Publication Date
In 2025 | 0 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 1 |
Since 2016 (last 10 years) | 3 |
Since 2006 (last 20 years) | 12 |
Descriptor
Gender Differences | 12 |
Video Games | 12 |
Grade 4 | 9 |
Elementary School Students | 8 |
Foreign Countries | 7 |
Educational Technology | 3 |
Grade 5 | 3 |
Grade 6 | 3 |
Play | 3 |
Predictor Variables | 3 |
Questionnaires | 3 |
More ▼ |
Source
Author
Hamlen, Karla R. | 3 |
Chang, Mido | 1 |
Hall, Jennifer | 1 |
Ham, Ok Kyung | 1 |
Hsu, Kuang-Chen | 1 |
Hsu, YuPing | 1 |
Johnson, Genevieve Marie | 1 |
Kim, Hee Kyung | 1 |
Kim, Sunha | 1 |
Kizildag, Seval | 1 |
Kovacevic, Tatjana | 1 |
More ▼ |
Publication Type
Reports - Research | 11 |
Journal Articles | 10 |
Speeches/Meeting Papers | 2 |
Reports - Evaluative | 1 |
Education Level
Grade 4 | 12 |
Elementary Education | 10 |
Intermediate Grades | 7 |
Grade 5 | 6 |
Grade 6 | 4 |
Middle Schools | 4 |
Early Childhood Education | 2 |
Grade 2 | 2 |
Grade 3 | 2 |
Grade 8 | 2 |
Junior High Schools | 2 |
More ▼ |
Audience
Location
Canada | 2 |
Croatia | 1 |
Kansas | 1 |
South Korea | 1 |
Spain | 1 |
Turkey | 1 |
Turkey (Istanbul) | 1 |
Laws, Policies, & Programs
Assessments and Surveys
National Assessment of… | 1 |
Torrance Tests of Creative… | 1 |
What Works Clearinghouse Rating
Semih Cayak; Ozge Erduran-Tekin – Journal of Education in Science, Environment and Health, 2024
The purpose of this research is to examine the relationship between primary school students' school happiness and digital game addictions. The study group of this research, which was designed in the relational survey model, consists of 204 fourth-grade primary school students studying in the Pendik district of Istanbul. In the research, the…
Descriptors: Elementary School Students, Psychological Patterns, Addictive Behavior, Video Games
Hall, Jennifer; Suurtamm, Christine – International Electronic Journal of Mathematics Education, 2020
Media play an important role in young people's lives as an agent of socialization, both generally and with regard to mathematics. To understand the mathematics-related messages disseminated to young people via popular media, we analyzed portrayals of mathematics and mathematicians in over 40 media examples (television shows, movies, websites,…
Descriptors: Mass Media Role, Socialization, Mathematics, Personality Traits
Hsu, Kuang-Chen; Hsu, YuPing; Olesh, Ryan – AERA Online Paper Repository, 2017
This study attempts to gain insight into whether and what types of gamification have the potential to contribute to students' learning performances while also remaining gender equality in science education. Two types of game elements including competition (gamified animation) and cooperation (social gamified animation) were integrated into an…
Descriptors: Educational Games, Educational Technology, Animation, Video Games
Zorbaz, Selen Demirtas; Ulas, Ozlem; Kizildag, Seval – Educational Sciences: Theory and Practice, 2015
This study seeks to analyze whether or not the following three variables of "Discouraging Family Relations," "Supportive Family Relations," "Total Time Spent on the Computer," and "Grade Point Average (GPA)" predict elementary school students' video game addiction rates, and whether or not there exists a…
Descriptors: Addictive Behavior, Family Relationship, Elementary School Students, Grade Point Average
Zhao, Zhuxuan; Linaza-Iglesias, José L. – Electronic Journal of Research in Educational Psychology, 2015
Introduction: The study was carried out with children of 2nd, 4th and 6th grades of elementary school in order to explore what and how will children learn from a completely new videogame. Method: We organized children from 2nd, 4th and 6th grades of elemental school, giving them chance to play a freshly released videogame by that time. We formed…
Descriptors: Video Games, Educational Technology, Grade 2, Grade 4
Hamlen, Karla R. – Computers & Education, 2012
Stochastic Frontier Regression Analysis was used to investigate strategies and skills that are associated with the minimization of time required to achieve proficiency in video games among students in grades four and five. Students self-reported their video game play habits, including strategies and skills used to become good at the video games…
Descriptors: Play, Video Games, Gender Differences, Time Factors (Learning)
Kovacevic, Tatjana; Opic, Siniša – Online Submission, 2013
The aim of this research was to examine the impact of using traditional games with the purpose of decreasing violent behavior among pupils in elementary schools as well as improving their mutual relationships. The research was conducted among second-, third- and fourth-graders in elementary schools in Karlovac (a total of 232 pupils). In order to…
Descriptors: Educational Games, Violence, Prevention, Intervention
Ham, Ok Kyung; Sung, Kyung Mi; Kim, Hee Kyung – Journal of School Nursing, 2013
The purpose of this study was to investigate the association of sociodemographic, psychosocial, and behavioral characteristics with screen time among school-age children in Korea. This study employed a nonexperimental, cross-sectional study design. A total of 370 children attending four elementary schools participated in the study. Self-report…
Descriptors: Foreign Countries, Elementary School Students, Grade 4, Television Viewing
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
Kim, Sunha; Chang, Mido – Educational Technology & Society, 2010
Although computer games as a way to improve students' learning have received attention by many educational researchers, no consensus has been reached on the effects of computer games on student achievement. Moreover, there is lack of empirical research on differential effects of computer games on diverse learners. In response, this study…
Descriptors: Language Minorities, Elementary School Students, Computer Uses in Education, Grade 4
Hamlen, Karla R. – Journal of Educational Computing Research, 2010
Research has shown that, among children, boys tend to play video games more than girls do. There are several theories addressing this phenomenon, including that stereotypes and lack of opportunity leave girls feeling inadequate with certain types of technology. No research has yet examined the interactive relationships between time spent playing…
Descriptors: Play, Video Games, Gender Differences, Success
Hamlen, Karla R. – Journal of Educational Computing Research, 2009
This study explored relationships between time spent playing video games in a typical week and general creativity, as measured by a common assessment. One hundred eighteen students in 4th and 5th grades answered questions about their video game play and completed the Torrance Tests of Creative Thinking (Torrance, Orlow, & Safter, 1990). While…
Descriptors: Elementary School Students, Creativity, Play, Video Games