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Nova A. Corciega; Cherry Mae A. Bayot; Melogen S. De Jesus; Gracee Mae A. Hinampas; Rean Muan~a; Sheena A. Ones – Online Submission, 2025
This study aims to explore and rate the strategies and environmental factors that enhance the attention spans of Grade 3 pupils in Mabinay Central School and Lumbangan Central School. Recognizing attention span as a critical factor in academic performance, the research examines how teaching strategies such as active learning, multimodal…
Descriptors: Elementary School Students, Academic Achievement, Correlation, Teaching Methods
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Murray, Alayna; Mannion, Arlene; Chen, June L.; Leader, Geraldine – Journal of Autism and Developmental Disorders, 2022
Gaming disorder (GD) is a clinical addiction to video or internet games. This study investigated whether GD symptoms are heightened in adults with autism spectrum disorder (ASD) in comparison to a control group, and explored predictors of GD in 230 adults with ASD and 272 controls. The relationship between GD and gelotophobia was examined.…
Descriptors: Video Games, Addictive Behavior, Symptoms (Individual Disorders), Adults
Cook, John – American Educator, 2022
The most obvious way that misinformation does damage is by causing people to believe misconceptions or reducing belief in accurate facts. One experiment found that just a handful of cherry-picked statistics about climate change confused people and reduced their acceptance that climate change was happening. After being shown the misinformation,…
Descriptors: Climate, Misconceptions, Public Opinion, Resilience (Psychology)
Ward, Sean – ProQuest LLC, 2022
Video games have become a popular and accepted part of digital culture and are becoming more accepted as an engaging instructional tool in schools. Integration of games can help develop students' intrinsic motivation for learning and are a great way for teachers to incorporate student interests and make connections to the curriculum. Classroom…
Descriptors: Game Based Learning, Elementary Secondary Education, Video Games, Use Studies
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Yang, Jie Chi; Kuo, Wen-Chi – Journal of Computer Assisted Learning, 2022
Background: Digital game-based learning (DGBL) has been shown to be an effective strategy for promoting learning motivation. However, a lack of attention has been paid to investigating the effects of individual differences on elementary students' reading motivation and in-gaming achievements in DGBL. Objectives: This study developed an educational…
Descriptors: Grade 3, Grade 4, Grade 5, Elementary School Students
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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
Yifan Zhang – ProQuest LLC, 2022
Screen media has become increasingly pervasive in our everyday lives and has profoundly changed the way people communicate and interact with each other. However, we are still unclear about the long-term influence of screen media use on our physical health, mental health, and social wellbeing. Children and adolescents are in an important stage of…
Descriptors: Mass Media Use, Social Media, Information Technology, Television Viewing
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Jabbari, Nasser; Eslami, Zohreh R. – Language Learning & Technology, 2023
This study investigated negotiations for meaning as conditions for second language (L2) learning in the context of a massively multiplayer online role-playing game, World of Warcraft (WoW) (Blizzard Entertainment, 2004). Varonis and Gass's (1985) and Smith's (2003a) models were used to identify negotiation episodes during on-task and off-task…
Descriptors: Computer Simulation, Role Playing, Video Games, Second Language Learning
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Rao, Nirmala; Chan, Stephanie W. Y.; Su, Yufen; Mirpuri, Sheena; Richards, Ben; Sun, Jin; Li, Zhang; Ip, Patrick – Early Child Development and Care, 2023
Changes in physical activity levels and increases in screen time across different cohorts may affect young children's motor skill development (MSD). This study examined cohort differences in MSD in China. Four-year-olds living in Shanghai and in Guizhou province were assessed, in individual sessions, in 2013 (n = 230) and in 2017 (n = 446).…
Descriptors: Foreign Countries, Young Children, Motor Development, Physical Activity Level
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Aziman Abdullah – International Society for Technology, Education, and Science, 2023
This study explores the potential of using screen time data in learning management systems (LMS) to estimate student learning time (SLT) and validate the credit value of courses. Gathering comprehensive data on actual student learning time is difficult, so this study uses LMS Moodle logs from a computer programming course with 490 students over 16…
Descriptors: Time Factors (Learning), Handheld Devices, Computer Use, Television Viewing
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Ponce de la Vega, Lidia – Hispania, 2021
This article explores gaming manifestations of the US-centric Mexican threat narrative in the context of the so-called drug war, by analyzing Manichean representations of characters, settings, and language (English and Spanish). It argues that videogames construct the concept of the Mexican subject in direct opposition to the US subject--in a…
Descriptors: Video Games, Ethnic Stereotypes, Drug Abuse, Criminals
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Villanueva, Fritzgerald – BU Journal of Graduate Studies in Education, 2021
Gaming addiction is a behavioural disorder that requires clinical therapy because of its symptoms, which often overwhelm children's sense of self-control. However, the credibility of the screening test for gaming addiction is contentious in the literature, resulting in some ambiguous distinctions between excessive video gaming and the disorder.…
Descriptors: Addictive Behavior, Behavior Disorders, Symptoms (Individual Disorders), Therapy
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Malik, Amjad; Terry, Marion – BU Journal of Graduate Studies in Education, 2021
We initiated the study in response to school counsellors' concerns over the effects of noneducational video gaming and texting on students' school performance. The research purpose was to examine the correlations between various factors and academic performance in grade 9. The factors included social relations (e.g., friends), extra-curricular…
Descriptors: Grade 9, High School Students, Foreign Countries, Counselor Attitudes
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Drumhiller, Nicole K., Ed.; Wilkin, Terri L., Ed.; Srba, Karen V., Ed. – IGI Global, 2021
Simulation and game-based learning are essential applications in a learning environment as they provide learners an opportunity to apply the course material in real-life scenarios. Introducing real-life learning allows the learner to make critical decisions at different points within the simulation providing constructive education that leads to a…
Descriptors: Simulation, Game Based Learning, Emergency Programs, Authentic Learning
Sherry Yi – ProQuest LLC, 2021
Interest development is a topic that has fascinated and puzzled educators since the 20th century. Despite decades of research and important advances in the field, questions remain about interest and its relationship to learning. In particular, given the pervasiveness of technology in our daily lives, it is essential to understand how interest…
Descriptors: Video Games, Intervention, Educational Games, STEM Education
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