NotesFAQContact Us
Collection
Advanced
Search Tips
Publication Date
In 20190
Since 20180
Since 2015 (last 5 years)3
Since 2010 (last 10 years)7
Audience
Teachers1
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Showing all 7 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Ciarrochi, Joseph; Parker, Philip; Sahdra, Baljinder; Marshall, Sarah; Jackson, Chris; Gloster, Andrew T.; Heaven, Patrick – Developmental Psychology, 2016
Is compulsive Internet use (CIU) an antecedent to poor mental health, a consequence, or both? Study 1 used a longitudinal design to track the development of CIU and mental health in Grade 8 (N = 1,030 males, 1,038 females, M[subscript age] = 13.7), 9, 10, and 11. Study 2 extended Study 1 by examining the kinds of Internet behaviors most strongly…
Descriptors: Internet, Computer Use, Mental Health, Adolescents
Peer reviewed Peer reviewed
Direct linkDirect link
Callaghan, Noelene – Educational Media International, 2016
This research paper identifies the way in which Minecraft Edu can be used to contribute to the teaching and learning of secondary students via a multiple case research study. Minecraft Edu is recognised as a gamification tool that enables its users to create and evaluate project-based learning activities within a classroom context. Learning…
Descriptors: Robotics, Information Technology, Electronic Learning, Educational Games
Peer reviewed Peer reviewed
Direct linkDirect link
Thompson, Roberta – Australian Educational Computing, 2016
Young people's online safety continues to be a high priority for educators and parents. Cybersafety policies and educational programs are continually updated and revised to accommodate for the innovative ways they engage with digital culture. However, empirical research has shown that despite these efforts young people, especially teen girls,…
Descriptors: Adolescents, Females, Computer Security, Safety
Baek, Youngkyun; Whitton, Nicola – IGI Global, 2013
In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on…
Descriptors: Foreign Countries, Educational Technology, Student Attitudes, Second Language Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Curwood, Jen Scott; Magnifico, Alecia Marie; Lammers, Jayne C. – Journal of Adolescent & Adult Literacy, 2013
In order to understand the culture of the physical, virtual, and blended spheres that adolescents inhabit, we build on Gee's concept of affinity spaces. Drawing on our ethnographic research of adolescent literacies related to The Hunger Games novels, the Neopets online game, and The Sims videogames, this article explores the nature of…
Descriptors: Adolescents, Creativity, Writing Instruction, Student Motivation
Peer reviewed Peer reviewed
Direct linkDirect link
Vella, Anthony Joseph – E-Learning and Digital Media, 2013
Individuals have often used various methods to express who they are and what they represent. Throughout time techniques may have changed but the essential ideas and goals remain the same: how am I able to show the world who I am and what I believe? This study placed that question in the context of the digital world and culture which has been…
Descriptors: Foreign Countries, High School Graduates, Educational Technology, Technology Uses in Education
Peer reviewed Peer reviewed
Direct linkDirect link
Waite, Catherine – Youth Studies Australia, 2011
In response to polarising and emotive debates around young people using the internet, this paper presents recent research findings and offers insight into the issue from the perspective of young people. In early 2010, young people in two rural Victorian towns were asked to complete surveys answering questions about their online habits. Their…
Descriptors: Young Adults, Adolescents, Interpersonal Relationship, Interaction