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Hok-Ko Pong – Journal of Beliefs & Values, 2024
This study explores the correlation between spiritual well-being and game addiction among Chinese youths in Hong Kong. To examine such a relationship, cross-sectional data (N = 401) were taken from a sample of 209 Chinese university students in 2021 and 192 Chinese university students in 2022. They are between 18-21 years old. The participants…
Descriptors: Well Being, Spiritual Development, Addictive Behavior, Undergraduate Students
Mitzi J Ritzman; Roma Subramanian – Autism: The International Journal of Research and Practice, 2024
This study investigated the benefits and challenges of computer-mediated communication use among a sample of young adults who identify with the autism spectrum via semistructured interviews. The interviews revealed that participants enjoyed using computer-mediated communication technologies (e.g. Discord, Facebook, Steam, and Zoom) to fulfill…
Descriptors: Autism Spectrum Disorders, Young Adults, Computer Mediated Communication, Program Effectiveness
Ángel Javier Tabullo; María Florencia Chiófalo; Alejandro Javier Wainselboim – Reading Psychology, 2024
The COVID-19 pandemic and its concomitant restriction measures drastically altered the routines and learning formats of students from all levels. In addition, it has been shown that pandemic-related stress negatively impacted their mental health and cognitive functioning. Undergraduates have been signaled out as one of the populations most…
Descriptors: Reading Comprehension, Undergraduate Students, COVID-19, Pandemics
Jaakko Hilppö; Reed Stevens – Cognition and Instruction, 2024
Choice and autonomy are central tenets of interest-driven learning. Yet, in most studies on interest in school, students' choice and autonomy have been confined within the boundaries of the curriculum and the subject matter in question. This limits our understanding of how schools can support interest-driven learning as well as students' interest…
Descriptors: Nontraditional Education, STEM Education, Art Education, Grade 6
Nikola Levkov; Bojan Kitanovikj – International Journal of Technology in Education, 2024
While the right usage of technology brings a plethora of benefits, misusing technological devices and the Internet in an educational context can manifest in different behavioral tendencies. This ranges from growing addiction to technology and cyberbullying to technological anxiety and technostress. Yet, the effects of cyberloafing on students'…
Descriptors: Foreign Countries, College Students, Social Media, Internet
Grace Ann Morris – ProQuest LLC, 2024
Creativity is an important part of education. Teachers need to be able to understand and develop creativity to be able to successfully model it for their students. They can achieve this through pre-service training. Past research has provided implications in pre-service training that helped pre-service teachers develop creativity, albeit from a…
Descriptors: Preservice Teachers, Faculty Development, Creativity, Game Based Learning
Wenda Liu; Nikita Shah; Ili Ma; Gabriela Rosenblau – Developmental Science, 2024
Information sampling about others' trustworthiness prior to cooperation allows humans to minimize the risk of exploitation. Here, we examined whether early adolescence or preadolescence, a stage defined as in between childhood and adolescence, is a significant developmental period for strategic social decisions. We also sought to characterize…
Descriptors: Autism Spectrum Disorders, Interpersonal Relationship, Decision Making, Individual Development
Katerina Trcková; Roman Maršálek; Zuzana Václavíková – Journal of Chemical Education, 2024
The article describes a mini-escape game with an environmental theme. The game was prepared using LearningApps and Google Slides. The mini-escape game comprised 7 subactivities: Crossword, Matching Pairs, Multiple-Choice Quiz, Cloze Test, Word Grid, Group Assignment, and Freetext Input. Through completion of these subactivities, students gradually…
Descriptors: Game Based Learning, Computer Games, Science Instruction, Chemistry
Ince, Ebru Yilmaz; Sancak, Murat Emre – Journal of Learning and Teaching in Digital Age, 2022
Earthquakes are the movements of the earth's crust that originate in the ground, and they are one of the natural disasters that frighten people because they occur suddenly and often cause great loss of life and property. Earthquake natural disaster is the reality of Turkey and it is important to raise public awareness on this issue. Thanks to the…
Descriptors: Seismology, Foreign Countries, Educational Games, Computer Games
Eker, Halime; Tas, Ibrahim – International Journal of Technology in Education and Science, 2022
This study researches the mediating role of emotion regulation in the relationship between emotional autonomy and game addiction. The sample of the study consists of 335 adolescents. Ages of the sample are between 14 and 18, and the mean age is 15.78. 135 (40.3%) of the participants are 9th graders, 96 (28.7%) are 10th graders, 62 (18.5%) are 11th…
Descriptors: Adolescents, Emotional Response, Self Control, Personal Autonomy
Ibrahim, Karim – Foreign Language Annals, 2022
The L2 learning potentials of massive multiplayer online games (MMOGs) have been established in various studies; however, the fine-grained dynamics of digital game-based L2 learning are yet to be uncovered. A potential cause of this limitation is a limited understanding of the interconnected, situated, and dynamic nature of digital gaming as a…
Descriptors: Computer Games, Second Language Learning, Game Based Learning, Technology Uses in Education
Guanzheng Chen; Yuying Fan – International Journal of Distance Education Technologies, 2025
Language delay impacts children's social development. Game-based teaching has shown promise in enhancing language skills, however, the effectiveness of digital game-based teaching for children with language delay remains underexplored. This study, focusing on Chinese kindergarten students, investigated the impact of digital game-based teaching…
Descriptors: Computer Games, Game Based Learning, Language Acquisition, Developmental Delays
Counting-Focused Intervention Effects for Students with Mathematics Difficulty: A Research Synthesis
Syeda Sharjina Akther; Sarah R. Powell; Danielle O. Lariviere – Learning Disabilities Research & Practice, 2025
Counting is foundational to success with mathematics. In this synthesis, we analyzed 17 studies about counting-focused interventions for preschool and kindergarten students with mathematics difficulty or at-risk of mathematics difficulty. All interventions addressed several components of counting, including stable order, one-to-one correspondence,…
Descriptors: Computation, Mathematics Skills, Learning Problems, Mathematical Concepts
Nesrin Isikoglu; Kadriye Selin Budak; Müzeyyen Guzen – Early Childhood Education Journal, 2025
The current study aims to identify changing trends in digital play addiction tendencies among young children and parental guidance strategies before, during, and after the COVID-19 pandemic. In light of the bioecological model of development, it was hypothesized that the pandemic would have a significant impact on the addiction to digital play…
Descriptors: Young Children, Play, Addictive Behavior, Parent Role
Ruofei Zhang; Gary Cheng; Di Zou – Language Learning & Technology, 2025
Digital game-based vocabulary learning (DGBVL) integrates key game elements such as Challenges, Rewards, Human-Computer Interactions (HCI), Multimedia, and Fantasy. Although the overall effectiveness of digital games in enhancing English-as-a-foreign-language (EFL) vocabulary knowledge development is well-established, the specific roles of…
Descriptors: Vocabulary Development, Computer Games, English (Second Language), Learner Engagement