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Ibrahim Arpaci; Mostafa Al-Emran; Noor Al-Qaysi; Mohammed A. Al-Sharafi – TechTrends: Linking Research and Practice to Improve Learning, 2025
The literature on generative "Artificial Intelligence" (AI) in education primarily focuses on its immediate benefits and applications, such as personalized learning, student engagement, and content generation. However, there is a notable absence of empirical research concerning the holistic use of generative AI within educational…
Descriptors: Artificial Intelligence, Technology Uses in Education, Sustainability, College Students
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Ibrahim Arpaci; Ismail Kusci – Technology, Knowledge and Learning, 2025
This study aimed to explore the impact of basic psychological needs on satisfaction with using generative AI and ChatGPT in particular. Further, an adaptation of the "Basic Psychological Need Satisfaction for Technology Use" (BPN-TU) scale was conducted throughout the study. The study developed a unique research model based on the…
Descriptors: Psychological Needs, Satisfaction, Artificial Intelligence, Personal Autonomy
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Ayla Hendekci; Ilknur Aydin Avci – Psychology in the Schools, 2025
This study aims to determine the extent of leisure participation, digital addiction, and phubbing tendencies among adolescents. This study was descriptive correlational study. The study was conducted with a sample of 410 adolescents in a province in Northern X. As the data collection tools, an Information Form, the Leisure Activity Participation…
Descriptors: Adolescents, Leisure Time, Addictive Behavior, Computer Use
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Muxiang Sun; Zhiwen Feng; Liangyong Xiao – Early Child Development and Care, 2025
This study tests a moderate mediation model and clarifies the mechanisms linking screen exposure to children's socioemotional competence. The objective is to examine if children's emotional ability mediates the relationship between screen exposure and socioemotional competence, and if parental media mediation moderates this pathway. Using…
Descriptors: Computer Use, Interpersonal Competence, Emotional Response, Parent Role
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Wuyou Sui; Anna Sui; Joseph Munn; Jennifer D. Irwin – Journal of American College Health, 2024
Background: This study aimed to: (a) explore differences in the prevalence of nomophobia and smartphone addiction (SA) from pre- to during COVID-19; (b) identify students' self-reported changes in smartphone reliance and screen time during COVID-19; and (c) examine whether self-perceived changes in smartphone usage predicted nomophobia and SA…
Descriptors: Telecommunications, Handheld Devices, Anxiety, Addictive Behavior
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Hatice Yildiz Durak; Sinan Hopcan; Elif Polat; Gül Özüdogru; Nilüfer Atman Uslu – Technology, Knowledge and Learning, 2025
The aim of this study extends the structural models in the existing literature to understand the role of multiple screen addictions (MSA) in the process while considering the relationships between goal orientation, GPA, and autonomous learning as predictors of online engagement. This study used a relational screening model to explore relations…
Descriptors: Addictive Behavior, Computer Use, Goal Orientation, Grade Point Average
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Zhonglian Yan; Wenqi Lin; Jing Ren; Qinglin Ma; Yanling Qin – Early Child Development and Care, 2024
To explore the relationships among parenting styles, children's electronic media usage (EMU) and children's problem behaviours (CPB), 1,224 preschoolers aged 3-6 years old (52.0% boys; 30.9% aged 3 years old, 34.6% aged 4 years old, 26.1% aged 5 years old, and 8.4% aged 6 years old) and their parents were enrolled in the present study by means of…
Descriptors: Parenting Styles, Behavior Problems, Preschool Children, Correlation
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Nehir Yasan-Ak; Soner Yildirim – Technology, Knowledge and Learning, 2024
Mobile phones have become essential learning tools with their extensive features and functionalities, contributing to the emergence of mobile learning. These devices enable communication and collaboration both inside and outside the classrooms while also aiding in information seeking, collection, and content generation. Yet, the use of mobile…
Descriptors: Telecommunications, Handheld Devices, Technology Uses in Education, Undergraduate Students
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Pranjli Khanna; Kaleb Mathieu; Kole Norberg; Husni Almoubayyed; Stephen E. Fancsali – International Educational Data Mining Society, 2025
Recent research on more comprehensive models of student learning in adaptive math learning software used an indicator of student reading ability to predict students' tendencies to engage in behaviors associated with so-called "gaming the system." Using data from Carnegie Learning's MATHia adaptive learning software, we replicate the…
Descriptors: Computer Software, Computer Uses in Education, Reading Difficulties, Reading Skills
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Collin A. Webster; Diana Mîndrila; Anthony D. Murphy; Ivana Banicevic; Dušan Peric; Dragan Stankic; Željko Banicevic – Psychology in the Schools, 2025
Health behavior, mental health, and school satisfaction are associated in school-aged youth. However, most previous research examining such associations does not account for unique groupings of these variables based on person-centered analyses. This study examined student mental health profiles and their association with health behaviors and…
Descriptors: Foreign Countries, International Schools, Elementary School Students, Mental Health
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Altinpulluk, Hakan; Kilinc, Hakan; Alptekin, Gokhan; Yildirim, Yusuf; Yumurtaci, Onur – Open Praxis, 2023
The aim of this study was to determine the relationship between the intrinsic motivation levels and self-directed learning levels of learners within a massive open online course environment. In addition, the relationship between these variables and the technology competences/average daily use times of technology were also studied. This study was…
Descriptors: MOOCs, Independent Study, Student Motivation, Correlation
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Shah, Zohal; Chen, Chen; Sonnert, Gerhard; Sadler, Philip M. – AERA Online Paper Repository, 2023
Computer gameplay and social media are the two most common forms of entertainment in the digital age. Many scholars share the assumption that leisure-time digital consumption is associated with CS affinity, but there is a dearth of research evidence for this relationship. Female students generally spend less time on gaming and more time on social…
Descriptors: Computer Science, Vocational Interests, Computer Use, Gender Differences
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Alexa Deyo; Josh Wallace; Katherine M. Kidwell – Journal of American College Health, 2024
Objective: To examine how time spent on handheld screens was related to internalizing mental health symptoms in college students and whether time spent in nature was associated with fewer mental health symptoms. Participants: Three hundred seventy-two college students (M[subscript age] = 19.47 ± 1.74, 63.8% female; 62.8% college freshman).…
Descriptors: Handheld Devices, Telecommunications, Computer Use, Mental Health
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Bowen Xiao; Wanfen Chen; Xiaolong Xie; Hong Zheng; Danielle Law; Hezron Onditi; Junsheng Liu; Jennifer Shapka – International Journal of Bullying Prevention, 2025
The goal of the present study was to identify predictive factors related to cyberbullying by using supervised machine learning in a sample of Chinese adolescents during the COVID-19 pandemic. Participants included 2053 (M[subscript age]=16.36 years, SD = 1.14 years; 44.6% boys) adolescents from Fujian province, China. Data on cyberbullying,…
Descriptors: Bullying, Computer Mediated Communication, Predictor Variables, Artificial Intelligence
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Hebebci, Mustafa Tevfik; Bertiz, Yasemin; Alan, Selahattin – Journal of Educators Online, 2023
This research analyzed the predictive effect of personality types on online unethical behaviors and the relationship between these two variables. Online unethical behaviors are discussed in terms of gender, educational level, and ethics course experience. The study group of the research conducted in the correlational survey model consisted of 269…
Descriptors: College Students, Ethics, Behavior, Personality Traits
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