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Showing 1 to 15 of 32 results Save | Export
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Iveth Gómez Alvarez; Dilma Yañacc Pacuri; Segundo Salatiel Malca-Peralta; Wilter C. Morales-García – Electronic Journal of Research in Educational Psychology, 2024
Introduction: COVID-19 changed the traditional way of educating, confining students to their homes and favoring the excessive use of technology and entertainment such as video games. Precisely, the excessive consumption of the latter altered the behavior of adolescents and increased their levels of aggressiveness. The present study analyzed…
Descriptors: Video Games, Addictive Behavior, Aggression, Adolescents
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Wuyou Sui; Anna Sui; Joseph Munn; Jennifer D. Irwin – Journal of American College Health, 2024
Background: This study aimed to: (a) explore differences in the prevalence of nomophobia and smartphone addiction (SA) from pre- to during COVID-19; (b) identify students' self-reported changes in smartphone reliance and screen time during COVID-19; and (c) examine whether self-perceived changes in smartphone usage predicted nomophobia and SA…
Descriptors: Telecommunications, Handheld Devices, Anxiety, Addictive Behavior
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Yilmaz, Mustafa; Erduran Tekin, Özge – International Journal of Psychology and Educational Studies, 2023
The coronavirus pandemic has caused intense anxiety in people and has brought many changes in daily life. Emerging adults, one of the groups experiencing anxiety, also turned to social media tools in order to socialize with others and follow the agenda, and overuse brought an increase in social media addiction. Considering that life satisfaction…
Descriptors: Young Adults, College Students, Foreign Countries, COVID-19
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Kapoor, Sakshi Kumari; Subida, Marietta – International Journal of Educational Methodology, 2023
Online game addiction and psychological distress are two continuously developing problems in the Philippines, with Filipinos aged 18 to 24 being the second largest age group to overuse interactive online-related games. This sequential explanatory mixed method study aimed to assess the young adults' gaming addiction and perceived psychological…
Descriptors: Games, Addictive Behavior, Psychological Patterns, Foreign Countries
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Nesrin Isikoglu; Kadriye Selin Budak; Müzeyyen Guzen – Early Childhood Education Journal, 2025
The current study aims to identify changing trends in digital play addiction tendencies among young children and parental guidance strategies before, during, and after the COVID-19 pandemic. In light of the bioecological model of development, it was hypothesized that the pandemic would have a significant impact on the addiction to digital play…
Descriptors: Young Children, Play, Addictive Behavior, Parent Role
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Charlaine Perez; Joseph Jay Alvarez; Aries Carbungco; Jozel Due; Critanya Milles Ochoa; Michael Louie Celis; Joseph Lobo – Journal of Learning for Development, 2024
This quantitative-correlational study aimed to examine the relationship between online game addiction and mental well-being of high school students from Angeles City, in the Philippines, during the COVID-19 pandemic. To obtain data from the respondents, the Internet Gaming Disorder Scale--Short-Form and Depression, Anxiety, and Stress Scale…
Descriptors: Computer Games, Video Games, Addictive Behavior, Mental Health
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Nesrin Çunkus Köktas; Gülseren Keskin; Gülay Tasdemir Yigitoglu – Health Education & Behavior, 2024
It is known that individuals use the internet more to escape from the psychological problems they encounter in daily life during the pandemic. Besides, it is also known that individuals with personality traits such as neuroticism and extraversion might be prone to internet addiction due to poor communication skills. It is important to determine…
Descriptors: Internet, Addictive Behavior, Nursing Students, COVID-19
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Fatma Gizem Karaoglan Yilmaz; Ramazan Yilmaz; Sema Sulak – Technology, Knowledge and Learning, 2024
Due to the distance education implemented with the COVID-19 pandemic, online synchronous education activities have started to be carried out using tools such as Zoom. In this process, students have experienced various problems and one of them is related to cyberloafing behaviors (CLB). The main purpose of this study was to examine the factors…
Descriptors: COVID-19, Pandemics, Online Courses, Educational Technology
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Norah Basheer Alotaibi – Education and Information Technologies, 2025
Information and Communication Technology (ICT) has profoundly impacted social, psychological, and physical well-being, presenting positive and negative effects. This study primarily explores the negative aspects, specifically technostress, and its influence on mobile learning (m-learning) among university students, a crucial area with limited…
Descriptors: Electronic Learning, Academic Achievement, Undergraduate Students, Foreign Countries
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Kazaz, Nalan; Dilci, Tuncay – World Journal on Educational Technology: Current Issues, 2022
The aim of this study is to examine the status of digital contact habits of primary school students during the pandemic period. This study is important because it will reveal the difference between primary school students' digital contact habits before and after the COVID-19 period. The study also has the distinction of being the first within the…
Descriptors: Elementary School Students, COVID-19, Pandemics, Computer Use
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Kayis, Ahmet Rifat – British Journal of Guidance & Counselling, 2022
In this study the aim was to examine the mediation role of smartphone addiction in the association between mindfulness/impulsivity and psychological distress. The participants consisted of 343 (178 [54.8%] male and 147 [45.2%] female) university students from five different universities in Turkey. Cross-sectional data were gathered using…
Descriptors: Metacognition, Self Control, Psychological Patterns, Mental Health
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Jogezai, Nazir Ahmed; Baloch, Fozia Ahmed – International Journal of Educational Management, 2023
Purpose: The COVID-19 pandemic, in addition to posing challenges, has also created opportunities for greater digital integration than ever. However, the scale and efficacy of digital integration are contingent on the digital competence (DC) of teachers. In the same way, how well teachers learn and teach online may depend on how willing they are to…
Descriptors: COVID-19, Pandemics, Digital Literacy, Behavior Patterns
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Gómez-Galán, José; Lázaro-Pérez, Cristina; Martínez-López, José Ángel – Journal of New Approaches in Educational Research, 2021
The use of video games has increased significantly in the last decade. The young population has always been more inclined to use them. However, the risks of addiction to them are growing with the access to the Internet and new digital devices, the lower cost of them, and the lack of parental control. On the other hand, a weird circumstance as the…
Descriptors: Video Games, Addictive Behavior, College Students, COVID-19
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Guner, Halim – Educational Process: International Journal, 2021
Background/purpose: COVID-19 emerged at a time when many different psychological factors can negatively affect the human psychology, and thereby making life even more difficult over and above the physical health impact. As known, with the development of modern-day technology, Internet usage has become a part of everyday life. However, this…
Descriptors: Foreign Countries, COVID-19, Pandemics, Fear
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Kazaz, Nalan; Dilci, Tuncay; Aglar, Cengiz – Cypriot Journal of Educational Sciences, 2022
Understanding the current and future technology use behaviors of secondary school students who started distance education during the pandemic process is essential to their academic success. The aim of this study is to examine the technology use status of 8th-grade students studying at secondary school during the pandemic period. We used the…
Descriptors: Grade 8, COVID-19, Pandemics, School Closing
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