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Alperen Ceylan; Sumeyra Akkaya – International Technology and Education Journal, 2024
The aim of this study is to systematically examine graduate studies on digital game addiction in the field of education. Document analysis technique was used in the study. The 57 graduate studies included in the study were determined by criterion sampling. The data obtained was analyzed using content analysis. As a result of the study, it was seen…
Descriptors: Foreign Countries, Graduate Students, Computer Games, Addictive Behavior
Kaysi, Feyzi; Yavuz, Mehmet; Aydemir, Emrah – International Journal of Technology in Education and Science, 2021
Smartphones are among the most used devices. Considering the high rate of usage by university students, these devices' intended usage is a matter of curiosity. The purpose of this study is to determine the smartphones usage duration and purpose of using for university students. The study was carried out with a qualitative design. In the first…
Descriptors: Undergraduate Students, Telecommunications, Handheld Devices, Computer Use
Besalti, Metin; Satici, Seydi Ahmet – TechTrends: Linking Research and Practice to Improve Learning, 2022
Stay-at-home orders and quarantines have not only shifted traditional face-to-face learning to online learning, but have also led to greatly increased consumption of digital devices during the coronavirus (COVID-19) pandemic. Thus, many students who were new to online learning were forced into a new environment. The purpose of this two-wave…
Descriptors: Internet, Addictive Behavior, Structural Equation Models, Online Courses