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Tak, Sangdong; Catsambis, Sophia – Education and Information Technologies, 2023
Using national longitudinal data of students during their 9th and 11th grades, we address popular concerns over screen time activities distracting students' academic pursuits. We examine gender differences in the types of screen time use, expecting the skill-based activity of video gaming to be more common among boys and the socially oriented…
Descriptors: Grade 9, Grade 11, High School Students, Gender Differences
Picton, Irene; Clark, Christina – National Literacy Trust, 2021
This report outlines findings from questions included in the National Literacy Trust's Annual Literacy Survey in early 2021 to explore children and young people's literacy-related interactions in relation to video game playing. The survey reached 42,502 children and young people aged 8 to 18 between January and mid-March 2021, during the third…
Descriptors: Children, Adolescents, Video Games, Literacy
Stephen Petrucci – ProQuest LLC, 2021
Adolescents spend a significant and increasing amount of time online, especially on social media (SM) platforms. Replicating most of the questions from the 2018 PEW Teen Survey (Anderson & Jiang, 2018), this study provides a current understanding of how a sample of Canadian adolescents use SM, what perceived effects of SM they report, and…
Descriptors: Social Media, Computer Mediated Communication, Adolescent Attitudes, Self Concept
Picton, Irene; Clark, Christina – National Literacy Trust, 2020
In 2019, the authors conducted a survey of 4,626 young people aged 11 to 16 to explore young people's literacy-related interactions both within, and in relation to, video games. Given the suddenly changed environment due to the COVID-19 pandemic, they were keen to capture any possible changes to young people's behaviours around video game playing…
Descriptors: Video Games, Literacy, COVID-19, Pandemics
Picton, Irene; Clark, Christina; Riad, Lara; Cole, Aimee – National Literacy Trust, 2022
Concern about the negative impact of the digital world on young people has increased in recent years (see, e.g., Department for Digital, Culture, Media and Sport [DCMS], 2021; United Nations, 2021). A growing body of research explores aspects of young people's online lives and mental wellbeing (see, e.g., Kandola et al., 2021, Kelly et al., 2018,…
Descriptors: Technological Literacy, Computer Mediated Communication, Well Being, Critical Literacy
Arredondo-Trapero, Florina Guadalupe; Vázquez-Parra, José Carlos; González-Martínez, Martín De Jesús – On the Horizon, 2021
Purpose: The aim of this study is to analyse teachers' perceptions of information and communication technologies (ICT) and the effect they have on their students, comparing male and female teachers in rural and urban areas of Mexico. Design/methodology/approach: This is a quantitative study with a validated questionnaire that records the…
Descriptors: Foreign Countries, Teacher Attitudes, Educational Technology, Technology Uses in Education
Perasso, Giulia; Carone, Nicola; Barone, Lavinia – European Journal of Developmental Psychology, 2021
The present study investigated the antecedents of cyberbullying victimization and addressed the commonalities and differences between visual and written forms of cyberbullying victimization among 3172 Italian adolescents (51.6% male, M[subscript age] = 13.74 years, SD = 1.70) who participated in the Health Behaviour in School-Aged Children (HBSC,…
Descriptors: Bullying, Computer Mediated Communication, Foreign Countries, Adolescents
Makarova, Elena Aleksandrovna; Makarova, Elena Lvovna – International Electronic Journal of Elementary Education, 2019
This article discusses the impact of online games on children's lives by violence imposing and manipulation. Online gaming features are highlighted and statistic data are presented based on surveys of Russian teenagers who have been victims of online violence. The research goals are to study reasons for cybervictimization and psychological factors…
Descriptors: Computer Games, Violence, Adolescents, Victims
Graham, Sage L. – Multilingua: Journal of Cross-Cultural and Interlanguage Communication, 2019
As digital interactions become more global, individuals who bring divergent practices 'to the keyboard' must interact with other participants who come to the digital space with different cultural norms and expectations. This study explores the interface between local expectations and global practice through emoji use in online gaming -- a venue…
Descriptors: Computer Mediated Communication, Cultural Differences, Computer Games, Nonverbal Communication
Li, Jiansheng; Luo, Chuanlan; Lin, Yuyu; Shadiev, Rustam – Asia-Pacific Education Researcher, 2018
Cyberbullying (CB) is an important issue that has received a fair amount of attention in the past decade. However, little attention has been paid to exploring young people's Internet usage and CB behaviors and the relationships between the two. The purpose of this study was to research these two types of behaviors and how they are related. For…
Descriptors: Bullying, Computer Mediated Communication, Children, Adolescents
Wood, Susannah M.; Szymanski, Antonia – Gifted Child Today, 2020
Gifted adolescents may identify as "gamers" who create avatars to navigate video games and cell phone apps. Avatars provide a unique venue through which gifted teens can explore the issues of self and identity in a critical time of their development. The purpose of this article is to (a) provide an overview of what avatars are, (b)…
Descriptors: Video Games, Self Concept, Telecommunications, Handheld Devices
Calvo-Morata, Antonio; Rotaru, Dan Cristian; Alonso-Fernandez, Cristina; Freire-Moran, Manuel; Martinez-Ortiz, Ivan; Fernandez-Manjon, Baltasar – IEEE Transactions on Learning Technologies, 2020
Bullying is a serious social problem at schools, very prevalent independently of culture and country, and particularly acute for teenagers. With the irruption of always-on communications technology, the problem, now termed cyberbullying, is no longer restricted to school premises and hours. There are many different approaches to address…
Descriptors: Educational Games, Bullying, Computer Mediated Communication, Learning Analytics
Gou, He; Dezuanni, Michael – Comunicar: Media Education Research Journal, 2018
This article develops insights and generates new lines of inquiry into young children's digital lives in China and Australia. It brings to dialogue findings from a national study of young children's digital media use in urban settings in China with findings from studies in Australia. This is not presented as a direct comparison, but rather as an…
Descriptors: Foreign Countries, Young Children, Cultural Differences, Preschool Children
OECD Publishing, 2018
Schools are not just four walls inside of which students learn how to read, write and think. Schools provide a venue where young people meet each other, and where they develop relationships and friendships that may last for decades. At school, students socialise and hone the interpersonal skills that are required to function effectively in the…
Descriptors: Cooperative Learning, International Cooperation, Interpersonal Competence, Problem Solving
Aibar Solana, Alberto; Bois, Julien E.; Zaragoza, Javier; Bru, Noëlle; Paillard, Thierry; Generelo, Eduardo – Research Quarterly for Exercise and Sport, 2015
Purpose: The aim of this study was to determine and compare the correlates of objective sedentary behavior (SB) and nonschool self-reported SB in adolescents from 2 midsized cities, 1 in France (Tarbes) and 1 in Spain (Huesca). Stability of objective SB and nonschool self-reported SB were also assessed at different time points during 1 academic…
Descriptors: Correlation, Life Style, Health Behavior, Physical Activity Level
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