Video gaming and digital competence among elementary school students
Bibliographic Data
| ID | 21785604 |
|---|---|
| Authors | Laura Scholes (0000-0002-8849-2825, Australian Catholic University, corresponding author), Luke Rowe (0000-0001-5027-733X, Australian Catholic University), Kathy A Mills (0000-0003-1140-3545, Australian Catholic University), Amanda Gutierrez (0000-0002-4934-0546, Australian Catholic University), Elizabeth Pink (0000-0002-5544-3373, Australian Catholic University) |
| Year | 2024 |
| Volume | 49 |
| Issue | 2 |
| Pages | 200-215 |
| Publication date | 2024-04-02 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Learning Media and Technology (JOURNAL) |
| Journal identifiers | ISSN: 1743-9884 • E-ISSN: 1743-9892 |
| Publisher | Informa UK Limited (PUBLISHER • GB) |
| DOI | 10.1080/17439884.2022.2156537 |
| OpenAlex | W4311739891 |
| Language | EN |
| Citations received | 6 |
| References cited | 39 |
Engagement with video games can potentially advance student digital competence however, there is a digital skills gap by the time young people progress into adolescence. This current research explores how elementary school students’ digital self-efficacy might relate to experiences in video game environments to influence perceptions of digital competence. We examine the differential impact of sex, self-efficacy, and socioeconomic status (SES) on 7–10-year-old students’ (N = 613) perceptions of video gaming and their digital skills. Analysis revealed the unexpected finding that SES was inversely related to enjoyment for gaming and digital technology, with students in the lower-SES category responding more positively compared to students in higher SES categories. As expected, boys self-reported digital skills higher than girls across all SES categories. We argue for the use of gaming pedagogies to support learning in classrooms that accounts for nuances in students’ digital self-efficacy moderated by gender and SES
Developmental psychology · Digital video · Mathematics education · Multimedia · Perception · Self-efficacy · Socioeconomic status · Sociology · Child Development and Digital Technology · Computer Science · Digital literacy in education · Impact of Technology on Adolescents · Psychology · Social Psychology
Unfolding key factors of resilience in ICT cognitive-motivational engagement
What do secondary teachers think about digital games for learning
The Development of Smart Apps Creator-based Interactive Media to Improve Narrative Text Writing Skills
The gender divide in digital competence
Digital literacy and academic performance
Reading for digital futures
Methodology and Application of the Kruskal-Wallis Test
Gender stereotypes about interests start early and cause gender disparities in computer science and engineering
The relation between students’ socioeconomic status and ICT literacy
Self-Efficacy
Boys’ gaming identities and opportunities for learning
Shifting to digital
The development of gender differences in information and communication technology (ICT) literacy in middle adolescence
Virtual Reality and Embodiment in Multimodal Meaning Making
Encouraging gameful experience in digital game-based learning
The SES-based difference of adolescents’ digital skills and usages
Predicting transfer from a game-based learning environment
Developing students’ digital competences through collaborative game design
Self-efficacy
Gendered Play, Racialized Reality
Year 3 student career choices
The Entrepreneurial Gamer
| Unique citing works | 6 |
|---|---|
| Citations per year | 2 |
| Citation span | 2023 - 2025 (3) |
| Citation velocity | recent |
| Highly cited | No |
| Citation types | Neutral: 4 |