Video gaming and digital competence among elementary school students

被引:5
|
作者
Scholes, Laura [1 ]
Rowe, Luke [2 ]
Mills, Kathy A. [1 ]
Gutierrez, Amanda [2 ]
Pink, Elizabeth [1 ]
机构
[1] Australian Catholic Univ, Inst Learning Sci & Teacher Educ, Level 4,229 Elizabeth St, Brisbane, Qld 4000, Australia
[2] Australian Catholic Univ, Fac Educ & Arts, Natl Sch Educ, Brisbane, Australia
基金
澳大利亚研究理事会;
关键词
Video games; digital skills; gender; disadvantage; technology; SELF-EFFICACY; GENDER; GIRLS;
D O I
10.1080/17439884.2022.2156537
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
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.
引用
收藏
页码:200 / 215
页数:16
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