Genre Differences in Soft Skills Perception and Video Game Usage in the University of Extremadura

2022 ◽  
pp. 28-49
Author(s):  
Sergio Alloza Castillo ◽  
Flavio Escribano ◽  
Óscar Rodrigo González López ◽  
María Buenadicha Mateos

The preconceived notion concerning negative effects of video games and students' academic performance is a widely known subject. However, some investigations explore the positive impact of video games on academic performance. With a sample of 247 university students, this chapter studies the perception of both gamers and non-gamers about soft skills and their current relevance in academic and professional fields. The possible relationships linking the intensity of the usage of video games, academic performance, and the perception concerning soft skills are investigated. The results expose a generalized positive perception respecting the relation between video games and the development of soft skills, specifically to the video game genre and its relevance and influence on academic performance, as well as gender differences, where women prevail in emotional and social managements, although this influence is not elevated.

Author(s):  
Ilham Hassan Fathelrahman Mansour

This empirical study aims at assessing the attitudes, perception and intention of university students towards entrepreneurship and new venture creation with a focus on gender differences in entrepreneurial perceptions and intentions to start new business in the future. Data were collected using a questionnaire-based survey of 350 students at the University of Khartoum in Sudan. The target population was the students in the final year in the University of Khartoum. The stratified sampling technique was used to select the sample size because the population consisted of a number of subgroups that differed in their characteristics. The results showed significant differences between genders in entrepreneurial intentions and its antecedents. Thus, it is important that customized approaches based on gender are needed for developing entrepreneurial intentions among college students.


2020 ◽  
Vol 2020 ◽  
pp. 1-14
Author(s):  
Hongying Wen ◽  
Kairong Liang ◽  
Yiquan Li

Internet public opinion events at universities in China occurred frequently, creating painful repercussions for reputation and stability of colleges and universities. To better cope with the problem, this paper explores an evolutionary mechanism of the university Internet public opinion events. Firstly, we discuss the interactions and behavior of three key participants: an Internet medium, university students as a whole, and administration. Secondly, we construct a tripartite evolutionary game model consisting of an Internet medium, student group, and university administration and then analyze and obtain the differential dynamic equations and equilibrium points. Subsequently, the evolutionary stable equilibrium is further analyzed. Finally, we employ numerical studies to examine how the tripartite behavior choices affect evolutionary paths and evolutionary equilibrium strategies. Results are derived as follows: under certain conditions, there exists an asymptotically stable equilibrium point for the tripartite evolutionary game. On the one hand, appropriate penalties and rewards should be provided to foster objectives and fair behaviors of the network medium. On the other hand, university students should be educated and guided to deal rationally with negative effects of Internet public opinion events. Moreover, online real-name authentication is an important and necessary measure. Finally, the university administration should release truthful, timely, and comprehensive information of Internet public opinion events to mitigate potential negative impacts.


Author(s):  
Pongrác Ács ◽  
◽  
Józef Bergier ◽  
Ferdinand Salonna ◽  
Jan Junger ◽  
...  

2015 ◽  
Vol 6 (3) ◽  
Author(s):  
Steve Wilcox

There is a considerable amount of academic and non-academic interest in the production and reception of video games. At the same time game scholars encounter questions such as, “are video game academics irrelevant?” In this article I connect questions of relevancy in game studies with the need to develop forms of publishing capable of asserting that relevancy more broadly. As the co-founder and editor-in-chief of First Person Scholar (FPS), a middle-state publication based in the Games Institute at the University of Waterloo, I detail how FPS has attempted to reach beyond the traditional scope of game studies to engage a wider audience and assert a new degree of relevancy for the game scholar.


Author(s):  
David Aparisi ◽  
Beatriz Delgado ◽  
Rosa M. Bo ◽  
María Carmen Martínez-Monteagudo

Cyberbullying has become a frequent relational problem among young people, which has made it necessary to evaluate and prevent it in the university setting. The aim of this study is to examine the relationship between cyberbullying, motivation and learning strategies, the ability to adapt to university, and academic performance. A sample of 1368 Spanish university students (64% female) was administered a battery consisting of the European Bullying Intervention Project Questionnaire, the Learning and Study Strategies Inventory Short version, and the Student Adaptation to College Questionnaire, with their academic performance also being studied. The results found that the victimized bullies have greater difficulties in their organization and planning for study and exams, have fewer control and consolidation strategies, and are less able to adapt to university. Logistic regression analyses show that the greater the difficulties in organization and planning, and the greater the difficulties experienced in exams, the greater the probability of a person being a victim and a victimized bully. In addition, students are less likely to be victims, bullies, and victimized bullies as their ability to adapt to university increases. The findings have been discussed and it has been noted that there is a need to address academic adjustment and the ability to adapt to the university environment as a preventive measure for cyberbullying in university students.


