Impact of Video Game Use on Fostering Creativity in Waldorf School Students

This study investigates the impact of video game usage on the creativity of students attending Waldorf schools. The research aims to: (1) analyze daily time spent on video games and its influence on creativity levels, (2) explore the effect of devices used for gaming, (3) identify the most popular game genres among students, and (4) assess the influence of other activities on creativity. A sample of 146 Waldorf students was analyzed using descriptive statistics and multiple correspondence analysis (MCA). Results show that most students play video games for 0–2 hours daily, with a notable gender difference—girls are less likely to play. No significant correlation was found between gender and time spent gaming (Spearman's coefficient = 0.065, p-value = 0.435). Furthermore, students with lower creativity scores often played puzzle games and used tablets, while those with higher creativity scores favored shooting and fantasy role-playing games, using consoles or computers. MCA revealed that higher creativity students frequently engage in musical and artistic activities, while lower creativity students rarely participate in physical exercise. These findings suggest nuanced relationships between gaming habits, device usage, and extracurricular activities in shaping creativity among Waldorf students.

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Publication Details

Journal
International Journal of Technology in Education
Published
2025-01-09
DOI
https://doi.org/10.46328/ijte.1020
Primary Topic
Education Methods and Practices
Type
article
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article

Impact of Video Game Use on Fostering Creativity in Waldorf School Students

José M. Ramírez‐Hurtado, Esteban Vázquez Cano, Carlos Vázquez-Martín
International Journal of Technology in Education
Education Methods and Practices
article

Impact of Video Game Use on Fostering Creativity in Waldorf School Students

José M. Ramírez‐Hurtado, Esteban Vázquez Cano, Carlos Vázquez-Martín
article en

Abstract

This study investigates the impact of video game usage on the creativity of students attending Waldorf schools. The research aims to: (1) analyze daily time spent on video games and its influence on creativity levels, (2) explore the effect of devices used for gaming, (3) identify the most popular game genres among students, and (4) assess the influence of other activities on creativity. A sample of 146 Waldorf students was analyzed using descriptive statistics and multiple correspondence analysis (MCA). Results show that most students play video games for 0–2 hours daily, with a notable gender difference—girls are less likely to play. No significant correlation was found between gender and time spent gaming (Spearman's coefficient = 0.065, p-value = 0.435). Furthermore, students with lower creativity scores often played puzzle games and used tablets, while those with higher creativity scores favored shooting and fantasy role-playing games, using consoles or computers. MCA revealed that higher creativity students frequently engage in musical and artistic activities, while lower creativity students rarely participate in physical exercise. These findings suggest nuanced relationships between gaming habits, device usage, and extracurricular activities in shaping creativity among Waldorf students.

International Journal of Technology in EducationVol. 8(1)
Universidad Nacional de Educación a Distancia (ES), Yangon University Of Distance Education (MM), Universidad Pablo de Olavide (ES)
Openalex Percentile: Top 99%
Education Methods and Practices
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Impact of Video Game Use on Fostering Creativity in Waldorf School Students — José M. Ramírez‐Hurtado, Esteban Vázquez Cano, et al. · International Journal of Technology in Education (2025) | TGRS Research Map | TGRS