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Terry, Marion; Malik, Amjad – Online Submission, 2018
In an attempt to investigate concerns expressed by high school counselors, the researchers developed a quantitative Likert-scale survey to assess the relationship between recreational video gaming and academic performance (defined as school attendance and final grades) in grade 9. Questions about video gaming appeared with other questions about…
Descriptors: Video Games, Likert Scales, Grades (Scholastic), Attendance
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
Ružic-Baf, Maja; Strnak, Hrvoje; Debeljuh, Andrea – International Journal of Research in Education and Science, 2016
The availability of new information and communication technologies to an increasingly younger population, the constant availability of the Internet and the opportunity to search information, to create new types and models of communication, types of acceptance and ways of accepting and coping with the infinite amount of information, the velocity…
Descriptors: Technology Uses in Education, Educational Technology, Video Games, Grade 7
Marvel, Michele D. – Journal of Educational Technology Systems, 2017
Understanding the factors that affect participation in online games will help educational game designers develop games that maximize participation. This study investigated whether introversion or extroversion, player motivation, and gender affected participation in online games. Participants (n = 400) completed a 50-item questionnaire about…
Descriptors: Educational Games, Video Games, Computer Games, Educational Technology
Eden, Sigal; Eshet-Alkalai, Yoram – Journal of Educational Computing Research, 2014
Violence is a major element in many of the present-day's digital games. Despite the extensive research on this subject, the effect of violent digital games on the aggression level among children has not been satisfactorily clarified. The study examines the combined effect of collaborative/competitive game strategy and the presence or absence of…
Descriptors: Violence, Aggression, Early Adolescents, Video Games
Séguin, Daniel; Klimek, Victoria – Early Child Development and Care, 2016
This study explored the relationship between electronic media use, sleep and behaviour in preschool-aged children between the ages of three and five years. The primary hypothesis of this study was that excessive electronic media use (>2 hours a day) would positively correlate with sleep patterns (in particular, disturbances) and negative…
Descriptors: Child Behavior, Young Children, Sleep, Preschool Children
Nelson, Larry J.; Coyne, Sarah M.; Howard, Emily; Clifford, Brandon N. – Developmental Psychology, 2016
An approach-avoidance model of social withdrawal (Asendorpf, 1990) identifies 3 types of social withdrawal including shyness, unsociability, and avoidance. Each appears to be uniquely associated with varying indicators of maladjustment in emerging adulthood (Nelson, 2013) but little, if any, work has been done to see how they might be linked to…
Descriptors: Withdrawal (Psychology), Young Adults, Social Media, Electronic Mail
Marín, Veronica; López, Magdalena; Maldonado, Guadalupe – Digital Education Review, 2015
Training through gamification is everyday a more evident reality in Primary Education classes. The teachers' view about this has been modified as it is shown in the study published by aDeSe in 2012. However, does it really have place in the students' curricular development in the primary education stage? For the sake of responding to this…
Descriptors: Educational Games, Video Games, Primary Education, Curriculum Development
Puri, Kunal; Pugliese, Rudy – Bulletin of Science, Technology & Society, 2012
This study examined video game-playing aggression among graduate and undergraduate students at Rochester Institute of Technology in upstate New York. The following three research questions were posed: In the context of video game playing, what differences are there in levels of aggression in relation to sex? What differences are there in levels of…
Descriptors: Empathy, Undergraduate Students, Graduate Students, Aggression
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
Uz, Cigdem; Cagiltay, Kursat – Digital Education Review, 2015
Digital games have become popular due to great technological improvements in recent years. They have been increasingly transformed from co-located experiences into multi-played, socially oriented platforms (Herodotou, 2009). Multi-User Online Games provide the opportunity to create a social environment for friendships and strengthen the…
Descriptors: Foreign Countries, College Students, Video Games, Interpersonal Competence
Kitching, Lucy; Wheeler, Steve – European Journal of Open, Distance and E-Learning, 2013
Games based learning is currently a hotly debated topic in education and is a fertile field of study (Holmes, 2011; Abrams, 2009). Many schools are exploring ways in which games can be embedded into the curriculum, to enhance learning through deeper engagement and higher levels of motivation (Miller & Robertson, 2010). This paper explores the…
Descriptors: Females, Video Games, Learning Strategies, Questionnaires
Zelazo, Philip David; Blair, Clancy B.; Willoughby, Michael T. – National Center for Education Research, 2016
Executive function (EF) skills are the attention-regulation skills that make it possible to sustain attention, keep goals and information in mind, refrain from responding immediately, resist distraction, tolerate frustration, consider the consequences of different behaviors, reflect on past experiences, and plan for the future. As EF research…
Descriptors: Executive Function, Attention Control, Educational Research, Learning Processes
Stroebele, Nanette; McNally, Janise; Plog, Amy; Siegfried, Scott; Hill, James O. – Journal of School Health, 2013
Background: To improve support and justi?cation for health promotion efforts in schools, it is helpful to understand how students' health behaviors affect academic performance. Methods: Fifth-grade students completed an online school-administered health survey with questions regarding their eating behavior, physical activity, academic performance,…
Descriptors: Sleep, Grade 5, Elementary School Students, Academic Achievement
Chiu, Eddie Yu-Wai; Woo, Kent – International Journal of Mental Health and Addiction, 2012
This preliminary study examined the characteristics and risk factors of problem gambling among Chinese American adolescents. A total of 192 Chinese American students (aged 13-19) from 9th to 12th grades were recruited from three high schools in San Francisco, California. Students were administered the South Oaks Gambling Screen Revised for…
Descriptors: Evidence, Risk, Addictive Behavior, Adolescents
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