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Jacob C. Davis; Lauren G. Killen; J. Matt Green; Hunter S. Waldman; Lee G. Renfroe – Journal of American College Health, 2024
Objective: This review evaluates current literature on intensity selection, perceptual responses, activity enjoyment and adherence rates of exergaming. Methods: The literature search identified manuscripts that investigated exercise intensity, perceptual responses, or exercise adherence of exergaming in young adults. Results: Based on results of…
Descriptors: Physical Activities, Exercise, Young Adults, Video Games
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Semih Cayak; Ozge Erduran-Tekin – Journal of Education in Science, Environment and Health, 2024
The purpose of this research is to examine the relationship between primary school students' school happiness and digital game addictions. The study group of this research, which was designed in the relational survey model, consists of 204 fourth-grade primary school students studying in the Pendik district of Istanbul. In the research, the…
Descriptors: Elementary School Students, Psychological Patterns, Addictive Behavior, Video Games
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Merve Nur Durmus; Mustafa Metin; Neslihan Durmus – International Journal of Education in Mathematics, Science and Technology, 2025
This research was carried out to determine the opinions of science teacher candidates about digital game addiction. For this reason, the phenomenology method which one of the qualitative research methods, was used. The sample of this study consists of 5 science teacher candidates studying at different universities in the 2022-2023 academic year.…
Descriptors: Preservice Teachers, Science Teachers, Student Attitudes, Video Games
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Yun Luo; Chen Ye; Yunxin Zhao; Hui Zhang – Psychology in the Schools, 2024
Researchers have found that violent online game addiction has become a serious global problem that negatively affects younger people. This study used a cross-sectional research design to examine the effects of violent online game contact on individuals' academic procrastination. We further explored the mediating role of emotional self-regulation…
Descriptors: Motivation, Time Management, Video Games, Violence
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Olcan Aslan; Irem Topuz; Jale Eldeleklioglu – Educational and Developmental Psychologist, 2025
Objective: The aim of this study is to investigate the mediating role of digital game addiction in the relationship between school belonging and psychological resilience of adolescents in middle school. Considering school belonging together with digital game addiction may help to better understand the risk and protective factors of psychological…
Descriptors: Addictive Behavior, Psychological Patterns, Correlation, Student School Relationship
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Esteban Vázquez-Cano; Mercedes Quero-Gervilla; María-Pilar Quicios-García; Eloy López-Meneses – Journal of New Approaches in Educational Research, 2024
This research aims to study the psycho-social impact of video games on K12 students. For this, a probabilistic topic modelling analysis method based on text mining approach has been performed. This process is based on nodes' connectivity and it has been developed through K Means approach; by launching the Jenks-Breaks algorithm. The sex…
Descriptors: Elementary School Students, Middle School Students, Secondary School Students, Video Games
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Ranjit Kumar Behera; Roshan Chandra; Subhankita Rath – Journal on School Educational Technology, 2024
Video game addiction is a global phenomenon. A high level of addiction leads to detrimental effects on the social, educational, and psychological aspects of the students. The objective of this study is to examine the relationship between videogame addiction and the academic performance of senior secondary students. For this, the study has used the…
Descriptors: Correlation, Video Games, Addictive Behavior, Academic Achievement
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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
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Julie A. Wojtaszek; Karen K. Saules – Journal of American College Health, 2024
Objective: This study aimed to understand COVID-19 pandemic impacts on anxiety, depression, and addictive/excessive behaviors, with exploration of intolerance of uncertainty (IU) and social connectedness as potential moderators. Participants: Adult college students participated. Method: Our online survey assessed symptoms and behaviors prior to…
Descriptors: Psychological Patterns, Interpersonal Relationship, Addictive Behavior, Mental Health
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Cristina Rebollo; Anna Tonda; Cristina Sorlí; Inmaculada Remolar – International Association for Development of the Information Society, 2024
The traditional learning method can be a challenging activity if the students are children with ADHD. There are studies that indicate that educational video games enhance the learning process in children. To objectively validate the aforementioned claim, this study aims to analyze and compare the brain waves activity of children with ADHD while…
Descriptors: Video Games, Educational Games, Teaching Methods, Students with Disabilities
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Hsing-Ying Tu; Silvia Wen-Yu Lee – Journal of Educational Computing Research, 2025
Learning in a virtual environment has been found to foster students' affective responses, indicating the importance of exploring the factors which affect students' learning when engaged in a virtual game. This study aimed to explore the relationships among students' epistemic curiosity, situational interest, and learning engagement in an…
Descriptors: Personality Traits, Student Interests, Learner Engagement, Computer Simulation