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1.
Front Psychol ; 12: 648552, 2021.
Article in English | MEDLINE | ID: covidwho-2300939

ABSTRACT

The ongoing pandemic caused by coronavirus disease 2019 (COVID-19) has enforced a shutdown of educative institutions of all levels, including high school and university students, and has forced educators and institutions to adapt teaching strategies in a hasty way. This work reviews the use of gamification-based teaching during the pandemic lockdown through a search in Scopus, PsycINFO, ERIC, and Semantic Scholar databases. A total of 11 papers from Chemistry, Business, Computer Science, Biology, and Medical areas have been identified and included in the present work. All of them analyzed the use of gamification strategies during the COVID-19 pandemic and assessed student's learning and motivation outcomes. In general, students reported that gamification was innovative, engaging, and an efficient strategy to deliver curricula material; moreover, it was perceived as a fun activity. Some students reported that gamified videoconferences aided to connect with their classmates during isolation time providing effective social support. However, some students reported a bad physical or psychological condition, as consequence of the confinement, and did not get involved in the activity. Some weaknesses of the reviewed studies are the small sample size and its homogeneity, which makes it difficult to generalize their results to other scenarios and academic areas. Furthermore, although there is a feeling of learning during the activity, this result is mainly based on subjective perceptions, and any of the studies demonstrated that superior learning was achieved in comparison with traditional teaching strategies. Nevertheless, gamification can be implemented together with traditional lectures and can be a valuable instrument during post-COVID times.

2.
Propositos Y Representaciones ; 10(2), 2022.
Article in English | Web of Science | ID: covidwho-2072342

ABSTRACT

Objective: The effects of an online prevention program on technological addictions and cognitive -affective dispositions in university students during the COVID-19 pandemic were evaluated. Methods: Forty-two students participated in the sample, of which 21 formed the experimental group (EG) and the other 21 students the control group (CG). Academic efficacy and academic engagement scales were used, as well as cell phone, internet and video game addiction tests. Results: The application of the program significantly reduced the internet addiction, cell phone and video games and at the same time significantly increased the positive assessment of academic engagement and academic efficacy;comparisons between the study groups (GE versus GC) according to the effect sizes (.30 d . 50) evidenced important practical differences in the internet addiction, cell phone and video games, for the three variables the GE showed lower averages than the GC;on the other hand the comparisons between GE and GC resulted with effect size differences between medium (d >.50) and large (d >.80) in academic efficacy and academic engagement respectively, in these two variables the GE showed higher averages. Conclusion: the prevention program has reduced technological addictions, as well as increased cognitive-affective dispositions in students.

3.
J Behav Addict ; 10(1): 169-180, 2021 Mar 10.
Article in English | MEDLINE | ID: covidwho-1127815

ABSTRACT

BACKGROUND: The coronavirus disease-2019 (COVID-19) pandemic has profoundly impacted aspects of human life globally. Playing videogames has been encouraged by several organizations to help individuals cope with the COVID-19 pandemic and associated restrictive measures. This longitudinal study was the first to examine gaming in the context of the pandemic and its association with depressive and anxiety symptoms. METHODS: The sample comprised 1,778 children and adolescents (50.7% male) who were part of the Project of School Mental Health in Southwest China. Data were collected at two-time intervals: before the COVID-19 pandemic (October to November 2019 - [T1]) and during the COVID-19 pandemic (April to May 2020 - [T2]). Data were collected on perceived COVID-19 impacts, videogame use, Internet Gaming Disorder (IGD), and depressive and anxiety symptoms. Cross-lagged panel models were computed to examine longitudinal relationships. RESULTS: The results indicated that both videogame use and IGD increased significantly for adolescents at T2. The cross-lagged panel model results suggested that depressive and anxiety symptoms at T1 positively predicted IGD and videogame use at T2 (especially for boys), but not inversely. Perceived COVID-19 impacts mediated the relationship between depressive and anxiety symptoms at T1 and IGD at T2. CONCLUSION: Children and adolescents both increased videogame use at T2, but only adolescents significantly increased IGD severity at T2. The findings supported the compensatory hypothesis, and are consistent with the Interaction of Person-Affect-Cognition-Execution model as individual responses to COVID-19 may function as a mediator between personal predisposing variables and IGD.


Subject(s)
Anxiety Disorders/complications , COVID-19/psychology , Depressive Disorder/complications , Internet Addiction Disorder/complications , Video Games/psychology , Adolescent , Anxiety Disorders/psychology , Child , China , Depressive Disorder/psychology , Humans , Internet Addiction Disorder/psychology , Longitudinal Studies , Pandemics , SARS-CoV-2 , Severity of Illness Index
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