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An IERI – International Educational Research Institute Journal

Table 3 Gaming-related differences in behavior and success in simulation-based science items, by gender

From: Young videogamers and their approach to science inquiry

 

Dependent variable:

 

Number of simulation trials (percentile)

Time to first action (percentile)

Percent correct (%)

 

Model 3

Model 3

Model 3

Independent variables:

coef.

S.E.

coef.

S.E.

coef.

S.E.

Daily gamer*Girl

0.923***

(0.244)

-2.135***

(0.231)

-1.185***

(0.380)

Daily gamer*Boy

1.026***

(0.171)

-0.461*

(0.180)

1.096***

(0.288)

Years since first use of computers

0.164***

(0.022)

-0.098***

(0.023)

0.511***

(0.036)

Percent correct on science content-knowledge items (%)

0.049***

(0.003)

0.032***

(0.003)

0.352***

(0.004)

Reading fluency score (percentile)

0.055***

(0.002)

-0.033***

(0.002)

0.106***

(0.004)

Boy

2.387***

(0.154)

-4.440***

(0.162)

-0.449

(0.254)

Index of economic, social and cultural status (ESCS)

1.084***

(0.071)

-0.497***

(0.073)

3.468***

(0.116)

Total time spent on interactive tasks (percentile)

0.604***

(0.003)

0.505***

(0.004)

0.372***

(0.005)

Number of observations

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” indicators in the regression of “proportion correct”, a binary variable, correspond to a risk difference
  2. Source: PISA 2018 database