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Showing all 15 results Save | Export
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Ettinger, Karen; Cohen, Anat – Education and Information Technologies, 2020
The centrality of multitasking in teenagers' lives has triggered vast interest in popular and academic discussion. Due to a large inconsistency in the study and multitasking reporting, we endeavoured to better understand and characterize multitasking behaviors. We researched multitasking patterns, prevalence, types, combinations and gender…
Descriptors: Behavior Patterns, Adolescents, Incidence, Gender Differences
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Lee, Yong-Kwan – Youth & Society, 2022
This study examined allocation of adolescents' free time differs depending on financial and spatial availability by exploiting the exogenous change on the school day. Using Korea Time Use Survey data, I found that adolescents allocate free time created by Saturday without school to mainly leisure activities. I also found that adolescents' private…
Descriptors: Foreign Countries, Adolescents, Leisure Time, Student Behavior
Terry, Marion; Malik, Amjad; Hussain, Khawar – Online Submission, 2021
In response to concerns expressed by educational professionals, the researchers developed a quantitative Likert-scale survey to examine the relationships between academic performance (defined as final marks) and recreational video gaming and texting. Questions about video gaming and texting were included with other questions about social…
Descriptors: Grade 9, Adolescents, Academic Achievement, Performance Factors
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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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Malik, Amjad; Chohan, Bushra – BU Journal of Graduate Studies in Education, 2020
The authors conducted the research in partnership with two schools in Rawalpindi, Pakistan, in response to concerns over the effects of non-educational video gaming and texting on students' school experiences. Educational professionals wanted to refer to research findings when they advised parents to monitor their children's video gaming and…
Descriptors: Foreign Countries, Grade 9, High School Students, Adolescents
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Fumarco, Luca; Schultze, Gabriel – Education Economics, 2020
A large literature shows that relatively young students perform worse in class. Using data from the 'Health Behaviour in School Aged Children' international survey, we additionally find robust evidence that they are aware of performing poorly, they spend more time watching TV and less time doing sports than older peers, while tending to spend as…
Descriptors: Age Differences, Student Characteristics, Leisure Time, Time Management
Terry, Marion; Malik, Amjad; Chohan, Bushra – Online Submission, 2020
In an attempt to investigate concerns expressed by high school counselors, the researchers developed a quantitative Likert-scale questionnaire to assess the relationships among school experiences and video gaming and texting. Questions about video gaming and texting appeared with other questions about social relations, extra-curricular activities,…
Descriptors: Foreign Countries, Grade 9, High School Students, Adolescents
Terry, Marion; Malik, Amjad – Online Submission, 2020
In response to concerns expressed by high school counselors, the researchers developed a quantitative Likert-scale survey to examine the relationships between academic performance (defined as school attendance and final grades) and recreational video gaming and texting. Questions about video gaming and texting were included with other questions…
Descriptors: Foreign Countries, High Schools, Rural Schools, High School Students
Flecha, Ramon, Ed.; Pulido, Cristina, Ed.; Villarejo, Beatriz, Ed.; Racionero, Sandra, Ed.; Redondo, Gisela, Ed.; Torras, Elisabeth, Ed. – European Commission, 2020
Students, teachers, families and other community members use digital technology as an educational tool in formal, non-formal and informal learning environments. While its use is widespread, increasing concern has emerged about its effects on children, particularly in relation to their empathy and attention capacity, as these dimensions are crucial…
Descriptors: Influence of Technology, Children, Empathy, Attention
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Edwards, Rachael C.; Larson, Brendon M. H. – Environmental Education Research, 2020
Children's connection to nature (CTN) is declining with each generation, a concerning trend given that CTN is positively linked to wellbeing and environmentalism. A primary cause of this decline is that twenty-first-century youth engage with screens for several hours each day, which to a large extent replaces nature-based play. Researchers have…
Descriptors: Natural Resources, Information Technology, Play, Intervention
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Lieury, Alain; Lorant, Sonia; Trosseille, Bruno; Champault, Françoise; Vourc'h, Ronan – Educational Psychology, 2016
Video games are a very common leisure activity among teenagers and the aim of this study is to analyse their relations with cognitive and school performances. This study is part of a broad survey, conducted on 27,000 French teenagers (14.5 years old) in middle school (9th grade). The survey contained both a questionnaire on leisure activities…
Descriptors: Video Games, Teaching Methods, Foreign Countries, Adolescents
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Miller, Ann Neville; Nalugya, Evangeline; Gabolya, Charles; Lagot, Sarah; Mulwanya, Richard; Kiva, Joseph; Nabasaaka, Grace; Chibita, Monica – Sex Education: Sexuality, Society and Learning, 2016
Although mounting evidence in Western nations indicates that entertainment media influence young people's sexual socialisation, virtually no research has addressed the topic in sub-Saharan Africa. The present study employed 14 focus groups of Ugandan high school students to identify media through which they were exposed to sexual content, how they…
Descriptors: Foreign Countries, Adolescents, Popular Culture, Leisure Time
Meier, Mary Dawn; Hager, Ronald L.; Vincent, Susan D.; Tucker, Larry A.; Vincent, William J. – American Journal of Health Education, 2007
Background: Use of television, computers, and video games competes with physical activity and may be a health risk factor. Purpose: This study assessed the relationship between leisure-based screen time and physical activity in families to determine whether assignment to a limited screen time group results in more physical activity. Methods:…
Descriptors: Health Education, Physical Activities, Video Games, Physical Activity Level
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Alvermann, Donna E.; Hagood, Margaret C.; Heron-Hruby, Alison; Hughes, Preston; Williams, Kevin B.; Yoon, Jun-Chae – Reading Psychology, 2007
The purpose of this study was to explore whether or not adolescents who are deemed underachievers and who struggle to read school-assigned textbooks will engage with popular culture texts of their own choosing (e.g., magazines, comics, TV, video games, music CDs, graffiti, e-mail, and other Internet-mediated texts). The 60 student participants,…
Descriptors: Textbooks, Cartoons, Video Games, Urban Schools
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Michaels, James W. – Youth and Society, 1993
The environment of commercial video game parlors and determinants of their use were studied through interviews with three parlor managers and informal observation. Environment varies considerably across parlors, and parlor traffic is found to be a function of temporal and ecological variables. (SLD)
Descriptors: Administrators, Adolescents, Children, Computer Games