Results 91 to 100 of about 1,726,936 (307)
Background: The popularity of video games has considerably increased in recent years, with approximately 3.24 billion players worldwide in 2021. Empirical evidence suggests that the quality of engagement in video games can determine whether a gaming ...
Rita Horváth +4 more
doaj +1 more source
Online gaming addiction: the role of sensation seeking, self-control, neuroticism, aggression, state anxiety and trait anxiety [PDF]
Research into online gaming has steadily increased over the last decade, although relatively little research has examined the relationship between online gaming addiction and personality factors.
Biao-Bin V +6 more
core +1 more source
Form flows function: Learner‐centered game Re‐design in a STEM classroom
Abstract Re‐designing games facilitates interest‐driven learning and immerses learners in systems thinking. However, there are limited studies exploring how the form and function of tabletop games influence learners' design decisions and learning experiences. To address this gap, we conducted a mixed‐methods study in a STEM classroom in western Canada.
Farzan Baradaran Rahimi +2 more
wiley +1 more source
Abstract Few studies have examined birth order effects on personality in countries that are not Western, educated, industrialized, rich, and democratic (WEIRD). However, theories have generally suggested that interculturally universal family dynamics are the mechanism behind birth order effects, and prominent theories such as resource dilution would ...
Laura J. Botzet +2 more
wiley +1 more source
Abstract This article examines the factors associated with persistent absenteeism (an absence rate of 10% or higher) and authorised and unauthorised absence among secondary school pupils in Scotland. Using linked administrative data, the analysis focuses on secondary school stages S1–S6 in three academic years.
Silvia Behrens +6 more
wiley +1 more source
Abstract Cooperative learning is a widely adopted teaching method to improve academic achievement. This review synthesises existing research on the use of cooperative learning within a school setting for pupils aged 11–16 years. Such a review has not been undertaken to date and will present an evidence base for educators considering implementation ...
Patricia Hampson +2 more
wiley +1 more source
Adolescent gambling and gambling-type games on social networking sites: issues, concerns, and recommendations [PDF]
Research indicates that compared to the general population, teenagers and students make the most use of social networking sites (SNSs). Although SNSs were originally developed to foster online communication between individuals, they now have the ...
Griffiths, MD
core
Video games in adolescence and emotional functioning: Emotion regulation, emotion intensity, emotion expression, and alexithymia [PDF]
International audienceVideo-game users represent 40% of the French population and adolescents are the primary users. Yet excessive playing of video games has become a problem in modern society and is manifesting itself in treatment centers for ...
Agnès Bonnet +53 more
core +4 more sources
Metacognition and Self-Scaffolding in MMORPGs: Case Study of an Adolescent Male Gamer
The genre of massively multiplayer online role-playing games has become increasingly popular with adolescent males. While researchers have studied the social aspect of online role-playing games, there is little known about the metacognitive and self-scaffolding processes that players engage in as they navigate these digital immersive environments. This
openaire +3 more sources
ABSTRACT In response to growing global challenges, this study explores how social entrepreneurship within the Edible City movement contributes to building resilient, sustainable, and equitable urban food systems. Drawing on semistructured interviews with over 70 stakeholders across five cities—Berlin, Andernach, Oslo, Rotterdam, and Havana—we ...
Ina Säumel +6 more
wiley +1 more source

