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An IERI – International Educational Research Institute Journal

Table 2 Gaming-related differences in behavior and success in simulation-based science items (8 items)

From: Young videogamers and their approach to science inquiry

 

Number of simulation trials (percentile)

Time to first action (percentile)

Proportion correct (%)

 

Model 1

Model 2

Model 3

Model 1

Model 2

Model 3

Model 1

Model 2

Model 3

Independent variables:

coef./S.E

coef./S.E

coef./S.E

coef./S.E

coef./S.E

coef./S.E

coef./S.E

coef./S.E

coef./S.E

Daily gamer

1.357***

0.637***

1.023***

-3.249***

-1.369***

-1.055***

0.716**

-0.009

0.239

 

(0.158)

(0.167)

(0.137)

(0.159)

(0.167)

(0.142)

(0.244)

(0.236)

(0.229)

Years since first use of computers

 

0.151***

0.165***

 

-0.104***

-0.097***

 

0.510***

0.516***

  

(0.027)

(0.022)

 

(0.026)

(0.023)

 

(0.037)

(0.036)

Percent correct on science content-knowledge items (%)

 

0.122***

0.049***

 

0.094***

0.032***

 

0.398***

0.352***

  

(0.003)

(0.003)

 

(0.003)

(0.003)

 

(0.004)

(0.004)

Reading fluency score (percentile)

 

0.033***

0.055***

 

-0.051***

-0.033***

 

0.092***

0.106***

  

(0.003)

(0.002)

 

(0.003)

(0.002)

 

(0.004)

(0.004)

Boy

 

1.195***

2.380***

 

-4.981***

-3.978***

 

0.328

1.129***

  

(0.160)

(0.131)

 

(0.155)

(0.135)

 

(0.220)

(0.212)

Index of economic, social and cultural status (ESCS)

 

1.535***

1.086***

 

-0.108

-0.494***

 

3.771***

3.466***

  

(0.088)

(0.071)

 

(0.085)

(0.073)

 

(0.122)

(0.116)

Total time spent on interactive tasks (percentile)

  

0.604***

  

0.505***

  

0.372***

   

(0.003)

  

(0.004)

  

(0.005)

Number of observations

96,410

96,410

96,410

96,410

96,410

96,410

96,410

96,410

96,410

  1. Notes: symbols next to coefficients indicate statistically significant results (*: p < .05, **: p < .01, and ***: p < .001). All models include a constant (not reported). The international average is based on 50 countries/economies which administered the complete ICT familiarity questionnaire in 2018; Austria and Germany, which are included in Fig. 1, are not included. The coefficient of the “Daily gamer” indicator in the regression of “proportion correct”, a binary variable, corresponds to a risk difference
  2. Source: PISA 2018 database
  3. Panel B: Time to first action