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Da Silva Chagas, Luana; Chagas De Almeida Silva, Sarah; Matos Coelho De Oliveira, Rafaela; Magalhães Manhães, Thaís; Vicenta De Oliveira Braga, Giovanna; Sarmiero Rodolpho, Beatriz; De Souza Pereira, Helena; Oliveira Silva Bomfim, Priscilla – Journal of Biological Education, 2022
Discussing substance abuse, licit or not, requires dynamism when it comes to adolescents. Games are a powerful tool to bring the subject up for discussion. Here we describe a collaborative board game designed to address this subject using current neuroscience knowledge about neurophysiology of (drug) addiction. The game highlights the action of 22…
Descriptors: Neurosciences, Educational Games, Drug Abuse, Addictive Behavior
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Akhmetzyanova, Anna I.; Nikishina, Vera B.; Klyueva, Nadezhda V.; Petrash, Ekaterina A. – International Journal of Environmental and Science Education, 2016
The urgency of the problem stated in the article is caused by the fact that modern scientific studies show that sustainable neuro-associative connections with the object of addiction arise at chemical addiction. The aim of this study is to examine the features of the reciprocal organization of constructive activities in drug addiction. Study of…
Descriptors: Drug Abuse, Addictive Behavior, Comparative Analysis, Psychomotor Skills
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Piotrowski, Chris – College Student Journal, 2015
This study attempts to identify the typological-research domain of the extant literature on video games related to college-age samples (18-29 years-of-age). A content analysis of 264 articles, from PsycINFO for these identifiers, was performed. Findings showed that negative or pathological aspects of video gaming, i.e., violence potential,…
Descriptors: Video Games, Late Adolescents, Young Adults, Violence
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Epstein, Joel; Noel, Jeffrey; Finnegan, Megan; Watkins, Kate – Journal of Child & Adolescent Substance Abuse, 2016
Researchers have developed many different computerized interventions designed to teach students about the dangers of substance use. Following in this tradition, we produced a series of video games called "Bacon Brains." However, unlike many other programs, ours focused on the "Science of Addiction," providing lessons on how…
Descriptors: Video Games, Teaching Methods, Addictive Behavior, Educational Technology
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Kim, Pyoung Won; Kim, Seo Young; Shim, Miseon; Im, Chang-Hwan; Shon, Young-Min – Computers & Education, 2013
Addiction to Massive Multiple Online Role-Playing Games (MMORPGs) among juveniles has become a serious problem in Korea and has led to legislation prohibiting juveniles from playing games after midnight. One key factor in gaming addiction is the so-called narrative, or story, gamers create for themselves while playing. This study investigated how…
Descriptors: Foreign Countries, Addictive Behavior, Computer Games, Writing Instruction
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Colla J. MacDonald; Hugh Kellam; Catherine Peirce – Interactive Technology and Smart Education, 2013
Purpose: The purpose of this paper is to describe the process of developing the early brain and biological development and addictions podcast series for first and second year medical students. This paper also presents the findings from an evaluation of the introductory podcast in this series of 13 podcasts. Design/methodology/approach: Three focus…
Descriptors: Addictive Behavior, Medical Students, Medical Education, Student Attitudes
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Habib, Reza; Dixon, Mark R. – Journal of the Experimental Analysis of Behavior, 2010
The purpose of this translational study was twofold: (1) to contrast behavioral and brain activity between pathological and nonpathological gamblers, and (2) to examine differences as a function of the outcome of the spin of a slot machine, focusing predominately on the "Near-Miss"--when two reels stop on the same symbol, and that symbol…
Descriptors: Brain, Behavior, Differences, Addictive Behavior
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Aite, Ania; Cassotti, Mathieu; Rossi, Sandrine; Poirel, Nicolas; Lubin, Amelie; Houde, Olivier; Moutier, Sylvain – Journal of Experimental Child Psychology, 2012
Converging developmental decision-making studies have demonstrated that until late adolescence, individuals prefer options for which the risk of a loss is low regardless of the final outcome. Recent works have shown a similar inability to consider both loss frequency and final outcome among adults. The current study aimed to identify developmental…
Descriptors: Addictive Behavior, Adolescents, Late Adolescents, Brain