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Research On The Influence Of Online Game Behavior On Pupils' Self-efficacy

Posted on:2020-08-15Degree:MasterType:Thesis
Country:ChinaCandidate:S YangFull Text:PDF
GTID:2437330572971271Subject:Education
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With the development of network technology,online games are developing rapidly,and the forms and types are increasing.The popularity of mobile terminals provides a prerequisite for primary school students to access online games.More and more primary school students are exposed to and participate in online games.Participating in online games has become an important part of after-school leisure and entertainment.The topic of online games has always been concerned by people.At present,parents and teachers have a panic about online games.They believe that online games have only negative effects on children.They talk about "game" discoloration,but some studies have found that appropriate games can Give students a lot of positive impact.Primary school students are in a stage of rapid growth of physiology and psychology.Physiological and psychological changes have also taken place.Self-efficacy is an important factor affecting the physical and mental development of primary school students.Self-efficacy determines students' choice of learning activities and their persistence in learning activities.Sex,affects students' attitudes in the face of difficulties,affects the acquisition of new behaviors and the performance of learned behaviors,and affects the emotions of students when performing various activities.The impact of online game behavior on self-efficacy,whether online game behavior has a negative impact on primary school students,this issue deserves our attention.Therefore,this study selected two schools in R-City to conduct a survey,combined with a specific self-efficacy scale,to measure students' self-efficacy.This study focuses on three issues: First,what is the current status of primary school students participating in online games? Are there differences in gender,grade,and grade? Second,what is the current status of primary school online game behavior? Are there differences in online game behavior between different genders,different grades,and different levels of achievement? Third,what is the relationship between online game behavior and self-efficacy?This study used a questionnaire survey combined with interview research methods,the results found:(1)the status quo of primary school students participating in online games: the proportion of primary school students participating in online games is about 2:1,the proportion of boys participating in online games is higher than that of girls,and primary school students participate in the network.The frequency of the game is about 2 to 3 times a week,about one hour each time.The channels for primary school students to access online games are mainly through classmates,friends and family members.(2)The current situation of primary school online game behavior: primary school students' online game behavior mainly focuses on teamwork,self-identification and learning behavior.Other online game behaviors are less involved,and the smaller the grade level,the tendency of teamwork,self-identification,and learning behavior.The more obvious,the girls' online game behavior tends to be lower than that of boys,and there is no significant difference in the online game behavior of students with different levels of achievement.(3)The impact of online game behavior on self-efficacy: Students who “recurrently” participate in online games have lower self-efficacy than other students.Appropriate participation in online games is a common sense of self-efficacy and self-regulation of primary school students.To positive influence,teamwork and self-identification have a positive impact on primary school students' self-efficacy,and violence has a negative impact on primary school students' self-efficacy.This paper explores the impact of online game behavior on self-efficacy.From the perspectives of teachers,parents,students and game service providers,this paper puts forward corresponding suggestions to better control the game behavior of primary school students,improve the self-efficacy of primary school students and provide learning.
Keywords/Search Tags:Primary school students, Online game behavior, Self-efficacy
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