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Alert, Marissa D.; Saab, Patrice G.; Llabre, Maria M.; McCalla, Judith R. – Health Education & Behavior, 2019
Little is known about the correlates of physical activity and sedentary behavior in Hispanic adolescents. This study examined at baseline and 2-year follow-up: (1) the relationship between self-efficacy for physical activity and physical activity, (2) the association of weight perception with physical activity and sedentary behavior, and (3)…
Descriptors: Self Efficacy, Obesity, Self Concept, Physical Activity Level
Kilic, Abdullah Faruk; Güzeller, Cem Oktay – Malaysian Online Journal of Educational Technology, 2017
This study aimed at determining the impact of demographic factors on the Internet usage purposes of high school students. The population of the study consisted of students between 9th and 12th grades from the Anatolian high schools, science high schools, social sciences high schools, sports high schools and fine arts high schools in Turkey. The…
Descriptors: High School Students, Internet, Foreign Countries, Questionnaires
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
Ekinci, Nurullah Emir; Yalçin, Ilimdar; Özer, Ömer; Kara, Tayfun – Online Submission, 2017
This study aimed to investigate digital game addiction level of the high school students according to sports participation, gender, place of accommodation and level of income. Randomly chosen 931 high school students (508, %54,6 female and 423, %45,4 male) from several villages, districts and Kutahya city center (a town in the west part of Turkey…
Descriptors: Addictive Behavior, High School Students, Video Games, Foreign Countries
Gilliam, Melissa; Jagoda, Patrick; Jaworski, Erin; Hebert, Luciana E.; Lyman, Phoebe; Wilson, M. Claire – Sex Education: Sexuality, Society and Learning, 2016
This paper describes the development and evaluation of an interactive, narrative-based, multimedia game to promote learning and communication about sexual violence and health topics. High school-aged participants created the game concept in a three-week workshop, after which assets were assembled and refined by a university-based game design lab.…
Descriptors: Sexuality, Violence, Video Games, Teaching Methods
Monjelat, Natalia; Méndez, Laura; Lacasa, Pilar – Technology, Pedagogy and Education, 2017
Student interaction in school contexts is a topic that has been researched from many different perspectives. However, the role of students as tutors scaffolding other peers is not normally addressed, since studies are usually focused on the teacher. Moreover, considering the many technologies that can support students' work nowadays, studies…
Descriptors: Tutors, Scaffolding (Teaching Technique), Video Games, Problem Solving
Ebrahimzadeh, Mohsen – English Language Teaching, 2017
The present study investigated vocabulary acquisition through a commercial digital video game compared to a traditional pencil-and-paper treatment. Chosen through cluster sampling, 241 male high school students (age 12-18) participated in the study. They were randomly assigned to one of the following groups. The first group, called Readers,…
Descriptors: Vocabulary Development, Video Games, Conventional Instruction, Educational Technology
Marlatt, Rick – Multicultural Perspectives, 2018
This article describes a recent implementation of digital literacies in which high school literature students engaged in literary analysis of a novel using the video game Minecraft. Students who had previously expressed reluctance with reading and dissatisfaction with school experiences used their gaming skills to re-create scenes, respond to…
Descriptors: Technological Literacy, High School Students, Video Games, Literature
Nathan, Mitchell J.; Walkington, Candace – Grantee Submission, 2017
We develop a theory of grounded and embodied mathematical cognition (GEMC) that draws on action-cognition transduction for advancing understanding of how the body can support mathematical reasoning. GEMC proposes that participants' actions serve as inputs capable of driving the cognition-action system toward associated cognitive states. This…
Descriptors: Mathematics Instruction, Mathematical Logic, Cognitive Processes, Logical Thinking
Wilson, Christopher D.; Reichsman, Frieda; Mutch-Jones, Karen; Gardner, April; Marchi, Lisa; Kowalski, Susan; Lord, Trudi; Dorsey, Chad – Journal of Science Education and Technology, 2018
Research-based digital games hold great potential to be effective tools in supporting next-generation science learning. However, as with all instructional materials, teachers significantly influence their implementation and contribute to their effectiveness. To more fully understand the contributions and challenges of teacher implementation of…
Descriptors: Curriculum Implementation, Educational Games, Science Materials, Science Curriculum
Müezzin, Emre – Turkish Online Journal of Educational Technology - TOJET, 2015
The aim of this study is to investigate high school students' online game addiction with respect to gender. The sample which was selected through the criterion sampling method, consists of 81 female (61.8%) female, and 50 male (38.2%), total 131 high school students. The "Online Game Addiction Scale" which was developed by Kaya and Basol…
Descriptors: Foreign Countries, High School Students, Computer Games, Video Games
Schwarz, Claudiu – Journal of Educational Sciences, 2017
The term of implicit learning is still subject to controversy. "At least a dozen different definitions have been offered in the field" (Frensch & Rünger, 2003 p.13). While some scholars consider it downright inexistent (see Chun & Jiang, 1998), many others are trying to identify how we seem to acquire knowledge in absence of…
Descriptors: Learning Strategies, Informal Education, Information Technology, Video Technology
Papas, Mia A.; Trabulsi, Jillian C.; Axe, Michelle; Rimmer, James H. – Journal of School Health, 2016
Background: Childhood obesity is a major public health concern. Children with disabilities have a higher prevalence of obesity. Objective: We examined factors associated with obesity within a cross-sectional study of US adolescents with and without disabilities. Methods: Data were obtained from the 2011 Youth Risk Behavior Survey. Logistic…
Descriptors: Predictor Variables, Obesity, Disabilities, Incidence
Jalalian, Farzad – Advances in Language and Literary Studies, 2018
The inability of English language learners to recall English concepts is a major challenge faced by teachers. This paper aims to determine the effectiveness of video educational games with a linguistic approach in English language education of the 2nd grade high school students. This is an applied and quasi-experimental study conducted in 2016.…
Descriptors: Video Games, Educational Games, Sampling, Control Groups
Müezzin, Emre – Turkish Online Journal of Educational Technology - TOJET, 2015
The aim of this study is to compare the online game addiction in high school students with the habitual computer use and online gaming. The sample selected through the criterion sampling method, consists of 61.8% (n = 81) female, 38.2% (n = 50) male, 131 high school students. The "Online Game Addiction Scale" developed by Kaya and Basol…
Descriptors: Foreign Countries, High School Students, Video Games, Addictive Behavior