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Lauren Eales; Olivia Giammanco; Gail M. Ferguson – Journal of Children and Media, 2025
This study uses both quantitative and qualitative data to examine how screen media use and problematic media use changed over the course of the COVID-19 pandemic (pre-onset, 3-months and 15-months post-onset). We examined changes in screen media use (time spent) and problematic media use (seemingly addicted behavior) in children ages 1.17-11.42…
Descriptors: Computer Use, COVID-19, Pandemics, Addictive Behavior
Esin Ölmez; Nihan Feyman Gök – International Electronic Journal of Elementary Education, 2025
Playing games occupies an essential place throughout life, particularly in childhood. With technological advances, urbanization, and the reduction of playgrounds, children's engagement with digital games has steadily increased. This shift highlights the importance of raising parental awareness about children's digital game preferences and gaming…
Descriptors: Video Games, Parent Role, Preschool Children, Foreign Countries
Ibrahim Durmus – Turkish Online Journal of Distance Education, 2025
The study aims to identify the factors that may influence university students' artificial intelligence addiction in educational activities. The study sample consists of 415 students currently studying at Bayburt University. The snowball sampling method was used in the research. In the study, an electronic survey was conducted with university…
Descriptors: Foreign Countries, College Students, Artificial Intelligence, Addictive Behavior
Seyma Türen; Pinar Bagçeli Kahraman – Education and Information Technologies, 2025
The increasing prevalence of digital technologies has notably expanded children's accessibility to a diverse range of digital tools day by day. Consequently, this evolution has significantly influenced the gaming landscape, propelling the surge in popularity of digital games among children. This change has also led to the need for changes in the…
Descriptors: Predictor Variables, Preschool Children, Video Games, Computer Games

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