Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 6 |
Since 2016 (last 10 years) | 11 |
Since 2006 (last 20 years) | 17 |
Descriptor
Computer Games | 17 |
Student Behavior | 17 |
College Students | 10 |
Foreign Countries | 10 |
Internet | 8 |
Student Attitudes | 7 |
Educational Games | 6 |
Educational Technology | 6 |
Computer Simulation | 5 |
Handheld Devices | 5 |
Competition | 4 |
More ▼ |
Source
Author
Yilmaz, Ramazan | 2 |
Alanoglu, Müslim | 1 |
Avci, Ummuhan | 1 |
Azevedo, Roger | 1 |
Beccera, Lisa | 1 |
Blume, Carolyn | 1 |
Borda-Mas, Mercedes | 1 |
Byrne, Andrew M. | 1 |
Falkenthal, Evan | 1 |
Frank, Anders | 1 |
Hall, Adam | 1 |
More ▼ |
Publication Type
Education Level
Audience
Location
Turkey | 5 |
Germany | 3 |
Italy | 2 |
United States | 2 |
Asia | 1 |
Australia | 1 |
Brazil | 1 |
Canada | 1 |
China | 1 |
Connecticut | 1 |
Denmark | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Karabatak, Songül; Alanoglu, Müslim – Malaysian Online Journal of Educational Technology, 2022
The purpose of this study is to test the relationships between teacher candidates' technology addiction and their social connectedness. Students studying at a faculty of education in a state university selected by the convenience sampling method constituted the sample of the study. Correlation analysis and association rules were used to analyze…
Descriptors: Social Media, Addictive Behavior, Internet, Handheld Devices
Yilmaz, Ramazan; Karaoglan Yilmaz, Fatma Gizem; Avci, Ummuhan – Psychology in the Schools, 2023
Individual and multiple games played on the Internet are seen as a popular leisure activity, which is becoming increasingly common among young people. With the COVID 19 pandemic, the interest in Internet games has increased because young people spend more time at home. This has led to an increase in Internet gaming disorder, which is recognized by…
Descriptors: Foreign Countries, College Students, Internet, Time Management
Sánchez-Fernández, Magdalena; Borda-Mas, Mercedes – Education and Information Technologies, 2023
University students are a high-risk population with problematic online behaviours that include generalized problematic Internet/smartphone use and specific problematic Internet uses (for example, social media or gaming). The study of their predictive factors is needed in order to develop preventative strategies. This systematic review aims to…
Descriptors: College Students, Student Behavior, Telecommunications, Handheld Devices
Koc, Mustafa; Tunc, Rasim – International Society for Technology, Education, and Science, 2021
E-sports games have recently become a popular internet game especially among young people and are played at a professional and amateur level. The effect of replacing traditional games with such digital games on the development of children and young people is hotly discussed among the parents and educators. This study aims to investigate…
Descriptors: Video Games, Competition, Internet, High School Students
Falkenthal, Evan; Byrne, Andrew M. – Journal of Campus Activities Practice and Scholarship, 2020
Collegiate esports communities are as prone to bullying as other campus social spaces are. This pilot study surveyed student members of competitive online gaming clubs on a midsized university campus. Participants self-reported bullying experiences both in and out of game and indicated whether they primarily play support roles or core roles within…
Descriptors: Bullying, Student Attitudes, Student Behavior, Social Influences
Smith, Hayden J.; Michelsen, Niall – Journal of Political Science Education, 2021
The Statecraft IR simulation has received a significant amount of attention in the pedagogical literature. Some instructors have asserted that Statecraft is biased toward the behavior and learning goals of realism, calling into question the utility of the simulation as a teaching tool. Using thirteen iterations of the simulation we empirically…
Descriptors: International Relations, Political Science, Teaching Methods, Teamwork
Robson, Karen – Journal of Marketing Education, 2019
Gamification is increasingly being implemented in higher education to engage students. This article presents a gamified pedagogical exercise intended to motivate students to consider how their in-person and digital behaviors affect their personal brands. Students receive and lose points for various behaviors and reflect on whether these behaviors…
Descriptors: Assignments, Higher Education, Teaching Methods, Student Behavior
Blume, Carolyn – Computer Assisted Language Learning, 2020
Despite the prevalence of digital gaming as a leisure activity and research attesting to the affordances of digital game-based language learning (DGBLL) for English as a foreign language (EFL), the use of DGBLL remains low, especially outside the United States. A survey was carried out in order to understand both the beliefs and behaviors of…
Descriptors: Preservice Teachers, English (Second Language), English Teachers, Student Behavior
Taub, Michelle; Azevedo, Roger – Journal of Educational Data Mining, 2018
Self-regulated learning conducted through metacognitive monitoring and scientific inquiry can be influenced by many factors, such as emotions and motivation, and are necessary skills needed to engage in efficient hypothesis testing during game-based learning. Although many studies have investigated metacognitive monitoring and scientific inquiry…
Descriptors: Metacognition, Undergraduate Students, Student Behavior, Scientific Research
Yilmaz, Fatma Gizem Karaoglan; Yilmaz, Ramazan; Teker, Necmettin; Keser, Hafize – Online Submission, 2014
That internet is developing fast and its cost is becoming cheaper rapidly increases the number of people using this technology. Although internet provides miscellaneous benefits for the users, it also causes them to encounter certain difficulties. Particularly, those young people, who leave their families to study at a university spend most of…
Descriptors: Internet, Addictive Behavior, College Students, Student Behavior
Yamaguchi, Ryoko; Hall, Adam – National Center for Education Research, 2017
Between 2002 and 2014, the Institute of Education Sciences (Institute) supported over 400 projects focused on education technology through the National Center for Education Research (NCER) and the National Center for Special Education Research (NCSER). The majority of this work has been funded through Education Technology research topics of NCER…
Descriptors: Educational Technology, Educational Research, Research Projects, Public Agencies
Lowdermilk, John; Martinez, Deborah; Pecina, Julie; Beccera, Lisa; Lowdermilk, Carey – TechTrends: Linking Research and Practice to Improve Learning, 2012
This article examines the use of a focused educational game. The game, "Behavior Breakthroughs"[TM], was created to teach people that work with children with autism, appropriate behavior management techniques. A group of undergraduate, teacher education students played the game and provided feedback on their experiences.
Descriptors: Autism, Student Behavior, Classroom Techniques, Special Education
Frank, Anders – Simulation & Gaming, 2012
A risk associated with the use of games in training and education is that players "game the game," instead of focusing on their learning goals. The term "gamer mode" is proposed to describe this attitude. A player with a gamer-mode attitude strives to achieve goals that are optimal for winning the game, but suboptimal with…
Descriptors: Foreign Countries, Student Attitudes, Educational Objectives, War
Sampson, Demetrios G., Ed.; Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2021
These proceedings contain the papers of the 18th International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2021), held virtually, due to an exceptional situation caused by the COVID-19 pandemic, from October 13-15, 2021, and organized by the International Association for Development of the Information Society…
Descriptors: Computer Simulation, Open Educational Resources, Telecommunications, Handheld Devices
Johnson, Genevieve M. – Canadian Journal of Learning and Technology, 2007
Four hundred five college students completed a questionnaire that assessed patterns of Internet use. Results describe college students, with rare exception, as Internet users. The vast majority of college students frequently communicate online and access websites. While an Internet game experience is typical, relatively few college students are…
Descriptors: College Students, Internet, Computer Use, Use Studies
Previous Page | Next Page »
Pages: 1 | 2