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Almagul, Mukhamedkhanova; Aiman, Berikkhanova; Galiyapanu, Rezuanova; Kulzhanat, Bulatbaeva; Nagimash, Toibazarova; Ainur, Arkhymatayeva – International Journal of Education in Mathematics, Science and Technology, 2023
In this study, the relationship between gaming, social media and internet addiction, which are within the scope of technology addiction, and school achievement and study behavior was examined. The sample of the study consisted of 240 students studying in grades 5-8 of 4 schools in Almaty, Kazakhstan. The study was designed in the comparative…
Descriptors: Foreign Countries, Computer Use, Addictive Behavior, Social Media
Mehmet Oktay Kablan; Mehmet Imamoglu – Journal of Education in Science, Environment and Health, 2024
The aim of this study was to examine the effects of gender, the number of siblings, and grade level on digital game playing motivation and addiction levels in secondary school students and to reveal the relationship between digital game motivation and addiction. A total of 394 students, 168 boys and 226 girls, participated in the study…
Descriptors: Emotional Response, Eating Habits, Secondary School Students, Grade 5
Liu, Helen – Journal of Media Literacy Education, 2020
This study investigated adolescents' perception and attitudes towards gender representation in video game covers, and the degree to which these depictions may influence their notions on gender and identification. Seventeen participants ranging from ages 12 and 13 participated in semi-structured interviews to explore this topic. This study's…
Descriptors: Student Attitudes, Gender Differences, Gender Issues, Video Games
Fitzpatrick, Caroline; Burkhalter, Robin; Asbridge, Mark – Journal of School Nursing, 2021
The purpose of the study was to describe adherence to screen time (ST) and physical activity (PA) recommendations among Canadian youth. The present study was based on a representative sample of Canadian students from Grades 7 through 12 (N = 47,203). ST and PA as well as demographic (gender, ethnicity, grade, and province of residence) and…
Descriptors: Foreign Countries, Physical Activity Level, Computer Use, Grade 7
Ružic-Baf, Maja; Strnak, Hrvoje; Debeljuh, Andrea – International Journal of Research in Education and Science, 2016
The availability of new information and communication technologies to an increasingly younger population, the constant availability of the Internet and the opportunity to search information, to create new types and models of communication, types of acceptance and ways of accepting and coping with the infinite amount of information, the velocity…
Descriptors: Technology Uses in Education, Educational Technology, Video Games, Grade 7
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
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
Deveci, I.; Onder, I. – Science Education International, 2015
The purpose of the present study was to investigate the views of the students on homework assignments for science courses. Survey method was adopted for this study. The sample for the study was composed of 1584 seventh and eighth grade students from middle schools. The views of the students regarding homework assignments for science and technology…
Descriptors: Middle School Students, Student Attitudes, Homework, Assignments
Kooiman, Brian J.; Sheehan, Dwayne P. – American Journal of Distance Education, 2014
Exergames (active video games that require kinesthetic movement) played in proximity to other players or against a gaming machine have been linked to positive increases in cognitive functioning. This study tested to see if remote exergame play over the Internet had an impact similar to exergames that are played in proximity. The study shows that…
Descriptors: Video Technology, Educational Technology, Physical Education, Motion
Garcia, Lucy; Nussbaum, Miguel; Preiss, David D. – Computers & Education, 2011
The main purpose of this study was to assess whether seventh-grade students use of information and communication technology (ICT) was related to performance on working memory tasks. In addition, the study tested whether the relationship between ICT use and performance on working memory tasks interacted with seventh-grade students' socioeconomic…
Descriptors: Foreign Countries, Socioeconomic Status, Educational Games, Interaction
Vendlinski, Terry P.; Chung, Greg K. W. K.; Binning, Kevin R.; Buschang, Rebecca E. – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2011
Understanding the meaning of rational numbers and how to perform mathematical operations with those numbers seems to be a perennial problem in the United States for both adults and children. Based on previous work, we hypothesized that giving students more time to practice using rational numbers in an environment that enticed them to apply their…
Descriptors: Feedback (Response), Intervention, Educational Research, Video Games
Olson, Cheryl K.; Kutner, Lawrence A.; Baer, Lee; Beresin, Eugene V.; Warner, Dorothy E.; Nicholi, Armand M., II – Applied Developmental Science, 2009
This research examined the potential relationship between adolescent problem behaviors and amount of time spent with violent electronic games. Survey data were collected from 1,254 7th and 8th grade students in two states. A "dose" of exposure to Mature-rated games was calculated using Entertainment Software Rating Board ratings of…
Descriptors: Video Games, Early Adolescents, Multiple Regression Analysis, Grade 8
Montana Office of Public Instruction, 2011
The Youth Risk Behavior Survey (YRBS) is an epidemiologic surveillance system that was established by the U.S. Centers for Disease Control and Prevention (CDC) to help monitor the prevalence of behaviors that not only influence youth health, but also put youth at risk for the most significant health and social problems that can occur during…
Descriptors: Reservation American Indians, American Indian Students, Comparative Analysis, Urban Schools