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Díaz-López, Adoración; Maquilón-Sánchez, Javier-Jerónimo; Mirete-Ruiz, Ana-Belén – Comunicar: Media Education Research Journal, 2020
ICT use during adolescence is now commonplace. Its power of attraction and the vulnerable condition of adolescents are giving rise to growing concern, aggravated by the imminent consequences of such synergy. In order to deepen understanding of this relationship, the following research objectives were formulated: a) Analyze the frequency of ICT…
Descriptors: Behavior Problems, Information Technology, Parent Participation, Anxiety
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Gómez-Gonzalvo, Fernando; Devís-Devís, José; Molina-Alventosa, Pere – Comunicar: Media Education Research Journal, 2020
Video game usage among young people has generated great concern due to its possible negative effects on their health, socialization and academic performance. Regarding this last aspect, there are studies that point out that video games have negative consequences for academic performance while others emphasize their positive effects. Therefore, the…
Descriptors: Video Games, Adolescents, Academic Achievement, Time
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González López, Ignacio; Quintero Ordóñez, Belén; Reche Urbano, Eloísa; Fuentes Esparrell, Juan – Digital Education Review, 2021
This study aims to determine the perceptions families have about their children's use of Information and Communication Technologies, identifying usage habits and their effects on the management of emotions, within the academic and social settings. The study was conducted with a total of 253 families from throughout Spain, whose children are…
Descriptors: Information Technology, Adolescents, Secondary School Students, Family Attitudes
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Martínez-López, Emilio J.; López-Serrano, Sebastián; De La Torre-Cruz, Manuel; Ruiz-Ariza, Alberto – Health Education Journal, 2022
Objective: The aim of this study was to analyse the effect of 8 weeks of Pokémon GO on physical fitness (cardiorespiratory fitness [CRF], Speed/Agility [S/A], and muscular strength [MS]) and fatness (body mass index [BMI], percentage of body fat [%BF], and waist-hip index), as well as possible differences between weekly physical activity (PA)…
Descriptors: Video Games, Computer Simulation, Geographic Information Systems, Exercise
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Egea-Vivancos, Alejandro; Arias-Ferrer, Laura – E-Learning and Digital Media, 2021
The extension of technology in current society has encouraged teachers to introduce products based on VR and IVR in their classrooms, especially video games. In this paper the specific role of video games in cultural heritage and history teaching is analyzed. Moreover, the results of recent research on the application of video games in Secondary…
Descriptors: History Instruction, Instructional Design, Educational Games, Video Games
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Checa-Romero, Mirian; Pascual Gómez, Isabel – Technology, Pedagogy and Education, 2018
Numerous studies show the positive effects of introducing video games into learning contexts. These instruments help develop twenty-first-century skills, such as creativity, from a dual perspective: (i) the students' perspective, since they develop skills and competencies that allow them to find innovative solutions to the challenges posed by…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Program Effectiveness
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Pastes Urbano, Lina M.; Terán, Hamil S.; Sotelo Gómez, Fabinton; Solarte, Mario F.; Sepulveda, Carlos J.; López Meza, Juan M. – Journal of Information Technology Education: Research, 2020
Aim/Purpose: The purpose is a bibliographic review that seeks to offer a clearer vision of the impact of technological tools on the implementation of the flipped classroom model. Background: This document reviews the flipped classroom and secondary education literature to analyze what technological tools are used to implement this model in…
Descriptors: Educational Technology, Technology Uses in Education, Homework, Video Technology
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Valdemoros-San-Emeterio, M-Angeles; Sanz-Arazuri, Eva; Ponce-de-León-Elizondo, Ana – Comunicar: Media Education Research Journal, 2017
The "Network Society" is identified by accelerated changes that occur between real and virtual worlds. The progress of digital devices has generated a new model of leisure that has conditioned family interactions. The aim of this research was to identify the relationship between digital leisure experiences and perceived family…
Descriptors: Leisure Time, Youth, Secondary School Students, Foreign Countries
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Fernández-de-Arroyabe-Olaortua, Ainhoa; Lazkano-Arrillaga, Iñaki; Eguskiza-Sesumaga, Leyre – Comunicar: Media Education Research Journal, 2018
Teenagers inhabit a virtual universe with their own model of entertainment, learning and communication. This research work defines the consumption, creation and dissemination patterns of online audiovisual content young students of Guipuzcoa have acquired in the fields of leisure and complementary information resources for school use, attending to…
Descriptors: Foreign Countries, Nonprint Media, Secondary School Students, Computer Use
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Monjelat, Natalia; Méndez, Laura; Lacasa, Pilar – Technology, Pedagogy and Education, 2017
Student interaction in school contexts is a topic that has been researched from many different perspectives. However, the role of students as tutors scaffolding other peers is not normally addressed, since studies are usually focused on the teacher. Moreover, considering the many technologies that can support students' work nowadays, studies…
Descriptors: Tutors, Scaffolding (Teaching Technique), Video Games, Problem Solving
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Lacasa, Pilar; García-Pernía, María-Ruth; Núñez, Patricia – Journal of Education and Training Studies, 2014
The main goal of this paper is to analyze adolescents' experiences when they play SimCity (EA, 2008), a commercial videogame, in an innovative learning environment designed around the concept of participatory culture. By using this video game in the classroom and machinima productions created in relation to the game, we sought to generate a…
Descriptors: Adolescents, Educational Technology, Video Games, Technology Uses in Education
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Sáez-López, José-Manuel; Miller, John; Vázquez-Cano, Esteban; Domínguez-Garrido, María-Concepción – Educational Technology & Society, 2015
The aim of this study is to assess the use of MinecraftEdu in classroom practice analyzing the outcomes and attitudes of all members of the educational community through a quasi-experimental approach. The research presents three dimensions oriented to assessing the use of this application in a didactic unit "History and Architecture"…
Descriptors: Foreign Countries, Video Games, Middle Schools, Middle School Students
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Frossard, Frederique; Barajas, Mario; Trifonova, Anna – Digital Education Review, 2012
This study presents an innovative pedagogical approach where teachers become game designers and engage in creative teaching practices. Within co-design training workshops, 21 Spanish primary and secondary school teachers have developed their own Game-Based Learning (GBL) scenarios, especially tailored to their teaching contexts and students…
Descriptors: Foreign Countries, Creativity, Secondary School Teachers, Creative Teaching
Pracana, Clara, Ed. – Online Submission, 2014
We are delighted to welcome you to the International Psychological Applications Conference and Trends 2014, taking place in Porto, Portugal, from 4 to 6 of April. Psychology, in our time, offers a large range of scientific fields where it can be applied. The goal of understanding individuals and groups (mental functions and behavioral…
Descriptors: Educational Psychology, Foreign Countries, Intervention, Prevention