Enter your details:
Name:
E-mail:
 
Thank you for subscribing.
Subscribe to our newsletter!


Ivan Babić1, Ana Penjak1

1University of Split, Faculty of Kinesiology, Split, Croatia

Correlation between Gaming, Motor Abilities, and Knowledge of English

Sport Mont 2022, 20(3), 93-97 | DOI: 10.26773/smj.221015

Abstract

In the last decade, gaming has become one of the activities that many school-aged children have been using daily. As such, gaming has been having a bad effect on children’s physical activity but, at the same time, it has helped them in the process of learning English. The goal of the study was: 1) to establish a correlation between the frequency of gaming with motor abilities and grades in English; 2) to establish a correlation between motor abilities and English. Thirty-four 7th- graders (m=19, f=15; age 13.24±0.55) of a primary school in Split participated in the study. The subjects were tested in 3 motor and 1 functional ability test. Grades in English were collected. The participants also filled out the questionnaire on the frequency and manner of gaming. The questionnaire is reliable. There is no statistically significant correlation between the frequency of gaming and better grades in English. Girls game less than boys (MWU Test), have better grades in English, and achieve less in certain motor abilities (MWU Test trunk lifting; 6-min running). The findings suggest that by gaming we do not improve our knowledge of English but that gaming is statistically negatively correlated with motor abilities.

Keywords

digital gaming, English language, physical activity



View full article
(PDF – 98KB)

References

Aarnio, M., Winter, T., Peltonen, J., Kujala, U.M., & Kaprio, J. (2002). Stability of leisure-time physical activity during adolescence—a longitudinal study among 16-, 17- and 18-year-old Finnish youth. Scandinavian Journal of Medicine & Science in Sports, 12(3), 179-185.

Anderson, C.A., & Bushman, B.J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12, 353-359.

Apperley, T., & Walsh, C. (2012). What digital games and literacy have in common: A heuristic for understanding pupils’ gaming literacy. Literacy, 46(3), 115-122.

Castelli, D.M., Hillman, C.H., Buck, S.M., & Erwin, H.E. (2007). Physical fitness and academic achievement in third-and fifth-grade students. Journal of Sport and Exercise Psychology, 29(2), 239-252.

Chik, A. (2014). Digital gaming and language learning: Autonomy and community. Language Learning & Technology, 18(2), 85-100.

Consalvo, M. (2007). Cheating: Gaining advantage in Video Games. Cambridge University Press.

Dewitt, P.E. (1993). The amazing video game boom. Time, September 27, 67-71.

Donnelly, J. E., Hillman, C. H., Castelli, D., Etnier, J.L., Lee, S., Tomporowski, P., Lambourne, K. & Szabo-Reed, A.N. (2016). Physical Activity, Fitness, Cognitive Function, and Academic Achievement in Children: A Systematic Review. Medicine and Science in Sports and Exercise, 48(6), 1197-222.

Erickson, K.I., Hillman, C.H., & Kramer, A.F. (2015). Physical activity, brain, and cognition. Current Opinion in Behavioral Sciences, 4, 27-32.

Gee, J.P. (2012). Chapter Foreword: Chapter taken from Palgrave Macmillan Digital Games in Language Learning and Teaching. Basingstoke: Palgrave Macmillan.

Gentile, D.A., Lynch, P.J., Linder, J.R., & Walsh, D.A. (2004). The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance. Journal of Adolescence, 27, 5-22.

Gruüsser, S.M., Thalemann, R., & Griffiths, M.D. (2007). Excessive computer game playing: Evidence for addiction and aggression? CyberPsychology & Behavior, 10, 290-292.

Guthold, R., Stevens, G.A., Riley, L.M., & Bull, F.C. (2020). Global trends in insufficient physical activity among adolescents: a pooled analysis of 298 population-based surveys with 1·6 million participants. The Lancet Child & Adolescent Health, 4(1), 23-35.

Hallal, P.C., Victora, C.G., Azevedo, M.R., & Wells, J.C. (2006). Adolescent physical activity and health: a systematic review. Sports Medicine, 36(12), 1019-30.

Hillman, C.H., Erickson, K.I., & Kramer, A.F. (2008). Be smart, exercise your heart: exercise effects on brain and cognition. Nature Reviews Neuroscience, 9(1), 58-65.

Holec, H. (1981). Autonomy in Foreign Language Learning. Oxford University Press.

Kumar, B., Robinson, R., & Till, S. (2015). Physical activity and health in adolescence. Clinical Medicine, 15, 267-272.

Larsen McClarty, K., Orr, A., Frey, P.M., Dolan, R.P., Vassileva, V., & McVay, A. (2012). A Literature Review of Gaming in Education: Pearson.

Milne, N., Cacciotti, K., Davies, K., & Orr, R. (2018). The relationship between motor proficiency and reading ability in Year 1 children: a cross-sectional study. BMC Pediatrics, 18(1), 1-10.

Mota, J., & Esculcas, C. (2002). Leisure-time physical activity behavior: structured and unstructured choices according to sex, age, and level of physical activity. International Journal of Behavioral Medicine, 9(2), 111-121.

Muñoz, C. (2020). Boys like games and girls like movies: Age and gender differences in out-of-school contact with English. Revista Española de Lingüística Aplicada/Spanish Journal of Applied Linguistics, 33(1), 171-201.

Özçalışkan, Ş., & Goldin-Meadow, S. (2010). Sex differences in language first appear in gesture. Developmental Science, 13(5), 752-760.

Payne, T.W., & Lynn, R. (2011). Sex differences in second language comprehension. Personality and Individual Differences, 50(3), 434-436.

Przybylski, A.K., Rigby, C.S., & Ryan, R.M. (2010). A motivational model of video game engagement. Rewiev of General Psychology, 14(2), 154-166.

Rama, P.S., Black, R.W., Van Es, E., & Warschauer, M. (2012). Affordances for second language learning in World of Warcraft. ReCALL, 24(3), 322-338.

Salen, K., & Zimmerman, E. (2004). Rules of Play: Game Design Fundamentals. Cambridge: University Press.

Smits, K. (2019). Gaming for Grades: Gaming as a Pastime, School Performance Self-efficacy (Master's thesis).

Sylvén, L.K., & Sundqvist, P. (2012). Gaming as extramural English L2 learning and L2 proficiency among young learners. ReCALL, 24(3), 302-321.

Šego, J. (2009). Obrazovanje za medije–doprinos medijskoj kompetentnosti i kulturi odgovornosti. In D. Labaš (Ed.). Novi mediji – nove tehnologije – novi moral. Zbornik radova Okruglog stola s međunarodnim sudjelovanjem (pp. 61-77).

Thorne, S.L. (2008). Transcultural communication in open internet environments and massively multiplayer online games. In S. Magnan (Ed.), Mediating Discourse Online (pp. 305-327).

Van der Fels, I.M., Te Wierike, S.C., Hartman, E., Elferink-Gemser, M.T., Smith, J., & Visscher, C. (2015). The relationship between motor skills and cognitive skills in 4–16 year old typically developing children: A systematic review. Journal of Science and Medicine in Sport, 18(6), 697-703.

Yang, J. C., & Hsu, H. F. (2013). Effects of online gaming experience on English achievement in an MMORPG learning environment. In Proceedings of the WorldCALL 2013 Conference, Glasgow (pp. 379-381).