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Miao Chao; Weiyi Sun; Jie Liu; Jiahui Ding; Ye Zhu – Journal of Computer Assisted Learning, 2025
Background: The use of social media among students has become debatable concern due to both positive and negative effects on academic performance. Yet, understanding of the diverse patterns of social media use and their influence on actual and perceived academic performance remains limited. Objectives: This study distinguishes between academic and…
Descriptors: Social Media, Performance, Influence of Technology, Predictor Variables
Alev Üstündag; Sedef Irem Önlü; Irem Nur Akdeniz – Journal of Learning and Teaching in Digital Age, 2025
The research was conducted to determine whether there is a relationship between adolescents' social media privacy protection skills and social media addiction levels. A total of 499 adolescents between the ages of 15 and 18 participated in this correlational study. The study used a Personal Information Form, the Social Media Privacy Protection…
Descriptors: Social Media, Computer Security, Addictive Behavior, Adolescents
Derya Evgin; Kizbes Meral Kiliç; Adem Sümen – Psychology in the Schools, 2025
The aim of this study is to examine the prevalence of social media use disorder among adolescents and to investigate the relationship between social media use, level of cyber human values, cyberbullying, or cybervictimization. This study employed a cross-sectional design, with 1571 adolescents enrolled in high school participating in the…
Descriptors: Social Media, Addictive Behavior, High School Students, Bullying
Iveth Gómez Alvarez; Dilma Yañacc Pacuri; Segundo Salatiel Malca-Peralta; Wilter C. Morales-García – Electronic Journal of Research in Educational Psychology, 2024
Introduction: COVID-19 changed the traditional way of educating, confining students to their homes and favoring the excessive use of technology and entertainment such as video games. Precisely, the excessive consumption of the latter altered the behavior of adolescents and increased their levels of aggressiveness. The present study analyzed…
Descriptors: Video Games, Addictive Behavior, Aggression, Adolescents
Engin Kutluay; Feride Karaca – Education and Information Technologies, 2025
An exploratory sequential mixed-method study is designed to develop and test a comprehensive model explaining the relationships between factors associated with smartphone addiction and high school students' academic achievement. Involving two main phases of qualitative and quantitative, focus group discussions with high school students and…
Descriptors: Models, Handheld Devices, Telecommunications, Addictive Behavior
Gurmeet Kaur; Meghna Mehndroo – Journal of Interdisciplinary Studies in Education, 2024
Digital addiction has become an intriguing concern over the recent years because of the rapid explosion of gadgets and other online platforms attracting youth to spend most of their time online. Excessive use of digital platforms has been associated with many psychological issues. The results revealed significant correlations among digital…
Descriptors: Foreign Countries, High School Students, Addictive Behavior, Handheld Devices
Asli Akdeniz Kudubes; Yagmur Sezer Efe – Psychology in the Schools, 2024
This study was conducted as a descriptive and cross-sectional study to examine the effects of game addiction and social media addiction on the lifestyle of Turkish adolescents. The study was conducted between May to June 2022, involved 1116 adolescents in the 13-18 age group receiving education in three high schools situated in the Western region…
Descriptors: Social Media, Addictive Behavior, Telecommunications, Handheld Devices
Ranjit Kumar Behera; Roshan Chandra; Subhankita Rath – Journal on School Educational Technology, 2024
Video game addiction is a global phenomenon. A high level of addiction leads to detrimental effects on the social, educational, and psychological aspects of the students. The objective of this study is to examine the relationship between videogame addiction and the academic performance of senior secondary students. For this, the study has used the…
Descriptors: Correlation, Video Games, Addictive Behavior, Academic Achievement
Fatma Gizem Karaoglan Yilmaz; Ramazan Yilmaz – Journal of Psychologists and Counsellors in Schools, 2024
Today, due to the increasing interest in hybrid education environments and technology integration into the course, mobile devices have started to be used in face-to-face classroom lessons. In addition to the many advantages of using mobile devices in the classroom, it also leads to some undesirable situations. One is related to developing…
Descriptors: Video Games, Addictive Behavior, Student Motivation, Learner Engagement
Weiyi Sun; Miao Chao – Education and Information Technologies, 2024
The use of social media among students has gained significant attention due to its potential impact on academic performance, characterized by both positive and negative effects. However, limited research exists regarding the different types of excessive social media use and their influence on academic performance. In this innovative study, we aim…
Descriptors: Social Media, Mass Media Use, Academic Achievement, Time Management
Servet Erkol; Sabit Mentese; Murat Gökalp – Turkish Online Journal of Educational Technology - TOJET, 2024
Addiction is the state of being addicted to any activity, substance, object or behavior in a way that excludes other activities of one's life or causes physical, mental or social harm to oneself and others. In addition to many and various types of addiction, it seems that an important type of addiction is technology addiction. Today, the dizzying…
Descriptors: Addictive Behavior, Middle School Students, Telecommunications, Handheld Devices
Charlaine Perez; Joseph Jay Alvarez; Aries Carbungco; Jozel Due; Critanya Milles Ochoa; Michael Louie Celis; Joseph Lobo – Journal of Learning for Development, 2024
This quantitative-correlational study aimed to examine the relationship between online game addiction and mental well-being of high school students from Angeles City, in the Philippines, during the COVID-19 pandemic. To obtain data from the respondents, the Internet Gaming Disorder Scale--Short-Form and Depression, Anxiety, and Stress Scale…
Descriptors: Computer Games, Video Games, Addictive Behavior, Mental Health
Sara Madeleine Kristensen; Magnus Jørgensen; Ellen Haug – Education and Information Technologies, 2024
Although research has investigated the association between pathological gaming and academic performance in adolescence, the complexity of the relationship has not been thoroughly examined. This short longitudinal study aimed to investigate the interactions between pathological gaming, academic self-efficacy, academic initiative, and academic…
Descriptors: Foreign Countries, Sex, Gender Differences, Longitudinal Studies
Mustafa Koc; Fatma Okumus – International Society for Technology, Education, and Science, 2024
It is an undeniable fact that technology shapes many areas of people's lives such as education, transportation and entertainment. The concept of the game is an educational and entertaining activity that has taken an important place in individuals' lives since the beginning of human history. With the development and spread of technology,…
Descriptors: High School Students, Student Surveys, Video Games, Addictive Behavior
Itahisa Mulero-Henríquez; Rocío Pérez-Solís; Samuel Falcon – Education and Information Technologies, 2024
High levels of Internet usage are prevalent among young people. Alongside this increased use, dangerous attitudes and practices among students have been observed. This study aimed to analyse the use of Information and Communication Technologies (ICT) among high school students, their attitudes, and the relationship with gender. A sample of 869…
Descriptors: Internet, Gender Differences, Student Attitudes, Bullying
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