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Video Game Use and Academic Performance?

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Video Game Use and Academic Performance

A survey questionnaire titled 'Video Game Use and Academic Performance' has been designed to understand the relationship between video game use and academic performance. This article provides an overview of the questionnaire and its potential impact on the field of education.

1. What is your age?

2. Which of the following video game genres do you enjoy? (Select all that apply)

3. How many hours per week do you spend playing video games?

4. Do you believe video games have a negative impact on academic performance?

5. What platforms do you primarily use to play video games? (Select all that apply)

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6. Are there any specific video games you believe positively affect your academic performance? If yes, please mention them.

7. Do you have any restrictions or limitations on video game usage imposed by parents/guardians or educational institutions?

8. Which of the following factors do you consider when choosing a video game to play? (Select all that apply)

9. In your opinion, how do video games impact your overall academic performance? Please explain.

10. On a scale of 1-5, how often do you feel video games interfere with your study time? (1 being never, 5 being always)

The Impact of Video Game Use on Academic Performance: A Survey Questionnaire

In today's digital age, video games have become a ubiquitous part of our lives. They are not just a means of entertainment, but also an avenue for learning and skill development. However, concerns have been raised about the potential negative effects of excessive video game use on academic performance. To shed light on this topic, we have designed a survey questionnaire titled 'Video Game Use and Academic Performance'. This questionnaire aims to gather valuable insights from individuals regarding their video game habits and how it affects their academic performance.

The survey consists of 10 different questions that cover a wide range of aspects related to video game use and academic performance. The questions are designed to provide a comprehensive understanding of the relationship between video game use and academic performance.

The questionnaire begins by gathering demographic information, such as age, to understand the target audience. Participants can choose from predefined age categories, including options for those who prefer not to disclose their age.

Moving on, the survey explores participants' preferences in terms of video game genres, asking them to select all that apply. This question helps us identify the types of video games that individuals enjoy playing the most. Additionally, it helps establish a correlation between video game preferences and academic performance.

To measure the extent of video game use, participants are asked to estimate the number of hours per week they spend playing video games. This data will give us an idea of the time dedicated to gaming and its potential impact on academic commitments.

To gauge the participants' perspective on the influence of video game use on academic performance, we ask whether they believe if video games have a negative impact. This question aims to understand the general perception of the issue and identify any misconceptions that may exist.

The survey also takes into account the platforms used to play video games. By selecting from various options like PC, console, mobile, and virtual reality, participants can provide insights into their preferred gaming platforms and how they relate to their academic performance.

Furthermore, participants are given the opportunity to share any specific video games they believe positively affect their academic performance. This allows us to identify potential games that could be beneficial to students.

The survey also delves into whether participants have any restrictions or limitations on video game usage imposed by parents/guardians or educational institutions. This information helps us understand the external factors that may influence video game use and academic performance.

In the survey, we also explore the factors participants consider when choosing a video game to play. This question provides insights into the decision-making process and what individuals prioritize when selecting a game.

Participants are given an open-ended question to explain their opinion on how video games impact their overall academic performance. This allows for personal perspectives and experiences to be shared, adding depth to the survey data.

Lastly, participants are asked to rate on a scale of 1 to 5 how often they feel video games interfere with their study time. This question attempts to quantify the perceived interference and provide valuable insights into the potential impact on academic performance.

The 'Video Game Use and Academic Performance' questionnaire is designed to gather responses from individuals across various demographics. By analyzing the collected data, we aim to gain a better understanding of the relationship between video game use and academic performance. This survey will contribute to existing research and provide valuable insights for educators, parents, and policymakers.

Category: Education