Publication Date
In 2025 | 1 |
Since 2024 | 2 |
Since 2021 (last 5 years) | 3 |
Since 2016 (last 10 years) | 9 |
Since 2006 (last 20 years) | 10 |
Descriptor
Adolescents | 10 |
Computer Games | 10 |
Foreign Countries | 9 |
Middle School Students | 8 |
High School Students | 7 |
Gender Differences | 3 |
Social Media | 3 |
Socioeconomic Status | 3 |
Video Games | 3 |
Addictive Behavior | 2 |
Bullying | 2 |
More ▼ |
Source
Author
Baek, Youngkyun | 1 |
Barone, Lavinia | 1 |
Carone, Nicola | 1 |
Constantia Charalampous | 1 |
Habibah Ab Jalil | 1 |
Hazar, Zekihan | 1 |
Kärkkäinen, Tommi | 1 |
Lakanen, Antti-Jussi | 1 |
Lim, Yangmi | 1 |
Nam, Su-Jung | 1 |
Perasso, Giulia | 1 |
More ▼ |
Publication Type
Journal Articles | 8 |
Reports - Research | 8 |
Tests/Questionnaires | 2 |
Books | 1 |
Collected Works - General | 1 |
Numerical/Quantitative Data | 1 |
Reports - Evaluative | 1 |
Education Level
Middle Schools | 10 |
Secondary Education | 10 |
Junior High Schools | 9 |
High Schools | 7 |
Elementary Education | 3 |
Grade 8 | 2 |
Adult Education | 1 |
Elementary Secondary Education | 1 |
Grade 10 | 1 |
Grade 4 | 1 |
Grade 6 | 1 |
More ▼ |
Audience
Teachers | 1 |
Location
Australia | 1 |
China | 1 |
Cyprus | 1 |
Finland | 1 |
Indonesia | 1 |
Italy | 1 |
Montana | 1 |
South Korea | 1 |
Turkey | 1 |
Turkey (Istanbul) | 1 |
Wisconsin | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Yanan Shen; Habibah Ab Jalil; Rahimah Jamaluddin – Educational Technology & Society, 2025
Digital gameplay and digital multimodal composition (DMC) are promising multimodal literacy practices. Nevertheless, research on their incorporation in literacy classrooms to foster students' multimodal literacy skills is lacking. This qualitative case study explored how two groups of Chinese adolescents used multimodal literacy in digital…
Descriptors: Foreign Countries, Adolescents, Multiple Literacies, Digital Literacy
Constantia Charalampous – Educational Practice and Theory, 2024
Inclusion of students with marginalization tendencies has been one of the demands in the field of education over the last decades, but it remains unrealized. At the same time, our daily lives appear to have changed rapidly because of extensive use of digital media. This fact may have both positive and negative consequences. So, we were inspired to…
Descriptors: Inclusion, Minority Group Students, Secondary School Students, Longitudinal Studies
Perasso, Giulia; Carone, Nicola; Barone, Lavinia – European Journal of Developmental Psychology, 2021
The present study investigated the antecedents of cyberbullying victimization and addressed the commonalities and differences between visual and written forms of cyberbullying victimization among 3172 Italian adolescents (51.6% male, M[subscript age] = 13.74 years, SD = 1.70) who participated in the Health Behaviour in School-Aged Children (HBSC,…
Descriptors: Bullying, Computer Mediated Communication, Foreign Countries, Adolescents
Tas, Ibrahim – Eurasian Journal of Educational Research, 2019
Purpose: The purpose of this research was to investigate the pattern of relationship between attachment styles, gaming addiction and empathy among adolescents. Research Methods: The correlational survey method was used herein. In order to explain the pattern of relationship between the variables, a theoretical model based on the literature was…
Descriptors: Correlation, Attachment Behavior, Empathy, Adolescents
Hazar, Zekihan – Journal of Education and Training Studies, 2019
The purpose of this research is to review the level of children's digital game playing addiction and to evaluate their opinions on the parents playing digital games. In the 2017-2018 academic year, the students of the Sehit Ramazan Konus secondary school affiliated to the Nigde Provincial Directorate of National Education constitute the universe…
Descriptors: Addictive Behavior, Parents, Video Games, Computer Games
Pratama, Ahmad R.; Scarlatos, Lori L. – Journal of Educational Technology Systems, 2020
This article offers insights into the ownership and use of mobile devices (smartphones and tablets) among Indonesian middle and high school students. The study is based on primary data collected from a survey of 1,157 students at two middle schools and two high schools from two different regions in Indonesia. Data analysis includes multiple…
Descriptors: Foreign Countries, Adolescents, Ownership, Computer Use
Lakanen, Antti-Jussi; Kärkkäinen, Tommi – ACM Transactions on Computing Education, 2019
Short-term outreach interventions are conducted to raise young students' awareness of the computer science (CS) field. Typically, these interventions are targeted at K--12 students, attempting to encourage them to study CS in higher education. This study is based on a series of extra-curricular outreach events that introduced students to the…
Descriptors: Program Effectiveness, Programming, Outreach Programs, Intervention
Montana Office of Public Instruction, 2019
The Montana Youth Risk Behavior Survey (YRBS) is administered by the Montana Office of Public Instruction every two years to students in grades 7 through 12. The purpose of the survey is to help monitor the prevalence of behaviors that not only influence youth health, but also put youth at risk for the most significant health and social problems…
Descriptors: Health Behavior, Homeless People, Disadvantaged Youth, High School Students
Lim, Yangmi; Nam, Su-Jung – Asia Pacific Journal of Education, 2017
This study analysed "The 8th Online Survey of Adolescent Health and Behaviour in 2012", which is a government-approved statistical survey of Internet use and patterns in Korea. We conducted a propensity score matching (PSM) to control for economic status differences between monocultural and multicultural families and an ANOVA to estimate…
Descriptors: Internet, Adolescents, Foreign Countries, Online Surveys
Baek, Youngkyun; Whitton, Nicola – IGI Global, 2013
In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on…
Descriptors: Foreign Countries, Educational Technology, Student Attitudes, Second Language Learning