The Relationship between Computer Games and Computer Self-Efficacy with Academic Engagement: The Mediating Role of Students' Creativity
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| Title: | The Relationship between Computer Games and Computer Self-Efficacy with Academic Engagement: The Mediating Role of Students' Creativity |
|---|---|
| Language: | English |
| Authors: | Gao, Fengyan, Izadpanah, Siros (ORCID |
| Source: | Education and Information Technologies. 2023 28(11):14229-14248. |
| Availability: | Springer. Available from: Springer Nature. One New York Plaza, Suite 4600, New York, NY 10004. Tel: 800-777-4643; Tel: 212-460-1500; Fax: 212-460-1700; e-mail: customerservice@springernature.com; Web site: https://link.springer.com/ |
| Peer Reviewed: | Y |
| Page Count: | 20 |
| Publication Date: | 2023 |
| Document Type: | Journal Articles Reports - Research |
| Descriptors: | English Language Learners, Computer Games, Computers, Self Efficacy, Learner Engagement, Creativity, Relationship, Student Experience, Role, Foreign Countries |
| Geographic Terms: | Iran |
| DOI: | 10.1007/s10639-023-11757-x |
| ISSN: | 1360-2357 1573-7608 |
| Abstract: | Recent developments in EFL) English Foreign Language) have intensified the need for computer games (CGs). However, far too little attention has been paid to this issue. The sample was selected using the two-stage cluster sampling method in this descriptive and correlational study. In the first stage, two institutes for males were randomly selected from 10 institutes (20 institutes for females and 10 institutes for males) from Zanjan city, and 453(lower and upper-intermediate based On Oxford Placement Test) were scrutinized. Of this sample, 25 people did not want to answer, 26 questionnaires were incomplete, and 402 correct questionnaires were examined. Data was collected by using these questionnaires: Computer Game Questionnaire by Sharifi et al.; Academic Engagement questionnaire by Ramazan Ali Zarandag; Creativity by Torrance and was standardized by Seif Hashemi, and Computer Self-Efficacy Questionnaire -- A researcher-made questionnaire was used for this variable and it was standardized. The results showed a significant relationship between CG's experience, computer self-efficacy (CSE), creativity, and academic engagement (AE). This study implies that CGs, CSE, and creativity play an important role in AE. According to the results of the study, it is suggested that CGs-creativity- and network-related classes and courses be held in educational institutions to increase their skills in the field of computers and the Internet. Likewise, CGs and CSE should be addressed more systematically in educational institutions. |
| Abstractor: | As Provided |
| Entry Date: | 2023 |
| Accession Number: | EJ1400803 |
| Database: | ERIC |
| FullText | Text: Availability: 0 |
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| Header | DbId: eric DbLabel: ERIC An: EJ1400803 AccessLevel: 3 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: The Relationship between Computer Games and Computer Self-Efficacy with Academic Engagement: The Mediating Role of Students' Creativity – Name: Language Label: Language Group: Lang Data: English – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Gao%2C+Fengyan%22">Gao, Fengyan</searchLink><br /><searchLink fieldCode="AR" term="%22Izadpanah%2C+Siros%22">Izadpanah, Siros</searchLink> (ORCID <externalLink term="http://orcid.org/0000-0002-2061-8110">0000-0002-2061-8110</externalLink>) – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="SO" term="%22Education+and+Information+Technologies%22"><i>Education and Information Technologies</i></searchLink>. 