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Avci, Dilek; Gündogdu, Nurcan Akgül; Dönmez, Recep Hakan; Avci, Fikret Eren – Health Education Research, 2023
The group at the highest risk of smartphone addiction is adolescents. In particular during the coronavirus disease 2019 pandemic, factors such as conducting education online, curfew and the increase in the monotonous time spent at home have led to an increase in the use of smartphones among adolescents. Therefore, this study aimed to determine the…
Descriptors: Addictive Behavior, Telecommunications, Handheld Devices, Peer Teaching
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Sagar, Mehmet Enes; Özabaci, Nilüfer – African Educational Research Journal, 2022
This research aims to investigate the effectiveness of a "solution-focused group counseling program to increase healthy Internet use" and "group guidance to increase healthy Internet use" to increase healthy Internet use among young people. The study group for the research comprised 39 university students (22 females 56%, 17…
Descriptors: College Students, Internet, Computer Use, Safety
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Demirezen, Dilek; Karaca, Aysel; Konuk Sener, Dilek; Ankarali, Handan – Journal of Child & Adolescent Substance Abuse, 2019
In recent years, peer education programs (PEPs) have put this effect to use in a positive way by providing peers that constitute positive role models for each other. Accordingly, this study was carried out to determine the effect of a PEP on the basic knowledge of adolescents about addiction and on the level of self-efficacy that is needed to…
Descriptors: Peer Teaching, Substance Abuse, Drug Education, Prevention
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Hazar, Zekihan; Hazar, Muhsin – Journal of Education and Training Studies, 2018
In this study, it was investigated that effect of games including physical activity on digital game addiction of 11-14 age group middle-school students. Along with the determination of digital game addiction, conducting applied experimental study is important regarding showing results of application with theoretical knowledge towards solving…
Descriptors: Middle School Students, Physical Activities, Physical Activity Level, Video Games