2020 ◽  
Vol 13 (26) ◽  
pp. 64
Author(s):  
Bernardino Javier Sánchez-Alcaraz Martinez ◽  
Alba Sánchez-Díaz ◽  
Manuel Alfonso-Asencio ◽  
Javier Courel-Ibáñez ◽  
Alejandro Sánchez-Pay

Una de las causas atribuibles a la reducción de los niveles de práctica de actividad física en jóvenes es el aumento del uso de los videojuegos. El objetivo de este estudio fue conocer el nivel de práctica de actividad física y su relación con el uso de videojuegos y el rendimiento académico en estudiantes universitarios. Ochenta y siete estudiantes (edad = 20 ± 6 años, 42 hombres y 45 mujeres) pertenecientes al Grado en Ciencias de la Actividad Física y del Deporte y al Grado de Educación Primaria participaron en el estudio. La recogida de datos serealizó medianteloscuestionariosPhysician-based Assessment and Counseling for Exercise yel Cuestionariode Experiencia Relacionada conlos Videojuegos. El rendimiento académico se analizó mediante la nota media de los estudiantes. Los resultados mostraron una relación positiva entre el nivel de actividad física y el rendimiento académico (a mayor actividad física, mayor nota media), al igual que entre el nivel de actividad física y el uso de videojuegos (a mayor nivel de actividad física, mayor uso de videojuegos).AbstractOne of the causes attributable to the reduction of physical activity practice levels in young people is the increase in the use of video games. The aim of this study was to know the relationship between the practice of physical activity, the use of video games and academic performance in university students. Eighty-one students (age = 20 ± 6 years, 42 men and 45 women) belonging to the Degree in Physical Activity and Sports Sciences and the Primary Education Degree participated in the study. Data collection was carried out using the Physician-based Assessment and Counseling for Exercise questionnaires and theVideogamesRelated Experience Questionnaire. Academic performance wasanalysedusing the students' average grade. The results showed a positive relationship between the level of physical activity and academic performance (higher physical activity, higher average grade), as well as between the level of physical activity and the use of video games (higher physical activity level, higher use of video games).


Author(s):  
Farah Ahmad

This paper is to investigate the effect of google usage on uumsqs final yearstudents’ academic performance. The scope of this paper is focusing on studying the effects of google usage on university utaramalaysia (uum) students’ academic performance. This study has been carried out among final year students of school of quantitative science (sqs) by did survey through asking respondents for information using written questioning which is questionnaire. The survey from the respondents takes time almost a week. It is believe that google usage will create a positive impact on students. By doing this study, students can know whether google is affecting their academic performance. The sources where students refer for academic purpose can also been seen. Besides, the role of google that can help students to gain extra knowledge in the learning process can be identify. Students can find out more advantages that is brought by google which can leave a positive effect on their academic performance.


2019 ◽  
Vol 12 (3) ◽  
pp. 444-455
Author(s):  
Carlos Ramos-Galarza ◽  
Pamela Acosta-Rodas ◽  
Mónica Bolaños-Pasquel ◽  
Nancy Lepe-Martínez

Purpose The purpose of this paper is fourfold: first, to analyse the relationship between executive functions and academic performance; second, to identify the level of prediction executive functions have on academic performance; third, to determine the correlation between executive functions and academic performance; and fourth, to compare executive functions based on the level of academic performance. Design/methodology/approach The sample composed of 175 university students aged between 18 and 36 years (M=21.49, SD=3.22). The EFECO scale, the average student grade and a scale based on the diagnostic criteria for ADHD were used as measurement instruments. Findings Difficulties in executive functions: Difficulties in working memory (r=−0.30, p=<0.01) and difficulties in conscious supervision of behaviour (r=−0.29, p⩽0.01) have an inversely proportional relationship to academic performance (the greater the deficit of executive functions, the lower the academic performance). The regression analysis showed that executive functions explain 31 per cent of the variance of academic performance (χ2(25)=43.81, p <0.001). The study found that there is a relationship between all the executive functions and students’ behaviour in a medium to large magnitude. Research limitations/implications A limitation of this study was the size of the sample as it is not representative of the country. Nevertheless, the correlation among the variables studied here has the necessary magnitude for the proposed correlations to be found. Nonetheless, it is necessary that we perform a study with a larger number of participants in order to achieve adequate extrapolation of the results. Practical implications Data found in this study suggest that low academic performance of university students is related to a lower functionality of their executive functions. Originality/value The originality of the research lies in relating specific concepts of neuropsychology to explain the academic performance of university students. The research findings allow us to project new studies to improve the executive functions for the benefit of the university student.


2018 ◽  
Vol 8 (4) ◽  
pp. 52
Author(s):  
Ben Walker ◽  
Joey Mehlhorn ◽  
Sandy Mehlhorn ◽  
Rachna Tewari ◽  
Philip Smartt

Being a collegiate student athlete is known to be more difficult and hindering on grade point averages then being the typical full-time student. However, it is also thought that being a part of a team can help improve communication skills and thus, assist in receiving a job or simply be more organized in life’s day to day activities. This study surveyed alumni and current members of the University of Tennessee at Martin Rodeo Team on their views of how being a student athlete affected their college experience. In this survey, 77 participants were asked questions about the social, academic, and athletic views on being a student athlete at the University of Tennessee at Martin. Another extension to this survey is to show the positive and/or negative effects athletic teams bring a university. This survey questioned athletes on why they chose the university and if they if they perceived being part of the team helped them succeed in future careers. The study gave insight on how student athletes experience college and how universities can help improve the student athlete experience. The study revealed that rodeo had a positive impact on student time management skills and ability to work with others. Results show that a majority of survey participants had a positive and valuable experience being a student athlete at the University of Tennessee at Martin. 


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