performance: A cross-sectional study in Tehran Sirandeh E, Sohrabi MR, Dirandeh A, Kaghazloo L, et al. Introduction The use of video games has been increasing all around the world. Because of this drastic change in teenager’s culture, the current study has its novelty. In addition, the studies which have been done in the past were not sufficient enough to reflect the impact of video games on the behavior and school performance. The aim of the present study was to assess the relationship between using video games and school performance among students aged 12 to 14 using a school based cross sectional study. We focused on the response of the two genders. Statement of the problem
“The relation of how the use video games affect
teenager’s behaviour and academic performance” Methodology ● The population came from middle socioeconomic class. ● The selected sample included 393 male and 395 female students of different levels(first,second,third grade). ● The questionnaire is composed of 30 questions each given to the student’s parents. ● The data was analyzed using descriptive statistics Results Important points ● The minimum hours of playing is 1hr and 10 hrs is the maximum. ● 63.3% of the students have good communication with their parents. ● 2% of the parents agreed that video games affected their children in negative ways. ● 16.3% believed that problems and behavioral changes appeared due to the use of video games. ● 8.2% of parents also mentioned that the children’s behavior became too violent and they lost the ability to control their children’s behavior. ● A high amount of students prioritize finishing their homeworks first before playing video games. ● Based on the data video games do not have any disadvantageous effects on a student’s academic performance Thanks for listening