Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 1 |
Since 2016 (last 10 years) | 1 |
Since 2006 (last 20 years) | 4 |
Descriptor
Correlation | 4 |
Grade 7 | 4 |
Video Games | 4 |
Foreign Countries | 3 |
Gender Differences | 3 |
Computer Use | 2 |
Grade 8 | 2 |
Internet | 2 |
Predictor Variables | 2 |
Affective Behavior | 1 |
Aggression | 1 |
More ▼ |
Source
Applied Developmental Science | 1 |
Computers & Education | 1 |
Journal of School Nursing | 1 |
Simulation & Gaming | 1 |
Author
Publication Type
Journal Articles | 4 |
Reports - Research | 4 |
Education Level
Grade 7 | 4 |
Middle Schools | 3 |
Elementary Education | 2 |
Grade 8 | 2 |
Junior High Schools | 2 |
Secondary Education | 2 |
Elementary Secondary Education | 1 |
Grade 10 | 1 |
Grade 11 | 1 |
Grade 12 | 1 |
Grade 9 | 1 |
More ▼ |
Audience
Location
Canada | 1 |
Chile | 1 |
Finland | 1 |
Pennsylvania | 1 |
South Carolina | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
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
Islas Sedano, Carolina; Leendertz, Verona; Vinni, Mikko; Sutinen, Erkki; Ellis, Suria – Simulation & Gaming, 2013
A Hypercontextualized Game (HCG) is a locally designed game that supports its players in gathering context-specific information and in-depth understanding and knowledge regarding the context of a site. LIEKSAMYST, an exciting mobile application, with which visitors can play various games based on stories, was originally developed for the open-air…
Descriptors: Games, Design, Telecommunications, Handheld Devices
Garcia, Lucy; Nussbaum, Miguel; Preiss, David D. – Computers & Education, 2011
The main purpose of this study was to assess whether seventh-grade students use of information and communication technology (ICT) was related to performance on working memory tasks. In addition, the study tested whether the relationship between ICT use and performance on working memory tasks interacted with seventh-grade students' socioeconomic…
Descriptors: Foreign Countries, Socioeconomic Status, Educational Games, Interaction
Olson, Cheryl K.; Kutner, Lawrence A.; Baer, Lee; Beresin, Eugene V.; Warner, Dorothy E.; Nicholi, Armand M., II – Applied Developmental Science, 2009
This research examined the potential relationship between adolescent problem behaviors and amount of time spent with violent electronic games. Survey data were collected from 1,254 7th and 8th grade students in two states. A "dose" of exposure to Mature-rated games was calculated using Entertainment Software Rating Board ratings of…
Descriptors: Video Games, Early Adolescents, Multiple Regression Analysis, Grade 8