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Seok, Soonhwa; DaCosta, Boaventura – Journal of Online Learning Research, 2020
The misuse of the Internet that takes advantage of adolescents and young adults' lack of understanding along with their growing online presence has left them at risk. A study comprising 1,092 South Korean high school students investigated ways in which adolescents and young adults may be exploited while engaged in popular and everyday online…
Descriptors: Foreign Countries, Internet, High School Students, Violence
Flecha, Ramon, Ed.; Pulido, Cristina, Ed.; Villarejo, Beatriz, Ed.; Racionero, Sandra, Ed.; Redondo, Gisela, Ed.; Torras, Elisabeth, Ed. – European Commission, 2020
Students, teachers, families and other community members use digital technology as an educational tool in formal, non-formal and informal learning environments. While its use is widespread, increasing concern has emerged about its effects on children, particularly in relation to their empathy and attention capacity, as these dimensions are crucial…
Descriptors: Influence of Technology, Children, Empathy, Attention
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Avoseh, Mejai, Ed.; Boucouvalas, Marcie, Ed. – Commission for International Adult Education, 2020
The Commission on International Adult Education (CIAE) of the American Association for Adult and Continuing Education (AAACE) provides a forum for the discussion of international issues related to adult education in general, as well as adult education in various countries around the globe. These papers are from the CIAE 2020 Virtual International…
Descriptors: Adult Education, International Education, COVID-19, Pandemics
Wartella, Ellen; Caplovitz, Allison G.; Lee, June H. – Society for Research in Child Development, 2004
Interactive media have come of age. The range of interactive entertainment products, intended to be used by children in and out of school settings is growing: CD-ROMs, computers, the Internet, video games (for a variety of handheld and console platforms), interactive toys (including educational talking books), and a variety of wireless software…
Descriptors: Social Media, Toys, Computer Games, Video Games