RESEARCH PAPER
Differences in Parental Involvement and Perception of Video Games: A Pilot Study on American-Born and Immigrant Parents
,
 
 
 
More details
Hide details
1
Xiamen University, School of Journalism and Communication, Xiamen, CHINA
 
2
University of Texas - Southwestern Medical Center, Dallas, TX, U.S.A.
 
 
Online publication date: 2017-11-30
 
 
Publication date: 2017-11-30
 
 
EURASIA J. Math., Sci Tech. Ed 2018;14(3):785-796
 
KEYWORDS
ABSTRACT
As more and more students from diverse families populate 21st century classrooms, the need for more culturally sensitive pedagogical approaches intensifies. Although literature suggests that differences of parenting styles between immigrant and native-born American parents will influence children’s learning, classroom teaching, and policy making, little is known about whether there is any difference in parental involvement in the video game process and parental perceptions of integrating video games into the regular classroom. In this aspect, an online survey was conducted. Consistent with our hypotheses, although the sampled native parents were more likely to hold an overall negative attitude toward violence in games, they were less worried about the integration of video games in the classroom than immigrant parents were. Results also suggested that the sampled immigrant parents were less involved in the game playing process than their counterpart native-born parents were. Additional correlation analyses revealed that if parents held more negative attitudes toward social effects brought on by the violence in video games, they would most likely use stricter mediation techniques toward their children’s video game playing. On the other hand, the more negative the attitude was, the more involved parents were in their children’s gameplay. Implications, limitations and future research opportunities were discussed.
REFERENCES (53)
1.
Bartholow, B. D., Sestir, M. A., & Davis, E. B. (2005). Correlates and consequences of exposure to video game violence: Hostile personality, empathy, and aggressive behavior. Personality & Social Psychology Bulletin, 31(11), 1573-86.
 
2.
Bourgonjon, J., Valcke, M., Soetaert, R., de Wever, B., & Schellens, T. (2011). Parental acceptance of digital game-based learning. Computers & Education, 57(1), 1434–1444.
 
3.
Burguillo, J. C. (2010). Using game theory and competition-based learning to stimulate student motivation and performance. Computers & Education, 55(2), 566-575.
 
4.
Çitak, G. G. (2009). Constructing an attitude scale: attitudes toward violence on televisions. International Journal of Human and Sciences, 4(4), 268-273.
 
5.
Dreby, J. (2009). Negotiating work and parenting over the life course: Mexican family dynamics in a binational context. In N. Foner (Ed.), Across Generations: Immigrant Families in America. New York: New York University Press.
 
6.
Eow, Y. L., Ali, W. Z.b. W., Mahmud, R.b., & Baki, R. (2009). Form one students’ engagement with computer games and its effect on their academic achievement in a Malaysian secondary school. Computers & Education, 53(4), 1082–1091.
 
7.
Ferguson, C. J. (2007). The good, the bad and the ugly: a meta-analytic review of positive and negative effects of violent video games. Psychiatric Quarterly, 78(4), 309–316.
 
8.
Ferguson, C. J. (2015). Do angry birds make for angry children? A meta-analysis of video game influences on children’s and adolescents’ aggression, mental health, prosocial behavior, and academic performance. Perspectives on Psychological Science A Journal of the Association for Psychological Science, 10(5), 646.
 
9.
Ferguson, C. J., Barr, H., Figueroa, G., Foley, K., Gallimore, A., & Laquea, R., … Garza, A. (2015). Digital poison? Three studies examining the influence of violent video games on youth. Computers in Human Behavior, 50(C), 399-410.
 
10.
Fischer, P., Kastenmüller, A., & Greitemeyer, T. (2010). Media violence and the self: The impact of personalized gaming characters in aggressive video games on aggressive behavior. Journal of Experimental Social Psychology, 46(1), 192-195.
 
11.
Funk, J. (2000). The Impact of Interactive Violence on Children. Testimony before the Committee on Commerce, Science, and Transportation, United States Senate, One Hundred Sixth Congress.
 
12.
Funk, J. B., Buchman, D. D., Jenks, J., Bechtoldt, H., & Jeanne, B. (2003). Playing violent video games, desensitization, and moral evaluation in children. Journal of Applied Developmental Psychology, 24(24), 413-436.
 
