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Osman Özdemir – Journal of Computer Assisted Learning, 2025
Background: In recent years, the widespread use of technology in classrooms has encouraged the transition from traditional lecture methods to digital-based learning environments. Technological game-based learning platforms, such as Kahoot!, which are used to encourage students' active participation and interaction in learning environments, are…
Descriptors: Game Based Learning, Video Games, Academic Achievement, Student Motivation
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M. Engin Deniz; Hacer Yildirim Kurtulus; Yagmur Kaya – Psychology in the Schools, 2024
The presence of communication within the family can be considered as a protective factor in preventing the development of mental health problems in school by acting as a buffer against mental health problems in adolescents. Thus, this study, which was designed to reveal the potential mechanisms between family communication and bi-dimensional…
Descriptors: Foreign Countries, Family Relationship, Mental Health, Adolescents
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Madison C. Chandler; Oksana K. Ellison; Amanda L. McGowan; Kimberly M. Fenn; Matthew B. Pontifex – Journal of American College Health, 2024
For undergraduate students, excessive screen time is associated with poorer mental health and greater perceived stress. Objective: The purpose of the present investigation was to determine the potential moderating influence of physical activity and sleep on the relationship between screen time and stress. Participants & Methods: A…
Descriptors: Physical Activity Level, Sleep, Anxiety, Undergraduate Students
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Faizan Ahmad; Momina Shaheen; Zeeshan Ahmed; Rubata Riasat; Sara Muneeb – Interactive Learning Environments, 2024
Undertaking cognitively stimulating activities over the course of life, such as playing brain games (BGs), is only possible if they continuously deliver a playful as well as playable experience. The understanding of how these subcomponents of experience (i.e. playfulness and playability) get influenced in both modes (single vs. two-player) of…
Descriptors: Gamification, Play, Educational Games, Learner Engagement
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Charlaine Perez; Joseph Jay Alvarez; Aries Carbungco; Jozel Due; Critanya Milles Ochoa; Michael Louie Celis; Joseph Lobo – Journal of Learning for Development, 2024
This quantitative-correlational study aimed to examine the relationship between online game addiction and mental well-being of high school students from Angeles City, in the Philippines, during the COVID-19 pandemic. To obtain data from the respondents, the Internet Gaming Disorder Scale--Short-Form and Depression, Anxiety, and Stress Scale…
Descriptors: Computer Games, Video Games, Addictive Behavior, Mental Health
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Shilan Ahmadian; Lisbeth M. Brevik; Elisabet Öhrn – Journal of Computer Assisted Learning, 2024
Background: In Norway, games were introduced into the 2020 English curriculum; acknowledging games as language learning resources alongside other text-based material. However, little is known about the type of games selected by English teachers, reasons for doing so, or how games are actually used in teaching. This is particularly relevant in…
Descriptors: Foreign Countries, High Schools, Language Teachers, Vocational English (Second Language)
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Julie A. Wojtaszek; Karen K. Saules – Journal of American College Health, 2024
Objective: This study aimed to understand COVID-19 pandemic impacts on anxiety, depression, and addictive/excessive behaviors, with exploration of intolerance of uncertainty (IU) and social connectedness as potential moderators. Participants: Adult college students participated. Method: Our online survey assessed symptoms and behaviors prior to…
Descriptors: Psychological Patterns, Interpersonal Relationship, Addictive Behavior, Mental Health
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Mehmet Sercan Uztosun; Muhammed Kök – Innovation in Language Learning and Teaching, 2024
Purpose: The present study has three objectives: (1) to explore whether there are statistically significant relationships between Extramural English (EE) engagement, second/additional language (L2) anxiety and communication apprehension, (2) to investigate whether EE engagement predicts these two constructs, and (3) to reveal possible predictive…
Descriptors: Foreign Countries, Correlation, English (Second Language), Second Language Learning
Sarah Gann – ProQuest LLC, 2024
The October 2021 declaration of a national emergency for child and adolescent mental health resulted in the call for innovative methods for addressing barriers to seeking care, including the suggestion of mental health apps using transdiagnostic approaches. In line with this, the current study sought to validate the app "Amaru: The Self-Care…
Descriptors: Barriers, Access to Health Care, Mental Health, Computer Oriented Programs