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An IERI – International Educational Research Institute Journal

Table 5 Gaming-related differences in behavior and success in simulation-based science items (sample task)

From: Young videogamers and their approach to science inquiry

 

Number of simulation trials

Time to first action (seconds)

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

0.371***

0.189***

0.205***

-3.041***

-1.572***

-1.574***

-0.021***

-0.023***

-0.022***

 
 

(0.039)

(0.042)

(0.027)

(0.211)

(0.222)

(0.215)

(0.005)

(0.005)

(0.005)

 

Years since first use of computers

 

-0.018**

0.001

 

-0.079*

-0.052

 

0.002**

0.002**

 
  

(0.007)

(0.004)

 

(0.036)

(0.035)

 

(0.001)

(0.001)

 

Percent correct on science content-knowledge items (%)

 

-0.010***

-0.021***

 

0.085***

0.059***

 

0.006***

0.006***

 
  

(0.001)

(0.001)

 

(0.005)

(0.005)

 

(0.000)

(0.000)

 

Reading fluency score (percentile)

 

-0.002***

0.004***

 

-0.047***

-0.038***

 

0.001***

0.001***

 
  

(0.001)

(0.000)

 

(0.004)

(0.004)

 

(0.000)

(0.000)

 

Boy

 

0.501***

0.523***

 

-3.822***

-3.814***

 

-0.001

-0.001

 
  

(0.038)

(0.026)

 

(0.215)

(0.208)

 

(0.005)

(0.005)

 

Index of economic, social and cultural status (ESCS)

 

0.019

0.016

 

-0.557***

-0.550***

 

0.026***

0.026***

 
  

(0.020)

(0.014)

 

(0.114)

(0.112)

 

(0.002)

(0.002)

 

Total time spent on this task (seconds)

  

0.045***

  

0.069***

  

0.000***

 
   

(0.000)

  

(0.003)

  

(0.000)

 

Number of observations

43,191

43,191

43,191

42,651

42,651

42,651

43,037

43,037

43,037

 
  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. Source: PISA 2018 database