Alajlan Sarah M, Boughattas Wissal, Aljohani Obaidalah H, Znazen Hela
The Department of Leadership and Educational Policies, Taif University, Taif, Saudi Arabia.
Tunisian Research Laboratory 'Sports Performance Optimization' (LR09SEP01), National Center of Medicine and Science in Sports (CNMSS), Tunis, Tunisia.
Sci Rep. 2025 Jun 5;15(1):19750. doi: 10.1038/s41598-025-04594-0.
This study investigated the effects of progressive gaming sessions on metacognitive skills among 66 female's students in KSA university. Using a standardized Tetris gaming intervention with increasing durations (20, 30, and 40 min), we measured changes in academic performance and metacognitive abilities by standardized tests and the Arabic State Metacognitive Inventory. Results showed academic performance significantly improved during 20-min sessions compared to baseline but declined during longer 30 and 40-min sessions (F = 7.82, p < 0.001). Metacognitive variables remained stable across sessions (F = 1.54, p = 0.205), with only self-checking showing significant changes. Regression analysis confirmed gaming duration negatively predicted exam performance (β = - 0.260, p < 0.001) but had no significant relationship with metacognitive variables. These findings suggest that gaming interventions require careful duration management, with shorter sessions (approximately 20 min) appearing more beneficial for academic performance while longer sessions may have diminishing returns. The stability of metacognitive variables despite fluctuations in academic performance suggests that these cognitive domains may respond differently to gaming interventions among female university students.
本研究调查了渐进式游戏环节对沙特阿拉伯一所大学66名女学生元认知技能的影响。我们采用了时长递增(20分钟、30分钟和40分钟)的标准化俄罗斯方块游戏干预,通过标准化测试和阿拉伯语版国家元认知量表来测量学业成绩和元认知能力的变化。结果显示,与基线相比,20分钟游戏环节期间学业成绩显著提高,但在30分钟和40分钟的较长游戏环节期间成绩下降(F = 7.82,p < 0.001)。元认知变量在各游戏环节中保持稳定(F = 1.54,p = 0.205),只有自我检查显示出显著变化。回归分析证实游戏时长对考试成绩有负向预测作用(β = -0.260,p < 0.001),但与元认知变量无显著关系。这些发现表明,游戏干预需要谨慎管理时长,较短的游戏环节(约20分钟)似乎对学业成绩更有益,而较长的游戏环节可能收益递减。尽管学业成绩有波动,但元认知变量保持稳定,这表明在女大学生中,这些认知领域对游戏干预的反应可能不同。