Publication Date
In 2025 | 1 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 1 |
Since 2016 (last 10 years) | 5 |
Since 2006 (last 20 years) | 8 |
Descriptor
Computer Games | 8 |
Foreign Countries | 8 |
Play | 8 |
Age Differences | 3 |
College Students | 3 |
Educational Games | 3 |
Gender Differences | 3 |
Student Attitudes | 3 |
Student Motivation | 3 |
Academic Persistence | 2 |
Addictive Behavior | 2 |
More ▼ |
Source
Asian Journal of Education… | 2 |
Association for Educational… | 1 |
Contemporary Issues in Early… | 1 |
Early Childhood Education… | 1 |
International Association for… | 1 |
Online Submission | 1 |
Turkish Online Journal of… | 1 |
Author
Ahi, Berat | 1 |
Aldan Karademir, Çigdem | 1 |
Balci, Sibel | 1 |
Demir, Gönül Tekkursun | 1 |
Hazar, Zekihan | 1 |
Kadriye Selin Budak | 1 |
Müzeyyen Guzen | 1 |
Namli, Sevinç | 1 |
Nesrin Isikoglu | 1 |
Say, Serkan | 1 |
Simonson, Michael, Ed. | 1 |
More ▼ |
Publication Type
Journal Articles | 6 |
Reports - Research | 6 |
Collected Works - Proceedings | 2 |
Education Level
Audience
Location
Turkey | 8 |
Asia | 1 |
Australia | 1 |
Brazil | 1 |
California | 1 |
Cameroon | 1 |
Connecticut | 1 |
Denmark | 1 |
Egypt | 1 |
Estonia | 1 |
Florida | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Nesrin Isikoglu; Kadriye Selin Budak; Müzeyyen Guzen – Early Childhood Education Journal, 2025
The current study aims to identify changing trends in digital play addiction tendencies among young children and parental guidance strategies before, during, and after the COVID-19 pandemic. In light of the bioecological model of development, it was hypothesized that the pandemic would have a significant impact on the addiction to digital play…
Descriptors: Young Children, Play, Addictive Behavior, Parent Role
Hazar, Zekihan – Asian Journal of Education and Training, 2019
The aim of this study is to investigate the relationship between digital game addiction and the motivation for digital game-playing, and to develop suggestions towards the solution of the research problem through the relationship between these two concepts. The study is designed according to the quantitative research method and the relational…
Descriptors: Computer Games, Addictive Behavior, Motivation, Elementary School Students
Turgut, Murat; Yasar, Onur Mutlu – Asian Journal of Education and Training, 2019
Digital gaming involves all kinds of activities, both individually and as a team, in an online or offline environment through an electronic device. It is stated that the age of playing digital games has decreased to 5-6 years. The aim of this study is to investigate the motivation of students in different faculties of Kastamonu University to play…
Descriptors: Computer Games, Student Motivation, College Students, Play
Namli, Sevinç; Demir, Gönül Tekkursun – Turkish Online Journal of Educational Technology - TOJET, 2020
The fact that the passion for digital gaming, which brings a sedentary lifestyle, replaces traditional games requiring exercise and physical education also has a negative impact on the health of children and adolescents. In this study, it was aimed to examine and evaluate high school students' attitudes towards digital gaming and sports by certain…
Descriptors: Athletics, Computer Games, Correlation, High School Students
Balci, Sibel; Ahi, Berat – Contemporary Issues in Early Childhood, 2017
This study discusses the differences between parents' childhood games and their children's game preferences. Four hundred and nineteen parents were surveyed to determine their play experiences as children as well as their children's play experiences today. The results of the study indicate that there is a gap between the time spent outdoors by…
Descriptors: Generational Differences, Play, Surveys, Children
Say, Serkan; Ucak, Esra; Aldan Karademir, Çigdem; Çekbas, Yüksel – Online Submission, 2015
In this research, the effect of playing a computer game individually or in a group on students' academic achievements was investigated. In addition, it was determined that whether students gender significantly differ or not according to playing the computer game individually or in a group. In this study, among the experimental research designs,…
Descriptors: Foreign Countries, Computer Games, Educational Games, Middle School Students
Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2015
For the thirty-eighth time, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Indianapolis, Indiana. The Proceedings of AECT's Convention are published in two…
Descriptors: Information Technology, Educational Technology, Student Attitudes, Online Courses
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers