Use of mobile devices and video games in the learning of students at the Faculty of Tourism of the Autonomous University of Sinaloa
Sergio Armando Morán Sánchez,
Sergiomoran@uas.edu.mx,
Jesús Alejandro Vázquez Meza,
Avazquezmeza@uas.edu.mx,
Helvi Irani Morán Ortega,
Helvi.moran9424@alumnos.udg.mx,
Víctor Manuel Martínez García,
Drvictormartinez@uas.edu.mx,
Yennifer Díaz Romero,
Yenniferdr07@ms.uas.edu.mx,
Manuel Iván Tostado Ramírez and
Itostado@uas.edu.mx
SAP Gamification and Augmented Reality, 2026
Abstract:
This study aimed to the analyze the relationship between the use of mobile devices and video games and students´ perceptions of learning in the Faculty Tourism at the Autonomous University of Sinaloa. A quantitative, nonexperimental, cross-sectional,descriptive-correlational design was uded. The convenience sample comprised 154 students.Data were collected through a questionnaire including sociodemographic and time-use questions, as well as 23Likert-type ítems on digital resources ,learning, and potential adverse effects. Internal consistency was high for both the digital resources and learning scale (a=.942) and the adverse effects scale(a=.877). Overall perceptions of digital resources for learning were moderate (M=3.29,SD=0.69), while perceptions of adverse effects werw lower (M=2.43, SD =0.90 ). Time spent on social media and video games was not significantly associated with perceptions of learning or adverse effects. A small positive association was found between ordinal academic grade average and perceived learning (p=.212,adjusted p =.042 ). These findings describe the students in the analyzed sample; they do establish causality and connot be generalized to the entire student population.
Date: 2026
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Persistent link: https://EconPapers.repec.org/RePEc:cwf:grarti:gr2026277
DOI: 10.62486/gr2026277
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