Keywords
video games, social media, human computer interaction, learning
Abstract
Prior research by Brau, et al. (2016, 2017) identifies factors that correlate with university student course grades. We employ the same research structure as the Brau, et al. papers with the innovation of adding dozens of questions that deal with video game and social media usage. Extant research argues that time spent on video gaming and using social media can: 1) hurt student grades, 2) help student grades, or 3) have no impact on student grades. We test the video game and social media impact hypotheses using a survey of over 500 college students in an Introduction to Information Systems course at a large, private, US university. Methodologically, we employ univariate and multivariate testing with course grade as the dependent variable and a set of video game, social media, and control variables as independent variables. Our results indicate that for this sample period (2019-2020), neither video game usage nor social media usage significantly impact learning as measured through course grades.
Original Publication Citation
An Empirical Analysis of Video Games and Social Media on Learning in an Information Systems University Class, with Heber Brau and James Gaskin, Business Education Innovation Journal, Vol. 14, Iss. 2, 2022, 7-18.
BYU ScholarsArchive Citation
Brau, Heber C.; Brau, James C.; and Gaskin, James, "An Empirical Analysis of Video Games and Social Media on Learning in an Information Systems University Class" (2021). Faculty Publications. 9149.
https://scholarsarchive.byu.edu/facpub/9149
Document Type
Peer-Reviewed Article
Publication Date
2021
Publisher
Business Education Innovation Journal
Language
English
College
Marriott School of Business
Department
Finance
Copyright Status
Elm Street Press All Rights Reserved © 2021
Copyright Use Information
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