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Video gaming and gender differences in digital and printed reading performance among 15-year-olds students in 26 countries
Institution:1. Department of Information System, Nurul Fikri College of Technology, Depok, Indonesia;2. Department of Informatics, Nurul Fikri College of Technology, Depok, Indonesia;1. Social Research Institute, Institute of Education, University College London, 55-59 Gordon Square, London WC1H 0NU, United Kingdom;2. Educational Research Institute (IBE), ul. Górczewska 8, 01-180 Warszawa, Poland
Abstract:Video games are a favorite leisure-time activity among teenagers worldwide. This study examines cross-national gender differences in reading achievement and video gaming and whether video gaming explains gender differences in reading achievement and differences in performance between paper-based and computer-based reading. We use data from a representative sample of 145,953 students from 26 countries who sat the PISA 2012 assessments and provided self-reports on use of video games. Although boys tend to have poorer results in both the computer-based and the paper-based reading assessments, boys' under achievement is smaller when the assessment is delivered on computer than when it is delivered on paper. Boys underperformance compared to girls in the two reading assessments is particularly pronounced among low-achieving students. Among both boys and girls moderate use of single-player games is associated with a performance advantage. However, frequent engagement with collaborative online games is generally associated with a steep reduction in achievement, particularly in the paper-based test and particularly among low-achieving students. Excessive gaming may hinder academic achievement, but moderate gaming can promote positive student outcomes. In many countries video gaming explains the difference in the gender gap in reading between the paper-based and the computer-based assessments.
Keywords:Academic achievement  Gender disparities  Reading performance  Video games  Cross-national
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