Results 151 to 160 of about 2,419,002 (282)
Internet and Video Games Addiction
Josko Jurman +4 more
openaire +2 more sources
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
Falling pupil numbers and school closures: Setting a research agenda for a new era of precarity
Abstract This paper explores the significant phenomenon of decreasing pupil numbers in England due to lower birth rates and the impact of a school closure on a school community. It then discusses how the sociology of education might research this major issue.
Eleanor Fagan, Alice Bradbury
wiley +1 more source
Abstract Character education research is often constrained by blunt methodological tools. Surveys capture breadth without depth; case studies offer richness but lack replicability; and randomised controlled trials (RCTs), though indispensable at the policy level, are costly, disruptive and ill‐suited to everyday practice with individual pupils.
Shane McLoughlin
wiley +1 more source
Impact of video game addiction on social interaction: An observational review examining loneliness, social anxiety, and social activity. [PDF]
Byeon H.
europepmc +1 more source
ABSTRACT This study demonstrates how a profitable, lean, and environmentally responsible e‐waste reverse logistics system can be designed using integrated Operations Research (OR) techniques. Addressing the growing urgency of responsible consumption (UN SDG 12) and the projected rise of the e‐waste sector to USD 137.60 billion by 2029, the research ...
Sheeba Pathak, Hajar Fatorachian
wiley +1 more source
An Investigation of the Digital Sublime in Video Game Production [PDF]
This research project examines how video games can be programmed to generate the sense of the digital sublime. The digital sublime is a term proposed by this research to describe experiences where the combination of code and art produces games that ...
Betts, Thomas
core +1 more source
ABSTRACT Transformative change is required to address persistent and systemic drivers of biodiversity loss. There is an urgent need for innovative solutions that tackle root causes in place‐specific contexts. Evidence indicates that small, innovative, purpose‐driven businesses can serve as vehicles for developing place‐based solutions.
Shova Thapa Karki, Bradley D. Parrish
wiley +1 more source
Predicting Anxiety and Depression Based on Video Game Addiction with the Mediating Role of Social Support. [PDF]
Jahanbakhshi Z +4 more
europepmc +1 more source
ABSTRACT Industrial symbiosis (IS) represents a key strategy for industrial decarbonisation (ID) by converting one industry's waste into valuable inputs for another, reducing emissions and resource extraction. Scientific studies have explored the concept, implementation approaches and theoretical foundations of IS.
Marzieh Dehghan Niri +2 more
wiley +1 more source

