Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 1 |
Since 2016 (last 10 years) | 2 |
Since 2006 (last 20 years) | 3 |
Descriptor
Computer Games | 3 |
Foreign Countries | 3 |
Video Games | 3 |
Adolescents | 1 |
Anxiety | 1 |
Behavior Patterns | 1 |
Benchmarking | 1 |
COVID-19 | 1 |
Child Health | 1 |
Computer Mediated… | 1 |
Computer Simulation | 1 |
More ▼ |
Publication Type
Reports - Research | 2 |
Journal Articles | 1 |
Reports - Evaluative | 1 |
Education Level
Secondary Education | 2 |
Elementary Education | 1 |
Higher Education | 1 |
Junior High Schools | 1 |
Middle Schools | 1 |
Postsecondary Education | 1 |
Audience
Location
Ireland | 3 |
Spain (Madrid) | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Carey, Alexis; Povey, Rachel; Taylor, Jennifer – Preventing School Failure, 2023
Early school leaving (ESL) is considered a significant societal issue globally due to the negative effect on young people's health, affect, and quality of life. Continued absenteeism is a risk factor for ESL. This study aimed to explore Irish children's health and wellbeing experiences during school closures due to the COVID-19 pandemic. These…
Descriptors: Foreign Countries, Elementary School Students, COVID-19, Pandemics
Giralt, Marta; Murray, Liam – Research-publishing.net, 2019
At a recent TeCoLa3 project conference, Colpaert (2017) declared: "there is not enough evidence to suggest that technology has a direct effect on learning, not even virtual worlds. No, not even games… My hypothesis is… that the added value of technology depends on the designs of your learning environment on the one hand… and what I will talk…
Descriptors: Computer Games, Intercultural Communication, Computer Simulation, Teaching Methods
Patterson, Jennifer – Research-publishing.net, 2013
This chapter examines a specific aspect of digital media use, namely the viewing of violent content amongst a male adolescent cohort aged 15-17 years. It is a qualitative study that examines the online practices of fourteen male adolescents, with particular emphasis placed on their understanding of violence. The participants offer the researcher…
Descriptors: Violence, Masculinity, Video Games, Content Analysis