DIGITAL LIBRARY
THE USE OF COMPUTER GAMES AMONG STUDENTS IN GRADE 3 IN GRAMMAR SCHOOLS IN THE CZECH REPUBLIC
Palacký University Olomouc, Faculty of Education (CZECH REPUBLIC)
About this paper:
Appears in: ICERI2018 Proceedings
Publication year: 2018
Pages: 7743-7751
ISBN: 978-84-09-05948-5
ISSN: 2340-1095
doi: 10.21125/iceri.2018.0387
Conference name: 11th annual International Conference of Education, Research and Innovation
Dates: 12-14 November, 2018
Location: Seville, Spain
Abstract:
The present paper describes the results of the second stage of a research study aimed at the use of computer games among students in grade three in grammar schools in Olomouc region, Pardubice region, Moravian-Silesian region and Zlín region in the Czech Republic. In terms of methodology, the research strategy was of a quantitative design. The research method to obtain quantitative data was a questionnaire with a mixed typology of questionnaire items. The questionnaire survey was carried out between April and June 2018 and involved a total of 10 grammar schools. The research study comprised 529 respondents, who received a printed version of the questionnaire in cooperation with the schools involved in the study. The data were recorded electronically; for this reason the printed questionnaires were converted into a digital format. The electronic data were processed and analysed using a spreadsheet application and specialized statistical software. The evaluation of the research data was based on the research assumptions and hypotheses. The research assumptions were tested in compliance with the results of the basic data analysis. The research hypotheses were tested by means of the following statistical methods: Student’s t-test, chi-squared test of independence. The results were presented in a descriptive way using tables and graphs. The results of the research will provide basic data for a comparative analysis with the results of the first stage of the research in order to identify the development of using computer games by students in grade three of grammar schools in the Czech Republic. The first stage of the research involved 10 comparable schools; the overall number of respondents was 525.
Keywords:
Computer games, video games, player, gaming device, grammar school students, quantitative research, questionnaire.