the Pre Covid and during Covid Choice of playing
games with regards to the classroom Attention is
rejected.
2. Analysis: Data shows a significant difference
in the mean scores between the Pre Covid-Scores and
during Covid Choice Scores of playing games with
regards to the Problem Solving. Results indicated that
the mean scores for the pre covid choices score is
39.27and after covid it is 105.77and SD are 3.413 and
6.867 respectively with the t-value 53.003 for the df
29 at .000 level of significance. Therefore, the null
hypothesis There is a significant difference between
the Pre Covid and during Covid Choice of playing
games with regards to the Problem Solving is
rejected.
3.Analysis: Data shows a significant difference in
the mean scores between the Pre Covid-Scores and
during Covid Choice Scores of playing games with
regards to the Prosocial Behavior. Results indicated
that the mean scores for the pre covid choices score is
36.87 and after covid it is 102.07 and SD are 4.681
and 6.125 respectively with the t-value 51.092 for the
df 29 at .000 level of significance. Therefore, the null
hypothesis There is a significant difference between
the Pre Covid and during Covid Choice of playing
games with regards to the
9 DISCUSSION
By using knowledge of how children learn in video
games, we have more information to help us
determine with which games children may be more
likely to engage in learning strategies that encourage
the development of classroom attention, problem
solving and prosocial behavior. Further, this
knowledge of how children learn in the video game
world may lead to developments in designing
educational video game products and serious games,
and possibly even to modifications of learning
environments in the classroom. This was also noted
the disparity between the learning environments of
video gamers, who are engaged in learning games,
with students in traditional school environments, who
are given little control over their own learning.
Finally, this study supports the view that children will
be attracted to learning environments with content
that interests and challenges them especially in
Pandemic. It reveals that fewer children are using
video games to avoid thinking and during covid
children increased their choices for playing video
games.
10 CONCLUSION AND
SUGGESTION
The research study found out that there is a significant
difference in the classroom attention, problem solving
and prosocial behaviour in the choice of playing
video games pre and during covid scenario among
school children.
• The future researchers may examine the
cause and effect of this in the grades also.
• The future studies may geographically
distribute the sample equally.
• The future researchers can consider another
demographic variable also
• The future researchers can use the
standardised questionnaire
• The future researchers can be conducted on
higher education students.
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