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Tugtekin, Ufuk – Journal of Educational Technology, 2022
The development of web-based technologies and mobile devices, as well as their widespread usage, create favorable conditions for cyberloafing behaviors, raising the effects of cyberloafing in educational settings. The current study, which examined the behavioral levels and reasons of cyberloafing committed by college students in lectures, as well…
Descriptors: Undergraduate Students, Student Attitudes, Self Efficacy, Academic Ability
Jessica J. Caswell – ProQuest LLC, 2023
This study explored parental and teacher perceptions of excessive technology and screen time and elementary students' academic performance, attention, addictive behaviors, behavior problems, and social interactions. This study's purpose was to gather teacher and parental input to understand the perceptions of how excessive technology and screen…
Descriptors: Parents, Elementary School Teachers, Elementary School Students, Computer Use
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Bekir, Seyhan; Celik, Eyüp – Malaysian Online Journal of Educational Technology, 2020
The aim of this study is to examine online game addiction level among university students in terms of emotional schemas, agentic personality, and various variables (i.e. gender, type of game played, and accommodation). The sample group consists of 380 university students studying in Izmir province and playing online games during the school year of…
Descriptors: Addictive Behavior, Computer Games, College Students, Personality Traits
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Moyer-Packenham, Patricia; Ashby, M. Jill; Lister, Kristy; Roxburgh, Allison; Kozlowski, Joseph S. – Journal of Computers in Mathematics and Science Teaching, 2020
This study examined children's learning when they played 12 digital math games to understand how design features promoted children's awareness of the affordances in the games, and how this contributed to their learning. Elementary-aged children (N=193) played three digital math games during 60-minute interviews. We collected quantitative (pre-post…
Descriptors: Affordances, Game Based Learning, Mathematics Instruction, Elementary School Students
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McNeil, Levi – ReCALL, 2020
This descriptive study investigated the implementation of student-selected, entertainment-purposed digital games for foreign language teaching and learning. During a 15-week semester, 16 Korean EFL students enrolled in an introductory educational technology course played online games, visited gaming sites, and completed instructional tasks.…
Descriptors: Educational Technology, Technology Uses in Education, Game Based Learning, Second Language Instruction
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Falkenthal, Evan; Byrne, Andrew M. – Journal of Campus Activities Practice and Scholarship, 2020
Collegiate esports communities are as prone to bullying as other campus social spaces are. This pilot study surveyed student members of competitive online gaming clubs on a midsized university campus. Participants self-reported bullying experiences both in and out of game and indicated whether they primarily play support roles or core roles within…
Descriptors: Bullying, Student Attitudes, Student Behavior, Social Influences
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Motejlek, Jiri; Alpay, Esat – IEEE Transactions on Learning Technologies, 2021
This article presents and analyzes existing taxonomies of virtual and augmented reality and demonstrates knowledge gaps and mixed terminology, which may cause confusion among educators, researchers, and developers. Several such occasions of confusion are presented. A methodology is then presented to construct a taxonomy of virtual reality and…
Descriptors: Taxonomy, Teaching Methods, Artificial Intelligence, Educational Objectives
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Soboleva, Elena V.; Sabirova, Elvira G.; Babieva, Nigina S.; Sergeeva, Marina G.; Torkunova, Julia V. – EURASIA Journal of Mathematics, Science and Technology Education, 2021
The research is relevant as educational computer games are included in students' mathematical activity and form additional opportunities to improve the quality of teaching mathematics in a digital school, to support the formation of the demanded professional competence - computational thinking. To form the appropriate skills that determine the…
Descriptors: Computer Science Education, Computer Games, Educational Games, Game Based Learning
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Wernholm, Marina – Designs for Learning, 2021
The aim of this study is to investigate children's out-of-school learning in digital gaming communities. This was achieved by exploring girls' participation in Minecraft communities. Data were generated through interviews, video-recorded play sessions and video-stimulated recall. Multimodal interactional analysis was applied in order to analyze…
Descriptors: Informal Education, Computer Games, Females, Video Technology
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Plate, Rista C.; Shutts, Kristin; Cochrane, Aaron; Green, C. Shawn; Pollak, Seth D. – Developmental Psychology, 2021
Children have a powerful ability to track probabilistic information, but there are also situations in which young learners simply follow what another person says or does at the cost of obtaining rewards. This latter phenomenon, sometimes termed bias to trust in testimony, has primarily been studied in children preschool-age and younger, presumably…
Descriptors: Probability, Trust (Psychology), Preschool Children, Children
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Sayi, Aysin Kaplan; Sahin, Filiz – Pegem Journal of Education and Instruction, 2021
Internet and games can have some adverse effects if used unconsciously. Especially for gifted students, internet and games can be risky and result in addiction due to their cognitive and social characteristics. Since the game and internet addiction conduce to social problems as well. In this vein, the purpose of the study is to examine the…
Descriptors: Academically Gifted, Internet, Computer Games, Addictive Behavior
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Rahmadi, Imam Fitri; Lavicza, Zsolt; Houghton, Tony – Contemporary Educational Technology, 2021
Educational games have great potential for learning, however the potential of user-generated microgames for supporting learning is still not completely understood. The present study reviews the design quality of user-generated microgames based on microgame design fundamentals and explores the potential of the games for facilitating learning from…
Descriptors: Educational Games, Game Based Learning, Design, Elementary School Teachers
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Chuang, Tsung-Yen; Yeh, Martin K.-C.; Lin, Yu-Lun – Educational Technology & Society, 2021
Students with different cognitive styles benefit from different instructional strategies, including learning through playing video games. Although playing video games can be an effective learning method, we do not know its impact on the reasoning ability of students with different cognitive styles. The purposes of this study are to investigate…
Descriptors: Game Based Learning, Video Games, Computer Games, Puzzles
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Jafari, Seyed Mohammadbagher; Abdollahzade, Zahra – Education and Information Technologies, 2019
The game-based learning, which uses computer games to improve performance and learning, is a new field which can be used as a powerful educational tool. To increase the effectiveness of educational games, new games fit the learning styles of each individual can be made to have a customized learning environment. Currently, playing computer games…
Descriptors: Cognitive Style, Game Based Learning, Computer Games, Foreign Countries
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Tingaz, Emre Ozan; Altun, Meryem; Vural, Seyda Nur – Journal on Educational Psychology, 2019
The objective of the present study was to examine computer game addiction and attention in Turkish secondary school students. Four hundred twenty six (n=426) secondary school students aged 11 to 14 (M=12.44 years, SD=1.08), age participated voluntarily. A total of four schools, two are in a village (45.5%, n=211) and two are in a center (50.4%,…
Descriptors: Computer Games, Addictive Behavior, Attention, Foreign Countries
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