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Anne J. Maheux; Shedrick L. Garrett; Kara A. Fox; Nathan H. Field; Kaitlyn Burnell; Eva H. Telzer; Mitchell J. Prinstein – Child Development Perspectives, 2025
Social gaming--online gameplay involving digital interactions with others--is a common form of social media use among adolescents. Research on this topic has neglected the social aspect of gaming and the potential role of social gaming in adolescent development. In this article, we define social gaming, drawing on interdisciplinary theories to…
Descriptors: Adolescents, Games, Social Media, Play
Michael J. Petrilli – Education Next, 2024
Over the last decade, smartphones have become commonplace. Today, 95 percent of American teenagers have a supercomputer in their pocket. Jonathan Haidt, Jean Twenge, and others have brought necessary attention to the likelihood that smartphones and social media are partly to blame for the teenage mental health epidemic gripping the nation. It's…
Descriptors: Anxiety, Depression (Psychology), Sleep, Adolescents
Patrick Jost; Elias Berchtold; Sebastian Rangger – International Association for Development of the Information Society, 2024
One of the world's most famous pyramids is not located in Egypt but is on a music album cover by the band Pink Floyd. However, not a pyramid but a prism, the iconic image of a beam of light turning into a rainbow is a powerful symbol that captures the complexities of colour perception across cultures and individuals. This study examines how…
Descriptors: Color, Visual Discrimination, Visual Perception, Discrimination Learning
Yañez, Alma Gloria Barrera; Alonso-Fernández, Cristina; Fernández-Manjón, Baltasar – Education and Information Technologies, 2023
Violence and discrimination against women are serious problems that affect today's society regardless of culture or social environment. Educational and government programs addressing these gender issues are difficult to scale up, insufficient or, in some cases, nonexistent. Digital resources can contribute to address discrimination against women…
Descriptors: Sex Fairness, Video Games, Computer Oriented Programs, Simulation
Rita Rodrigues; Lúcia Pombo; Margarida M. Marques; Sofia Ribeiro; João Ferreira-Santos; Julia Draghi – International Association for Development of the Information Society, 2023
The local environment can be explored to sustain effective sustainability learning. With this aim, new learning methodologies can be fostered, namely mobile and game-based learning, as is the case of the EduPARK app. This app supports innovative learning strategies through treasure hunt games, integrating multimedia and augmented reality…
Descriptors: Handheld Devices, Telecommunications, Computer Oriented Programs, Educational Technology
The Effect of an Apple Watch® on the Social Initiations of High-Functioning, Adolescents with Autism
DiDomenico, Justin A. – ProQuest LLC, 2022
Students with autism spectrum disorder (ASD) experience skill deficits when interacting with typical peers, which can inhibit their ability to form friendships and participate in inclusive educational settings. In the current study, the researcher evaluated the effects of delivering textual prompts using an Apple Watch® to increase appropriate…
Descriptors: Handheld Devices, Technology Uses in Education, Computer Oriented Programs, Autism Spectrum Disorders
Lewis Ellison, Tisha; Qiu, Tairan – International Journal of Qualitative Studies in Education (QSE), 2023
In this article, we use the framework "knowledgeable agents of the digital" to understand the agentic experiences of one adolescent Black girl's digital and STEAM literacy practices. After discriminatory acts deterred Star's interest in exploring STEAM literacy practices in school, her involvement in a digital application workshop for…
Descriptors: Secondary School Students, African American Students, Females, Adolescents
Sarah Gann – ProQuest LLC, 2024
The October 2021 declaration of a national emergency for child and adolescent mental health resulted in the call for innovative methods for addressing barriers to seeking care, including the suggestion of mental health apps using transdiagnostic approaches. In line with this, the current study sought to validate the app "Amaru: The Self-Care…
Descriptors: Barriers, Access to Health Care, Mental Health, Computer Oriented Programs
Katherine A. Hails; Anna Cecilia McWhirter; Audrey C. B. Sileci; Elizabeth A. Stormshak – Grantee Submission, 2024
There is scant empirical work on associations between current and past cannabis use in parents of young children. As recreational cannabis use is now legal in nearly half of states in the U.S., cannabis use is becoming more ubiquitous. In the current study, parents of toddler and pre-school age children were randomly assigned to participate in an…
Descriptors: Marijuana, Adolescents, Drug Abuse, Child Rearing
Gindidis, Simone; Stewart, Sandra E.; Roodenburg, John – Educational and Developmental Psychologist, 2020
Smartphone ownership estimates indicate the vast majority of young people are engaging with smartphone devices. The medium offers a promising opportunity for psychologists to connect with young people seeking help to traverse challenges with mental health, behaviour, learning and wellbeing. However, the views of young people using apps alongside…
Descriptors: Foreign Countries, Secondary School Students, Adolescents, Psychotherapy
Korobkova, Ksenia A.; Collins, Penelope – Journal of Adolescent & Adult Literacy, 2019
The authors explored adolescents' literacy practices and identities on newly popular story-sharing platforms. For budding readers, writers, and designers, these sites represent new media ecologies. With a mixed-method case study of 40 globally dispersed adolescents, the authors chronicled literacy roles, identity stances, and practices on the…
Descriptors: Adolescents, Literacy, Story Telling, Identification (Psychology)
Duarte-Hueros, Ana; Yot-Domínguez, Carmen; Merino-Godoy, Ángeles – Education and Information Technologies, 2020
Healthy Jeart is a free app targeted to young people. It is especially designed to foster a healthy lifestyle. Young people can find in it practical recommendations about seven areas of health and a game through which they can consolidate the acquired knowledge on different healthy and beneficial elements. Healthy Jeart is also useful for…
Descriptors: Computer Oriented Programs, Life Style, Health Promotion, Youth
Ciriani-Dean, Anna – English Teaching Forum, 2021
Two key ingredients for developing language skills are output and interaction. The use of computer-mediated communication (often referred to as "CMC") tools and of social networking sites (SNSs) offer a valuable resource to English language teachers and learners who wish to extend learning beyond the classroom walls, especially as…
Descriptors: Asynchronous Communication, Language Skills, Video Technology, Computer Oriented Programs
Roehl, Amy; Stewart, Alyssa Humphries – Journal of Family and Consumer Sciences, 2018
This review of literature focuses on youth development by examining the effects of use of social networking sites and digital applications on teens.Recent research demonstrates that using these types of digital media amplifies existing issues teens face, contributes to new concerns, and affords new opportunities. In order to navigate this…
Descriptors: Social Media, Social Networks, Adolescents, Computer Oriented Programs
Zilka, Gila Cohen – Education and Information Technologies, 2020
In light of the many major changes in teenagers' lives of due to digital applications and the significant role they play in their lives, and since school is a place where they spend many hours, this study examined their perspective of how the digital environment is integrated into their school life. Participating in this mixed-method study were…
Descriptors: Adolescents, Student Attitudes, Educational Technology, Technology Uses in Education