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Ayla Hendekci; Ilknur Aydin Avci – Psychology in the Schools, 2025
This study aims to determine the extent of leisure participation, digital addiction, and phubbing tendencies among adolescents. This study was descriptive correlational study. The study was conducted with a sample of 410 adolescents in a province in Northern X. As the data collection tools, an Information Form, the Leisure Activity Participation…
Descriptors: Adolescents, Leisure Time, Addictive Behavior, Computer Use
Lin Chang; Hui Zhang – Psychology in the Schools, 2025
Technoference, the disruptions in parent-child communication caused by parental mobile device overuse, has been linked to academic burnout in adolescents. However, the specific effects of technoference on adolescent academic burnout remain underexplored. This study, based on family systems theory, expectation violation theory, and the conservation…
Descriptors: Parent Child Relationship, Telecommunications, Handheld Devices, Adolescents
Gilber Chura-Quispe; Yesica Sofia Nicole Román Bullon; Edwin Gustavo Estrada-Araoz; José Ricardo Pujaico-Espino; Dony Edwin Mamani-Velasquez – Educational Process: International Journal, 2025
Background/purpose: The increasing use of technology in people's daily lives has given rise to novel social phenomena such as "phubbing," the act of ignoring someone in a physical environment to attend to a mobile phone. This behavior has sparked interest in the academic field, where social interaction is fundamental for the emotional…
Descriptors: Computer Use, Telecommunications, Handheld Devices, Psychological Patterns
Minna Peltopuro – European Journal of Education, 2025
This study explores the perspectives of professionals working with children on the impact of digital device use in schools on health and learning. A survey was conducted among 62 experts, including doctors, psychologists, and opticians, to determine safe daily limits for time spent on digital devices for different age groups. The results suggest…
Descriptors: Technology, Handheld Devices, Children, Young Children
José M. Fernández-Batanero; Marta Montenegro-Rueda; José Fernández-Cerero; Eloy López Menéses – Interactive Technology and Smart Education, 2024
Purpose: The purpose of this study is to determine the characteristics of the studies in terms of country, participant profile and methodology, as well as to determine what the Internet of Things (IoT) is currently contributing to higher education. Design/methodology/approach: The study was developed following the methodology supported by the…
Descriptors: Internet, Higher Education, Educational Technology, Information Technology
Huihua He; Wenwei Luo; Ying Gong; Ilene R. Berson; Michael J. Berson – Early Education and Development, 2024
"Research Findings:" This study examined the financial literacy of 5 and 6-year-old children in Shanghai, including their understanding of financial concepts and their preference for and ability to use digital payment methods. Using a mixed-methods research design, a sample of children ranging in age from 62 to 73 months completed…
Descriptors: Financial Literacy, Foreign Countries, Young Children, Computer Use
Sara Aloteibi; Paul Ratanasiripong; Alejandra Priede – Journal of School Administration Research and Development, 2024
Currently, 95% of American teenagers own a smartphone device, and smartphone users spend on average about 5.4 hours a day on them. Smartphone ownership, usage, and dependency are higher among teens and young adults than in any other age group. This study addressed a gap in research by examining high school teachers' perspectives on two topics: the…
Descriptors: Telecommunications, Teacher Attitudes, Handheld Devices, Computer Use
Aleksandra Kobicheva; Elena Tokareva; Tatiana Baranova – European Journal of Psychology of Education, 2025
Phubbing is not only a consequence of technological advancements but also represents an entirely novel aspect of social conduct, impacting students' academic performance and the sustainability of development. The purpose of the study is to identify the relationship between students' level of phubbing, academic engagement and academic performance…
Descriptors: Student Behavior, Learner Engagement, Computer Use, College Students
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
Michael R. Langlais; Ashley Thaler; Elizabeth West – Youth & Society, 2025
TikTok use has grown rapidly since the COVID-19 pandemic, especially among adolescents. The goal of this study is to understand how and why teenagers use TikTok and how teenagers perceive these behaviors and motivations as contributing to their mental well-being. This qualitative, descriptive study involved interviewing teenagers one-on-one via…
Descriptors: Adolescents, Social Media, Handheld Devices, Telecommunications
Andy Nguyen; Luna Huynh; Belle Dang; Sami Pohjolainen; Juho Mattila; Iikka J. Paajala; Ruut Tikkanen; Essi Lehto; Fedja Poikonen; Pasi Karppinen – Education and Information Technologies, 2025
The metaverse has gained considerable attention and enormous investments in recent years and is increasingly recognized as a critical domain for future interactions and communications. Despite its growing importance, there is a notable lack of research on metaverse literacy, especially in education and training. This study aims to conceptualize…
Descriptors: Computer Simulation, Computer Uses in Education, Digital Literacy, Experiential Learning
Fahmi Ulum Al Mubarok; Annas Fajar Rohmani; Lutfi Zaki Al Manfaluthi; Muhammad Salman Al Farisi – Journal of Learning for Development, 2025
This bibliometric analysis provides a comprehensive overview of the research trajectory on "Game-based Mobile Learning" based on Scopus-indexed publications from 2006 to 2024. The study revealed significant growth in scholarly output, peaking in 2023, reflecting the increasing academic and practical interest in integrating game elements…
Descriptors: Bibliometrics, Literature Reviews, Game Based Learning, Electronic Learning
Osman Solmaz – Education and Information Technologies, 2025
Digital mobile applications have impacted foreign language learning by offering accessible and engaging educational tools. This study examines the effect of digital mobile applications on emergent multilinguals' foreign language learning experiences at the tertiary level. Twenty-nine English language teacher candidates engaged with Duolingo--a…
Descriptors: Second Language Learning, Multilingualism, Bilingual Students, Learning Experience
Qinxue Liu; Jiayin Wu – Education and Information Technologies, 2024
The impact of digital technology on the younger generation is profound and far-reaching. In a digital home environment, parental mediation of children's access to the Internet, digital devices, and their device use will either directly or indirectly affect children's digital attitudes and behaviors. Based on the ecological techno-microsystem…
Descriptors: Telecommunications, Handheld Devices, Internet, Parent Influence
Wuyou Sui; Anna Sui; Joseph Munn; Jennifer D. Irwin – Journal of American College Health, 2024
Background: This study aimed to: (a) explore differences in the prevalence of nomophobia and smartphone addiction (SA) from pre- to during COVID-19; (b) identify students' self-reported changes in smartphone reliance and screen time during COVID-19; and (c) examine whether self-perceived changes in smartphone usage predicted nomophobia and SA…
Descriptors: Telecommunications, Handheld Devices, Anxiety, Addictive Behavior

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