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Showing 1 to 15 of 45 results Save | Export
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Asli Akdeniz Kudubes; Yagmur Sezer Efe – Psychology in the Schools, 2024
This study was conducted as a descriptive and cross-sectional study to examine the effects of game addiction and social media addiction on the lifestyle of Turkish adolescents. The study was conducted between May to June 2022, involved 1116 adolescents in the 13-18 age group receiving education in three high schools situated in the Western region…
Descriptors: Social Media, Addictive Behavior, Telecommunications, Handheld Devices
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Kevser Tozduman Yarali – Journal of Learning and Teaching in Digital Age, 2025
Digital games are among the most common reasons children use the internet, and the time children spend playing digital games is increasing day by day. This research aims to identify the characteristics of the digital games most preferred by children, while also examining their digital gaming habits. The study was conducted using a qualitative…
Descriptors: Elementary School Students, Middle School Students, Computer Games, Handheld Devices
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
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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
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Nunes da Silva Júnior, José; Santos de Lima, Paulo Roberto; Sousa Lima, Mary Anne; Monteiro, Álvaro Carvalho; Silva de Sousa, Ulisses; Melo Leite Júnior, Antonio José; Vega, Kimberly Benedetti; Oliveira Alexandre, Francisco Serra; Jalles Monteiro, André – Journal of Chemical Education, 2020
This report provides information about a free-of-charge, trilingual (Portuguese, Spanish, and English) game-based application that engages high school and undergraduate students in reviewing the structural theory of organic compounds in a challenging way. In Time Bomb Game, students must disarm a time bomb on their own by correctly answering…
Descriptors: Game Based Learning, High School Students, Undergraduate Students, Learner Engagement
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dos Santos, Paulo Ricardo; Barbosa, Débora N. F.; Azevedo Neto, Eduardo G.; Barbosa, Jorge L. V.; Correia, Sérgio D.; Leithardt, Valderi R. Q. – Education Sciences, 2021
The use of information communication technologies (ICT) in education brings up new possibilities of promoting learning and health experiences. In this sense, education contexts of the 21st century must consider these two areas of knowledge, especially their integration. This article presents learning practices developed with mobile devices and…
Descriptors: Educational Technology, Technology Uses in Education, Telecommunications, Handheld Devices
Jason Valley – ProQuest LLC, 2022
Objective: The rapid advancement in screen-based technology enables teenagers today to devote significant amounts of time to occupational engagement in the virtual context. Societal concerns regarding adolescent screen time have been well-substantiated by numerous studies that have revealed an inverse relationship between adolescent screen time…
Descriptors: High School Students, Suburban Schools, Well Being, World Views
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Yesilyurt, Ferahim – International Education Studies, 2020
Problematic gaming behavior is an important problem that may lead to a recently introduced psychiatric condition named internet gaming disorder (IGD). Gaming addiction has been reported to have major influence on the lives of adolescents and young adults affected by it. Our aim was to determine relationships between gaming-related parameters,…
Descriptors: Computer Games, Mental Health, Addictive Behavior, Academic Achievement
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Priyadi, Ahmad; Kuswanto, Heru – Journal of Technology and Science Education, 2023
This research aims to: (1) develop a feasible Android-based comic media of Gajah Mungkur Dam, and (2) reveal the effectiveness of the developed comic media in improving mathematical representation and critical thinking abilities on the materials of work and energy. The research subjects are senior high school students, consisting of 262 students…
Descriptors: High School Seniors, Cartoons, Computer Games, Mathematics Instruction
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Göldag, Battal – International Education Studies, 2020
The aim of this study is to investigate the relationship between digital game dependence levels and violence tendency levels of high school students. In the present research, relational survey model has been used. The population of the study consists of 9th, 10th, 11th grade students in the high schools in Battalgazi and Yesilyurt districts of…
Descriptors: High School Students, Correlation, Computer Games, Addictive Behavior
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Cardoso, Walcir; Waddington, David; Sénécal, Anne-Marie; Kiforo, Enos; Anyango, Linah; Karanja, Dickson K. – Canadian Journal of Learning and Technology, 2021
This study examined the effects of Spaceteam ESL, a digital shouting game, on the development of oral reading fluency (ORF) among 71 English as a second language (ESL) students in three primary and secondary schools in Mombasa, Kenya. Following a mixed-methods approach for data collection and analysis, we pre-tested and post-tested the…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Educational Games
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Yildiz, Ayla – Research in Pedagogy, 2021
The aim of this study is to determine the relationship between high school students' digital addiction levels and their inquiry skills. The sample of the study consists of 319 9th, 10th, 11th, and 12th grade high school students chosen by random sampling. Of these students studying in Sivas province schools of Turkey, two are Anatolian High…
Descriptors: Correlation, High School Students, Adolescents, Addictive Behavior
Demir, Ümit – ECNU Review of Education, 2022
Purpose: This study aims to research the impact of the e-learning environment, in which game-based education software was used, on the learning of students with intellectual disabilities. Design/Approach/Methods: The study group consisted of 34 students with intellectual disabilities studying at a special education vocational school in C¸…
Descriptors: Students with Disabilities, Geometric Concepts, Educational Games, Game Based Learning
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Katemba, Caroline V.; Sinuhaji, Grace V. – International Journal of Game-Based Learning, 2021
The teaching of vocabulary is essential in the world of teaching English as a foreign language (EFL). EFL learners have problems in learning vocabulary. To attract the students' attention, the teachers should have adequate teaching methods. One of the teachers' efforts to engage the students is by applying ESA (engage, study, and activate) through…
Descriptors: Foreign Countries, Second Language Instruction, English (Second Language), Teaching Methods
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Önal, Nezih; Çevik, Kerim Kürsat; Senol, Veysel – Interactive Learning Environments, 2022
The aim of this study is to demonstrate effectiveness of mobile game called SOS Table in the context of the subject "Tenses in English" within the framework of mobile learning tools acceptance, learning language motivation and mobile learning attitude of the students. The target group of the research consists of preparatory class…
Descriptors: Telecommunications, Handheld Devices, Computer Games, Teaching Methods
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