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Aneta Przepiorka; Agata Blachnio; Pawel Kot; Andrzej Cudo – Journal of Early Adolescence, 2025
The cross-sectional study aimed to examine the relationships between motives for smartphone use, family satisfaction, loneliness, grade point average (GPA), and problematic smartphone use (PSU). It included 519 elementary school students aged 12-16 years (M = 13.87, SD = 1.01). The authors used the Smartphone Addiction Scale, the Smartphone Usage…
Descriptors: Motivation Techniques, Role Theory, Handheld Devices, Telecommunications
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Pollock, Elaine; O'Shea, Johanna; Killick, Campbell – Child Care in Practice, 2021
Self-harm continues to be a growing concern within adolescence and is a globally recognised public health and social problem. Adolescents living in the community who self-harm are extremely common however less is known about these young people. This study focussed on capturing the voice of young people who engage in cutting behaviour to provide…
Descriptors: Foreign Countries, Self Destructive Behavior, Injuries, Adolescents
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McHugh, Camilla A.; Anderson, Lindsey; Lloyd, Jenny; Logan, Stuart; Wyatt, Katrina – Health Education Journal, 2019
Objective: This paper uses a qualitative approach to explore the factors that influence diet and physical activity choices of 11-13-year-olds with a particular focus on the impact of the school environment. Design: Qualitative focus groups. Setting: Three purposively sampled secondary schools in Devon, UK. Method: A total of 53 students, aged…
Descriptors: Foreign Countries, Dietetics, Physical Activities, Adolescents
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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