Adicción a los videojuegos en línea del móvil en estudiantes 1º y 2º año de secundaria de una institución educativa del distrito de San Juan, Iquitos 2024
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2024-10-31
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Universidad Científica del Perú
Abstract
El objetivo del presente trabajo de investigación fue determinar el grado de adicción a los videojuegos en línea en dispositivos móviles entre los estudiantes de 1.º y 2.º año de secundaria de la Institución Educativa de Menores CNI del distrito de San Juan, Iquitos en el año 2024. Metodología: el Tipo de Investigación: Cuantitativo Utiliza estadísticas para determinar el grado de problemas relacionados con el uso de móviles para videojuegos. Diseño Observacional: No se controlan las variables independientes, solo se observan. Transversal: La determinación de la variable dependiente se realiza en un solo momento del tiempo. Prospectivo: La determinación del grado de adicción se realiza durante el estudio. Correlacional: Utiliza estadísticas inferenciales para identificar la relación entre variables independientes y dependientes. La población estudiada estuvo conformada por 474 estudiantes de 1.º año de secundaria, turno de mañana, y 484 estudiantes de 2.º año de secundaria, turno de tarde de la Institución Educativa de Menores CNI - Distrito de San Juan, Iquitos. La muestra del estudio fue de 100 estudiantes. Se utilizó el software estadístico SPSS v25 para el análisis de datos, y la técnica de recolección de datos fue la encuesta. El instrumento utilizado fue el cuestionario experiencias relacionadas con Videojuegos (CERV), que fue sometido a pruebas de validez y confiabilidad antes de su aplicación. Los resultados indicaron que, del total de alumnos encuestados El 53 % presentan problemas potenciales al uso continuo del móvil por videojuegos en línea, el 40 % no presentan problemas y el 7 % presentan problemas severos con el uso del móvil para videojuegos. Conclusión, el estudio determinó que un porcentaje significativo de estudiantes de 1.º y 2.º año de secundaria de la Institución Educativa de Menores CNI del distrito de San Juan presentan problemas relacionados con el uso continuo de móviles para videojuegos en línea, destacando la necesidad de abordar esta problemática dentro del ámbito educativo y familiar.
The objective of this research work was to determine the degree of addiction to online video games on mobile devices among 1st and 2nd year high school students at the CNI Minors Educational Institution in the district of San Juan, Iquitos in the year 2024. Methodology: Type of Research: Quantitative Uses statistics to determine the degree of problems related to the use of mobile phones for video games. Design Observational: The independent variables are not controlled; they are only observed. Cross-sectional: The determination of the dependent variable is carried out at a single point in time. Prospective: The determination of the degree of addiction is carried out during the study. Correlational: Uses inferential statistics to identify the relationship between independent and dependent variables. The population studied consisted of 474 1st year high school students, morning shift, and 484 2nd year high school students, afternoon shift, from the CNI Minors Educational Institution - District of San Juan, Iquitos. The study sample was 100 students. The statistical software SPSS v25 was used for data analysis, and the data collection technique was the survey. The instrument used was the Video Game Experiences Questionnaire (CERV), which was subjected to validity and reliability tests before its application. The results indicated that, of the total number of students surveyed, 53% present potential problems with the continuous use of the mobile phone for online video games, 40% do not present problems and 7% present severe problems with the use of the mobile phone for video games. Conclusion, the study determined that a significant percentage of students in the 1st and 2nd year of secondary school at the CNI Minors Educational Institution in the district of San Juan present problems related to the continuous use of mobile phones for online video games, highlighting the need to address this problem within the educational and family environment.
The objective of this research work was to determine the degree of addiction to online video games on mobile devices among 1st and 2nd year high school students at the CNI Minors Educational Institution in the district of San Juan, Iquitos in the year 2024. Methodology: Type of Research: Quantitative Uses statistics to determine the degree of problems related to the use of mobile phones for video games. Design Observational: The independent variables are not controlled; they are only observed. Cross-sectional: The determination of the dependent variable is carried out at a single point in time. Prospective: The determination of the degree of addiction is carried out during the study. Correlational: Uses inferential statistics to identify the relationship between independent and dependent variables. The population studied consisted of 474 1st year high school students, morning shift, and 484 2nd year high school students, afternoon shift, from the CNI Minors Educational Institution - District of San Juan, Iquitos. The study sample was 100 students. The statistical software SPSS v25 was used for data analysis, and the data collection technique was the survey. The instrument used was the Video Game Experiences Questionnaire (CERV), which was subjected to validity and reliability tests before its application. The results indicated that, of the total number of students surveyed, 53% present potential problems with the continuous use of the mobile phone for online video games, 40% do not present problems and 7% present severe problems with the use of the mobile phone for video games. Conclusion, the study determined that a significant percentage of students in the 1st and 2nd year of secondary school at the CNI Minors Educational Institution in the district of San Juan present problems related to the continuous use of mobile phones for online video games, highlighting the need to address this problem within the educational and family environment.
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Adicción, Video juegos, Addiction, Video games
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