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Karis Jones; Gemma Cooper-Novack – Journal of Adolescent & Adult Literacy, 2025
Textual consumption in digital spaces has come under scrutiny by educators who worry about youth's surface-level comprehension of such texts as well as the polarizing nature of online discourse. This paper synthesizes affective concepts of critical witness and glimmers of care to explore two cases in which adolescent writers in digital OST…
Descriptors: Adolescents, Writing (Composition), Information Technology, Cartoons
Cengiz Gunduzalp – Journal of Education in Science, Environment and Health, 2024
This study was done to find out what students thought about the variables of perceived control, perceived learning, perceived benefit, interest, motivation, affective components, attitude, behavioral components, and learning experience when using digital games in information and communication technologies courses. As a case study, the study was…
Descriptors: Educational Games, Educational Technology, Biochemistry, Student Attitudes
Eva Cerezo; Teresa Coma-Rosello; Antonio Aguelo; Ana Cristina Blasco-Serrano; Maria Angeles Garrido – IEEE Transactions on Learning Technologies, 2024
Intergenerational games to be played by grandparents and their grandchildren can be mutually beneficial for both age groups: breaking with age stereotypes, linking the learning and leisure needs of both generations and encouraging communication, solidarity, and social connectedness between generations. Due to the COVID-19 pandemic, it was…
Descriptors: Intergenerational Programs, Interaction, Information Technology, Story Telling
Annette Sundqvist; Nikola Majerle; Mikael Heimann; Felix-Sebastian Koch – Journal of Early Childhood Research, 2024
A child's vocabulary ability may be influenced by many different factors in their home environment. The present study focused on supportive aspects in home environments and the relation to children's vocabulary size through an online study where 166 parents of children aged 47.63 months (range 33.7-59.9 months) responded. Children's home literacy…
Descriptors: Family Environment, Literacy, Information Technology, Vocabulary Development
Dishon, Gideon; Kafai, Yasmin B. – Interactive Learning Environments, 2022
Rising political polarization and the spread of disinformation have highlighted the need to re-assess and broaden existing approaches to civic education. Though video games have been presented as tools that could capitalize on youth's interest-driven engagement with technology to support situated modes of civic learning, their actual contributions…
Descriptors: Video Games, Citizenship Education, Civics, Role
Wadhwa, Shalini; Balakrishnan, Ramanan – International Journal of Game-Based Learning, 2023
The present study analyzes the impact of video games on productivity at a workplace. A lot of organizations have introduced games during break times of employees. Indoor video game parlors have been created at company sites. Games are said to relieve stress and enthuse fun at the workplace resulting in a happy environment. The authors were…
Descriptors: Video Games, Job Performance, Employee Attitudes, Organizational Culture
Alexis K. Chapman – Online Submission, 2024
The present study investigates how social media and screen time usage negatively affect High School students' body image and overall perception of confidence. It was found that screen time is a neutral factor when considering how deeply it affects one's confidence. Almost no matter what, students seem to end up worse, whether that be…
Descriptors: High School Students, Self Esteem, Self Concept, Social Media
Konca, Ahmet Sami – Early Childhood Education Journal, 2022
This study aimed to explore the digital environments of 3-6-year-old children within the home setting. A total of 537 children aged 3-6 years and their parents participated in the study. The results of the study revealed that the children live in digitally rich home environments. Parents usually limited the screen time of the children, or…
Descriptors: Young Children, Parents, Family Environment, Handheld Devices
Alwaely, Suad Abdalkareem; Minnullina, Rosalia; Fedorova, Elena; Lazareva, Yuliya – Cogent Education, 2023
Not only children but also adults now spend much more time in front of the screen (computers, laptops, tablets, phones, TVs, Play Station, other game consoles, etc.) for various reasons: work, study, a lot of free time, communication, entertainment, information retrieval. The aim of this paper is to examine how the time spent in front of the…
Descriptors: Foreign Countries, Secondary School Students, Parents, Addictive Behavior
Sierra Eisen; Shoronda Erica Matthews; Jamie Jirout – Grantee Submission, 2021
Contemporary discussions around gender roles, stereotypes, and play highlight the need for updated research on the influences of children's early play experiences and learning (Weisgram, 2018). Different types of play relate to different skills and vary by gender, such as spatial play and spatial skill (Jirout & Newcombe, 2015; Voyer, Voyer,…
Descriptors: Parent Attitudes, Childrens Attitudes, Gender Differences, Play
Laila Zahir Al Salmi; Iskender Gelir – International Journal of Early Years Education, 2024
This study explores the literacy and social practices of a young Omani emergent bilingual child who is beginning to develop bilingualism and biliteracy in Arabic and English through social interactions. One case study of a four-year-old child and her family living temporarily for her father postgraduate studies in Canada is presented. Framed on…
Descriptors: Bilingualism, Literacy, Arabic, English (Second Language)
Rashmi Aggarwal, Editor; Prachi Gupta, Editor; Satinder Singh, Editor; Rajni Bala, Editor – IGI Global, 2024
In the field of education, the quick progression of technologies poses both unprecedented challenges and unparalleled opportunities. As our classrooms undergo a large shift, traditional practices are being questioned, demanding a reevaluation of how we teach, learn, and prepare the leaders of tomorrow. The consensus is clear: for our students to…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
Maree Howard; Shahid A. Akhund – International Journal of Child Care and Education Policy, 2024
Background: Many governments worldwide have established guidelines regarding children's physical activity and sedentary behaviors linked to positive health outcomes. While research has established low adherence to these guideline levels, it is unclear whether parents' knowledge, perceptions, and support around these behaviors might be barriers to…
Descriptors: Children, Parents, Knowledge Level, Parent Attitudes
Anders I. Mørch; Renate Andersen; Siv Eie; Louise Mifsud – International Journal of Computer-Supported Collaborative Learning, 2024
Teaching with virtual worlds provides new means for collaborative learning but creates challenges for teachers in terms of IT skills. To address these challenges, we developed a teaching model for using virtual worlds in classroom practices and applied it to Minecraft in several rounds of design-based research experiments. Our conceptual framework…
Descriptors: Cooperative Learning, Class Activities, Technology Uses in Education, Barriers
Shujin Zhou; Wei Ding; Bowen Xiao; Yan Li – Early Child Development and Care, 2024
Screen time is now pervasive in the lives of preschool children, posing potential risks for sleep disturbances and behavioural problems. Therefore, the present study used a questionnaire to survey mothers (M[subscript age] = 35.56 years, SD = 3.62 years) of a total of 571 preschool children (M[subscript age] = 4.70 years, SD = 0.88 years; 44.70%…
Descriptors: Mothers, Preschool Children, Mother Attitudes, Kindergarten