NotesFAQContact Us
Collection
Advanced
Search Tips
Showing all 4 results Save | Export
Montana Office of Public Instruction, 2019
The Montana Youth Risk Behavior Survey (YRBS) is administered by the Montana Office of Public Instruction every two years to students in grades 7 through 12. The purpose of the survey is to help monitor the prevalence of behaviors that not only influence youth health, but also put youth at risk for the most significant health and social problems…
Descriptors: Health Behavior, High School Students, Risk, National Surveys
Montana Office of Public Instruction, 2019
The Montana Youth Risk Behavior Survey (YRBS) is administered by the Montana Office of Public Instruction every two years to students in grades 7 through 12. The purpose of the survey is to help monitor the prevalence of behaviors that not only influence youth health, but also put youth at risk for the most significant health and social problems…
Descriptors: High School Students, Health Behavior, Risk, At Risk Persons
Peer reviewed Peer reviewed
Direct linkDirect link
Fischer, Peter; Greitemeyer, Tobias; Kastenmuller, Andreas; Vogrincic, Claudia; Sauer, Anne – Psychological Bulletin, 2011
In recent years, there has been a surge in the quantity of media content that glorifies risk-taking behavior, such as risky driving, extreme sports, or binge drinking. The authors conducted a meta-analysis involving more than 80,000 participants and 105 independent effect sizes to examine whether exposure to such media depictions increased their…
Descriptors: Music, Video Games, Research Methodology, Drinking
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Jason, Leonard A.; Danielewicz, Jennifer; Mesina, Anna – Journal of Early and Intensive Behavior Intervention, 2005
American children spend an average of 6 hours and 32 minutes each day using various forms of media. Research has suggested that this high level of exposure has a negative impact on children's attitudes and behaviors. For example, media violence increases aggression in children, especially video games which allows children to be the aggressor and…
Descriptors: Obesity, Violence, Video Games, Rewards