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Su Morris; Emily K. Farran; Katie A. Gilligan-Lee – Journal of Intellectual Disabilities, 2024
Familiarity with technology has become a requirement for independent living, however there is limited information on technology access and use for people with Down syndrome (DS). The aim of this study is to describe technology, gaming, and social-media use in people with DS. Parents/caregivers (N = 220) of individuals with DS aged 5-35 years (49%…
Descriptors: Incidence, Computer Use, Down Syndrome, Video Games
Sivrikova, Nadezhda V.; Ptashko, Tatyana G.; Perebeynos, Artem E.; Chernikova, Elena G.; Gilyazeva, Natalya V.; Vasilyeva, Victoria S. – Education and Information Technologies, 2020
Digital devices have become more widespread in recent years and children's interest in them has significantly changed their own learning habits. Individual interaction with digital devices in infancy and early childhood posits both benefits and risks in gaining informal learning experiences. The lack of relevant studies on the issue brings forward…
Descriptors: Infants, Young Children, Parent Role, Age Differences
Tay, Lee Yong; Aiyoob, Thaslim Begum; Chua, Terence Buan Kiong; Ramachandran, Kalaivani; Chia, Michael Yong Hwa – Educational Media International, 2021
The proliferation of information and communication technology (ICT) has changed the way we live and this also has implications on how it is used for learning and entertainment. However, technology and digital media are more often seen as gateways to entertainment and the attraction is a very strong one. This is true for adults and children…
Descriptors: Preschool Children, Parent Attitudes, Information Technology, Family Environment
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
Lai, Ngan Kuen; Ang, Tan Fong; Por, Lip Yee; Liew, Chee Sun – European Early Childhood Education Research Journal, 2018
Play is never absent in human life, especially for children. The act of playing requires a game. Games can be divided into digital games and non-digital games. Digital games are games that utilise computers, mobile or handheld devices, or gaming console as playing platform while non-digital games may require physical contact and/or equipment which…
Descriptors: Play, Child Development, Computer Games, Handheld Devices
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
MacMullin, Jennifer A.; Lunsky, Yona; Weiss, Jonathan A. – Autism: The International Journal of Research and Practice, 2016
Although electronic technology currently plays an integral role for most youth, there are growing concerns of its excessive and compulsive use. This study documents patterns and impact of electronics use in individuals with autism spectrum disorder compared to typically developing peers. Participants included 172 parents of typically developing…
Descriptors: Foreign Countries, Pervasive Developmental Disorders, Autism, Parents
Herman, Jana Morgan – Montessori Life: A Publication of the American Montessori Society, 2012
Marc Prensky coined the term "digital native" in 2001 to describe those who have grown up with a constant interaction of technology, including television, video games, and the Internet (Prensky, 2001). For these people, many of them now in their twenties, life has always included the presence of screens--televisions, cell phones, iPods, video…
Descriptors: Influence of Technology, Access to Information, Adolescents, Generational Differences
Wartella, Ellen; Caplovitz, Allison G.; Lee, June H. – Society for Research in Child Development, 2004
Interactive media have come of age. The range of interactive entertainment products, intended to be used by children in and out of school settings is growing: CD-ROMs, computers, the Internet, video games (for a variety of handheld and console platforms), interactive toys (including educational talking books), and a variety of wireless software…
Descriptors: Social Media, Toys, Computer Games, Video Games