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Ümmühan Gülnar – International Journal of Technology in Education, 2025
The aim of the study is to examine the leisure consciousness and technology addiction of students studying in different departments of universities on a relational basis. Causal comparison and relational survey methods, which are quantitative research methods, were used in the study. The population of the study is the students who are studying in…
Descriptors: Recreational Activities, Leisure Time, Addictive Behavior, College Students
Serdar, Emrah; Demirel, Mehmet; Harmandar Demirel, Duygu; Kaya, Alper – Turkish Online Journal of Educational Technology - TOJET, 2022
The purpose of this study is to examine the relationship between leisure attitude and smartphone addiction of sports science students. Totally 320 student (140 women and 180 men) were participated the study. The sampling method of study is convenient sampling method. In addition to the personal information form, the "Leisure Attitude Scale…
Descriptors: Foreign Countries, Leisure Time, Telecommunications, Handheld Devices
Soyer, Fikret – International Journal of Psychology and Educational Studies, 2019
The aim of this study was to investigate the leisure constraints perceived by the university students according to the level of smartphone addiction. In the study, in order to determine the constraints faced by the participants Leisure Constraints Scale developed by Alexandris and Carroll (1997), adapted to Turkish by Gürbüz, Öncü, and Emir (2012)…
Descriptors: Telecommunications, Handheld Devices, Addictive Behavior, Leisure Time
Yildiz, Ayla – Research in Pedagogy, 2021
The aim of this study is to determine the relationship between high school students' digital addiction levels and their inquiry skills. The sample of the study consists of 319 9th, 10th, 11th, and 12th grade high school students chosen by random sampling. Of these students studying in Sivas province schools of Turkey, two are Anatolian High…
Descriptors: Correlation, High School Students, Adolescents, Addictive Behavior
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