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Fatma Gizem Karaoglan Yilmaz; Ramazan Yilmaz – Journal of Psychologists and Counsellors in Schools, 2024
Today, due to the increasing interest in hybrid education environments and technology integration into the course, mobile devices have started to be used in face-to-face classroom lessons. In addition to the many advantages of using mobile devices in the classroom, it also leads to some undesirable situations. One is related to developing…
Descriptors: Video Games, Addictive Behavior, Student Motivation, Learner Engagement
Feng, Siwen – Science Insights Education Frontiers, 2022
Smart phones have permeated every part of people's lives in the mobile internet era and are virtually taken for granted on a daily basis. Chinese primary school students are facing a serious problem with mobile gaming addiction as a result of their easy access to cell phones. The excessive usage of mobile games has negative impacts on children's…
Descriptors: Video Games, Handheld Devices, Foreign Countries, Addictive Behavior
Fatma Gizem Karaoglan Yilmaz; Ramazan Yilmaz; Sema Sulak – Technology, Knowledge and Learning, 2024
Due to the distance education implemented with the COVID-19 pandemic, online synchronous education activities have started to be carried out using tools such as Zoom. In this process, students have experienced various problems and one of them is related to cyberloafing behaviors (CLB). The main purpose of this study was to examine the factors…
Descriptors: COVID-19, Pandemics, Online Courses, Educational Technology
Atasever, Askay Nur; Çelik, Levent; Eroglu, Yüksel – Participatory Educational Research, 2023
In this study, the mediating role of digital addiction in the relationship between academic motivation and life satisfaction was examined. The present study was quantitative in nature and correlational design was used. The data were collected through Google Forms. 191 university students selected by convenience sampling method participated in the…
Descriptors: College Students, Handheld Devices, Computer Games, Learning Motivation
Johan, Zaimy Johana; Hafit, Nor Intan Adha; Tusyanah, Tusyanah – Asian Journal of University Education, 2021
Technology addiction has become an alarming disorder that has increasingly caught the attention of researchers, mental health counsellors and doctors. Unfortunately, those who are having the disorder do not realize that they are going through the phase of pleasurable, addictive experience of appealing themselves by long hours of social networking,…
Descriptors: Addictive Behavior, Foreign Countries, Undergraduate Students, Predictor Variables
Alwaely, Suad Abdalkareem; Minnullina, Rosalia; Fedorova, Elena; Lazareva, Yuliya – Cogent Education, 2023
Not only children but also adults now spend much more time in front of the screen (computers, laptops, tablets, phones, TVs, Play Station, other game consoles, etc.) for various reasons: work, study, a lot of free time, communication, entertainment, information retrieval. The aim of this paper is to examine how the time spent in front of the…
Descriptors: Foreign Countries, Secondary School Students, Parents, Addictive Behavior
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
Umar, Çigdem Nilüfer – Educational Policy Analysis and Strategic Research, 2023
The purpose of this research is to explain the effects of the qualitative results obtained from the data which is gathered from the interviews with gifted students and their parents regarding the screen use of gifted students between the ages of 12-18 on the potential screen addictions of gifted students. This study is mixed methods research. The…
Descriptors: Gifted, Academically Gifted, Parents, Pandemics
Turel, Yalin Kiliç; Dokumaci, Özlem – Participatory Educational Research, 2022
In today's learning society, use of media and technology affects students in all educational levels. There are a number of studies conducted among university students in this context. However, adolescents, who are sensitively exposed to the negative effects of the excessive use of media and technology, have been neglected. The aim of this study is…
Descriptors: Academic Achievement, Adolescents, Middle School Students, High School Students
Jessica J. Caswell – ProQuest LLC, 2023
This study explored parental and teacher perceptions of excessive technology and screen time and elementary students' academic performance, attention, addictive behaviors, behavior problems, and social interactions. This study's purpose was to gather teacher and parental input to understand the perceptions of how excessive technology and screen…
Descriptors: Parents, Elementary School Teachers, Elementary School Students, Computer Use
Colomo Magaña, Ernesto; Cívico Ariza, Andrea; Ruiz Palmero, Julio; Sánchez Rivas, Enrique – Contemporary Educational Technology, 2021
The excessive use of ICTs is a growing problem among young people. The social isolation caused by COVID-19 can increase these inappropriate behaviour. This study aims at analysing the problematic use of ICTs in trainee teachers based on the gender variable before and after the COVID-19 lockdown based on the gender variable. A longitudinal panel…
Descriptors: COVID-19, Pandemics, Social Isolation, Preservice Teachers
Yesilyurt, Ferahim – International Education Studies, 2020
Problematic gaming behavior is an important problem that may lead to a recently introduced psychiatric condition named internet gaming disorder (IGD). Gaming addiction has been reported to have major influence on the lives of adolescents and young adults affected by it. Our aim was to determine relationships between gaming-related parameters,…
Descriptors: Computer Games, Mental Health, Addictive Behavior, Academic Achievement
Ertas, Bulent; Ozer, Ipek; Samur, Yavuz – AERA Online Paper Repository, 2018
Teenagers spend an incredible amount of time on smartphones, especially on social media and online games. The purpose of this study is to investigate the gender differences and relationship between smartphone, game, social networking sites (SNS) addiction and students' grade point average (GPA) scores. High school students from grades 9-12 (N=504)…
Descriptors: Adolescents, Telecommunications, Handheld Devices, High School Students
Buldu, Metehan; Tugçe-Karar, Elif; Özyurt, Müjgan – African Educational Research Journal, 2020
The aim of the current study is to investigate the use of screen in young children before and during the pandemic and the attitudes of mothers towards their children's screen-viewing time. To achieve this, 20 mothers who have children between 1.5 and 6 years-old included in the study. The design of this qualitative study is phenomenology to…
Descriptors: Young Children, COVID-19, Pandemics, Mother Attitudes
Sussman, Steve; Unger, Jennifer B.; Begay, Cynthia; Moerner, Lou; Soto, Claradina – Journal of Drug Education, 2021
The present study investigated the prevalence and co-occurrence of addictions to tobacco, alcohol, other drugs, food/eating, the internet, texting, video games, shopping, love, sex, exercise, work, and gambling among American Indian (AI) youth in California. As with previous work in other cultural groups, the most prevalent addictions were love,…
Descriptors: American Indians, Adolescents, Addictive Behavior, Incidence
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