THE EFFECT OF ELECTRONIC DEVISES USES ON SCHOOL ACHIEVEMENT AMONG STUDENTS AGED BETWEEN (13-17) YEARS IN JORDANIAN SCHOOLS
Eman M. Al Shwaiyat*
ABSTRACT
Aim: to explore the effect of electronic devices used for entertainment particularly electronic games on school achievement among adolescents aged between 13 and 17 years. Method: this prospective study was conducted at schools affiliated by the directory of education in Ajloun between January 2017 and January 2021. All students in the 9th, 10th, 11th and 12th grades were included in the study. The study was performed by giving the students a survey which is composed of 11 questions consisting of; the type of electronic games favored, kind of electronic device used, the family income, the average time spent on those devices and whether the parents have any control on that time, whether the students talk with each other those games, whether the students think about those games during the class, whether the students postpone doing the home works because of those games, whether the student prefer to play those games than reading the ordinary school books, whether the students think that the school achievement was adversely or positively affected by playing those games. The results were collected and analyzed using excel. Results: A total of 7000 students aged between 13 and 17 years were included in the study (mean 14.9±1.9 year). 2400 (34%) of them were males. The main aim of using computer devices in both genders was for social media (49%). males were mainly using the computers to play violent fight games (54%). Mobile phones were the most frequently used among students at 47%.62% of males were found to postpone their home works compared to 26% in females.
Keywords: Electronic games, mobile phones, school performance.
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