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Victimization in the school, digital leisure and irritability: analysis using structural equations
Victimization in school represents a worrying phenomenon given the negative consequences associated with it, such as states of depression or anxiety which are related to digital leisure habits. This descriptive and cross-sectional study, which was conducted on a sample of 1038 students of third cycl...
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Published in: | Revista electrónica de investigación y evaluación educativa 2018-01, Vol.24 (1), p.1 |
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Main Authors: | , , , |
Format: | Article |
Language: | English |
Subjects: | |
Online Access: | Get full text |
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Summary: | Victimization in school represents a worrying phenomenon given the negative consequences associated with it, such as states of depression or anxiety which are related to digital leisure habits. This descriptive and cross-sectional study, which was conducted on a sample of 1038 students of third cycle of Primary Education (M = 11,33; SD = 1,27), aims to define and contrast an explanatory model about the use of television and video games based on victimization. The instruments employed were the School Victimization Scale (Mynard & Joseph, 2000), the Questionnaire of Experiences related to Video games (Chamarro et al., 2014) and an ad hoc questionnaire for the registration of variables related to digital leisure. The structural model was correctly developed and with good reliability. The results showed positive relationships between the three types of victimization, physical victimization and use of video games and television, and verbal victimization and use of television. Furthermore, digital leisure habits were positively associated with levels of irritability, which shows how bullying can act as a risk factor in the problematic use of video games and television. Victimization may constitute a risk factor in the pathological consumption of screen leisure and irritability states. Keywords: schoolchildren; bullying; victimization; television; video games. La victimizacion en la escuela representa un fenomeno preocupante dado las consecuencias negativas que se le asocian, como son estados de depresion o ansiedad, los cuales guardan relacion con los habitos de ocio digital. Se realizo un estudio descriptivo de tipo transversal, realizado en una muestra de 1038 escolares de tercer ciclo de Educacion Primaria (M = 11,33; DT = 1,27), el cual persigue como principal objetivo contrastar un modelo explicativo del uso de television y videojuegos en funcion de la victimizacion. Se emplearon como principales instrumentos la Escala de Victimizacion en la Escuela (Mynard y Joseph, 2000), el Cuestionario de Experiencias Relacionadas con Videojuegos (Chamarro et al., 2014) y un cuestionario ad hoc para el registro de variables vinculadas al ocio digital. El modelo estructural se ajusto correctamente. Se obtuvieron relaciones positivas entre los tres tipos de victimizacion, la victimizacion fisica y el uso de videojuegos y television, y la victimizacion verbal con el uso de television. Los habitos de ocio digital se asociaron positivamente con los niveles de irritabilidad d |
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ISSN: | 1134-4032 1134-4032 |
DOI: | 10.7203/relieve.24.1.12614 |