Publication Date
In 2025 | 0 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 2 |
Since 2016 (last 10 years) | 4 |
Since 2006 (last 20 years) | 4 |
Descriptor
Computer Games | 4 |
Correlation | 4 |
Foreign Countries | 4 |
Student Attitudes | 4 |
Secondary School Students | 2 |
Well Being | 2 |
Academic Achievement | 1 |
Addictive Behavior | 1 |
At Risk Students | 1 |
Behavior Patterns | 1 |
Case Studies | 1 |
More ▼ |
Author
Chen, Shuang | 1 |
Dredge, Rebecca | 1 |
Hok-Ko Pong | 1 |
Hooshyar, Danial | 1 |
Stanley-Yolgecen, Athena Joyce | 1 |
Wang, Minhong | 1 |
Xie, Jingwen | 1 |
Publication Type
Journal Articles | 3 |
Reports - Research | 3 |
Dissertations/Theses -… | 1 |
Education Level
Elementary Education | 2 |
Secondary Education | 2 |
Early Childhood Education | 1 |
Grade 3 | 1 |
Grade 8 | 1 |
Grade 9 | 1 |
High Schools | 1 |
Higher Education | 1 |
Junior High Schools | 1 |
Middle Schools | 1 |
Postsecondary Education | 1 |
More ▼ |
Audience
Location
China | 4 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Hok-Ko Pong – Journal of Beliefs & Values, 2024
This study explores the correlation between spiritual well-being and game addiction among Chinese youths in Hong Kong. To examine such a relationship, cross-sectional data (N = 401) were taken from a sample of 209 Chinese university students in 2021 and 192 Chinese university students in 2022. They are between 18-21 years old. The participants…
Descriptors: Well Being, Spiritual Development, Addictive Behavior, Undergraduate Students
Xie, Jingwen; Wang, Minhong; Hooshyar, Danial – Knowledge Management & E-Learning, 2021
Digital game-based learning has received increased attention in education. As the key stakeholders in education, students, parents, and teachers may have different perceptions and attitudes towards game-based learning, which have a great impact on its adoption and dissemination. However, there is a lack of research examining how the perceptions of…
Descriptors: Student Attitudes, Parent Attitudes, Teacher Attitudes, Secondary School Teachers
Dredge, Rebecca; Chen, Shuang – Psychology in the Schools, 2020
Little is known about the social media use of online gamers compared with nongamers and whether the two forms of technology use manifest as the cumulative risk for relational and well-being outcomes in adolescents. Self-report data from 320 Chinese secondary school students (12-17 years) was collected for online gaming and social media use…
Descriptors: Computer Games, Computer Mediated Communication, Well Being, Social Media
Stanley-Yolgecen, Athena Joyce – ProQuest LLC, 2018
The purpose of this case study is to explore effects of digital gamification on engagement and achievement in a third-grade social studies course for students of multiple nationalities and with varied native languages attending the English language international branch of a private, affluent school in eastern China. The case study is framed by…
Descriptors: Case Studies, Computer Games, Grade 3, Elementary School Students