Publication Date
In 2025 | 0 |
Since 2024 | 3 |
Since 2021 (last 5 years) | 6 |
Since 2016 (last 10 years) | 6 |
Since 2006 (last 20 years) | 6 |
Descriptor
Addictive Behavior | 6 |
Student Motivation | 6 |
Video Games | 6 |
Foreign Countries | 5 |
Computer Games | 3 |
Gender Differences | 3 |
Secondary School Students | 3 |
Academic Achievement | 2 |
Adolescents | 2 |
Emotional Response | 2 |
Grade 5 | 2 |
More ▼ |
Source
Education Quarterly Reviews | 1 |
Education and Information… | 1 |
International Journal of… | 1 |
Journal of Education in… | 1 |
Journal of Educational… | 1 |
Journal of Psychologists and… | 1 |
Author
Ahraz, Aziz Onurhan | 1 |
Cetin, Onat | 1 |
Ellen Haug | 1 |
Fatma Gizem Karaoglan Yilmaz | 1 |
Güvendi, Burcu | 1 |
Karakoc, Bilal | 1 |
Kaya, Selman | 1 |
Keskin, Burcak | 1 |
Magnus Jørgensen | 1 |
Mehmet Imamoglu | 1 |
Mehmet Oktay Kablan | 1 |
More ▼ |
Publication Type
Journal Articles | 6 |
Reports - Research | 6 |
Education Level
Secondary Education | 5 |
Elementary Education | 2 |
Grade 5 | 2 |
Grade 6 | 2 |
High Schools | 2 |
Intermediate Grades | 2 |
Middle Schools | 2 |
Grade 7 | 1 |
Grade 8 | 1 |
Junior High Schools | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
Academic Motivation Scale | 1 |
What Works Clearinghouse Rating
Fatma Gizem Karaoglan Yilmaz; Ramazan Yilmaz – Journal of Psychologists and Counsellors in Schools, 2024
Today, due to the increasing interest in hybrid education environments and technology integration into the course, mobile devices have started to be used in face-to-face classroom lessons. In addition to the many advantages of using mobile devices in the classroom, it also leads to some undesirable situations. One is related to developing…
Descriptors: Video Games, Addictive Behavior, Student Motivation, Learner Engagement
Sara Madeleine Kristensen; Magnus Jørgensen; Ellen Haug – Education and Information Technologies, 2024
Although research has investigated the association between pathological gaming and academic performance in adolescence, the complexity of the relationship has not been thoroughly examined. This short longitudinal study aimed to investigate the interactions between pathological gaming, academic self-efficacy, academic initiative, and academic…
Descriptors: Foreign Countries, Sex, Gender Differences, Longitudinal Studies
Çar, Bekir; Ahraz, Aziz Onurhan – International Journal of Progressive Education, 2022
This study is conducted so as to investigate the relationship between secondary school students` digital game awareness(SDGA) and participation motivation to physical activity (PMPA). 456 female and 241 male secondary school students studying in the Keçiören district of Ankara participated voluntarily. Personel information form, Digital Game…
Descriptors: Foreign Countries, Secondary School Students, Computer Games, Video Games
Keskin, Burcak; Güvendi, Burcu; Karakoc, Bilal; Kaya, Selman; Cetin, Onat – Education Quarterly Reviews, 2021
This study aims to determine the relationship between the digital game addiction levels of secondary and high school students and their motivation for participation in physical activity during the pandemic process. The study participants include a total of 322 students, 227 males, and 95 females, aged between 11 and 18. The game addiction scale…
Descriptors: Video Games, Addictive Behavior, Secondary School Students, Student Motivation
Polat, Ahmet; Topal, Murat – Journal of Educational Technology and Online Learning, 2022
Digital game addiction was classified as a disease by the World Health Organization. It is characterized by impaired control over gaming and increasing priority given to gaming over other activities. Especially for school-age children, there are concerns about the effects of gaming addiction on health problems that are difficult to treat later and…
Descriptors: Foreign Countries, Elementary School Students, Grade 5, Grade 6
Mehmet Oktay Kablan; Mehmet Imamoglu – Journal of Education in Science, Environment and Health, 2024
The aim of this study was to examine the effects of gender, the number of siblings, and grade level on digital game playing motivation and addiction levels in secondary school students and to reveal the relationship between digital game motivation and addiction. A total of 394 students, 168 boys and 226 girls, participated in the study…
Descriptors: Emotional Response, Eating Habits, Secondary School Students, Grade 5