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Showing 1 to 15 of 16 results Save | Export
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Yilmaz, Eyüp; Griffiths, Mark D. – Education and Information Technologies, 2023
Playing games can be one of the most important activities for children to improve their social problem-solving (SPS) skills. Studies that have examined the empirical evidence of playing games concerning children's SPS skills have tended to focus on the function of a single game. Therefore, an overview study is needed to generalize the data by the…
Descriptors: Children, Interpersonal Competence, Problem Solving, Video Games
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Ceren Çalhan; Idris Göksu – Education and Information Technologies, 2024
This study aims to determine whether parents' media mediation roles are related to their early childhood children's digital game addiction tendencies. In addition, it examines whether these variables are related to the child's and parent's digital device usage habits and whether they differ according to various sociodemographic variables and…
Descriptors: Parent Role, Parent Child Relationship, Video Games, Addictive Behavior
Picton, Irene; Clark, Christina – National Literacy Trust, 2021
This report outlines findings from questions included in the National Literacy Trust's Annual Literacy Survey in early 2021 to explore children and young people's literacy-related interactions in relation to video game playing. The survey reached 42,502 children and young people aged 8 to 18 between January and mid-March 2021, during the third…
Descriptors: Children, Adolescents, Video Games, Literacy
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Li, Jiansheng; Luo, Chuanlan; Lin, Yuyu; Shadiev, Rustam – Asia-Pacific Education Researcher, 2018
Cyberbullying (CB) is an important issue that has received a fair amount of attention in the past decade. However, little attention has been paid to exploring young people's Internet usage and CB behaviors and the relationships between the two. The purpose of this study was to research these two types of behaviors and how they are related. For…
Descriptors: Bullying, Computer Mediated Communication, Children, Adolescents
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Carissoli, C.; Di Natale, A. F.; Caputo, M.; Triberti, S.; La Paglia, F.; La Barbera, D.; Villani, D. – Computers in the Schools, 2019
Despite research having highlighted the positive outcomes of the use of videogames to learn, their integration into school contexts remains rare. Literature recognizes the importance of user's technology acceptance to predict the intention to use and the adoption of new technology in several settings. So far, investigations have primarily focused…
Descriptors: Parent Attitudes, Video Games, Educational Environment, Game Based Learning
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Canabrava, Karina L. R.; Faria, Fernanda R.; de Lima, Jorge R. P.; Guedes, Dartagnan P.; Amorim, Paulo R. S. – Research Quarterly for Exercise and Sport, 2018
Purpose: This study aimed to compare the energy expenditure and intensity of active video games to that of treadmill walking in children and adolescents. Method: Seventy-two boys and girls (aged 8-13 years) were recruited from local public schools. Energy expenditure and heart rate were measured during rest, during 3-km/hr, 4-km/hr, and 5-km/hr…
Descriptors: Children, Early Adolescents, Energy, Physical Activity Level
Heller, Rafael – Phi Delta Kappan, 2018
Since 2003, nonprofit organization Common Sense Media has studied the ways in which kids are growing up in the digital age. In this interview, research director Michael Robb shares recent findings about the media habits of young children, tweens, and teens. While the news coverage of these issues tends to be hyperbolic and alarming, Robb explains,…
Descriptors: Children, Adolescents, Preadolescents, Computer Use
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Blumberg, Fran C.; Randall, John D. – Journal of Applied Developmental Psychology, 2013
We examined the problem-solving behaviors that 5th, 6th, and 7th graders used to negotiate a novel recreational video game. Students were characterized as frequent or infrequent players and instructed to think aloud during game play for 20 consecutive minutes. Comments were used to make inferences about the students' problem-solving behaviors…
Descriptors: Play, Problem Solving, Inferences, Video Games
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Nikkelen, Sanne W. C.; Valkenburg, Patti M.; Huizinga, Mariette; Bushman, Brad J. – Developmental Psychology, 2014
There are several theoretical reasons to believe that media use might be related to attention-deficit/hyperactivity disorder (ADHD) or ADHD-related behaviors (i.e., attention problems, hyperactivity, and impulsivity). Although studies into the media--ADHD relationship have accumulated, they have yielded inconsistent results. Therefore, we still do…
Descriptors: Attention Deficit Hyperactivity Disorder, Mass Media Effects, Correlation, Children
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Wethington, Holly; Pan, Liping; Sherry, Bettylou – Journal of School Health, 2013
Background: Among school-aged youth, we sought to identify characteristics associated with (1) exceeding screen time recommendations (ie, television/videos/video games more than 2 hours/weekday), and (2) exceeding screen time recommendations, the presence of a television in the bedroom, and obesity. Methods: Using 2007 National Survey of…
Descriptors: Correlation, Television Viewing, Video Games, Obesity
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Gentile, Douglas A.; Nathanson, Amy I.; Rasmussen, Eric E.; Reimer, Rachel A.; Walsh, David A. – Family Relations, 2012
Research on parental monitoring of children's media use suggests parents can reduce the negative effects of media exposure on children, although this research is rarely conducted with elementary school children and leaves open questions about whether parents or children are better reporters. Participants were 1,323 children, their parents, and…
Descriptors: Elementary School Students, Media Research, Marital Status, Violence
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Johnson, Genevieve Marie – Journal of Interactive Online Learning, 2011
Widespread adoption of the Internet during the past two decades has produced the first generation of digital natives. Ninety-five children (M[subscript age] = 10.4 years) completed a questionnaire that measured three clusters of variables: 1) Internet use at home and school, 2) peer, school, and home self-esteem, 3) and cognitive abilities…
Descriptors: Females, Internet, Gender Differences, Males
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Dickerman, Charles; Christensen, Jeff; Kerl-McClain, Stella Beatriz – Journal of Creativity in Mental Health, 2008
Video games have become a powerful force in the culture. Depictions of women in video games are scarce and highly stereotypical. Women are usually minor characters, are seen as victims rather than heroines, and are depicted in highly sexualized ways. Whereas early games had only a few representations of people of color, people of color were often…
Descriptors: Race, Stereotypes, Video Games, Females
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Inal, Yavuz; Cagiltay, Kursat – British Journal of Educational Technology, 2007
This study examines children's flow experiences in an interactive social game environment. A total of 33 children aged from 7 to 9 years participated in the study for 6 weeks. Data were collected through observations and interviews. In order to measure the flow experiences of the children, items of a flow scale were administered to the children…
Descriptors: Children, Gender Differences, Observation, Interviews
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Vandewater, Elizabeth A.; Shim, Mi-suk; Caplovitz, Allison G. – Journal of Adolescence, 2004
This study examined the links between childhood obesity, activity participation and television and video game use in a nationally representative sample of children (N=2831) ages 1-12 using age-normed body mass index (BMI) ratings. Results indicated that while television use was not related to children's weight status, video game use was. Children…
Descriptors: Obesity, Video Games, Childrens Television, Participation
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