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Table 4 Differences in behavior and success in simulation-based science items (8 items) related to the intensity of exposure to videogames

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

Gaming frequency: never or almost never

(ref.)

(ref.)

(ref.)

(ref.)

(ref.)

(ref.)

(ref.)

(ref.)

(ref.)

Gaming frequency: intermediate

1.418***

1.065***

1.001***

-2.823***

-1.459***

-1.487***

0.999**

0.567

0.582*

 

(0.211)

(0.214)

(0.176)

(0.203)

(0.204)

(0.175)

(0.318)

(0.299)

(0.289)

Gaming frequency: daily

2.367***

1.474***

1.800***

-5.206***

-2.489***

-2.206***

1.460***

0.444

0.695*

 

(0.220)

(0.238)

(0.197)

(0.219)

(0.235)

(0.197)

(0.334)

(0.332)

(0.322)

Years since first use of computers

 

0.147***

0.162***

 

-0.098***

-0.091***

 

0.507***

0.512***

  

(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***

0.056***

 

-0.051***

-0.033***

 

0.092***

0.106***

  

(0.003)

(0.002)

 

(0.003)

(0.002)

 

(0.004)

(0.004)

Boy

 

1.015***

2.188***

 

-4.685***

-3.695***

 

0.259

1.042***

  

(0.166)

(0.136)

 

(0.160)

(0.139)

 

(0.226)

(0.218)

Index of economic, social and cultural status (ESCS)

 

1.536***

1.089***

 

-0.113

-0.497***

 

3.772***

3.468***

  

(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

Test: “daily” minus “intermediate” frequency

0.948***

0.409*

0.799***

-2.383***

-1.031***

-0.720***

0.461

-0.123

0.113

 

(0.170)

(0.173)

(0.142)

(0.169)

(0.172)

(0.147)

(0.261)

(0.245)

(0.238)

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