resources. It provides scores for all three networks: alerting score, orienting score and conflict score, in order to know the performance of severe gamers higher concentration compared with non-gamers. Thus, this study make up for the lack of research in this area, it can also be used as assistance to inattention students, as the design basis for game-based learning.
author2 Pei-Chen Sun
author_facet Pei-Chen Sun
Bo-Ching Wang
王柏清
author Bo-Ching Wang
王柏清
spellingShingle Bo-Ching Wang
王柏清
A study on the impact of video game on elementary school students’ attention
author_sort Bo-Ching Wang
title A study on the impact of video game on elementary school students’ attention
title_short A study on the impact of video game on elementary school students’ attention
title_full A study on the impact of video game on elementary school students’ attention
title_fullStr A study on the impact of video game on elementary school students’ attention
title_full_unstemmed A study on the impact of video game on elementary school students’ attention
title_sort study on the impact of video game on elementary school students’ attention
publishDate 2014
url http://ndltd.ncl.edu.tw/handle/47792253720675284136
work_keys_str_mv AT bochingwang astudyontheimpactofvideogameonelementaryschoolstudentsattention
AT wángbǎiqīng astudyontheimpactofvideogameonelementaryschoolstudentsattention
AT bochingwang tàntǎodiànwányóuxìduìyúguóxiǎoxuéshēngzhùyìlìyǐngxiǎngzhīyánjiū
AT wángbǎiqīng tàntǎodiànwányóuxìduìyúguóxiǎoxuéshēngzhùyìlìyǐngxiǎngzhīyánjiū
AT bochingwang studyontheimpactofvideogameonelementaryschoolstudentsattention
AT wángbǎiqīng studyontheimpactofvideogameonelementaryschoolstudentsattention
_version_ 1718087329348845568