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Shah, Zohal; Chen, Chen; Sonnert, Gerhard; Sadler, Philip M. – AERA Online Paper Repository, 2023
Computer gameplay and social media are the two most common forms of entertainment in the digital age. Many scholars share the assumption that leisure-time digital consumption is associated with CS affinity, but there is a dearth of research evidence for this relationship. Female students generally spend less time on gaming and more time on social…
Descriptors: Computer Science, Vocational Interests, Computer Use, Gender Differences
Chu, Kuo-Ming – Psychology in the Schools, 2023
As a novel type of mobile game, addictive behavior has attracted the attention of researchers due to its possible negative impacts on several forms of psychological problems. In this research, we tested the relationship between academic performance, mobile game addiction (MGA), and mobile self-efficacy among undergraduates in Taiwan. An academic…
Descriptors: College Students, Handheld Devices, Computer Games, Addictive Behavior
Bekir, Seyhan; Celik, Eyüp – Malaysian Online Journal of Educational Technology, 2020
The aim of this study is to examine online game addiction level among university students in terms of emotional schemas, agentic personality, and various variables (i.e. gender, type of game played, and accommodation). The sample group consists of 380 university students studying in Izmir province and playing online games during the school year of…
Descriptors: Addictive Behavior, Computer Games, College Students, Personality Traits
Sapsani, Georgia; Tselios, Nikolaos – International Journal of Web-Based Learning and Teaching Technologies, 2019
The present article examines the relationship between student personality, use of social media and their academic performance and engagement. Specifically, this article examines the relationship of students' Facebook (FB) use and personality characteristics using the Big Five Personality Test. This is focused on (a) student engagement; (b) time…
Descriptors: Personality Traits, Social Media, Academic Achievement, Learner Engagement
Zamora-Polo, Francisco; Corrales-Serrano, Mario; Sánchez-Martín, Jesús; Espejo-Antúnez, Luis – Education Sciences, 2019
Innovative teaching strategies are designing a new and promising landscape in education. They fill lessons with creativity and imagination for either the students or teachers. This article addresses an attempt to make the approach to science easier in a nonscientific environment: primary education at university level. Gamification methodologies…
Descriptors: Active Learning, Teaching Methods, Computer Games, Student Motivation
Calvo-Ferrer, José Ramón – International Journal of Game-Based Learning, 2021
The frequency of word exposure in teaching materials, along with corrective feedback, has often been identified as a powerful variable in the learning of vocabulary in a foreign language. The effect of the number of times an action is presented as accurate in digital game-based language learning scenarios (i.e., knowledge of correct response [KCR]…
Descriptors: Feedback (Response), Error Correction, Computer Games, Video Games
Woodham, Omar P. – Marketing Education Review, 2018
This article introduces a simulation, Marketplace Live, and compares students' simulation performance with their course performance. The sample is drawn from 13 sections of the author's Marketing Concepts (Principles of Marketing) course. The results support the idea that marketing simulations do contribute to learning marketing concepts. Evidence…
Descriptors: Marketing, Teaching Methods, Instructional Effectiveness, Tests
Chang, Chi-Cheng; Warden, Clyde A.; Liang, Chaoyun; Lin, Guan-You – Australasian Journal of Educational Technology, 2018
The purpose of this study was to examine differences in learning achievement, flow, and overall cognitive load between digital game-based learning (DGBL) and traditional computer-based learning (CBL). This study was conducted with 103 Taiwan college students: 50 college students in the experimental group used DGBL; 53 students in the control group…
Descriptors: Computer Games, College Students, Academic Achievement, Foreign Countries
Greenhalgh, Spencer P. – Journal of Experimental Education, 2021
Games can invite players to try on moral identities, but players ultimately choose how to respond to this invitation. In this study, I explore how the design of a game and the context it is played in affect whether players tried on a moral identity when completing in-game actions. I interviewed seven students who had played an ethics game and…
Descriptors: Moral Values, Self Concept, Correlation, Design
Tas, Ibrahim – International Journal of Psychology and Educational Studies, 2019
Gaming addition is attracting the attention of more and more researchers every day. Diagnostic criteria defined by World Health Organization (WHO) and American Psychiatric Association (APA) for gaming disorder or internet gaming disorder have caused a rapid increase in the number of studies on the subject. A similar case applies to the studies…
Descriptors: Addictive Behavior, Computer Games, Foreign Countries, Correlation
Li, Qing; Pustaka, Arkhadi – Educational Research, 2017
Background: Cyberbullying is connected with online gaming in complex ways. Although cyberbullying can occur while people play games, it is also the case that gaming may have the potential to address cyberbullying and bullying problems. Purpose: This study examines young adults' beliefs and experiences related to cyberbullying and gaming. Sample:…
Descriptors: Bullying, Computer Mediated Communication, Attitude Measures, College Students
Herzig, Monika – Journal of the Scholarship of Teaching and Learning, 2019
This study documents the development of a classroom game simulating the effects of contractual arrangements on the economic relationships between artists, record labels, and consumers. The game was tested with multiple revisions in classroom settings over a period of three years by using surveys, interviews, session videos, and teacher…
Descriptors: Computer Simulation, Computer Games, Musicians, Music
Chuang, Tsung-Yen; Huang, Yun-Hsuan – Creativity Research Journal, 2015
Mobile technology has rapidly made digital games a popular entertainment to this digital generation, and thus digital game design received considerable attention in both the game industry and design education. Digital game design involves diverse dimensions in which digital game story design (DGSD) particularly attracts our interest, as the…
Descriptors: Creativity, Interrater Reliability, Construct Validity, Creativity Tests
Kanat, Sevtap – International Education Studies, 2019
Today, with the developing technology, the use of computers, mobile phones and the internet has become indispensable tools of people's lives. Technology has created new risks while facilitating the living conditions. Especially, there are various addiction concepts that negatively affect human life. Digital game addiction has been added to the…
Descriptors: Computer Games, Addictive Behavior, Correlation, Communication Skills
Kesici, Ahmet; Tunç, Nazenin Fidan – Universal Journal of Educational Research, 2018
This study was carried out to develop a scale for determining the level of digital addiction of the youth. In this study carried out with a group of 687 students from Siirt, Dicle and Erzincan Universities, a draft scale of 28 items based on the interviews with two students who spent a long time with digital tools and their friends, and on the…
Descriptors: Addictive Behavior, College Students, Test Validity, Test Reliability
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