Page 31 - CATHECT DIGITAL 2020
P. 31

Videogames Addiction in


                  Eighth-Grade Students


                                                                                                                          Erick Julián Mora Gordo
                                                                                                                          Ejulis2141@gmail.com
                                                                                                                          Languages Department,
                                                                                                                          Dulce Corazón de María.
                                                                                                                          Villa de Leyva, Boyacá
          Abstract




          This  scientific  article  shows  a summary  of  the  video  game
          addiction project,  it will also reveal the type of research
          carried out by the project, which is mixed and the research
          approach that belongs to the  sequential explanatory, the
          technique and all the instruments. which were used as surveys
          and interviews.  The results obtained throughout the
          investigation on addiction to video  games and its
          consequences that these academically bring will be shown.
          Key      Words:       Addiction,       Video      game       Addiction,
          Consequences.


          Resumen


          En este artículo científico se muestra un resumen del proyecto
          de la adicción a los videojuegos, también se dará a conocer el
          tipo de investigación que llevo el proyecto que es mixto y el                Five workshops were applied to eighth grade students,  the
          enfoque  de  investigación que  pertenece  al explicativo                    first two workshops were surveys,  the first survey with the
          secuencial,  la  técnica  y  todos  los  instrumentos  que se                objective of knowing the behavior of eighth grade students in
          utilizaron como encuestas y entrevistas.  Se mostraran los                   this  quarantine, to  know  their  emotions  before  and  after
          resultados obtenidos a  lo largo de la investigación sobre la                playing, the second survey with the objective of students to
          adicción a los videos juegos y sus consecuencias que traen                   understand the advantages and disadvantages of video games
          estos académicamente.                                                        and much more now in these times that is the main
          Palabras       clave:    Adicción;      Adición      a    videojuegos;       distraction of young people. In the third workshop, they were
          Consecuencias                                                                asked to reflect on two videos with the aim of showing
          .                                                                            students that video game addiction and bad behavior happen
          Introduction                                                                 every day with many young people and that making good use
                                                                                       of video games in this quarantine we can lead a healthy life.
          The purpose of the project was to identify if there was an                   The fourth activity  consisted of conducting a conversation
          addiction in the students and teach them the damage that                     with the students in order to find  out they had or have
          these can bring if they are used improperly since this is a great            suffered some problems of video game addiction such as
          problem throughout the world and very frequent in Colombia                   anger, irritability, etc. And the fifth workshop was to play with
          because it ranks 37 among the countries that consume the                     the Among us students in order to see how they behaved in
          most video  games. Experts point out that adolescents and                    front of the game, if there were positive or negative reactions.
          young people  who  interact with video  games often have
          problems and conflicts that verify their health, their social                Results
          life, their academic performance, among others. An attempt
          was also made  to identify the  behavior of students while                   Below you can see the results obtained thanks to the surveys
          playing video games, the emotions they have before and after                 and interviews applied to the students:
          playing and how long they played before and after quarantine.


          Materials and Methods



          The project had a mixed-method approach accompanied by a
          type of sequential explanatory research that is characterized
          in that in the  first stage  all  the  data is collected  and  the
          quantitative  part  is  analyzed  followed  by  another stage in
          which it consists of collecting and analyzing the qualitative
          data. The project was carried out in the city of Villa de Leyva,
          Boyacá,  Villa de Leyva is recognized for gastronomy,
          agriculture and tourism. For this, the eighth grade group of
          the Duce Corazón de María School was chosen, which has 17
          students who were chosen to 6 to carry out the surveys and
          interviews
          The  technique  used  in the project is observation, which                   Thanks to all the activities carried  out, it was possible to
          consists of observing the type of phenomenon that is being                   demonstrate that a certain part of the students like to play
          investigated,  taking  information and recording it  for  later              action video games since it draws their attention or has some
          analysis. The  instruments used  in this project were                        influence that leads them to play action video games.
          interviews, surveys and the field diary.                                                                                                            28
   26   27   28   29   30   31   32   33   34   35   36