Impact of Video Game Use on Fostering Creativity in Waldorf School Students

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Bibliographic Details
Title: Impact of Video Game Use on Fostering Creativity in Waldorf School Students
Language: English
Authors: Carlos Vázquez-Martín (ORCID 0009-0001-4449-7173), José M. Ramírez-Hurtado (ORCID 0000-0002-2289-1874), Esteban Vázquez-Cano (ORCID 0000-0002-6694-7948)
Source: International Journal of Technology in Education. 2025 8(1):174-192.
Availability: International Society for Technology, Education, and Science. ISTES Organization, Monument, CO 80132. e-mail: istesorganization@gmail.com; e-mail: ijteoffice@gmail.com; Web site: https://www.ijte.net/index.php/ijte/about
Peer Reviewed: Y
Page Count: 20
Publication Date: 2025
Document Type: Journal Articles
Reports - Research
Education Level: Junior High Schools
Middle Schools
Secondary Education
Descriptors: Video Games, Influence of Technology, Creativity, Student Behavior, Leisure Time, Teaching Methods, Gender Differences, Puzzles, Tablet Computers, Role Playing, Computers, Differences, Scores, Music Activities, Art Activities, Middle School Students, Student Attitudes, Creative Thinking, Creativity Tests
Geographic Terms: California
Assessment and Survey Identifiers: Torrance Tests of Creative Thinking
ISSN: 2689-2758
Abstract: This study investigates the impact of video game usage on the creativity of students attending Waldorf schools. The research aims to: (1) analyze daily time spent on video games and its influence on creativity levels, (2) explore the effect of devices used for gaming, (3) identify the most popular game genres among students, and (4) assess the influence of other activities on creativity. A sample of 146 Waldorf students was analyzed using descriptive statistics and multiple correspondence analysis (MCA). Results show that most students play video games for 0-2 hours daily, with a notable gender difference--girls are less likely to play. No significant correlation was found between gender and time spent gaming (Spearman's coefficient = 0.065, p-value = 0.435). Furthermore, students with lower creativity scores often played puzzle games and used tablets, while those with higher creativity scores favored shooting and fantasy role-playing games, using consoles or computers. MCA revealed that higher creativity students frequently engage in musical and artistic activities, while lower creativity students rarely participate in physical exercise. These findings suggest nuanced relationships between gaming habits, device usage, and extracurricular activities in shaping creativity among Waldorf students.
Abstractor: As Provided
Entry Date: 2025
Accession Number: EJ1461928
Database: ERIC
Description
Abstract:This study investigates the impact of video game usage on the creativity of students attending Waldorf schools. The research aims to: (1) analyze daily time spent on video games and its influence on creativity levels, (2) explore the effect of devices used for gaming, (3) identify the most popular game genres among students, and (4) assess the influence of other activities on creativity. A sample of 146 Waldorf students was analyzed using descriptive statistics and multiple correspondence analysis (MCA). Results show that most students play video games for 0-2 hours daily, with a notable gender difference--girls are less likely to play. No significant correlation was found between gender and time spent gaming (Spearman's coefficient = 0.065, p-value = 0.435). Furthermore, students with lower creativity scores often played puzzle games and used tablets, while those with higher creativity scores favored shooting and fantasy role-playing games, using consoles or computers. MCA revealed that higher creativity students frequently engage in musical and artistic activities, while lower creativity students rarely participate in physical exercise. These findings suggest nuanced relationships between gaming habits, device usage, and extracurricular activities in shaping creativity among Waldorf students.
ISSN:2689-2758