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Exploring the Problem-Solving Ability of Gen Z Gamers and Non-Gamers
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Amee Rozel D. Canlas, Josephine Luz D. Pineda, Klay Mart C. Cunanan, Charlotte G. Dungca, Lovely Joy S. Gomez, Jhean Berlyn F. Ocampo, Kimberly Y. Tengco, and Dynah D. Soriano
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Abstract:
One of the results of modernization is the development of video games for enjoyment, socializing, and challenges. Though video games have been a source of debate in terms of their negative impact, they have been viewed as an instructional tool for improving various abilities, such as problem-solving. The researchers conducted a descriptive-comparative study to explore the problem-solving abilities of Gen Z gamers and non-gamers. Respondents were drawn from a state-run university's senior and junior high school students, consisting of 105 non-gamer and 105 gamer respondents. The researchers used a two-part instrument: the first part is about the respondents' profiles; the second part is the Solving Problems Survey. A T-test and ANOVA were used to evaluate the data. The results revealed that there was no significant difference in the problem-solving abilities of Gen Z when grouped based on their gaming status, gender, estimated weekly gaming hours, and preferred video game genre. Hence, the said factors have little or no impact on an individual's problem-solving ability. Future researchers may experiment with different approaches, instruments, and other methods to research on problem-solving and video games, or they may try to investigate different variables such as spatial skills, cognitive skills, memory, and so on.
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