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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
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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
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
Ives, Eugenia A. – Online Submission, 2012
The purpose of this study was to examine and better understand the social cognitive effects of digital technology on teenagers' brains and their socialization processes, as well as to learn best practices with regard to digital technology consumption. An extensive literature review was conducted on the social cognitive effects of digital…
Descriptors: Influence of Technology, Computer Uses in Education, Web 2.0 Technologies, Computer Literacy
National Center on Addiction and Substance Abuse at Columbia University, 2011
This report finds that adolescent smoking, drinking, misusing prescription drugs and using illegal drugs is, by any measure, a public health problem of epidemic proportion, presenting clear and present danger to millions of America's teenagers and severe and expensive long-range consequences for the entire population. This report is a wake-up call…
Descriptors: Marijuana, Cocaine, Narcotics, Public Health