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Showing 1 to 15 of 23 results Save | Export
Alexis K. Chapman – Online Submission, 2024
The present study investigates how social media and screen time usage negatively affect High School students' body image and overall perception of confidence. It was found that screen time is a neutral factor when considering how deeply it affects one's confidence. Almost no matter what, students seem to end up worse, whether that be…
Descriptors: High School Students, Self Esteem, Self Concept, Social Media
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Ciris, Vahit; Baskonus, Turan; Kartal, Tezcan; Tasdemir, Adem – Journal of Education in Science, Environment and Health, 2022
The concept of digital game addiction has become an important issue that needs to be studied, depending on the increase in the time spent on the internet today, where technology and internet usage times are increasing rapidly. In this context, this study aimed to understand the antecedents of high school students' online game addiction risks. The…
Descriptors: Adolescents, Addictive Behavior, High School Students, COVID-19
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Renan Seker; Tezcan Kartal; Adem Tasdemir; Ibrahim Serdar Kiziltepe – Journal of Education in Science, Environment and Health, 2023
Technology may lead to many new problems, especially for students at high school level. The ease of using and accessing technology increases the risk of the younger pupils' addiction to technology. Problematic uses of technology, especially among high school students, include internet use, instant messaging, online gaming, social networking and…
Descriptors: High School Students, Technology, Addictive Behavior, Internet
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Kuba, Renata; Rahimi, Seyedahmad; Smith, Ginny; Shute, Valerie; Dai, Chih-Pu – Educational Technology Research and Development, 2021
Over three years, our research team has designed various learning supports for promoting content knowledge and solving game levels. In this case study, we examined the optimal design and the evaluation of learning support videos for a physics educational game. Often studies focus on investigating the effects of research-based principles without a…
Descriptors: Educational Games, Game Based Learning, Physics, Educational Principles
Kuba, Renata; Rahimi, Seyedahmad; Smith, Ginny; Shute, Valerie J.; Dai, Chih-Pu – Grantee Submission, 2021
Over three years, our research team has designed various learning supports for promoting content knowledge and solving game levels. In this case study, we examined the optimal design and the evaluation of learning support videos for a physics educational game. Often studies focus on investigating the effects of research-based principles without a…
Descriptors: Educational Games, Game Based Learning, Physics, Educational Principles
Jason Valley – ProQuest LLC, 2022
Objective: The rapid advancement in screen-based technology enables teenagers today to devote significant amounts of time to occupational engagement in the virtual context. Societal concerns regarding adolescent screen time have been well-substantiated by numerous studies that have revealed an inverse relationship between adolescent screen time…
Descriptors: High School Students, Suburban Schools, Well Being, World Views
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Yildiz, Ayla – Research in Pedagogy, 2021
The aim of this study is to determine the relationship between high school students' digital addiction levels and their inquiry skills. The sample of the study consists of 319 9th, 10th, 11th, and 12th grade high school students chosen by random sampling. Of these students studying in Sivas province schools of Turkey, two are Anatolian High…
Descriptors: Correlation, High School Students, Adolescents, Addictive Behavior
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Kim, Sunha – Educational Media International, 2019
This study examined the effects of two types of Information communication technology and media (ICT/media) use on college access using ICT/media to obtain college information as a mediator paying focused attention to English language learners. The study analyzed the Educational Longitudinal Study (ELS) from the US Department of Education,…
Descriptors: Access to Education, Higher Education, English Language Learners, Educational Technology
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Meral, Sert Agir – World Journal of Education, 2019
Examining attitudes of students towards learning, their academic achievements and internet addictions is the main focus of this study. With the institution permission obtained from the Provincial Directorate of National Education of Istanbul Governorship dated: 21.04.2016 and No: 59090411-20-E.4519158, a descriptive study in relational screening…
Descriptors: Student Attitudes, Academic Achievement, Internet, Addictive Behavior
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Pratama, Ahmad R.; Scarlatos, Lori L. – Journal of Educational Technology Systems, 2020
This article offers insights into the ownership and use of mobile devices (smartphones and tablets) among Indonesian middle and high school students. The study is based on primary data collected from a survey of 1,157 students at two middle schools and two high schools from two different regions in Indonesia. Data analysis includes multiple…
Descriptors: Foreign Countries, Adolescents, Ownership, Computer Use
Aytaç, Tufan; Erdem, Mustafa – Online Submission, 2019
The use of Information and Communication Technologies (ICT) is rapidly spreading among high school students. These technologies provide the students to gain learning experiences and also involve many dangers such as addiction, loneliness and stress. The aim of this study is to examine awareness levels of different types of high school students…
Descriptors: High School Students, Computer Security, Learning Experience, Information Technology
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Motamedi, Vahid; Yaghoubi, Razeyah Mohagheghyan – Malaysian Online Journal of Educational Technology, 2015
This study aimed at investigating the relationship between computer game use and spatial abilities among high school students. The sample consisted of 300 high school male students selected through multi-stage cluster sampling. Data gathering tools consisted of a researcher made questionnaire (to collect information on computer game usage) and the…
Descriptors: Spatial Ability, Computer Games, High School Students, Computer Uses in Education
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Manero, Borja; Torrente, Javier; Fernandez-Vara, Clara; Fernandez-Manjon, Baltasar – IEEE Transactions on Learning Technologies, 2017
This study examines the influence of players' age, gender, and gaming preferences and habits (from now on, "gaming preferences") on the effectiveness of a specific videogame that has been designed to increase the interest towards classical theater among teenagers. Using a validated instrument, participants were divided into four groups…
Descriptors: Computer Uses in Education, Gender Differences, Age Differences, Instructional Effectiveness
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Hong, Jon-Chao; Hwang, Ming-Yueh; Chen, Yu-Ju; Lin, Pei-Hsin; Huang, Yao-Tien; Cheng, Hao-Yueh; Lee, Chih-Chin – Computers & Education, 2013
Museums in Taiwan have developed various digital archives, but few people have visited these digital archives. Therefore, this study designed a digital archaeology game for high school students to play. Based on the concept of "learning for playing" (i.e., players who want to win will study more), the digital archaeology game contest…
Descriptors: Computer Games, Archaeology, High School Students, Intention
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Foster, Aroutis; Shah, Mamta – Journal of Educational Computing Research, 2015
There is a need for game-based learning frameworks that provide a lens for understanding learning experiences afforded in digital games. These frameworks should aim to facilitate game analyses, identification of learning opportunities, and support for learner experiences. This article uses the inquiry, communication, construction, and expression…
Descriptors: Educational Games, Computer Games, Computer Uses in Education, Learning Experience
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