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Leilei Liang; Tongshuang Yuan; Kai Liu; Chengbin Zheng; Junsong Fei; Songli Mei – Youth & Society, 2025
The purpose of this study was to validate a proposed theoretical model of adolescent internet gaming disorders from a reality-virtual perspective. A questionnaire survey was conducted using random stratified cluster sampling on 3,058 middle school students with internet gaming experience, drawn from four middle schools in a province in northern…
Descriptors: Early Adolescents, Middle School Students, Self Concept, Computer Simulation
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Mark Anthony Camilleri – Interactive Technology and Smart Education, 2024
Purpose: Many educators are increasingly acquainting themselves and becoming adept with interactive technologies like augmented reality and virtual reality. Some of them are also looking forward to using Metaverse applications, as they want to benefit from its immersive three-dimensional capabilities. Therefore, the purpose of this study is to…
Descriptors: Artificial Intelligence, Educational Technology, Technology Uses in Education, Cost Effectiveness
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Sevim-Cirak, Nese; Yildirim, Zahide – European Journal of Engineering Education, 2020
This phenomenological study investigates mining engineering students' game playing experiences for educational purposes and seeks to understand the essence of their experiences. In this study, three non-gamer and three-gamer mining engineering students were selected through a criterion sampling method, and then data were collected through in-depth…
Descriptors: Computer Simulation, Computer Games, Educational Games, Mining
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Fombona, Javier; Pascual, María Angeles; Ferra, Miguel Pérez – Journal of New Approaches in Educational Research, 2020
The deep penetration and global impact of mobile devices has led the scientific community to undertake a thorough analysis of the implications of this phenomenon. Researchers need to determine their true real effect and how they can best be used to manage information and build knowledge. This study has examined recent investigations on the subject…
Descriptors: Telecommunications, Handheld Devices, Electronic Learning, Scientific Research