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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
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Seyma Türen; Pinar Bagçeli Kahraman – Education and Information Technologies, 2025
The increasing prevalence of digital technologies has notably expanded children's accessibility to a diverse range of digital tools day by day. Consequently, this evolution has significantly influenced the gaming landscape, propelling the surge in popularity of digital games among children. This change has also led to the need for changes in the…
Descriptors: Predictor Variables, Preschool Children, Video Games, Computer Games
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Avvisati, Francesco; Borgonovi, Francesca – Large-scale Assessments in Education, 2023
Written instructions seldom need to be read when playing videogames. Instead, gaming often involves early information foraging and expansive exploration behaviors. We use data from the Programme for International Student Assessment (PISA) to explore whether students who regularly play videogames (daily gamers) adopt behaviors that are typical of…
Descriptors: Video Games, Science Process Skills, Problem Solving, Discovery Learning
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Li, Qing; Tay, Richard; Pustaka, Arkhadi – Journal of Educational Technology Systems, 2020
The main purpose of this research is to examine the effect of game-based learning on knowledge acquisition and retention of road rules. A secondary purpose of this study is to investigate possible gender differences related to such an approach. The third purpose is to explore the relationship between beliefs and knowledge acquisition. This…
Descriptors: Educational Games, Teaching Methods, Educational Technology, Video Games
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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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Mozelius, Peter; Fagerström, Andreas; Söderquist, Max – Electronic Journal of e-Learning, 2017
Game-based learning has been a strong emerging trend in the 21st century, but several research studies on game-based learning reports that the educational potential of games has not been fully realised. Many educational games do not combine learning outcomes with entertaining gameplay. At the same time as there is a tendency to digitise and…
Descriptors: Teaching Methods, Educational Games, Student Motivation, Knowledge Level
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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
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Epstein, Joel; Noel, Jeffrey; Finnegan, Megan; Watkins, Kate – Journal of Child & Adolescent Substance Abuse, 2016
Researchers have developed many different computerized interventions designed to teach students about the dangers of substance use. Following in this tradition, we produced a series of video games called "Bacon Brains." However, unlike many other programs, ours focused on the "Science of Addiction," providing lessons on how…
Descriptors: Video Games, Teaching Methods, Addictive Behavior, Educational Technology
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Chandler, Paul D. – Australian Journal of Education, 2013
This study draws on a survey of 800 upper primary school students concerning their knowledge of certain 'new media' applications. The findings concur with other studies in suggesting that students' relationship with technology is more complex and nuanced than is conveyed by a simple branding of 'digital native'. Some differential experiences…
Descriptors: Middle School Students, Student Experience, Mass Media Use, Media Literacy
Johnson, Matthew; Riel, Richard; Germain-Froese, Bernie – Canadian Teachers' Federation, 2016
To get a better understanding of how networked technologies are impacting teachers and their teaching practices, in 2015 MediaSmarts partnered with the Canadian Teachers' Federation to survey 4,043 K-12 teachers and school administrators who were teaching in classroom settings across the country. The survey explored the extent to which networked…
Descriptors: Computer Networks, Computer Uses in Education, Foreign Countries, Use Studies
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Nusir, Sawsan; Alsmadi, Izzat; Al-Kabi, Mohammed; Sharadgah, Fatima – Acta Didactica Napocensia, 2012
The continuous inventions and evolutions in all information technology fields open new channels and opportunities to enhance teaching and educational methods. In one side, those may improve the abilities of educators to present information in an interactive and media enhanced formats relative to traditional methods. This may help students or…
Descriptors: Multimedia Instruction, Educational Technology, Technology Uses in Education, Teaching Methods
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Cheng, Meng-Tzu; Annetta, Leonard; Folta, Elizabeth; Holmes, Shawn Y. – International Journal of Science Education, 2011
"Drugs and the Brain: A Serious Game," a prototype museum exhibit, was designed to employ virtual models of the brain into a video game format. It was done to create a fun and engaging way of conveying knowledge and concepts about neuroscience, as well as the impact of methamphetamine abuse on the brain. The purpose of this study is to…
Descriptors: Video Games, Narcotics, Prevention, Drug Abuse
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Sampson, Demetrios G., Ed.; Spector, J. Michael, Ed.; Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2017
These proceedings contain the papers of the 14th International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2017), 18-20 October 2017, which has been organized by the International Association for Development of the Information Society (IADIS) and endorsed by the Japanese Society for Information and Systems in…
Descriptors: Conference Papers, Student Journals, Diaries, Self Management
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Lynch, Collin F., Ed.; Merceron, Agathe, Ed.; Desmarais, Michel, Ed.; Nkambou, Roger, Ed. – International Educational Data Mining Society, 2019
The 12th iteration of the International Conference on Educational Data Mining (EDM 2019) is organized under the auspices of the International Educational Data Mining Society in Montreal, Canada. The theme of this year's conference is EDM in Open-Ended Domains. As EDM has matured it has increasingly been applied to open-ended and ill-defined tasks…
Descriptors: Data Collection, Data Analysis, Information Retrieval, Content Analysis
Stamper, John, Ed.; Pardos, Zachary, Ed.; Mavrikis, Manolis, Ed.; McLaren, Bruce M., Ed. – International Educational Data Mining Society, 2014
The 7th International Conference on Education Data Mining held on July 4th-7th, 2014, at the Institute of Education, London, UK is the leading international forum for high-quality research that mines large data sets in order to answer educational research questions that shed light on the learning process. These data sets may come from the traces…
Descriptors: Information Retrieval, Data Processing, Data Analysis, Data Collection