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Understanding the Use of Video Game ...
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Songco, Allen.
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Understanding the Use of Video Game and School Performance among Asian Youth: A Quantitative Study.
Record Type:
Electronic resources : Monograph/item
Title/Author:
Understanding the Use of Video Game and School Performance among Asian Youth: A Quantitative Study./
Author:
Songco, Allen.
Published:
Ann Arbor : ProQuest Dissertations & Theses, : 2018,
Description:
56 p.
Notes:
Source: Masters Abstracts International, Volume: 57-06.
Contained By:
Masters Abstracts International57-06(E).
Subject:
Social work. -
Online resource:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=10784680
ISBN:
9780438024366
Understanding the Use of Video Game and School Performance among Asian Youth: A Quantitative Study.
Songco, Allen.
Understanding the Use of Video Game and School Performance among Asian Youth: A Quantitative Study.
- Ann Arbor : ProQuest Dissertations & Theses, 2018 - 56 p.
Source: Masters Abstracts International, Volume: 57-06.
Thesis (M.S.W.)--California State University, Long Beach, 2018.
The purpose of this research was to explore the association of playing video games and academic achievement, performance in school-based sports, physical activity, and physical education among Asian Americans. Data from the 2015 Youth Risk Behavior Survey were used to analyze the relationship of playing video games and academic achievement, performance in school-based sports, physical activity, and physical education among Asian Americans using a sample size of 538 participants. The results found that long gaming hours contributed to poor grades while also finding that almost half of students who received mostly A's played video games for 3 hours or more. The results found statistically significant association between those who participate in sports teams, being physically active at least 60 minutes per day on all 7 days, watching television, and playing video game for 3 hours or more.
ISBN: 9780438024366Subjects--Topical Terms:
644197
Social work.
Understanding the Use of Video Game and School Performance among Asian Youth: A Quantitative Study.
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The purpose of this research was to explore the association of playing video games and academic achievement, performance in school-based sports, physical activity, and physical education among Asian Americans. Data from the 2015 Youth Risk Behavior Survey were used to analyze the relationship of playing video games and academic achievement, performance in school-based sports, physical activity, and physical education among Asian Americans using a sample size of 538 participants. The results found that long gaming hours contributed to poor grades while also finding that almost half of students who received mostly A's played video games for 3 hours or more. The results found statistically significant association between those who participate in sports teams, being physically active at least 60 minutes per day on all 7 days, watching television, and playing video game for 3 hours or more.
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http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=10784680
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