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Stampoltzis, Aglaia; Voulkidou, Efstathia – European Journal of Psychology and Educational Research, 2023
Television watching and video/computer playing are favorite leisure activities among children and adolescents. Individuals with attention deficit hyperactivity disorder (ADHD) have several special characteristics in relation to attention and impulsivity compared with non-ADHD individuals. This study investigates parental perceptions of electronic…
Descriptors: Parent Attitudes, Children, Attention Deficit Hyperactivity Disorder, Foreign Countries
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Ali Soyoof; Michelle M. Neumann; Barry Lee Reynolds; Afsheen Rezai; Ali Ibrahim Can Gözüm – Education and Information Technologies, 2025
Previous studies have shown that demographic factors can influence parental mediation strategies during children's digital gameplay. However, little is known about maternal and paternal mediation in Iranian families. This study examined the relationship between maternal and paternal mediation (restrictive, active, viewing, technical, and…
Descriptors: Foreign Countries, Parent Role, Computer Use, Computer Games
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Maree Howard; Shahid A. Akhund – International Journal of Child Care and Education Policy, 2024
Background: Many governments worldwide have established guidelines regarding children's physical activity and sedentary behaviors linked to positive health outcomes. While research has established low adherence to these guideline levels, it is unclear whether parents' knowledge, perceptions, and support around these behaviors might be barriers to…
Descriptors: Children, Parents, Knowledge Level, Parent Attitudes
Ringland, Kathryn Elizabeth – ProQuest LLC, 2018
The playground is a space where play is encouraged and happens most freely. Online communities can be imagined as playgrounds. In addition to face-to-face playgrounds, these "online playgrounds" mediate the embodied experience, but in a different way. In the field of Human-Computer Interaction (HCI), to better understand play, I shift…
Descriptors: Autism, Pervasive Developmental Disorders, Play, Video Games
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Flores Marin, Monica; Pinto Tapia, Victor; Espinoza Salguero, Maria Teresa – Journal of Information Technology Education: Research, 2019
Aim/Purpose: This research is a comparative test between two Human Computer Interaction (HCI) design approaches - Apple versus one informed by child users. Background: There are studies concerning the creation of graphical interfaces for kids, however, they do not involve them in the design process. On the other hand, operating systems such as…
Descriptors: Usability, Computer Games, Handheld Devices, Computer Interfaces
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Beaumont, Renae; Walker, Hugh; Weiss, Jonathan; Sofronoff, Kate – Journal of Autism and Developmental Disorders, 2021
Families often face financial and geographical barriers to services for children with autism. The current study explored the effectiveness of a parent-supported adaptation of the computer game-based social skills program Secret Agent Society (SAS). Seventy child-parent dyads were randomized to SAS (n = 35) or a caregiver-supported cognitive skills…
Descriptors: Video Games, Computer Games, Game Based Learning, Interpersonal Competence
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Javora, Ondrej; Hannemann, Tereza; Stárková, Tereza; Volná, Kristina; Brom, Cyril – British Journal of Educational Technology, 2019
Little is known about what design elements in digital learning games enhance learning; especially in the case of child audiences. This study examines the effects of a learning game's visual design on perceived attractiveness and learning outcomes. We developed two visual designs for the game: one with supposedly high esthetic value and another…
Descriptors: Computer Games, Video Games, Design, Audiences
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Lai, Ngan Kuen; Ang, Tan Fong; Por, Lip Yee; Liew, Chee Sun – European Early Childhood Education Research Journal, 2018
Play is never absent in human life, especially for children. The act of playing requires a game. Games can be divided into digital games and non-digital games. Digital games are games that utilise computers, mobile or handheld devices, or gaming console as playing platform while non-digital games may require physical contact and/or equipment which…
Descriptors: Play, Child Development, Computer Games, Handheld Devices
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Allsop, Yasemin – British Journal of Educational Technology, 2016
In this paper, children's mental activities when making digital games are explored. Where previous studies have mainly focused on children's learning, this study aimed to unfold the children's thinking process for learning when making computer games. As part of an ongoing larger scale study, which adopts an ethnographic approach, this research…
Descriptors: Computer Games, Children, Video Technology, Group Discussion
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Jiow, Hee Jhee; Lim, Sun Sun – Bulletin of Science, Technology & Society, 2012
Video games have grown in number, variety, and consumer market penetration, encroaching more aggressively into the domestic realm. Within the home therefore, parents whose children play video games have to exercise mediation and supervision. As video games evolve, parental mediation strategies have also had to keep pace, albeit not always…
Descriptors: Television Viewing, Video Games, Computers, Television
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Klopfer, E.; Sheldon, J.; Perry, J.; Chen, V. H. -H. – Journal of Computer Assisted Learning, 2012
This paper provides a rationale for a class of mobile, casual, and educational games, which we call UbiqGames. The study is motivated by the desire to understand how students use educational games in light of additional distractions on their devices, and how game design can make those games appealing, educationally useful, and practical. In…
Descriptors: Electronic Learning, Educational Technology, Educational Games, Learning Activities
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Buchman, Debra D.; Funk, Jeanne B. – Children Today, 1996
Examined electronic game-playing habits of 900 children. Found that time commitment to game-playing decreased from fourth to eighth grade. Boys played more than girls. Preference for general entertainment games increased across grades while educational games preference decreased. Violent game popularity remained consistent; fantasy violence was…
Descriptors: Adolescents, Age Differences, Children, Computer Games
Skurzynski, Gloria – School Library Journal, 1993
Discusses children's ability to distinguish fantasy from reality in video games and suggests that there is potential for creative innovative software and graphics. Virtual reality is described and compared to books, and learning about all new electronic genres in addition to the best existing ones is advocated. (EAM)
Descriptors: Adolescents, Books, Children, Comparative Analysis
Glaubke, Christina R.; Miller, Patti; Parker, McCrae A.; Espejo, Eileen – 2001
Based on the view that the level of market penetration of video games combined with the high levels of realism portrayed in these games make it important to investigate the messages video games send children, this report details a study of the 10 top-selling video games for each of 6 game systems available in the United States and for personal…
Descriptors: Children, Computer Games, Games, Mass Media Effects
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Michaels, James W. – Youth and Society, 1993
The environment of commercial video game parlors and determinants of their use were studied through interviews with three parlor managers and informal observation. Environment varies considerably across parlors, and parlor traffic is found to be a function of temporal and ecological variables. (SLD)
Descriptors: Administrators, Adolescents, Children, Computer Games
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