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Tak, Sangdong; Catsambis, Sophia – Education and Information Technologies, 2023
Using national longitudinal data of students during their 9th and 11th grades, we address popular concerns over screen time activities distracting students' academic pursuits. We examine gender differences in the types of screen time use, expecting the skill-based activity of video gaming to be more common among boys and the socially oriented…
Descriptors: Grade 9, Grade 11, High School Students, Gender Differences
Malik, Amjad; Terry, Marion – BU Journal of Graduate Studies in Education, 2021
We initiated the study in response to school counsellors' concerns over the effects of noneducational video gaming and texting on students' school performance. The research purpose was to examine the correlations between various factors and academic performance in grade 9. The factors included social relations (e.g., friends), extra-curricular…
Descriptors: Grade 9, High School Students, Foreign Countries, Counselor Attitudes
Malik, Amjad; Chohan, Bushra – BU Journal of Graduate Studies in Education, 2020
The authors conducted the research in partnership with two schools in Rawalpindi, Pakistan, in response to concerns over the effects of non-educational video gaming and texting on students' school experiences. Educational professionals wanted to refer to research findings when they advised parents to monitor their children's video gaming and…
Descriptors: Foreign Countries, Grade 9, High School Students, Adolescents
Rahimi, Seyedahmad; Shute, Valerie; Kuba, Renata; Dai, Chih-Pu; Yang, Xiaotong; Smith, Ginny; Alonso Fernández, Cristina – Grantee Submission, 2021
We examined the use and effectiveness of an incentive system--one of the five elements of a theory-based motivational architecture in educational games that we proposed--in a computer-based physics game on students' learning and performance. The incentive system's purpose was to motivate students to access learning supports designed to facilitate…
Descriptors: Educational Games, Incentives, Student Motivation, Program Effectiveness
Terry, Marion; Malik, Amjad; Chohan, Bushra – Online Submission, 2020
In an attempt to investigate concerns expressed by high school counselors, the researchers developed a quantitative Likert-scale questionnaire to assess the relationships among school experiences and video gaming and texting. Questions about video gaming and texting appeared with other questions about social relations, extra-curricular activities,…
Descriptors: Foreign Countries, Grade 9, High School Students, Adolescents
Terry, Marion; Malik, Amjad – Online Submission, 2020
In response to concerns expressed by high school counselors, the researchers developed a quantitative Likert-scale survey to examine the relationships between academic performance (defined as school attendance and final grades) and recreational video gaming and texting. Questions about video gaming and texting were included with other questions…
Descriptors: Foreign Countries, High Schools, Rural Schools, High School Students
Walkington, Candace; Wang, Min; Nathan, Mitchell J. – Grantee Submission, 2019
Collaborative gestures in the mathematics classroom occur when multiple learners coordinate their bodies in concert to accomplish mathematical goals. Collaborative gestures show how cognition becomes distributed across a system of dynamic agents, allowing for members of groups of students to act and gesture as one. We explore ways high school…
Descriptors: Nonverbal Communication, High School Students, Video Games, Grade 9
Terry, Marion; Malik, Amjad – Online Submission, 2018
In an attempt to investigate concerns expressed by high school counselors, the researchers developed a quantitative Likert-scale survey to assess the relationship between recreational video gaming and academic performance (defined as school attendance and final grades) in grade 9. Questions about video gaming appeared with other questions about…
Descriptors: Video Games, Likert Scales, Grades (Scholastic), Attendance
Montana Office of Public Instruction, 2019
The Montana Youth Risk Behavior Survey (YRBS) is administered by the Montana Office of Public Instruction every two years to students in grades 7 through 12. The purpose of the survey is 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…
Descriptors: High School Students, Health Behavior, Risk, At Risk Persons
Theodoulou, Photini; Avraamidou, Lucy; Vrasidas, Charalambos – Educational Media International, 2015
Drawing on the theories of symbolic interactionism, social constructivism, and flow, this research examines the integration of the electronic game of the World Food Programme of the UN "Food Force" in a unit on active citizenship and poverty eradication. The research was conducted in two ninth-grade classes of an urban high school in…
Descriptors: Foreign Countries, Computer Games, Affordances, Case Studies
Schifter, Catherine C.; Cipollone, Maria; Moffat, Frederick – International Association for Development of the Information Society, 2013
This paper describes an exploratory study observing the use of "Minecraft" (a popular sandbox style online video game environment) in a high school English literature classroom. We use Piaget and Inhelder's (1969) constructivist theories about the formal operational stage of development to interpret the concepts of plot and…
Descriptors: Video Games, Computer Games, High Schools, English Literature
Willoughby, Teena – Developmental Psychology, 2008
Prevalence, frequency, and psychosocial predictors of Internet and computer game use were assessed with 803 male and 788 female adolescents across 2 time periods, 21 months apart. At Time 1, participants were in the 9th or 10th grade; at Time 2, they were in the 11th or 12th grade. Most girls (93.7%) and boys (94.7%) reported using the Internet at…
Descriptors: Friendship, Grade 12, Grade 10, Internet