The Digital Propensity of Today’s Students and the Role of Video Game Play on Online Learning Activities and Learning Preferences

ID: 51686 Type: Poster/Demo
  1. Boaventura DaCosta, Solers Research Group, United States
  2. Soonhwa Seok, Korea University, Korea (South)

Wednesday, March 28 5:45 PM-7:00 PM Location: Edison Ballroom D View on map

Presider: Rashid Khan, DCC- King Fahd University of Petroleum and Minerals, Dhahran Saudi Arabia, Saudi Arabia

Abstract: Many assertions have been made about the digital propensity of youth, leading to the belief that today’s students hold learning preferences never before seen. While information and communications technology is often cited, video games are also said to be a contributing factor to the distinct learning preferences of today’s students. This study (N = 1,258) examined the online learning activities and learning preferences of players and nonplayers. Findings revealed that players were more involved in online learning activities and that nonplayers held stronger learning preferences that share characteristics with many of today’s video games. These findings question commentary about today’s youth and their unique learning preferences, thus suggesting a need for more in-depth empirical research and discussion among educators, practitioners, and other stakeholders before conclusions can be safely drawn.


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