13.
Gee, J. P. (2007). Good Video Games and Good Learning: Collected Essays in Video Games, Learning, and Literacy (New Literacies and Digital Epistemologies, Book 2). Berne, Switzerland: Peter Lang International Publishers.
 
14.
Gee, J. P. (2009). Deep learning properties of good digital games: How far can they go? In R. Ute, M. Cody, & P. Vorderer (Eds.), Serious Games: Mechanisms and Effects (Pt. II, Section 1: Serious Games for Learning, pp. 65-80). New York: Routledge.
 
15.
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(1), 5-22.
 
16.
Gollnick, D. M., & Chinn, P. C. (2002). Multicultural education in a pluralistic society (6th ed.). New York: Merrill.
 
17.
Green, T., Ortiz, R., & Lim, H. (2009). Korean parents’ perceptions on the importance of computer usage for themselves and their children: An exploratory study. International Electronic Journal of Elementary Education, 1(2), 56-66.
 
18.
Güngör, D. (2011) Immigration and acculturation in adolescence. In R. E. Tremblay, M. Boivin, & R. D. V. Peters (Eds.), Encyclopedia on Early Childhood Development. Montreal, Quebec: Centre of Excellence for Early Childhood Development and the Strategic Knowledge Cluster on Early Child Development. Retrieved from.
 
20.
Harvard Health Publications. (2010). Violent video games and young people. Harvard Mental Health Letter. 27(4), 1-3.
 
21.
Jenkins, H. (2006.). Reality Bytes: Eight Myths About Video Games Debunked. The Video Game Revolution: Impact of Gaming Essays. Retrieved from http://www.pbs.org/kcts/videog....
 
22.
Joshi, A., Eberly, J., & Konzal, J. (2005). Dialogue across Cultures: Teachers’ Perceptions about Communication with Diverse Families. Multicultural Education, 13(2), 11-15.
 
23.
Jukes, I., McCain, T., & Crockett, L. (2010a). Living on the Future Edge: Windows on Tomorrow. Kelowna, BC, Canada: Corwin and the 21st Century Fluency Group.
 
24.
Jukes, I., McCain, T., & Crockett, L. (2010b). Understanding the Digital Generation: Teaching and Learning in the New Digital Landscape. Kelowna, BC, Canada: Corwin and the 21st Century Fluency Group.
 
25.
Kao, G., & Tienda, M. (1995). Optimism and achievement: The educational performance of immigrant youth. Social Science Quarterly, 76(1), 1–19.
 
26.
Kebritchi, M., Hirumi, A., & Bai, H. (2010). The effects of modern mathematics computer games on mathematics achievement and class motivation. Computers & education, 55(2), 427-443.
 
27.
Kim, E., & Hong. S. (2007). First Generation Korean American Parents’ Perceptions of Discipline. Journal of Professional Nursing, 23(1), 60-68.
 
28.
Kutner, L., & Olson, C. (2008). Grand Theft Childhood: The Surprising Truth about Violent Video Games and What Parents Can Do. New York: Simon & Schuster.
 
29.
Liaw, S. (2008). Investigating students’ perceived satisfaction, behavioral intention, and effectiveness of e-learning: A case study of the blackboard system. Computers and Education, 51(2), 864-873.
 
30.
Lopez, L. C., Sanchez, V. V., & Hamilton, M. (2000). Immigrant and native-born Mexican-American parents’ involvement in a public school: A preliminary study. Psychological Reports, 86, 521-525.
 
31.
Markey, P. M., Markey, C. N., & French, J. E. (2014, August 18). Violent Video Games and Real-World Violence: Rhetoric versus Data. Psychology of Popular Media Culture. Advance online publication. doi:10.1037/ppm0000030.
 
32.
Menjívar, C., & Abrego, L. (2009). Parents and children across borders: Legal instability and intergenerational relations in Guatemalan and Salvadoran families. In N. Foner (Ed.), Across Generations: Immigrant Families in America. New York: New York University Press.
 
