Tesis de Grado
URI permanente para esta colecciónhttps://repositorio.eespgregoriasantosicuani.edu.pe/handle/GSANTOS/14
Examinar
Ítem USO DE VIDEOJUEGOS Y EL RENDIMIENTO ACADÉMICO EN LOS ESTUDIANTES DE QUINTO GRADO DE LA I.E. MATEO PUMACAHUA DE SICUANI, 2025(2026) PADILLA MARCOS URIELThe present research work entitled “Uso de videojuegos y el rendimiento académico en los estudiantes de quinto grado de la I.E. Mateo Pumacahua de Sicuani año 2025” aims to determine the relationship between the use of video games and the academic performance of fifth-grade students at I.E. Mateo Pumacahua in 2025. The methodology applied is basic research with a quantitative approach, non-experimental design, and correlational scope. The population and sample for the fieldwork consisted of 30 fifth-grade students from I.E. Mateo Pumacahua. The study concluded that the use of video games influences the academic performance of students, although not always negatively, since moderate and controlled use can coexist with acceptable academic achievement. The results show that while video games can stimulate learning and creativity, excessive use affects school activities and task completion, highlighting the importance of strengthening study habits and time management. At the personal level, most students exhibit medium motivation and favorable self-esteem, although some show difficulties with self-regulation and concentration. At the family level, parental support and supervision emerge as determining factors for better academic performance. Overall, it is concluded that video games are not harmful by themselves; their impact depends on responsible use, pedagogical guidance, and family support. When properly managed, they can become an educational tool that enhances cognitive, social, and emotional skills.
