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Iveth Gómez Alvarez; Dilma Yañacc Pacuri; Segundo Salatiel Malca-Peralta; Wilter C. Morales-García – Electronic Journal of Research in Educational Psychology, 2024
Introduction: COVID-19 changed the traditional way of educating, confining students to their homes and favoring the excessive use of technology and entertainment such as video games. Precisely, the excessive consumption of the latter altered the behavior of adolescents and increased their levels of aggressiveness. The present study analyzed…
Descriptors: Video Games, Addictive Behavior, Aggression, Adolescents
Merino-Campos, Carlos; del-Castillo, Héctor; Pascual-Gómez, Isabel – Education and Information Technologies, 2023
Much research has been done on the benefits of video games in a physical education context (Camunas-Vega & Alcaide-Risoto, 2020; Fang et al., 2020). However, little attention has so far been paid to the effectiveness of commercial video games combined with actual basketball practice in helping students improve their reasoning skills (Chuang et…
Descriptors: Thinking Skills, Video Games, Physical Education, Team Sports
Sivrikaya, Tugba; Çetin, Müzeyyen Eldeniz – Journal of Learning and Teaching in Digital Age, 2023
This study aims to examine the digital game addiction levels of adolescent mainstreaming students in terms of various variables. 157 adolescent mainstreaming students between the ages of 12-18 who attend secondary school, Anatolian High School, Vocational and Technical Anatolian High School, and Vocational Education Center in Düzce province…
Descriptors: Computer Games, Video Games, Addictive Behavior, High School Students
Danilo Freitas Rangel; Juliano Silva Lima; Eduardo Freitas Nobre Da Silva; Keltony de Aquino Ferreira; Leonardo Lopes Costa – Journal of Biological Education, 2024
It is essential that concepts surrounding species interactions and their importance for biodiversity conservation are widely taught and understood. Incorporating playfulness into ecological education initiatives can attract more interest in these aspects of ecology. Over the last three decades Pokémon has engaged with millions of people by…
Descriptors: Video Games, Creative Teaching, Ecology, Biodiversity
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
Hewett, Katherine J. E. – New Directions for Student Leadership, 2022
Video games are known to be engaging affinity spaces for youth gamers but how do they develop leadership skills? In order to explore a bridge between high school and college leadership competencies, it is beneficial to reflect on how they align with the collaborative leadership skills of classroom gamers. This article will explore how video games…
Descriptors: Video Games, Leadership Qualities, Skill Development, Student Leadership
Theodoulou, Jack; Curwood, Jen Scott – English Teaching: Practice and Critique, 2023
Purpose: Videogames are complex, meaningful and multimodal texts. This study aims to explore how students could learn about narratives from, and be engaged by, playing a videogame and how a teacher adapted their pedagogy to incorporate the young adult videogame (YA game) "What Remains of Edith Finch" into an English Language Arts…
Descriptors: Video Games, Learner Engagement, English Instruction, Language Arts
Chen, Hsiu-Ling; Wu, Cheng-Ting – Interactive Learning Environments, 2023
The present research examined the effect of digital role-playing game-based learning on high school students' critical thinking ability. Playing a digital game designed with RPG Maker and whose story lines featured critical thinking questions, a total of 32 high school student participants were given a learning context to practice critical…
Descriptors: High School Students, Computer Games, Video Games, Role Playing
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
Joshua M. Patterson – International Journal of Game-Based Learning, 2024
Numerous video games marketed entirely for entertainment purposes, also known as commercial, off-the-shelf (COTS) titles, can serve as an effective tool for teaching students complicated skills such as executive functioning, hypothesis testing, and critical analysis. In this phenomenological case study, I outline a pedagogical approach that…
Descriptors: High School Students, Charter Schools, Game Based Learning, Video Games
Tanner, Samuel Jaye – Urban Education, 2023
This article relies on nonrepresentational narrative research to consider improvisational urban literacy. The author uses narrative to theorize the choice to teach "Grand Theft Auto: San Andreas" in urban high school English classrooms. The author positions this decision as the surprising result of an improvisational, urban literacy…
Descriptors: Urban Education, Literacy Education, Creative Activities, Urban Schools
Yilmaz, Sevde; Pamuk, Mustafa – International Journal of Psychology and Educational Studies, 2023
Today, the use of technology not only affects social relations, but also affects the relations of family members who are part of the society. Technology can negatively affect especially adolescent parent relationships within the family. In this study, it was aimed to examine the roles of social media and digital game addictions, which are…
Descriptors: High School Students, Parents, Parent Child Relationship, Conflict
Danielle M. Olson; Tyler Musgrave; Divya Gumudavelly; Chárdee A. Galán; Sarita Schoenebeck; D. Fox Harrell; Riana E. Anderson – Journal of Youth Development, 2023
Police brutality--including the incidents that mobilized collective outrage and action across the world during the summer of 2020--has negatively impacted the psychological health of Black youth for generations. Police harassment is a persistent form of racial discrimination that Black youth frequently navigate (Brunson, 2007), and particularly as…
Descriptors: Police, Violence, Mental Health, Computer Simulation
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)