Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 1 |
Since 2016 (last 10 years) | 3 |
Since 2006 (last 20 years) | 3 |
Descriptor
Gender Differences | 3 |
Knowledge Level | 3 |
Prosocial Behavior | 3 |
Adolescents | 2 |
Young Adults | 2 |
Addictive Behavior | 1 |
Aggression | 1 |
Anxiety | 1 |
At Risk Persons | 1 |
Audiences | 1 |
Barriers | 1 |
More ▼ |
Author
Publication Type
Journal Articles | 3 |
Reports - Research | 3 |
Education Level
Higher Education | 1 |
Postsecondary Education | 1 |
Audience
Location
Indonesia | 1 |
Laws, Policies, & Programs
Assessments and Surveys
Center for Epidemiologic… | 1 |
What Works Clearinghouse Rating
Toews, Michelle L.; Spencer, Chelsea; Anders, Kristin M.; Taylor, Loren – Journal of American College Health, 2022
Objective: This study examined students' perceptions of campus environmental factors related to bystander intentions and behaviors, and if intentions mediated the relationship between students' perceptions and behaviors. Participants: Participants were 274 students at a southern university who observed a situation they believed was, or could lead…
Descriptors: College Students, Audiences, Barriers, Prosocial Behavior
Awaru, A. Octamaya Tenri – Online Submission, 2020
False interpretations of sex make sex education less prioritized by parents in educating their children. This condition is considered as the cause of increased child abuse, violence, and sex crimes. This research aims to reveal the social construction of parents' sexual education Bugis-Makassar families. The research used a qualitative approach…
Descriptors: Sexuality, Sex Education, Parent Child Relationship, Parent Attitudes
Coyne, Sarah M.; Stockdale, Laura A.; Warburton, Wayne; Gentile, Douglas A.; Yang, Chongming; Merrill, Brett M. – Developmental Psychology, 2020
The aim of this study was to examine trajectories of pathological video game symptoms over a 6-year period from adolescence to emerging adulthood. We also examined a number of predictors and outcomes for different trajectories. Participants included 385 adolescents (M age = 15.01 at the initial time point) who completed multiple questionnaires…
Descriptors: Video Games, Adolescents, Young Adults, Predictor Variables