Publication Date
In 2025 | 0 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 2 |
Since 2016 (last 10 years) | 2 |
Since 2006 (last 20 years) | 3 |
Descriptor
Computer Use | 3 |
Grade 10 | 3 |
Grade 12 | 3 |
Video Games | 3 |
Correlation | 2 |
Foreign Countries | 2 |
Gender Differences | 2 |
Grade 11 | 2 |
High School Students | 2 |
Academic Achievement | 1 |
Alcohol Abuse | 1 |
More ▼ |
Author
Asbridge, Mark | 1 |
Berland, Matthew | 1 |
Bowers, Alex J. | 1 |
Burkhalter, Robin | 1 |
Fitzpatrick, Caroline | 1 |
Irwanto Irwanto | 1 |
Ni Putu Sri Ayuni | 1 |
Rudi Suhartono Wijayako | 1 |
Ucu Cahyana | 1 |
Publication Type
Journal Articles | 3 |
Reports - Research | 3 |
Education Level
Grade 10 | 3 |
Grade 12 | 3 |
High Schools | 3 |
Secondary Education | 3 |
Grade 11 | 2 |
Elementary Education | 1 |
Elementary Secondary Education | 1 |
Grade 7 | 1 |
Grade 8 | 1 |
Grade 9 | 1 |
Junior High Schools | 1 |
More ▼ |
Audience
Researchers | 1 |
Teachers | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Irwanto Irwanto; Ucu Cahyana; Ni Putu Sri Ayuni; Rudi Suhartono Wijayako – Journal of Education and e-Learning Research, 2024
Students' attitudes towards Digital Game-Based Learning (DGBL) in developing countries such as Indonesia are rarely investigated despite the fact that digital games are being used in secondary education increasingly. This research aims to explore students' attitudes towards DGBL in chemistry. We used a quantitative study method using a…
Descriptors: Foreign Countries, High School Students, Student Attitudes, Video Games
Fitzpatrick, Caroline; Burkhalter, Robin; Asbridge, Mark – Journal of School Nursing, 2021
The purpose of the study was to describe adherence to screen time (ST) and physical activity (PA) recommendations among Canadian youth. The present study was based on a representative sample of Canadian students from Grades 7 through 12 (N = 47,203). ST and PA as well as demographic (gender, ethnicity, grade, and province of residence) and…
Descriptors: Foreign Countries, Physical Activity Level, Computer Use, Grade 7
Bowers, Alex J.; Berland, Matthew – Educational Technology Research and Development, 2013
Historically, the relationship between student academic achievement and use of computers for fun and video gaming has been described from a multitude of perspectives, from positive, to negative, to neutral. However, recent research has indicated that computer use and video gaming may be positively associated with achievement, yet these studies…
Descriptors: Academic Achievement, Mathematics Achievement, High School Students, Grade 10