33.
Moreno, R. P., & Chuang, S. S. (2011). Challenges facing immigrant parents and their involvement in their children’s schooling. In S. S. Chuang & R. P. Moreno (Eds.), Immigrant children: Change, adaptation, and cultural transformation. Lexington, Maryland: Lexington Books.
 
34.
Neuman, S. B. (1995). Literacy in the television age: The myth of the TV effect. Greenwood Publishing Group.
 
35.
Oosting, W., IJsselsteijn, W., & de Kort, Y. (2008). Parental perceptions and mediation of children’s digital game play at home: A qualitative study. Designing for Families. San Diego: Computer Supported Cooperative Work.
 
36.
Papalia, D. D., & Feldman, R. D. (2003). Human development (9th ed.). New York: McGraw Hill.
 
37.
Prensky, M. (2006). Don’t bother me Mom—I’m learning. St. Paul, MN: Paragon House.
 
38.
Przybylski, A. K., Deci, E. L., Rigby, C. S., & Ryan, R. M. (2014). Competence-impeding electronic games and players’ aggressive feelings, thoughts, and behaviors. Journal of Personality & Social Psychology, 106(3), 441.
 
39.
Rideout, V. (2014). Learning at home: Families’ educational media use in America. Joan Ganz Cooney Center.
 
40.
Rushton, B. (2013). Backdooring it Defense maneuvers around setback. Illinois Times. Retrieved from http://illinoistimes.com/artic..., retrieved on 2017/10/12.
 
41.
Santrock, J. W. (2004). Educational psychology (2nd ed.). New York: McGraw Hill.
 
42.
Shaffer, D. W. (2006). Epistemic frames for epistemic games. Computers & education, 46(3), 223-234.
 
43.
Sharif, S. (2009). Parents Perception of Play for Child Development and Learning. Retrieved from The Asia-Pacific Regional Network for Early Childhood (ARNEC). Retrieved from http://www.arnec.net/cos/o.x?p....
 
44.
Singer, J. L., & Singer, D. G. (1983). Psychologists look at television: Cognitive, developmental, personality, and social policy implications. American Psychologist, 38(7), 826.
 
45.
Skoien, P., & Berthelsen, D. (1996). Video Games: Parental Beliefs and Practices. Paper presented at the Fifth Australian Family Research Conference. Brisbane: Australian Institute of Family Studies.
 
46.
Turkay, S., Hoffman, D., Kinzer, C. K., Chantes, P., & Vicari, C. (2014). Toward understanding the potential of games for learning: Learning theory, game design characteristics, and situating video games in classrooms. Computers in the Schools, 31(1-2), 2-22.
 
47.
Turney, K., & Kao, G. (2009). Barriers to school involvement: Are immigrant parents disadvantaged? Journal of Educational Research, 102(4), 257-271.
 
48.
U.S. Census Bureau. (2011-2012). Current Population Survey, 2011 and 2012 Annual Social and Economic Supplements. Retrieved from http://quickfacts.census.gov.
 
49.
van der Voot, T. A., & Nikken, P. (1992) Determinants of parental guidance of children’s television viewing: A Dutch replication study. Journal of Broadcasting and Electronic Media, 36(1), 61.
 
50.
van Schie, E. G. M., & Wiegman, O. (1997). Children and Videogames: Leisure Activities, Aggression, Social Integration, and School Performance. Journal of Applied Psychology, 27(13), 1175-1194.
 
51.
Whitebread, D., Basilio, M., Kuvalja, M., & Verma, M. (2012) The Importance of Play: A report on the value of children’s play with a series of policy recommendations [Written for Toy Industries of Europe]. Retrieved from http://www.importanceofplay.eu....
 
52.
Wlodarczyk, M. (2012). Perceptions of video games in education by PK-12 public school administrators in Connecticut. Retrieved from ProQuest: http://gradworks.umi.com/.
 
53.
Wouters, P., Van Nimwegen, C., Van Oostendorp, H., & Van Der Spek, E. D. (2013). A meta-analysis of the cognitive and motivational effects of serious games. Journal of Educational Psychology, 105(2), 249.
 
eISSN:1305-8223
ISSN:1305-8215
Journals System - logo
Scroll to top