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Showing all 15 results Save | Export
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Sacide G. Mazman Akar; Murat Özer – Journal of Pedagogical Research, 2025
This study explores the influence of digital literacy, parental styles, and background variables on digital game addiction among elementary school students. Given the formative nature of early childhood and the significant role of parental influence, understanding these relationships is essential to promoting healthy digital habits. The sample…
Descriptors: Video Games, Computer Games, Addictive Behavior, Elementary School Students
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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
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Zhang, Wei; Jiang, Xu; Yang, Lu; Zhu, Wanling – European Journal of Psychology and Educational Research, 2022
This paper presents an investigation that aims to: (1) explore the relations between core symptoms of adult Attention Deficit and Hyperactivity Disorder (ADHD) and several typical Internet activities, and (2) compare the predictive power of two core symptoms of ADHD- inattention and hyperactivity/impulsivity- in predicting Internet addiction.…
Descriptors: Foreign Countries, College Students, Attention Deficit Hyperactivity Disorder, Internet
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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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Kazaz, Nalan; Dilci, Tuncay; Aglar, Cengiz – Cypriot Journal of Educational Sciences, 2022
Understanding the current and future technology use behaviors of secondary school students who started distance education during the pandemic process is essential to their academic success. The aim of this study is to examine the technology use status of 8th-grade students studying at secondary school during the pandemic period. We used the…
Descriptors: Grade 8, COVID-19, Pandemics, School Closing
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Polat, Ahmet; Topal, Murat – Journal of Educational Technology and Online Learning, 2022
Digital game addiction was classified as a disease by the World Health Organization. It is characterized by impaired control over gaming and increasing priority given to gaming over other activities. Especially for school-age children, there are concerns about the effects of gaming addiction on health problems that are difficult to treat later and…
Descriptors: Foreign Countries, Elementary School Students, Grade 5, Grade 6
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Tutgun-Ünal, Aylin – Turkish Online Journal of Educational Technology - TOJET, 2020
Social media addiction problem emerges when the users cannot limit the use of social media networks and spend more time online. Today social media platforms have become work habits in many work areas as well media industry. So, it is important to determine the social media addiction tendency of university students who will work in the media after…
Descriptors: Foreign Countries, Social Media, Addictive Behavior, Journalism Education
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Simsek, Ali; Elciyar, Kemal; Kizilhan, Taner – Contemporary Educational Technology, 2019
Considering that social media addiction is probably the most recent type of technology addiction, the present study was designed based on the six components suggested by Griffiths (2013). Toward the main purpose of the study, the "Bergen Facebook Addiction Scale" was adapted to social media addiction and translated into Turkish. After…
Descriptors: Addictive Behavior, Social Media, High School Students, College Students
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Soyer, Fikret – International Journal of Psychology and Educational Studies, 2019
The aim of this study was to investigate the leisure constraints perceived by the university students according to the level of smartphone addiction. In the study, in order to determine the constraints faced by the participants Leisure Constraints Scale developed by Alexandris and Carroll (1997), adapted to Turkish by Gürbüz, Öncü, and Emir (2012)…
Descriptors: Telecommunications, Handheld Devices, Addictive Behavior, Leisure Time
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Hazar, Zekihan; Hazar, Muhsin – Journal of Education and Training Studies, 2018
In this study, it was investigated that effect of games including physical activity on digital game addiction of 11-14 age group middle-school students. Along with the determination of digital game addiction, conducting applied experimental study is important regarding showing results of application with theoretical knowledge towards solving…
Descriptors: Middle School Students, Physical Activities, Physical Activity Level, Video Games
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Saldanha, Kennedy; D'Souza, Barnabe; Madangopal, Dakshayani – Journal of Adolescent Research, 2018
For street children in Mumbai, gambling is mostly a social and recreational activity. This study is based on data gathered from a survey of 70 youths aged 12 to 24, two focus groups, and participant observation. It offers glimpses into various facets of their gambling, including age patterns, games played, venues, and how group and street…
Descriptors: Foreign Countries, Addictive Behavior, Children, Recreational Activities
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Kurt, Adile Askim; Dogan, Ezgi; Erdogmus, Yasemin Kahyaoglu; Emiroglu, Bulent Gursel – World Journal on Educational Technology: Current Issues, 2018
The computer gaming addiction is one of the newer concepts that young generations face and can be defined as the excessive and problematic use of computer games leading to social and/or emotional problems. The purpose of this study is to analyse through variables the computer gaming addiction levels of secondary school students. The research was…
Descriptors: Computer Games, Addictive Behavior, Secondary School Students, Student Surveys
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Simsek, Ali; Elciyar, Kemal; Kizilhan, Taner – International Association for Development of the Information Society, 2017
For a long time the concept of addiction has been considered within the medical context of consuming certain materials excessively. Lately, it has been used to describe by psychologists some behavioral habits that are outside the normal life of the general population, such as gambling which affect a particular group of individuals. After the…
Descriptors: Addictive Behavior, Social Media, High School Students, College Students
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Müezzin, Emre – Turkish Online Journal of Educational Technology - TOJET, 2015
The aim of this study is to compare the online game addiction in high school students with the habitual computer use and online gaming. The sample selected through the criterion sampling method, consists of 61.8% (n = 81) female, 38.2% (n = 50) male, 131 high school students. The "Online Game Addiction Scale" developed by Kaya and Basol…
Descriptors: Foreign Countries, High School Students, Video Games, Addictive Behavior
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Zorbaz, Selen Demirtas; Ulas, Ozlem; Kizildag, Seval – Educational Sciences: Theory and Practice, 2015
This study seeks to analyze whether or not the following three variables of "Discouraging Family Relations," "Supportive Family Relations," "Total Time Spent on the Computer," and "Grade Point Average (GPA)" predict elementary school students' video game addiction rates, and whether or not there exists a…
Descriptors: Addictive Behavior, Family Relationship, Elementary School Students, Grade Point Average