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Admiraal, Wilfried – Educational Technology & Society, 2015
Although adolescents are currently the most frequent users of the Internet, many youngsters still have difficulties with a critical, reflective, and responsible use of the Internet. A study was carried out on teaching with a digital role-play game to increase students' reflective Internet skills. In this game, students had to promote a fictional…
Descriptors: Role Playing, Pretests Posttests, Reflection, Internet
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Ružic-Baf, Maja; Strnak, Hrvoje; Debeljuh, Andrea – International Journal of Research in Education and Science, 2016
The availability of new information and communication technologies to an increasingly younger population, the constant availability of the Internet and the opportunity to search information, to create new types and models of communication, types of acceptance and ways of accepting and coping with the infinite amount of information, the velocity…
Descriptors: Technology Uses in Education, Educational Technology, Video Games, Grade 7
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Agaku, Israel T.; Ayo-Yusuf, Olalekan A. – Health Education & Behavior, 2014
Introduction: This study assessed the influence of exposure to pro-tobacco advertisements on experimentation with emerging tobacco products among U.S. adolescents aged =9 years, in Grades 6 to 12. Method: Data were obtained from the 2011 National Youth Tobacco Survey. Multivariate logistic regression was used to measure the association between…
Descriptors: Smoking, Advertising, Marketing, Adolescents