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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
Sacide G. Mazman Akar; Murat Özer – Journal of Pedagogical Research, 2025
This study explores the influence of digital literacy, parental styles, and background variables on digital game addiction among elementary school students. Given the formative nature of early childhood and the significant role of parental influence, understanding these relationships is essential to promoting healthy digital habits. The sample…
Descriptors: Video Games, Computer Games, Addictive Behavior, Elementary School Students
Ali Soyoof; Michelle M. Neumann; Barry Lee Reynolds; Afsheen Rezai; Ali Ibrahim Can Gözüm – Education and Information Technologies, 2025
Previous studies have shown that demographic factors can influence parental mediation strategies during children's digital gameplay. However, little is known about maternal and paternal mediation in Iranian families. This study examined the relationship between maternal and paternal mediation (restrictive, active, viewing, technical, and…
Descriptors: Foreign Countries, Parent Role, Computer Use, Computer Games
Ümmühan Gülnar – International Journal of Technology in Education, 2025
The aim of the study is to examine the leisure consciousness and technology addiction of students studying in different departments of universities on a relational basis. Causal comparison and relational survey methods, which are quantitative research methods, were used in the study. The population of the study is the students who are studying in…
Descriptors: Recreational Activities, Leisure Time, Addictive Behavior, College Students
Claudio M. Radaelli – Teaching Public Administration, 2025
How can science have more impact on policy decisions? The P-Cube Project has approached this question by creating five pedagogical computer games based on missions given to a policy entrepreneur (the player) advocating for science-informed policy decisions. The player explores simplified strategies for policy change rooted in a small number of…
Descriptors: Computer Games, Computer Uses in Education, Policy Formation, Graduate Students
Noppawan Tawalai; Thapanee Seechaliao – Journal of Education and Learning, 2025
Analytical thinking skills were an essential learning process for primary students. The research objectives were to 1) study the current condition, problems, and good practices regarding teaching and learning. 2) develop a blended instructional model using the inquiry process with digital games to enhance analytical thinking skills for elementary…
Descriptors: Elementary School Students, Thinking Skills, Blended Learning, Active Learning
Seyma Türen; Pinar Bagçeli Kahraman – Education and Information Technologies, 2025
The increasing prevalence of digital technologies has notably expanded children's accessibility to a diverse range of digital tools day by day. Consequently, this evolution has significantly influenced the gaming landscape, propelling the surge in popularity of digital games among children. This change has also led to the need for changes in the…
Descriptors: Predictor Variables, Preschool Children, Video Games, Computer Games

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