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Bárbara Mariana Gutiérrez-Pérez; María Teresa Silva-Fernández; Sara Serrate González – Educational Media International, 2024
The aim of this paper is to describe and analyze the process of co-creation and evaluation of an educational video game application called "Natur-Kingdom," developed within the framework of the NaturTEC-Kids Living Lab with the active participation of children and adolescents. This article aims to demonstrate how the integration of end…
Descriptors: Video Games, Educational Technology, Learner Engagement, Children
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
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
Effects of the Augmented Reality Game Pokémon GO on Fitness and Fatness in Secondary School Students
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
López-Serrano, Sebastián; Ruiz-Ariza, Alberto; De La Torre-Cruz, Manuel; Martínez-López, Emilio J. – South African Journal of Education, 2021
Recent studies and reviews have shown the positive effects of exergames (EXs) on physical activity (PA) and fitness in children and adolescents. Nevertheless, their effects on cognition have been scarcely explored, and no previous review has focussed on this relationship. The purpose of the research reported on here was to analyse the acute and…
Descriptors: Children, Adolescents, Game Based Learning, Video Games
Scolari, Carlos A.; Contreras-Espinosa, Ruth S. – Journal of Information Literacy, 2019
The main objective of this article is to analyse informal learning processes in the field of video games. As many teenagers are engaged in these kinds of practices, the big question is: How do teens learn to play video games? In most cases they do not learn to play video games at school or with their parents, and therefore it is necessary to map…
Descriptors: Adolescents, Learning Strategies, Informal Education, Experiential Learning
Cejudo, Javier; Latorre, Sebastián – Electronic Journal of Research in Educational Psychology, 2015
Introduction: The aim of the present research is to experimentally assess the effects of a videogame program ("Spock") for improving emotional intelligence (EI) as an ability among a sample of adolescents. Method: The sample was made up of 92 adolescents, aged 17 to 19, who were currently studying the second year of…
Descriptors: Video Games, Educational Technology, Emotional Intelligence, Adolescents
Aibar Solana, Alberto; Bois, Julien E.; Zaragoza, Javier; Bru, Noëlle; Paillard, Thierry; Generelo, Eduardo – Research Quarterly for Exercise and Sport, 2015
Purpose: The aim of this study was to determine and compare the correlates of objective sedentary behavior (SB) and nonschool self-reported SB in adolescents from 2 midsized cities, 1 in France (Tarbes) and 1 in Spain (Huesca). Stability of objective SB and nonschool self-reported SB were also assessed at different time points during 1 academic…
Descriptors: Correlation, Life Style, Health Behavior, Physical Activity Level
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
Devis-Devis, Jose; Peiro-Velert, Carmen; Beltran-Carrillo, Vicente J.; Tomas, Jose Manuel – Journal of Adolescence, 2009
This study examined screen media time usage (SMTU) and its association with personal and socioeconomic factors, as well as the effect of season and type of day, in a Spanish sample of 12-16 year-old school adolescents (N=323). The research design was a cross-sectional survey, in which an interviewer-administered recall questionnaire was used.…
Descriptors: State Schools, Research Design, Video Games, Structural Equation Models
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