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Parmaksiz, Izzet – Education and Information Technologies, 2022
The purpose of the study was to examine whether personality traits had a mediator role on the relationship between university students' digital addiction behaviour and academic self-efficacy. The study sample consisted of 1348 students (876 females and 472 males) who were chosen through random sampling from university students who from different…
Descriptors: Foreign Countries, College Students, Personality Traits, Self Efficacy
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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
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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
Lara, Miguel Angel – ProQuest LLC, 2013
Extant research indicates that, in face-to-face settings, cooperative learning and game-based learning strategies can be effective. However, in online settings (e.g., in distance education), there is a paucity of research in this area. This study was designed to investigate performance and attitudes of university students who played an educational…
Descriptors: Personality Traits, Performance, Computer Games, Electronic Learning
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Uz, Cigdem; Cagiltay, Kursat – Digital Education Review, 2015
Digital games have become popular due to great technological improvements in recent years. They have been increasingly transformed from co-located experiences into multi-played, socially oriented platforms (Herodotou, 2009). Multi-User Online Games provide the opportunity to create a social environment for friendships and strengthen the…
Descriptors: Foreign Countries, College Students, Video Games, Interpersonal Competence
Marvel, Michele D. – ProQuest LLC, 2012
Massively multiplayer online games (MMOGs) have potential as educational tools. Existing literature shows that MMOG-based courses can foster a more immediate sense of community among students than traditional distance learning interfaces. The immersive technology of MMOGs opens the door for students to be able to virtually walk through the college…
Descriptors: Computer Games, Educational Technology, Teaching Methods, Cooperative Learning
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Mehigan, Tracey J.; Pitt, Ian – International Journal of Game-Based Learning, 2012
Adaptive learning systems tailor content delivery to meet specific needs of the individual for improved learning-outcomes. Learning-styles and personalities are usually determined through the completion of questionnaires. There are a number of models available for this purpose including the Myer-Briggs Model (MBTI), the Big Five Model, and the…
Descriptors: Cognitive Style, Teaching Methods, Educational Games, Telecommunications
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Pracana, Clara, Ed.; Wang, Michael, Ed. – Online Submission, 2018
This book contains a compilation of papers presented at the International Psychological Applications Conference and Trends (InPACT) 2018, organized by the World Institute for Advanced Research and Science (W.I.A.R.S.). Modern psychology offers a large range of scientific fields where it can be applied. The goal of understanding individuals and…
Descriptors: Educational Psychology, Clinical Psychology, Social Psychology, Cognitive Psychology
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Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2013
For the thirty-sixth year, 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 Anaheim, California. The Proceedings of AECT's Convention are published in two…
Descriptors: Educational Technology, Discussion Groups, Content Analysis, Games
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