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Abdul Rehman Siddiqui – ProQuest LLC, 2024
One of the growing phenomena of our digital age is the proliferation of digital fan spaces (Gee, 2018). Dedicated to a specific fandom or activity, these spaces have allowed participants to play competitively, share videos with each other, create fanfiction, provide feedback to one another and engage in a host of literacies around something they…
Descriptors: Clubs, Social Behavior, Literacy, Interests
Hollyn Sanders Maddox – ProQuest LLC, 2023
Research into children's screen time has primarily focused on the quantity of screen exposure. The purpose of this study was to determine to what extent, if any, there was an association between young children's media screen time and the quality of joint media engagement between parent, child, and media in the home. The problem addressed was that…
Descriptors: Young Children, Mass Media Use, Television Viewing, Video Games
Yifan Zhang – ProQuest LLC, 2022
Screen media has become increasingly pervasive in our everyday lives and has profoundly changed the way people communicate and interact with each other. However, we are still unclear about the long-term influence of screen media use on our physical health, mental health, and social wellbeing. Children and adolescents are in an important stage of…
Descriptors: Mass Media Use, Social Media, Information Technology, Television Viewing
Jessica J. Caswell – ProQuest LLC, 2023
This study explored parental and teacher perceptions of excessive technology and screen time and elementary students' academic performance, attention, addictive behaviors, behavior problems, and social interactions. This study's purpose was to gather teacher and parental input to understand the perceptions of how excessive technology and screen…
Descriptors: Parents, Elementary School Teachers, Elementary School Students, Computer Use
Jason Valley – ProQuest LLC, 2022
Objective: The rapid advancement in screen-based technology enables teenagers today to devote significant amounts of time to occupational engagement in the virtual context. Societal concerns regarding adolescent screen time have been well-substantiated by numerous studies that have revealed an inverse relationship between adolescent screen time…
Descriptors: High School Students, Suburban Schools, Well Being, World Views
Moore, Antionette L. – ProQuest LLC, 2012
The purpose of this qualitative study was to explore how the computer is utilized in the daily lives of seven African American male youth in the southeastern region of the United States. Critical pedagogy was selected as the theoretical framework using Paulo Freire ideas of problem-posing education to promote awareness towards using the computer…
Descriptors: Access to Computers, Disadvantaged, African Americans, Males
Buse, Alleta Carol – ProQuest LLC, 2009
The purpose of this dissertation was to gain new insight into video game playing, exposure, and preferences as well as perceptions toward success with computers between students in computer related disciplines (CRD) and students in non computer related disciplines (NCRD). Perceptions toward success with computers were measured using a slightly…
Descriptors: Undergraduate Students, Video Games, Females, Self Efficacy
Boyle, Clifton J., III – ProQuest LLC, 2010
Misuse of technology is a behavioral pattern that continues to emerge in our society. Television and newspapers continue to list and report technology misuse. A recent study from the Pew Internet and American Life Project has indicated approximately one third of teen are victims of online harassment (Lenhart, 2009). Other prominent problems with…
Descriptors: Control Groups, Urban Schools, Citizenship, Video Games
Craig Rushing, Stephanie Nicole – ProQuest LLC, 2010
American Indian and Alaska Native (AI/AN) youth are disproportionally burdened by high rates of sexually transmitted infections and teen pregnancy, heightening their need for sexual health interventions that are aligned to their unique culture and social context. Media technologies, including the Internet, cell phones, and video games, offer new…
Descriptors: Participatory Research, Video Games, American Indians, Alaska Natives