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Wei Yao; Hanchao Hou; Peng Yang; Shiguang Ni – Education and Information Technologies, 2025
Smartphone addiction and academic burnout are typical psycho-behavioral problems among adolescents. Extant studies tend to examine them from a single-problem perspective, while research on their co-occurrence is lacking. Moreover, research has been prone to focus on the impacts of the negative sides of smartphone use on the two problems, ignoring…
Descriptors: Foreign Countries, Secondary School Students, Handheld Devices, Addictive Behavior
Mohamed M. Ghoneim Sywelem; Sarah Bader Alotaibi – Education and Information Technologies, 2025
This quantitative study explores parental awareness of gaming addiction risks and their perceptions of coping strategies among middle school students in Jazan region, Saudi Arabia. Data were collected from 245 parents using a validated questionnaire designed to assess perceptions of three primary risks associated with gaming addiction: health,…
Descriptors: Video Games, Addictive Behavior, Student Evaluation, Middle School Students
Engin Kutluay; Feride Karaca – Education and Information Technologies, 2025
An exploratory sequential mixed-method study is designed to develop and test a comprehensive model explaining the relationships between factors associated with smartphone addiction and high school students' academic achievement. Involving two main phases of qualitative and quantitative, focus group discussions with high school students and…
Descriptors: Models, Handheld Devices, Telecommunications, Addictive Behavior
Norah Basheer Alotaibi – Education and Information Technologies, 2025
Information and Communication Technology (ICT) has profoundly impacted social, psychological, and physical well-being, presenting positive and negative effects. This study primarily explores the negative aspects, specifically technostress, and its influence on mobile learning (m-learning) among university students, a crucial area with limited…
Descriptors: Electronic Learning, Academic Achievement, Undergraduate Students, Foreign Countries
Seyma Türen; Pinar Bagçeli Kahraman – Education and Information Technologies, 2025
The increasing prevalence of digital technologies has notably expanded children's accessibility to a diverse range of digital tools day by day. Consequently, this evolution has significantly influenced the gaming landscape, propelling the surge in popularity of digital games among children. This change has also led to the need for changes in the…
Descriptors: Predictor Variables, Preschool Children, Video Games, Computer Games