2023 28(11):14229-14248. – Name: Avail Label: Availability Group: Avail Data: Springer. Available from: Springer Nature. One New York Plaza, Suite 4600, New York, NY 10004. Tel: 800-777-4643; Tel: 212-460-1500; Fax: 212-460-1700; e-mail: customerservice@springernature.com; Web site: https://link.springer.com/ – Name: PeerReviewed Label: Peer Reviewed Group: SrcInfo Data: Y – Name: Pages Label: Page Count Group: Src Data: 20 – Name: DatePubCY Label: Publication Date Group: Date Data: 2023 – Name: TypeDocument Label: Document Type Group: TypDoc Data: Journal Articles<br />Reports - Research – Name: Subject Label: Descriptors Group: Su Data: <searchLink fieldCode="DE" term="%22English+Language+Learners%22">English Language Learners</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+Games%22">Computer Games</searchLink><br /><searchLink fieldCode="DE" term="%22Computers%22">Computers</searchLink><br /><searchLink fieldCode="DE" term="%22Self+Efficacy%22">Self Efficacy</searchLink><br /><searchLink fieldCode="DE" term="%22Learner+Engagement%22">Learner Engagement</searchLink><br /><searchLink fieldCode="DE" term="%22Creativity%22">Creativity</searchLink><br /><searchLink fieldCode="DE" term="%22Relationship%22">Relationship</searchLink><br /><searchLink fieldCode="DE" term="%22Student+Experience%22">Student Experience</searchLink><br /><searchLink fieldCode="DE" term="%22Role%22">Role</searchLink><br /><searchLink fieldCode="DE" term="%22Foreign+Countries%22">Foreign Countries</searchLink> – Name: Subject Label: Geographic Terms Group: Su Data: <searchLink fieldCode="DE" term="%22Iran%22">Iran</searchLink> – Name: DOI Label: DOI Group: ID Data: 10.1007/s10639-023-11757-x – Name: ISSN Label: ISSN Group: ISSN Data: 1360-2357<br />1573-7608 – Name: Abstract Label: Abstract Group: Ab Data: Recent developments in EFL) English Foreign Language) have intensified the need for computer games (CGs). However, far too little attention has been paid to this issue. The sample was selected using the two-stage cluster sampling method in this descriptive and correlational study. In the first stage, two institutes for males were randomly selected from 10 institutes (20 institutes for females and 10 institutes for males) from Zanjan city, and 453(lower and upper-intermediate based On Oxford Placement Test) were scrutinized. Of this sample, 25 people did not want to answer, 26 questionnaires were incomplete, and 402 correct questionnaires were examined. Data was collected by using these questionnaires: Computer Game Questionnaire by Sharifi et al.; Academic Engagement questionnaire by Ramazan Ali Zarandag; Creativity by Torrance and was standardized by Seif Hashemi, and Computer Self-Efficacy Questionnaire -- A researcher-made questionnaire was used for this variable and it was standardized. The results showed a significant relationship between CG's experience, computer self-efficacy (CSE), creativity, and academic engagement (AE). This study implies that CGs, CSE, and creativity play an important role in AE. According to the results of the study, it is suggested that CGs-creativity- and network-related classes and courses be held in educational institutions to increase their skills in the field of computers and the Internet. Likewise, CGs and CSE should be addressed more systematically in educational institutions. – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: DateEntry Label: Entry Date Group: Date Data: 2023 – Name: AN Label: Accession Number Group: ID Data: EJ1400803 |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1400803 |
| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.1007/s10639-023-11757-x Languages: – Text: English PhysicalDescription: Pagination: PageCount: 20 StartPage: 14229 Subjects: – SubjectFull: English Language Learners Type: general – SubjectFull: Computer Games Type: general – SubjectFull: Computers Type: general – SubjectFull: Self Efficacy Type: general – SubjectFull: Learner Engagement Type: general – SubjectFull: Creativity Type: general – SubjectFull: Relationship Type: general – SubjectFull: Student Experience Type: general – SubjectFull: Role Type: general – SubjectFull: Foreign Countries Type: general – SubjectFull: Iran Type: general Titles: – TitleFull: The Relationship between Computer Games and Computer Self-Efficacy with Academic Engagement: The Mediating Role of Students' Creativity Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Gao, Fengyan – PersonEntity: Name: NameFull: Izadpanah, Siros IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 01 Type: published Y: 2023 Identifiers: – Type: issn-print Value: 1360-2357 – Type: issn-electronic Value: 1573-7608 Numbering: – Type: volume Value: 28 – Type: issue Value: 11 Titles: – TitleFull: Education and Information Technologies Type: main |
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