Amount of time spent on Facebook and on co-curricular activities are significant predictors of student grades¶
Claim · All claims
Evidence · 1 study · causalr1·q2
Currency · newest study 2013 · not yet checked against its sources · not reviewed by a person
Subclaims¶
Reading the evidence codes
q is the design tier, i the impact, n the sample, and the kind with its r
the rigour judged within that kind: what each code means.
This claim: no standardized effect is recorded in observations/ for it yet, so no benchmark reading is possible.
q2 i? Time spent on Facebook significantly predicted grades (F(7,125) = 5.848, p<.01), and time on co-curricular activities also significantly predicted grades. → Wang 2013
Evidence¶
Wang 2013¶
Wang, J., Lin, C.-F. C., Yu, W.-C. W., & Wu, E. (2013). Meaningful engagement in Facebook learning environments: Merging social and academic lives. Turkish Online Journal of Distance Education-TOJDE, 14(1), Article 26. https://eric.ed.gov/?id=EJ1006268
q2 · i? · causal · r1
Linear regression analyses reported in the Results section. The article states time on Facebook and time on co-curricular activities were "significant predictors of student grades", and that Facebook time explained 27.7% of variance in grades.
"The linear regression showed that the amount of time spent on Facebook (F (7, 125) = 5.848, p<.01) (Table 6) and the amount of time spent on co-curricular activities (F (7, 126) = .6558, p<.001) (Table: 7) were significant predictors of student grades"
Discussion¶
Related Claims¶
- Time spent on Facebook correlates with co-curricular participation and socializing but not with class preparation time — related
- A quarter of first-year students reported their academic work was often or very often adversely affected by time spent on Facebook. — related
- Time spent on LinkedIn, Snapchat and Twitter has virtually no significant impact on student performance at any learning level — reports the opposite
- Specific Facebook activities predict grades in opposite directions: initiating projects, uploading and tagging videos positively; playing games and non-game applications negatively — a narrower finding that bears on this claim
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