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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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Feng, Mengmeng; Zhou, Guangdong – International Journal of Behavioral Development, 2023
This study investigated the longitudinal trajectories of peer rejection and their predictive effects on Internet gaming addiction among Chinese children. The sample comprised 818 students from Grades 1 to 3 (M = 8.30, SD = 1.11, 51.3% boys). Peer rejection was assessed using peer nominations in five waves over a period of 2.5 years, and Internet…
Descriptors: Foreign Countries, Elementary School Students, Grade 1, Grade 2
Korie, Daniel O. – ProQuest LLC, 2015
This study explored media usage among adolescents and its relations to academic performance and aggressive behavior from a qualitative research perspective. This study represents the first of its kind by utilizing a phenomenological methodology to gain insights about lived experiences of adolescents' media use relative to their academic…
Descriptors: Mass Media Use, Adolescents, Academic Achievement, Aggression
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Hayes, Elisabeth – Computers & Education, 2008
Computer and video gaming are often considered to be potential routes to the development of aptitude and interest in using other forms of information technology (IT). The purpose of this exploratory study was to determine the extent to which young people who play games engage in related IT practices, such as creating and sharing content or…
Descriptors: Information Technology, Access to Computers, Age Differences, Gender Differences
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DiPietro, Meredith; Ferdig, Richard E.; Boyer, Jeff; Black, Erik W. – Journal of Educational Multimedia and Hypermedia, 2007
Games and gaming have always been an influential part of society and culture. Within the last 35 years, due to numerous technology innovations, electronic games in many formats have become ubiquitous in everyday life. This ubiquity has meant that games and gaming have permeated into many fields and disciplines for multiple purposes including…
Descriptors: Educational Games, Educational Research, Games, Video Games