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Toh, Weimin; Lim, Fei Victor – Research and Practice in Technology Enhanced Learning, 2022
This paper explores the implications of youths' out-of-school gaming practices for teaching and learning in formal and informal learning contexts. We report on a study where we examined the video game play of two youths using a case study approach. User experience approaches, e.g. the think-aloud protocol and interviews, were grounded in the…
Descriptors: Video Games, Teaching Methods, Leisure Time, Critical Thinking
Rehim, Mastur H.; AL-Tkhayneh, Khawlah M.; Zaitoun, Eman Ali; Khaled, Ahmed – Journal of Social Studies Education Research, 2023
This study aims to examine the effects of electronic games on students' academic achievement. The study was conducted on a sample of parents in the city of Al Ain, United Arab Emirates. A questionnaire was used for data collection, with a sample of 76 parents randomly chosen, comprising 64 females (84.2%) and 12 males (15.8%). The study findings…
Descriptors: Video Games, Academic Achievement, Parent Attitudes, Leisure Time
Hallam, Kelly Forbes – International Journal of Social Research Methodology, 2022
The observations in this paper follow online focus group research involving mothers who play video games as a leisure pursuit. The study utilised an online focus group method within a custom online forum which split the forum into small virtual rooms, replicating small face-to-face focus groups in an online environment. The primary objective of…
Descriptors: Focus Groups, Mothers, Video Games, Leisure Time
Luke Arthur Meeken; Oscar Keyes – Art Education, 2024
With youth spending increasing labor and leisure time in designed environments crafted from digital materials, and with historically predatory entities like Meta/Facebook proposing to circumscribe learning and leisure within sensorially rich "metaverses" of their own design, the authors feel it is important for students to be able to…
Descriptors: Leisure Time, Recreational Activities, Video Games, Social Media
Alonso Ruiz, Rosa Ana; Sáenz de Jubera Ocón, Magdalena; Valdemoros San Emeterio, María Ángeles; Ponce de León Elizondo, Ana – Journal of New Approaches in Educational Research, 2022
Leisure activities shared by grandparents and grandchildren provide important benefits. The health and humanitarian crisis caused by the coronavirus (COVID-19) pandemic has made it necessary to use digital tools to alleviate the lack of contact between adults and children. This paper had as its aim to identify the digital leisure shared by…
Descriptors: Internet, Intergenerational Programs, Well Being, COVID-19
Mehmet Sercan Uztosun; Muhammed Kök – Innovation in Language Learning and Teaching, 2024
Purpose: The present study has three objectives: (1) to explore whether there are statistically significant relationships between Extramural English (EE) engagement, second/additional language (L2) anxiety and communication apprehension, (2) to investigate whether EE engagement predicts these two constructs, and (3) to reveal possible predictive…
Descriptors: Foreign Countries, Correlation, English (Second Language), Second Language Learning
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
Rebecca Dore; Nan Xiao; Robin Sayers; Kelly Purtell; Laura Justice – Grantee Submission, 2023
We examined whether media use measured using time diaries is related to preschoolers' academic and social/behavioral skills. Children (N = 179) completed direct assessments of academic skills in the fall and spring, and teachers reported on social and behavioral skills. Parents/caregivers completed a 24-hr time diary in the spring, from which…
Descriptors: Preschool Children, Interpersonal Competence, Student Behavior, Preschool Education
Fang, Menglin; Tapalova, Olga; Zhiyenbayeva, Nadezhda; Kozlovskaya, Svetlana – Education and Information Technologies, 2022
Digital gaming has become a regular part of life for today's pre-schoolers. Hence, there is a need to look at the integration of digital technology into the preschool education. The present study aims to examine the effect digital games have on children's behaviour and their social competence if played to reach an educational purpose (supervised…
Descriptors: Computer Games, Interpersonal Competence, Preschool Children, Foreign Countries
Lee, Yong-Kwan – Youth & Society, 2022
This study examined allocation of adolescents' free time differs depending on financial and spatial availability by exploiting the exogenous change on the school day. Using Korea Time Use Survey data, I found that adolescents allocate free time created by Saturday without school to mainly leisure activities. I also found that adolescents' private…
Descriptors: Foreign Countries, Adolescents, Leisure Time, Student Behavior
Kayumova, Leysan R.; Gainullina, Liliya N.; Akhmadieva, Roza Sh.; Matvienko, Valentin V.; Kabakhidze, Ekaterina L. – EURASIA Journal of Mathematics, Science and Technology Education, 2021
The speed with which interactive platforms are being modernized is increasing every year. The number of their users and consequently, the demand in such platforms are also rising. Quarantine restrictions and regulations related to COVID-19 revealed the problems of organizing both communication and leisure activities online. Since the advent of…
Descriptors: COVID-19, Pandemics, Leisure Time, Recreational Activities
Terry, Marion; Malik, Amjad; Hussain, Khawar – Online Submission, 2021
In response to concerns expressed by educational professionals, the researchers developed a quantitative Likert-scale survey to examine the relationships between academic performance (defined as final marks) and recreational video gaming and texting. Questions about video gaming and texting were included with other questions about social…
Descriptors: Grade 9, Adolescents, Academic Achievement, Performance Factors
Gómez-Gonzalvo, Fernando; Devís-Devís, José; Molina-Alventosa, Pere – Comunicar: Media Education Research Journal, 2020
Video game usage among young people has generated great concern due to its possible negative effects on their health, socialization and academic performance. Regarding this last aspect, there are studies that point out that video games have negative consequences for academic performance while others emphasize their positive effects. Therefore, the…
Descriptors: Video Games, Adolescents, Academic Achievement, Time
Jason Valley – ProQuest LLC, 2022
Objective: The rapid advancement in screen-based technology enables teenagers today to devote significant amounts of time to occupational engagement in the virtual context. Societal concerns regarding adolescent screen time have been well-substantiated by numerous studies that have revealed an inverse relationship between adolescent screen time…
Descriptors: High School Students, Suburban Schools, Well Being, World Views
Christopher, Adam – International Journal on E-Learning, 2020
There are two important dimensions to successful second language learning: what goes on inside the classroom and what goes on outside of the classroom (Richards, 2015). This paper investigates smartphone use for online learning of English among Japanese university students using online surveys and semi-structured interviews. The investigation…
Descriptors: English (Second Language), Second Language Learning, Telecommunications, Handheld Devices