Skip to main content

ETHNOS_APP

Home • Search • Journals • List 0

Video gaming and digital competence among elementary school students

Bibliographic Data

ID21785604
AuthorsLaura 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)
Year2024
Volume49
Issue2
Pages200-215
Publication date2024-04-02
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueLearning Media and Technology (JOURNAL)
Journal identifiersISSN: 1743-9884 • E-ISSN: 1743-9892
PublisherInforma UK Limited (PUBLISHER • GB)
DOI10.1080/17439884.2022.2156537
OpenAlexW4311739891
LanguageEN
Citations received6
References cited39

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

    Open Access•Jia‐qi Zheng, Kai‐chee Cheung et al.•International Journal of…•2025

  • What do secondary teachers think about digital games for learning

    Open Access•Amanda Gutierrez, Kathy A Mills et al.•Teaching and Teacher Education•2023

  • The Development of Smart Apps Creator-based Interactive Media to Improve Narrative Text Writing Skills

    Open Access•Titin Amelia, Sri Sukasih•KEMBARA Journal of Scientific…•2025

  • The gender divide in digital competence

    Open Access•Mehdi Tanzeeb Hossain, Shahinur Akter et al.•Frontiers in Education•2023

  • Digital literacy and academic performance

    Open Access•Supratman Zakir, Mohammad Enamul Hoque et al.•Frontiers in Education•2025

  • Reading for digital futures

    Open Access•Laura Scholes•Cambridge Journal of Education•2024

  • Methodology and Application of the Kruskal-Wallis Test

    Open Access•Eva Ostertagová, Oskar Ostertag et al.•Applied Mechanics and Materials•2014

  • Gender stereotypes about interests start early and cause gender disparities in computer science and engineering

    Open Access•Alfred Master, Andrew N Meltzoff et al.•Proceedings of the National…•2021

  • The relation between students’ socioeconomic status and ICT literacy

    Open Access•Rebeca Scherer, Ronny Scherer et al.•Computers & Education•2019

  • Self-Efficacy

    Open Access•Barry J Zimmerman•Contemporary Educational Psychology•2000

  • Boys’ gaming identities and opportunities for learning

    Open Access•Laura Scholes, Kathy A Mills et al.•Learning Media and Technology•2022

  • Shifting to digital

    Open Access•Lin Lin, Lin Lin-Lipsmeyer et al.•Educational Technology Research…•2021

  • The development of gender differences in information and communication technology (ICT) literacy in middle adolescence

    Open Access•Timo Gnambs•Computers in Human Behavior•2021

  • Virtual Reality and Embodiment in Multimodal Meaning Making

    Open Access•Kathy A Mills, Laura Scholes et al.•Written Communication•2022

  • Encouraging gameful experience in digital game-based learning

    Open Access•Mona Höyng•Computers & Education•2022

  • The SES-based difference of adolescents’ digital skills and usages

    Open Access•Wei Ren, Xiaowen Zhu et al.•Computers & Education•2022

  • Predicting transfer from a game-based learning environment

    Open Access•John L Nietfeld•Computers & Education•2020

  • Developing students’ digital competences through collaborative game design

    Open Access•Noora L Laakso, Tiina Korhonen et al.•Computers & Education•2021

  • Self-efficacy

    Albert Bandura•Psychological Review•1977

  • Gendered Play, Racialized Reality

    Open Access•Gabriela T Richard Gabriela T Richard, Gabriela T Richard et al.•Frontiers A Journal of Women…•2018

  • Year 3 student career choices

    Open Access•Laura Scholes, Sarah Mcdonald•British Educational Research…•2022

  • The Entrepreneurial Gamer

    Open Access•Jennifer Jenson, Suzanne De Castell•Games and Culture•2018

Unique citing works6
Citations per year2
Citation span2023 - 2025 (3)
Citation velocityrecent
Highly citedNo
Citation typesNeutral: 4

Tools

Open DOIOpen Access
Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae