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Ümmühan Gülnar – International Journal of Technology in Education, 2025
The aim of the study is to examine the leisure consciousness and technology addiction of students studying in different departments of universities on a relational basis. Causal comparison and relational survey methods, which are quantitative research methods, were used in the study. The population of the study is the students who are studying in…
Descriptors: Recreational Activities, Leisure Time, Addictive Behavior, College Students
Özcan Palavan; Bilge Gültekin – Journal of Learning and Teaching in Digital Age, 2025
This study examines the relationship between middle school students' undesirable behaviours and digital game addiction. Undesirable behaviours disrupt teaching, harm peers, compromise safety, and lower teacher motivation. These behaviours, often influenced by family and environmental factors, disrupt classroom order. Digital games, particularly…
Descriptors: Middle School Students, Addictive Behavior, Video Games, Computer Games
Yazici, Zuhtiye Nur; Kumcagiz, Hatice – Educational Process: International Journal, 2021
Background/purpose: In this study, the relationship between problematic online game usage, and depression and life satisfaction levels of university students was examined. Materials/methods: The research was conducted according to the relational screening model, with a sample consisting of 401 university students. The research data were obtained…
Descriptors: Foreign Countries, Computer Games, Depression (Psychology), Life Satisfaction
Mehmet Oktay Kablan; Mehmet Imamoglu – Journal of Education in Science, Environment and Health, 2024
The aim of this study was to examine the effects of gender, the number of siblings, and grade level on digital game playing motivation and addiction levels in secondary school students and to reveal the relationship between digital game motivation and addiction. A total of 394 students, 168 boys and 226 girls, participated in the study…
Descriptors: Emotional Response, Eating Habits, Secondary School Students, Grade 5
Yildirim, Ibrahim; Sen, Sedat – Interactive Learning Environments, 2021
Whether gamification is an organized structure that contributes to student achievement, a simple pontification process or total nonsense is a matter of debate. In such, this study was conducted to provide a scientific answer while exhibiting the gamification effect on student achievement with the meta-analysis method, which is based on…
Descriptors: Game Based Learning, Academic Achievement, Meta Analysis, Effect Size
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
Göldag, Battal – International Education Studies, 2020
The aim of this study is to investigate the relationship between digital game dependence levels and violence tendency levels of high school students. In the present research, relational survey model has been used. The population of the study consists of 9th, 10th, 11th grade students in the high schools in Battalgazi and Yesilyurt districts of…
Descriptors: High School Students, Correlation, Computer Games, Addictive Behavior
Israel-Fishelson, Rotem; Hershkovitz, Arnon – Journal of Educational Computing Research, 2020
Persistence has proven to be a great challenge in online learning environments. Gaming and interactivity have been suggested as essential features in reducing dropout and increasing persistence in online learning. Yet in interactive game-based learning environments, persistence in moving forward in the game may come at the expense of investing in…
Descriptors: Game Based Learning, Elementary School Students, Thinking Skills, Persistence
Tatli, Zeynep – Contemporary Educational Technology, 2018
The purpose of this study is to determine types of games that middle school students play in their daily lives and analyze the effects of various variables such as gender, available technology, grade in school and parents' education levels on their game preferences. The sample consisted of a total of 464 grade 5-8 students (212 girls and 252…
Descriptors: Middle School Students, Preferences, Student Attitudes, Computer Games
Tokac, Umit; Novak, Elena; Thompson, Christopher G. – Journal of Computer Assisted Learning, 2019
This meta-analysis investigated the effects of learning video games on mathematics achievement of PreK-12th-grade students compared with traditional classroom instructional methods. Results from the 24 collected studies showed heterogeneity among effect sizes, both in magnitude and direction. Using a random effects model, a small but marginally…
Descriptors: Meta Analysis, Mathematics Instruction, Mathematics Achievement, Teaching Methods
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
Kurt, Adile Askim; Dogan, Ezgi; Erdogmus, Yasemin Kahyaoglu; Emiroglu, Bulent Gursel – World Journal on Educational Technology: Current Issues, 2018
The computer gaming addiction is one of the newer concepts that young generations face and can be defined as the excessive and problematic use of computer games leading to social and/or emotional problems. The purpose of this study is to analyse through variables the computer gaming addiction levels of secondary school students. The research was…
Descriptors: Computer Games, Addictive Behavior, Secondary School Students, Student Surveys
Alsowat, Hamad H. – English Language Teaching, 2020
This meta-analysis aims at investigating the impact of English language teaching practices on language outcomes. The literature search yielded 90 meta-analyses that were published between January, 1995 and December, 2019. The current study analyzed 90 meta-analysis and these studies comprised 3496 studies, 7870 effect sizes and nearly 700,000…
Descriptors: Meta Analysis, Evidence Based Practice, Second Language Learning, Second Language Instruction
Peng, Li-Wei; Lee, Cheun-Yeong – Excellence in Education Journal, 2020
The research partnership among university faculty, information technology graduate students, and science content experts from school districts developed the Web-based two-dimensional and three-dimensional virtual reality science games. The games were implemented to engage middle school students in learning, retaining, and applying newly acquired…
Descriptors: Educational Research, College Faculty, Graduate Students, Information Technology
Turgut, Sedat; Temur, Özlem Dogan – International Electronic Journal of Elementary Education, 2017
In this research, the effects of using game in mathematics teaching process on academic achievement in Turkey were examined by metaanalysis method. For this purpose, the average effect size value and the average effect size values of the moderator variables (education level, the field of education, game type, implementation period and sample size)…
Descriptors: Educational Games, Teaching Methods, Mathematics Achievement, Meta Analysis

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