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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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