Title: Exploring the Problem-Solving Ability of Gen Z Gamers and Non-Gamers
Authors: 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
Dynah D. Soriano
Volume: 6
Issue: 6
Pages: 115-122
Publication Date: 2022/06/28
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.