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Understanding the Use of Video Game ...
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California State University, Long Beach.
Understanding the Use of Video Game and School Performance among Asian Youth : = A Quantitative Study.
Record Type:
Language materials, manuscript : Monograph/item
Title/Author:
Understanding the Use of Video Game and School Performance among Asian Youth :/
Reminder of title:
A Quantitative Study.
Author:
Songco, Allen.
Description:
1 online resource (56 pages)
Notes:
Source: Masters Abstracts International, Volume: 57-06.
Contained By:
Masters Abstracts International57-06(E).
Subject:
Social work. -
Online resource:
click for full text (PQDT)
ISBN:
9780438024366
Understanding the Use of Video Game and School Performance among Asian Youth : = A Quantitative Study.
Songco, Allen.
Understanding the Use of Video Game and School Performance among Asian Youth :
A Quantitative Study. - 1 online resource (56 pages)
Source: Masters Abstracts International, Volume: 57-06.
Thesis (M.S.W.)--California State University, Long Beach, 2018.
Includes bibliographical references
The purpose of this research was to explore the association of playing video games and academic achievement, performance in school-based sports, physical activity, and physical education among Asian Americans. Data from the 2015 Youth Risk Behavior Survey were used to analyze the relationship of playing video games and academic achievement, performance in school-based sports, physical activity, and physical education among Asian Americans using a sample size of 538 participants. The results found that long gaming hours contributed to poor grades while also finding that almost half of students who received mostly A's played video games for 3 hours or more. The results found statistically significant association between those who participate in sports teams, being physically active at least 60 minutes per day on all 7 days, watching television, and playing video game for 3 hours or more.
Electronic reproduction.
Ann Arbor, Mich. :
ProQuest,
2018
Mode of access: World Wide Web
ISBN: 9780438024366Subjects--Topical Terms:
1008643
Social work.
Index Terms--Genre/Form:
554714
Electronic books.
Understanding the Use of Video Game and School Performance among Asian Youth : = A Quantitative Study.
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Source: Masters Abstracts International, Volume: 57-06.
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Adviser: Janaki Santhiveeran.
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Thesis (M.S.W.)--California State University, Long Beach, 2018.
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Includes bibliographical references
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The purpose of this research was to explore the association of playing video games and academic achievement, performance in school-based sports, physical activity, and physical education among Asian Americans. Data from the 2015 Youth Risk Behavior Survey were used to analyze the relationship of playing video games and academic achievement, performance in school-based sports, physical activity, and physical education among Asian Americans using a sample size of 538 participants. The results found that long gaming hours contributed to poor grades while also finding that almost half of students who received mostly A's played video games for 3 hours or more. The results found statistically significant association between those who participate in sports teams, being physically active at least 60 minutes per day on all 7 days, watching television, and playing video game for 3 hours or more.
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Ann Arbor, Mich. :
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click for full text (PQDT)
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