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Soumita Chakraborty; Nabin Thakur – Cogent Education, 2024
This study examined students' awareness of the environmental impacts associated with prolonged screen time, specifically during binge-watching sessions. It focused on students' understanding of carbon emissions from electronic devices, binge-watching behaviors, and factors like content preference, duration, and frequency. Potential interventions…
Descriptors: Environment, Conservation (Environment), College Students, Knowledge Level
Bülent BASARAN; Ömer SIMSEK – Journal of Computer Assisted Learning, 2024
Background: Their ubiquity is particularly notable as video games become increasingly intertwined with the technological revolution. Despite this prominence, gender disparities in adolescent video gaming remain under-explored. Objectives: This research aims to determine the frequency classes of video game playing based on gender, analyse the…
Descriptors: Gender Differences, Video Games, Play, Academic Achievement
Irwanto Irwanto; Ucu Cahyana; Ni Putu Sri Ayuni; Rudi Suhartono Wijayako – Journal of Education and e-Learning Research, 2024
Students' attitudes towards Digital Game-Based Learning (DGBL) in developing countries such as Indonesia are rarely investigated despite the fact that digital games are being used in secondary education increasingly. This research aims to explore students' attitudes towards DGBL in chemistry. We used a quantitative study method using a…
Descriptors: Foreign Countries, High School Students, Student Attitudes, Video Games
Mustafa Koc; Fatma Okumus – International Society for Technology, Education, and Science, 2024
It is an undeniable fact that technology shapes many areas of people's lives such as education, transportation and entertainment. The concept of the game is an educational and entertaining activity that has taken an important place in individuals' lives since the beginning of human history. With the development and spread of technology,…
Descriptors: High School Students, Student Surveys, Video Games, Addictive Behavior
Malik, Amjad; Terry, Marion – BU Journal of Graduate Studies in Education, 2021
We initiated the study in response to school counsellors' concerns over the effects of noneducational video gaming and texting on students' school performance. The research purpose was to examine the correlations between various factors and academic performance in grade 9. The factors included social relations (e.g., friends), extra-curricular…
Descriptors: Grade 9, High School Students, Foreign Countries, Counselor Attitudes
Terry, Marion; Malik, Amjad; Hussain, Khawar – Online Submission, 2021
In response to concerns expressed by educational professionals, the researchers developed a quantitative Likert-scale survey to examine the relationships between academic performance (defined as final marks) and recreational video gaming and texting. Questions about video gaming and texting were included with other questions about social…
Descriptors: Grade 9, Adolescents, Academic Achievement, Performance Factors
Colomo Magaña, Ernesto; Cívico Ariza, Andrea; Ruiz Palmero, Julio; Sánchez Rivas, Enrique – Contemporary Educational Technology, 2021
The excessive use of ICTs is a growing problem among young people. The social isolation caused by COVID-19 can increase these inappropriate behaviour. This study aims at analysing the problematic use of ICTs in trainee teachers based on the gender variable before and after the COVID-19 lockdown based on the gender variable. A longitudinal panel…
Descriptors: COVID-19, Pandemics, Social Isolation, Preservice Teachers
Fomby, Paula; Goode, Joshua A.; Truong-Vu, Kim-Phuong; Mollborn, Stefanie – Youth & Society, 2021
The advent of Internet-enabled mobile digital devices has transformed U.S. adolescent technology use over the last decade, yet little is known about how these changes map onto other health-related behaviors. We provide a national profile of how contemporary technology use fits into adolescents' daily health lifestyles compared with the previous…
Descriptors: Sleep, Physical Activity Level, Video Games, Peer Groups
Francisco D. Guillén-Gámez; Ernesto Colomo-Magaña; Andrea Cívico-Ariza; Teresa Linde-Valenzuela – Technology, Knowledge and Learning, 2024
Since the COVID-19 pandemic, the use of digital resources and virtual platforms is even more essential to continue the educational process, either in person or online, affecting all the members involved in the teaching-learning process of the students. Therefore, this study is aimed: (1) to know and compare the digital competence of the agents…
Descriptors: Digital Literacy, Elementary Secondary Education, Preschool Education, Video Games
Malik, Amjad; Chohan, Bushra – BU Journal of Graduate Studies in Education, 2020
The authors conducted the research in partnership with two schools in Rawalpindi, Pakistan, in response to concerns over the effects of non-educational video gaming and texting on students' school experiences. Educational professionals wanted to refer to research findings when they advised parents to monitor their children's video gaming and…
Descriptors: Foreign Countries, Grade 9, High School Students, Adolescents
Ertas, Bulent; Ozer, Ipek; Samur, Yavuz – AERA Online Paper Repository, 2018
Teenagers spend an incredible amount of time on smartphones, especially on social media and online games. The purpose of this study is to investigate the gender differences and relationship between smartphone, game, social networking sites (SNS) addiction and students' grade point average (GPA) scores. High school students from grades 9-12 (N=504)…
Descriptors: Adolescents, Telecommunications, Handheld Devices, High School Students
Terry, Marion; Malik, Amjad; Anju, Sajeera – Online Submission, 2021
Due to concerns expressed by high school counsellors, Dr. Malik and Dr. Terry developed a quantitative Likert-scale survey to examine the relationships between academic performance (defined as final marks) and recreational video gaming and texting. Questions about video gaming and texting were included with other questions about social relations,…
Descriptors: Foreign Countries, Academic Achievement, Grades (Scholastic), Video Games
Terry, Marion; Malik, Amjad; Chohan, Bushra – Online Submission, 2020
In an attempt to investigate concerns expressed by high school counselors, the researchers developed a quantitative Likert-scale questionnaire to assess the relationships among school experiences and video gaming and texting. Questions about video gaming and texting appeared with other questions about social relations, extra-curricular activities,…
Descriptors: Foreign Countries, Grade 9, High School Students, Adolescents
Terry, Marion; Malik, Amjad – Online Submission, 2020
In response to concerns expressed by high school counselors, the researchers developed a quantitative Likert-scale survey to examine the relationships between academic performance (defined as school attendance and final grades) and recreational video gaming and texting. Questions about video gaming and texting were included with other questions…
Descriptors: Foreign Countries, High Schools, Rural Schools, High School Students
Sumeyra, Akkaya; Burcu, Gezer Sen; Metin, Kapidere – World Journal on Educational Technology: Current Issues, 2021
This article provides an overview of the relationship between parents' multidimensional parenting styles and digital parenting awareness levels. The article summarizes the structure of parenting styles that exist with the social changes in the 21st century and the research findings on parents' awareness levels. In the study, the relational…
Descriptors: Parenting Styles, Knowledge Level, Correlation, Positive Reinforcement
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