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Record W2281093105 · doi:10.5539/ass.v12n3p1

A Comparison of the Online Learning Activities and Learning Style Preferences of Young Adult Video Game Players and Nonplayers

2016· article· en· W2281093105 on OpenAlexvenueno aff
Soonhwa Seok, Boaventura DaCosta

Bibliographic record

VenueAsian Social Science · 2016
Typearticle
Languageen
FieldSocial Sciences
TopicImpact of Technology on Adolescents
Canadian institutionsnot available
Fundersnot available
KeywordsPreferenceStyle (visual arts)PsychologyThe InternetLearning stylesVideo gameOnline chatOnline learningMathematics educationGame playMultimediaComputer scienceWorld Wide Web

Abstract

fetched live from OpenAlex

A study is presented that compared the online learning activities and learning style preferences of video game players and nonplayers. A total of 1,258 students across seven postsecondary institutions near Seoul, South Korea, rated their experiences with video game play alongside their online learning activities and preferences toward learning styles that share characteristics with many of today’s games. Utilizing a causal-comparative approach, descriptive and inferential statistical analyses were used to quantitatively examine the groups. At first glance, the findings revealed that the players were more involved in online learning activities than the nonplayers. Namely, the players (a) took more online courses and/or training per year; (b) shared ideas, documents, information, and/or knowledge online; (c) read and/or contributed to blogs; (d) used the Internet to complete school assignments; and (e) used email, instant message, chat (or other means) to communicate with instructors and peers. However, further examination revealed that the nonplayers held a stronger preference than the players for most of the learning styles examined. That is, the nonplayers preferred online courses and/or training that (a) presented graphics before text; (b) provided opportunities to multitask; (c) offered the ability to selectively access different parts of courseware, rather than linearly stepping through; and (d) were play- rather than work-centric. Although exceptions were found, on the whole, these findings suggest that arguments about today’s youth and their different learning preferences, as a result of exposure to and experience with technology, to include video games, may be premature and much more in-depth empirically supported research is needed before definitive conclusions can be safely drawn.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame machine prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.

metaresearch head score (Codex)0.000
metaresearch head score (Gemma)0.002
Version: metacan-v3-hybrid-931329e0061cValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Observational · Consensus signal: Observational
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.002
Threshold uncertainty score0.006

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0000.002
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0010.000
Science and technology studies0.0000.000
Scholarly communication0.0010.000
Open science0.0000.000
Research integrity0.0000.000
Insufficient payload (model declined to judge)0.0020.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.020
GPT teacher head0.329
Teacher spread0.309 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designObservational
Domainnot available
GenreEmpirical

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations1
Published2016
Admission routes1
Has abstractyes

Explore more

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