Publication Date
| In 2026 | 0 |
| Since 2025 | 1 |
| Since 2022 (last 5 years) | 4 |
| Since 2017 (last 10 years) | 4 |
| Since 2007 (last 20 years) | 4 |
Descriptor
| Addictive Behavior | 4 |
| Computer Use | 4 |
| Computer Games | 2 |
| Foreign Countries | 2 |
| Gender Differences | 2 |
| Parenting Styles | 2 |
| Personality Traits | 2 |
| Social Media | 2 |
| Time | 2 |
| Video Games | 2 |
| Age Differences | 1 |
| More ▼ | |
Source
| Education and Information… | 4 |
Publication Type
| Journal Articles | 4 |
| Reports - Research | 4 |
Education Level
| Early Childhood Education | 1 |
| Higher Education | 1 |
| Postsecondary Education | 1 |
| Preschool Education | 1 |
Audience
Location
| Turkey | 1 |
| Turkey (Istanbul) | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Nguyen, Vinh T. – Education and Information Technologies, 2022
The purpose of this study was to investigate the perceptions of users about using digital detox applications and to display relationships among personality traits and technology-related variables. This study was designed using survey approach and employed Generalized Structured Component Analysis (GSCA). As such, 11 hypotheses were constructed and…
Descriptors: Social Media, Personality Traits, Computer Oriented Programs, Behavior
Ceren Çalhan; Idris Göksu – Education and Information Technologies, 2024
This study aims to determine whether parents' media mediation roles are related to their early childhood children's digital game addiction tendencies. In addition, it examines whether these variables are related to the child's and parent's digital device usage habits and whether they differ according to various sociodemographic variables and…
Descriptors: Parent Role, Parent Child Relationship, Video Games, Addictive Behavior
Parmaksiz, Izzet – Education and Information Technologies, 2022
The purpose of the study was to examine whether personality traits had a mediator role on the relationship between university students' digital addiction behaviour and academic self-efficacy. The study sample consisted of 1348 students (876 females and 472 males) who were chosen through random sampling from university students who from different…
Descriptors: Foreign Countries, College Students, Personality Traits, Self Efficacy
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

Peer reviewed
Direct link
