[HTML][HTML] A nationwide survey on the daily screen time of Iranian children and adolescents: the CASPIAN-IV study

M Jari, M Qorbani, ME Motlagh, R Heshmat… - … journal of preventive …, 2014 - ncbi.nlm.nih.gov
Background: Leisure time activity is an important life-style habit. This study aims to
determine the screen time of a nationally representative sample of Iranian children and …

Adolescents' views on active and non-active videogames: a focus group study

M Simons, E de Vet, S Hoornstra, J Brug… - GAMES FOR …, 2012 - liebertpub.com
Objective: Active games require whole-body movement and may be an innovative tool to
substitute sedentary pastime with more active time and may therefore contribute to …

[PDF][PDF] Kemahiran berfikir kritis melalui permainan digital dalam persekitaran pembelajaran konstruktivisme sosial

MN Madjapuni, J Harun - International Journal of Education, 2019 - academia.edu
Proses pelaksanaan transformasi pendidikan memerlukan pendekatan dan strategi baharu
agar setiap pelajar mampu memiliki dan menguasai kemahiran yang diperlukan dalam …

OKUL DÖNEMİ ÇOCUKLARININ BİLGİSAYAR OYUN BAĞIMLILIĞI İLE DAVRANIŞ PROBLEMLERİ ARASINDAKİ İLİŞKİNİN İNCELENMESİ

D Şahin, ÖG Kahraman - Milli Eğitim Dergisi, 2021 - dergipark.org.tr
Bu araştırmada okul dönemi 3, 4 ve 5. sınıf öğrencilerinin bilgisayar oyun bağımlılıkları ile
davranış problemleri arasındaki ilişkiye, cinsiyet ve sınıf düzeyi değişkenlerinin bilgisayar …

[PDF][PDF] The ELEKTRA project: Towards a new learning experience

M Kickmeier-Rust, D Schwarz, D Albert… - … aspects on digital …, 2006 - orbi.uliege.be
Digital game-based learning is a hot topic of research and development. Since the advent of
computer and video games, educators were inherently interested in utilizing the beneficial …

The virtual sports tourist

J Kurtzman, J Zauhar - Journal of Sport Tourism, 1999 - Taylor & Francis
This paper demonstrates that human experiences are being expanded powerful
mtrumentalities are developed and put into use. Men/women are no longer subjected to the …

Adolescents' school experience and the importance of having a “cool” mobile phone: Conformity, compensation and resistance?

MV Abeele, K Roe - Poetics, 2013 - Elsevier
Based on Bourdieu's cultural capital theory this study—carried out among 1899 Flemish
secondary school pupils—examines (1) whether adolescents' experiences at school predict …

Targeting potential active users for mobile app install advertising: An exploratory study

J Lee, DH Shin - International Journal of Human–Computer …, 2016 - Taylor & Francis
App install advertising not only serves as a revenue source for mobile app developers and
mobile ad platforms, but also is considered an effective channel for app exposure to mobile …

Playing restricted videogames: Relations with game ratings and parental mediation

P Nikken, J Jansz - Journal of children and media, 2007 - Taylor & Francis
Videogames1 have become a matter of course in the everyday life of young people
(Roberts, Foehr, & Rideout, 2005). However, the ubiquity of violent games has lead to public …

Apparatus and methods for tangible collaborative learning

N Yannier, KR Koedinger, SE Hudson - US Patent 10,163,369, 2018 - Google Patents
The present invention relates generally to a system and method that bring together the
advantages of computer games and the physical world to increase engagement …