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互联网使用和电子游戏对澳大利亚儿童学业成绩的影响。

Effect of internet use and electronic game-play on academic performance of Australian children.

机构信息

Centre for Health Research and School of Commerce, University of Southern Queensland, Workstation 15, Room T450, Block T, Toowoomba, QLD, 4350, Australia.

Maternal and Child Health Division, International Centre for Diarrhoeal Disease Research, Bangladesh (icddr,b), Mohakhali, Dhaka, 1212, Bangladesh.

出版信息

Sci Rep. 2020 Dec 10;10(1):21727. doi: 10.1038/s41598-020-78916-9.

Abstract

This study examined the association of internet use, and electronic game-play with academic performance respectively on weekdays and weekends in Australian children. It also assessed whether addiction tendency to internet and game-play is associated with academic performance. Overall, 1704 children of 11-17-year-olds from young minds matter (YMM), a cross-sectional nationwide survey, were analysed. The generalized linear regression models adjusted for survey weights were applied to investigate the association between internet use, and electronic-gaming with academic performance (measured by NAPLAN-National standard score). About 70% of the sample spent > 2 h/day using the internet and nearly 30% played electronic-games for > 2 h/day. Internet users during weekdays (> 4 h/day) were less likely to get higher scores in reading and numeracy, and internet use on weekends (> 2-4 h/day) was positively associated with academic performance. In contrast, 16% of electronic gamers were more likely to get better reading scores on weekdays compared to those who did not. Addiction tendency to internet and electronic-gaming is found to be adversely associated with academic achievement. Further, results indicated the need for parental monitoring and/or self-regulation to limit the timing and duration of internet use/electronic-gaming to overcome the detrimental effects of internet use and electronic game-play on academic achievement.

摘要

本研究分别考察了互联网使用和电子游戏在澳大利亚儿童工作日和周末与学业成绩的关系。还评估了互联网和游戏成瘾倾向是否与学业成绩相关。本研究共分析了来自“年轻心灵 matters(YMM)”的 1704 名 11-17 岁儿童的横断面全国性调查数据。采用广义线性回归模型调整调查权重,以研究互联网使用和电子游戏与学业成绩(以 NAPLAN-国家标准分数衡量)之间的关系。大约 70%的样本每天使用互联网的时间超过 2 小时,近 30%的人每天玩电子游戏超过 2 小时。工作日上网时间超过 4 小时的互联网用户在阅读和数学方面取得高分的可能性较小,而周末上网时间超过 2-4 小时与学业成绩呈正相关。相比之下,16%的电子游戏玩家在工作日更有可能获得更好的阅读成绩,而不是那些不玩电子游戏的人。互联网和电子游戏成瘾倾向与学业成绩呈负相关。此外,结果表明需要家长监督和/或自我调节来限制上网时间/电子游戏时间,以克服互联网使用和电子游戏对学业成绩的不利影响。

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