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Andrea Nolan; Deborah Moore – Early Childhood Education Journal, 2025
Young children engage with digital technologies from a very young age. Often this is considered detrimental to their social development as it is seen as a socially isolating experience. This paper presents the findings of an Australian Research Council funded research project that focused on what characterises infants and toddlers peer-to-peer…
Descriptors: Infants, Toddlers, Peer Relationship, Interaction
Francesca Borgonovi; Elodie Andrieu – Journal of Adolescence, 2025
Introduction: As technology progresses, individuals will be increasingly expected to solve digital tasks. At the same time, many worry that a high use of connected devices will reduce young people's ability to perform with accuracy long cognitively challenging tasks online. Methods: We examine whether 15-year-old students' ability to accurately…
Descriptors: Internet, Adolescents, Problem Solving, Computer Use
Lihua Tang; Louise McLean; Fiona May; Jan Matthews; Gina-Maree Sartore; Mandy Kienhuis; Catherine Wade – Educational and Developmental Psychologist, 2025
Objective: Child sleep problems are commonly reported by parents of children aged 6--18 years, with a growing body of evidence describing the link between children's screen time and parental perceived child sleep problems. Using cross-sectional data, representative of the Victorian population, this study explored whether the relationship between…
Descriptors: Foreign Countries, Computer Use, Handheld Devices, Television Viewing
Roland Gesthuizen; Hazel Tan; Gillian Kidman – International Research in Geographical and Environmental Education, 2025
This study explores the use of virtual worlds, specifically Minecraft, on sustainability education and cognitive skills. Using the Teaching to Inspire model as a lens, we examine how students design sustainable virtual buildings and cityscapes aligned with the UN Sustainable Development Goals and the social-ecological systems (SES) framework. Our…
Descriptors: Environmental Education, Sustainability, Video Games, Cognitive Processes