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Center on the Developing Child at Harvard University, 2021
This brief summarizes the working paper, "Understanding Motivation: Building the Brain Architecture That Supports Learning, Health, and Community Participation," which explains the science behind motivation--the "wanting" system and the "liking" system--as well as how those systems develop, and how that development…
Descriptors: Motivation, Cognitive Development, Brain, Child Development
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
Editorial Projects in Education, 2023
Prioritizing digital well-being for teens helps them develop healthy relationships with technology and navigate the digital world safely. This Spotlight will help one learn how social media is affecting many teen girls' sleep and mental health; explore tips to support students' mental health; investigate how social media habits can influence…
Descriptors: Adolescents, Well Being, Social Media, Sleep
Field, Thomas A., Ed.; Jones, Laura K., Ed.; Russell-Chapin, Lori A. – American Counseling Association, 2017
This text presents current, accessible information on enhancing the counseling process using a brain-based paradigm. Leading experts provide guidelines and insights for becoming a skillful neuroscience-informed counselor, making direct connections between the material covered and clinical practice. In this much-needed resource-the first to address…
Descriptors: Counseling, Brain, Counseling Techniques, Anatomy
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
Waite, Douglas; Greiner, Mary V.; Laris, Zach – Journal of Applied Research on Children, 2018
Across the country, placements in foster care are rising. In 2016, the U.S. Department of Health and Human Services reported that 273,539 children in the U.S. entered foster care. In 34 percent of those cases, parental drug abuse was one of the factors leading to the child's removal from their family. Additionally, the U.S. Substance Abuse and…
Descriptors: Child Welfare, Foster Care, Drug Abuse, Parents
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
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
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
Brain Development, Mental Health and Addiction: A Podcast Series for Undergraduate Medical Education
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
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
Guercio, John M.; Johnson, Taylor; Dixon, Mark R. – Journal of Applied Behavior Analysis, 2012
The present investigation examined a behavior-analytic clinical treatment package designed to reduce the pathological gambling of 3 individuals with acquired brain injury. A prior history of pathological gambling of each patient was assessed via caregiver report, psychological testing, and direct observation of gambling behavior. Using an 8-week…
Descriptors: Head Injuries, Addictive Behavior, Therapy, Neurological Impairments
Mihov, Yoan; Hurlemann, Rene – Neuropsychologia, 2012
More than 5 million deaths a year are attributable to tobacco smoking, making it the largest single cause of preventable death worldwide. The primary addictive component in tobacco is nicotine. Its addictive power is exemplified by the fact that by far most attempts to quit smoking fail. It is therefore mandatory to understand the biological…
Descriptors: Evidence, Substance Abuse, Smoking, Research Methodology
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
DeWeese, Katherine Lynn – Online Submission, 2014
Screen time no longer means just the amount of time one spends in front of the television. Now it is an aggregate amount of time spent on smartphones, computers as well as multitasking with different devices. How much are the glowing rectangles taking away from adolescent social and emotional health? How is it changing how students learn and how…
Descriptors: Brain, Adolescents, Adolescent Development, Handheld Devices
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