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

  1. Boaventura DaCosta, Solers Research Group, United States
  2. Soonhwa Seok, Korea University, Korea (South)
Wednesday, March 28 5:45 PM-7:00 PM Edison Ballroom D

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 ...