Citas bibligráficas
Santos, E., (2021). Trastorno de déficit de atención e hiperactividad como factor asociado para la adicción a videojuegos en escolares del I.E. San Juan - Trujillo [Tesis, Universidad Privada Antenor Orrego - UPAO]. https://hdl.handle.net/20.500.12759/7706
Santos, E., Trastorno de déficit de atención e hiperactividad como factor asociado para la adicción a videojuegos en escolares del I.E. San Juan - Trujillo [Tesis]. PE: Universidad Privada Antenor Orrego - UPAO; 2021. https://hdl.handle.net/20.500.12759/7706
@misc{renati/378658,
title = "Trastorno de déficit de atención e hiperactividad como factor asociado para la adicción a videojuegos en escolares del I.E. San Juan - Trujillo",
author = "Santos Quiñones, Edwin Oswaldo",
publisher = "Universidad Privada Antenor Orrego - UPAO",
year = "2021"
}
The objective is to determine if the attention deficit and hyperactivity disorder is an associated factor for video game addiction in schoolchildren of the Educational Institution San Juan - Trujillo 2020, being measured with the Conner Test to detect students with a diagnosis / suspicion of ADHD and the Internet Gaming Disorder test, both instruments with a reliability rate by Cronbach's Alpha higher than 0.85, confirming that they are highly reliable and a sample of 171 students of San Juan’s School, 53 positive cases were detected in terms of the suspicion / diagnosis of attention deficit and hyperactivity, the prevalence during 2020 for the ADHD variable is 31 out of 100 children, addiction to gambling and hyperactivity based on the Internet scale Gaming Disorder Scale has a prevalence of 32 out of 100 children and in students regarding the absence of ADHD it is 38 out of 100 students, characterized by being a total of 66 students who gave negative to the suspicion / diagnosis of attention deficit and hyperactivity and were negative for video game addiction and hyperactivity with the prevalence of 27 students per 100. It is recommended to keep a control of the time in which students spend in front of the monitor, investing time in the practice of video games in order to reduce the prevalence of the variable.
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