IT Infrastructure & Management

Instant Messaging, Video Games Probed for Effects on Academics

By Debra Viadero — August 26, 2008 4 min read
  • Save to favorites
  • Print

Students who send and receive instant messages while completing a reading assignment take longer to get through their texts but apparently still manage to understand what they’re reading, according to one of several new studies that look at the academic effects of students’ computer and video-game-playing habits.

The results were presented during this month’s annual meeting of the Washington-based American Psychological Association, a national group that represents 148,000 psychologists. Held here Aug. 14-17, the meeting drew 14,000 conference-goers.

“Students who are managing busy lives may think they are accomplishing more by multitasking, but they will actually need more time to achieve the same level of performance on an academic task,” said Laura L. Bowman, the lead researcher on the instant-messaging study and a psychology professor at Central Connecticut State University in New Britain.

Ms. Bowman and her colleagues based their conclusions on a study of 59 college students who were tracked in a university laboratory while they read from a college psychology textbook on a computer.

The psychologists randomly assigned the students to take part in one of three groups. The first group read the text on screen with no interruptions. The second group answered instant messages first and then did their reading. The third group multitasked, fielding instant messages as they read.

Instant messaging is a form of real-time online communication that is faster than normal e-mail.

More Time on Task

The messages, which included questions such as “What classes are you taking this semester?” were designed to be typical in context and in frequency to the instant messages students would normally receive on their computers.

Even after taking into account the time students spent on the instant messaging, the researchers found, the third group took about 15 minutes longer than the other two groups to complete the reading—roughly 50 percent more time than the other two groups took.

All three groups, however, fared about the same on a test given later on to check their understanding of the text. The researchers said that last finding runs counter to other studies, which suggest that students’ academic performance suffers when, for example, a television is playing in the background.

A study the authors published last year, in fact, found that students who reported high use of electronic media were more likely than avid book readers to have problems with becoming distracted in their reading.

“We thought for sure that we were going to find that the multitasking students were going to show a decrement in performance,” said Ms. Bowman.

Researchers theorized that one reason that the multitasking students did as well—but took longer—may be that they went back and reread passages after pausing to answer instant messages.

Study co-author Laura E. Levine, an associate professor of psychology at Central Connecticut, said that, although their study focuses on college-age students, the findings probably also hold true for younger students, many of whom are regular users of instant-messaging.

Video-Gaming Patterns

The video-game studies presented at the conference highlighted ways in which the games can provide insights into students’ problem-solving skills and improve manual dexterity.

In one paper, Fran C. Blumberg, a psychologist at Fordham University in New York City, and her research partner, Sabrina S. Ismailer, listened to 122 5th, 6th, and 7th graders “think aloud” as they played a commercial video game they had never seen before.

“Younger children seem more interested in setting short-term goals for their learning in the game compared to older children, who are more interested in simply playing,” said Ms. Blumberg. She said the younger children’s responses suggest that, even when they are just having fun, young children may need to break down problems into smaller parts.

Another series of studies by scholars at the Media Research Lab at Iowa State University in Ames found that high school and college students who played violent video games were more hostile and less forgiving than students who played games with more positive social values, according to Douglas A. Gentile, the lab director.

He said lab researchers also found a link between extensive video-game playing and obesity in college students.

Yet on a more positive note, another pair of media-lab studies suggests that the technology may be helpful in the medical profession.

Those studies found that laparascopic surgeons who play video games at least three hours a week are faster and more accurate in their work than those who never play electronic games. They also found that surgeons seem to have better hand dexterity immediately after playing a video game that requires spatial skills and nimble fingers.

A version of this article appeared in the August 27, 2008 edition of Education Week as Instant Messaging, Video Games Probed for Effects on Academics

Events

School Climate & Safety K-12 Essentials Forum Strengthen Students’ Connections to School
Join this free event to learn how schools are creating the space for students to form strong bonds with each other and trusted adults.
This content is provided by our sponsor. It is not written by and does not necessarily reflect the views of Education Week's editorial staff.
Sponsor
Student Well-Being Webinar
Reframing Behavior: Neuroscience-Based Practices for Positive Support
Reframing Behavior helps teachers see the “why” of behavior through a neuroscience lens and provides practices that fit into a school day.
Content provided by Crisis Prevention Institute
This content is provided by our sponsor. It is not written by and does not necessarily reflect the views of Education Week's editorial staff.
Sponsor
Mathematics Webinar
Math for All: Strategies for Inclusive Instruction and Student Success
Looking for ways to make math matter for all your students? Gain strategies that help them make the connection as well as the grade.
Content provided by NMSI

EdWeek Top School Jobs

Teacher Jobs
Search over ten thousand teaching jobs nationwide — elementary, middle, high school and more.
View Jobs
Principal Jobs
Find hundreds of jobs for principals, assistant principals, and other school leadership roles.
View Jobs
Administrator Jobs
Over a thousand district-level jobs: superintendents, directors, more.
View Jobs
Support Staff Jobs
Search thousands of jobs, from paraprofessionals to counselors and more.
View Jobs

Read Next

IT Infrastructure & Management Leader To Learn From Through Wars, Tornadoes, and Cyberattacks, He's a Guardian of Student Privacy
Jun Kim, the technology director in Moore, Okla., works to make the most of innovations—without endangering student data.
11 min read
Jun Kim, Director of Technology for Moore Public Schools, center, leads a data privacy review meeting on Dec. 13, 2023 in Moore, Okla.
Jun Kim, director of technology for the Moore public schools in Moore, Okla., leads a data privacy review for staff.
Brett Deering for Education Week
IT Infrastructure & Management One Solution to Maintaining 1-to-1 Devices? Pay Students to Repair Them
Hiring students to help with the repair process is one way school districts are ensuring the sustainability of their 1-to-1 programs.
4 min read
Sawyer Wendt, a student intern for the Altoona school district’s IT department, repairs a Chromebook.
Sawyer Wendt, who's been a student intern for the Altoona district's tech department since junior year, is now studying IT software development in college.
Courtesy of Jevin Stangel, IT technician for the Altoona school district
IT Infrastructure & Management Schools Get Relief on Chromebook Replacements. Google Extends Device Support to 10 Years
Schools have typically had to replace Chromebooks every three to five years.
4 min read
Photo of teacher working with student on laptop computer.
iStock / Getty Images Plus
IT Infrastructure & Management What We Know About District Tech Leaders, in Charts
Male chief technology officers in K-12 tend to come from technological backgrounds while most female tech leaders are former teachers.
1 min read
Illustration concept of leadership, using wooden cut-out figures and arrows.
Liz Yap/Education Week via Canva