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Antequera-Barroso, Juan Antonio; Revuelta-Domínguez, Francisco-Ignacio; Guerra Antequera, Jorge – Education Sciences, 2022
Video game use is widespread among all age groups, from young children to older adults. The wide variety of video game genres, which are adapted to all tastes and needs, is one of the factors that makes them so attractive. In many cases, video games function as an outlet for stress associated with everyday life by providing an escape from reality.…
Descriptors: Comparative Analysis, Problem Solving, Mathematics Skills, Video Games
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Yildirim, Emre; Zeren, Serife Gonca – Psycho-Educational Research Reviews, 2021
Even though video games are generally appealing to adolescents, sometimes this can be an issue. In this study, the correlation between video game addiction of adolescents and gender, game genres, types of schools attended to and grade levels, basic psychological needs, and the social support perceived are researched. In this study, conducted in…
Descriptors: Foreign Countries, Video Games, Addictive Behavior, High School Students
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Gómez-Galán, José; Lázaro-Pérez, Cristina; Martínez-López, José Ángel – Journal of New Approaches in Educational Research, 2021
The use of video games has increased significantly in the last decade. The young population has always been more inclined to use them. However, the risks of addiction to them are growing with the access to the Internet and new digital devices, the lower cost of them, and the lack of parental control. On the other hand, a weird circumstance as the…
Descriptors: Video Games, Addictive Behavior, College Students, COVID-19
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Castro-Sánchez, Manuel; Rojas-Jiménez, Mercedes; Zurita-Ortega, Félix; Chacón-Cuberos, Ramón – Education Sciences, 2019
Background: At present, new technologies provide numerous benefits in their correct use, while the need arises to study the consumption of some technologies, in this case, videogames, due to the negative consequences that they can cause in those subjects who have not yet consolidated their personality due to their excessive use. The study aimed to…
Descriptors: Foreign Countries, College Students, Self Concept, Video Games
Sierra Eisen; Shoronda Erica Matthews; Jamie Jirout – Grantee Submission, 2021
Contemporary discussions around gender roles, stereotypes, and play highlight the need for updated research on the influences of children's early play experiences and learning (Weisgram, 2018). Different types of play relate to different skills and vary by gender, such as spatial play and spatial skill (Jirout & Newcombe, 2015; Voyer, Voyer,…
Descriptors: Parent Attitudes, Childrens Attitudes, Gender Differences, Play
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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
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Nguyen, Huy Anh; Hou, Xinying; Richey, J. Elizabeth; McLaren, Bruce M. – International Journal of Game-Based Learning, 2022
There is an established gender gap in middle school math education, where female students report higher anxiety and lower engagement, which negatively impact their performance and even long-term career choices. This work investigates the role of digital learning games in addressing this issue by studying Decimal Point, a math game that teaches…
Descriptors: Gender Differences, Middle School Students, Educational Games, Mathematics Instruction
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Öntürk, Yavuz; Güvendi, Burcu; Keskin, Burçak; Kandaz Gelen, Nuran – Education Quarterly Reviews, 2021
Nowadays, digital games have become a part of the daily lives of individuals, and accordingly, the virtual world phenomenon, especially in the young population, has emerged. This phenomenon causes digital game users to experience other worlds as well as their real lives. The experiences of individuals through games in the virtual environment, on…
Descriptors: Foreign Countries, Educational Games, Video Games, Student Attitudes
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Avvisati, Francesco; Borgonovi, Francesca – Large-scale Assessments in Education, 2023
Written instructions seldom need to be read when playing videogames. Instead, gaming often involves early information foraging and expansive exploration behaviors. We use data from the Programme for International Student Assessment (PISA) to explore whether students who regularly play videogames (daily gamers) adopt behaviors that are typical of…
Descriptors: Video Games, Science Process Skills, Problem Solving, Discovery Learning
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Kumar, G. Praveen; Vasimalairaja, M. – International Journal of Information and Communication Technology Education, 2022
This study examined post-test performance and retention performance of students in mathematics when learned and problem-solving ability through educational video games and traditional lecture method. The study adopted a quasi-experimental design. The sample was drawn from Alagappa Model Higher Secondary School in Karaikudi at Sivagangai district…
Descriptors: Foreign Countries, Video Games, Mathematics Instruction, Mathematics Achievement
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Zahedi, Leila; Batten, Jasmine; Ross, Monique; Potvin, Geoff; Damas, Stephanie; Clarke, Peter; Davis, Debra – Journal of Computing in Higher Education, 2021
Underrepresentation of women in computer science (CS) increasingly demands the necessity to find and enhance current learning engagement approaches to bring more women into computing fields. Some researchers have been exploring the influence of gamification on female students as one of these possible learning engagement strategies. Gamification…
Descriptors: Game Based Learning, Computer Science Education, Females, Self Concept
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Ettinger, Karen; Cohen, Anat – Education and Information Technologies, 2020
The centrality of multitasking in teenagers' lives has triggered vast interest in popular and academic discussion. Due to a large inconsistency in the study and multitasking reporting, we endeavoured to better understand and characterize multitasking behaviors. We researched multitasking patterns, prevalence, types, combinations and gender…
Descriptors: Behavior Patterns, Adolescents, Incidence, Gender Differences
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McCreery, Michael P.; Head, Danielle L.; Fiorentini, Joseph P.; Leif, Sam A.; Krach, S. Kathleen; Cole, Le Quanda L.; Bacos, Catherine A.; Laferriere, Jeffrey – International Association for Development of the Information Society, 2020
The current study was designed to examine the relationship between cognitive ability and player experience in shaping how players think within, and acclimate to, video games as complex systems. Specifically, researchers examined the relationship between player's cognitive ability and gameplay outcomes within a video game (i.e., The Deed). Outcomes…
Descriptors: Video Games, Cognitive Ability, Correlation, Adjustment (to Environment)
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Dustin Moore; Jesse Stabile Morrell – Journal of American College Health, 2024
Objective: To assess differences in dietary quality among college men reporting high, moderate, and non-video game usage. Participants: College men aged 18-24. Methods: Cross-sectional data were collected between 2012 and 2020. Participants (n = 1259) were categorized according to self-reported video game usage: non-users (NVG), <1 h/day (MVG),…
Descriptors: Video Games, Gender Differences, Males, Eating Habits
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Keskin, Burcak; Güvendi, Burcu; Karakoc, Bilal; Kaya, Selman; Cetin, Onat – Education Quarterly Reviews, 2021
This study aims to determine the relationship between the digital game addiction levels of secondary and high school students and their motivation for participation in physical activity during the pandemic process. The study participants include a total of 322 students, 227 males, and 95 females, aged between 11 and 18. The game addiction scale…
Descriptors: Video Games, Addictive Behavior, Secondary School Students, Student Motivation
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