INVESTIGATING STUDENTS’ MOTIVATION OF PLAYING VIDEO GAMES IN CLASS AND ITS IMPACT ON THEIR ACADEMIC PERFORMANCE: A CASE STUDY OF THE UNIVERSITY OF LIMPOPO MEDIA STUDIES STUDENTS
University of Limpopo (SOUTH AFRICA)
About this paper:
Conference name: 17th International Technology, Education and Development Conference
Dates: 6-8 March, 2023
Location: Valencia, Spain
Abstract:
Video games have surpassed all other forms of media in terms of leisure time use and the technological competition among software manufacturers has resulted in unprecedented video game advancements. Several platforms have been developed, and graphics have been enhanced to simulate real life images, making video games more appealing and attracting. Eskasasnanda (2017) states that video games are games that someone can play through the internet, computer or smartphones, and multiple players are in different places worldwide. Many people choose to spend their time playing video games as a kind of enjoyment. During this time of the increase in technological innovations, the education system has started to include teaching and learning tools which use a high degree of technology and media outlets. As the upcoming generation of students becomes increasingly contented with technology, there is a concern that they will become less involved in school unless the education system also becomes well-versed in technology. Students at institutions of higher education always have access to portable smart phones and personal computers with video games access, both online and offline. This study aimed at investigating the motivation of playing video games among media studies students at the University of Limpopo. The literature was reviewed on the motivation of playing video games among students and the impacts of their academic performance. Yoo et al. (2022:33) state that video gamers are motivated by a sense of involvement, wishing to escape real life for various reasons, engage in role-playing, and be a part of the virtual narrative. Furthermore, Hartanto, Toh, and Yang (2018) stated that frequent video game play, particularly during the week, would divert students' attention from their assignments, resulting in poor academic performance.
Moreover, the descriptive research design within the quantitative approach involving media studies students was adopted. The structured closed ended questionnaires based on the census sampled were completed through online google forms link and the data were analysed through the Information Seeking Behaviour Model (ISBM) SPSS software to generate findings.The data were interpreted and presented through the descriptive statistics such as tables, graphs and charts. The study found that out of 100 participants, 85 of them revealed that they play video games for entertainment, enjoyment, relaxation and relief of stress and not as a tool for educational purposes. Therefore, the finding of the study is that student’s motivation of playing video games is not educational, meaning they do not play video games that will assist them in their academics. These findings will assist Media Studies scholars, researchers, institutions of higher learning and department of education in understanding the motivation of playing video games among students and also to come up with restrictions on their devices during class time. It also serves as a point of reference for both lecturers and students in terms of teaching and learning. Keywords:
Video game, Play, Academic performance, Motivation and Students.