The relationship of interactive technology use for entertainment and school performance and engagement: Evidence from a longitudinal study in a nationally representative sample of middle school students in China

被引:16
作者
Anthony, Wen Li [1 ]
Zhu, Yuhong [2 ]
Nower, Lia [1 ]
机构
[1] Rutgers State Univ, Ctr Gambling Studies, Sch Social Work, 120 Albany St,Tower One,3rd Floor, New Brunswick, NJ 08901 USA
[2] Renmin Univ China, Sch Sociol & Populat Studies, Room 602,West Chongde Bldg,59 Zhongguancun St, Beijing, Peoples R China
关键词
Interactive technology use; School performance; School engagement; Internet use; Video gaming; China Education panel survey; Middle school students; INTERNET USE; ACADEMIC-PERFORMANCE; ADOLESCENTS; MEDIA; ADDICTION; MULTITASKING; IMPACT; HEAVY; GAMES; YOUTH;
D O I
10.1016/j.chb.2021.106846
中图分类号
B84 [心理学];
学科分类号
04 ; 0402 ;
摘要
Interactive technology use (e.g., Internet and video games) can promote children's educational access and achievement. However, excessive technology use, particularly for entertainment, may adversely affect children's educational development. This study examined the relationship of the amount of entertainment-related interactive technology use and school engagement and performance using two-wave survey data collected from a nationally-representative sample of middle school students in China (N = 9,949, 48% girls, Mean age = 13.5 years). Results showed that nearly 40% of children used interactive technology for entertainment/nonschoolwork-related activities on school days, and, 62%, for entertainment/non-schoolwork-related activities on weekends. Multilevel mixed models revealed that excessive use of technology for entertainment/nonschoolwork-related activities (i.e., 1+ hours on a school day and 4+ hours daily on weekends) was significantly, adversely associated with all outcomes one year later, including lower test scores on Chinese, Math, English, and cognitive competencies, lower educational aspirations, and higher likelihoods of truancy, lacking concentration in class, and boredom at school. Potential reasons for the findings as well as their implications for research and intervention are discussed. Findings will inform the development of feasible and effective guidelines to help parents, teachers, and schools regulate interactive technology use among school-aged children.
引用
收藏
页数:9
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