Publication Date
In 2025 | 0 |
Since 2024 | 3 |
Since 2021 (last 5 years) | 5 |
Since 2016 (last 10 years) | 5 |
Since 2006 (last 20 years) | 6 |
Descriptor
Source
International Society for… | 1 |
Journal of Psychologists and… | 1 |
Journal on School Educational… | 1 |
ProQuest LLC | 1 |
Technology, Knowledge and… | 1 |
Turkish Online Journal of… | 1 |
Author
Fatma Gizem Karaoglan Yilmaz | 2 |
Ramazan Yilmaz | 2 |
Jessica J. Caswell | 1 |
Koc, Mustafa | 1 |
Müezzin, Emre | 1 |
Ranjit Kumar Behera | 1 |
Roshan Chandra | 1 |
Sema Sulak | 1 |
Subhankita Rath | 1 |
Tunc, Rasim | 1 |
Publication Type
Reports - Research | 5 |
Journal Articles | 4 |
Speeches/Meeting Papers | 2 |
Dissertations/Theses -… | 1 |
Education Level
High Schools | 4 |
Secondary Education | 4 |
Higher Education | 2 |
Postsecondary Education | 2 |
Elementary Education | 1 |
Audience
Location
Turkey | 3 |
Cyprus | 1 |
India | 1 |
New Hampshire | 1 |
Laws, Policies, & Programs
Assessments and Surveys
Academic Motivation Scale | 1 |
Beck Depression Inventory | 1 |
What Works Clearinghouse Rating
Ranjit Kumar Behera; Roshan Chandra; Subhankita Rath – Journal on School Educational Technology, 2024
Video game addiction is a global phenomenon. A high level of addiction leads to detrimental effects on the social, educational, and psychological aspects of the students. The objective of this study is to examine the relationship between videogame addiction and the academic performance of senior secondary students. For this, the study has used the…
Descriptors: Correlation, Video Games, Addictive Behavior, Academic Achievement
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
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
Koc, Mustafa; Tunc, Rasim – International Society for Technology, Education, and Science, 2021
E-sports games have recently become a popular internet game especially among young people and are played at a professional and amateur level. The effect of replacing traditional games with such digital games on the development of children and young people is hotly discussed among the parents and educators. This study aims to investigate…
Descriptors: Video Games, Competition, Internet, 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
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