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  2. Social media and the effects on American adolescents

    en.wikipedia.org/wiki/Social_media_and_the...

    The study concluded by saying that due to young people's excessive use of social media, they have high levels of anxiety, stress, fear of missing out, and hyperactivity. The more time they spend on social media, the higher the levels. Furthermore, due to time on social media, teenagers tend to feel more lonely and sad.

  3. Digital media use and mental health - Wikipedia

    en.wikipedia.org/wiki/Digital_media_use_and...

    A study suggests that in children aged 8–12 during two years, time digital gaming or watching digital videos can be positively correlated with measures intelligence, albeit correlations with overall screen time (including social media, socializing and TV) were not investigated and 'time gaming' did not differentiate between categories of ...

  4. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    The gamification of learning is an educational approach that seeks to motivate students by using video game design and game elements in learning environments. [1][2] The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning. [3] Gamification, broadly defined, is the process of ...

  5. Games and learning - Wikipedia

    en.wikipedia.org/wiki/Games_and_learning

    Games and learning. Games and learning is a field of education research that studies what is learned by playing video games, and how the design principles, data and communities of video game play can be used to develop new learning environments. Video games create new social and cultural worlds – worlds that help people learn by integrating ...

  6. Psychological effects of Internet use - Wikipedia

    en.wikipedia.org/wiki/Psychological_effects_of...

    American writer Nicholas Carr asserts that Internet use reduces the deep thinking that leads to true creativity. He also says that hyperlinks and overstimulation means that the brain must give most of its attention to short-term decisions. Carr also states that the vast availability of information on the World Wide Web overwhelms the brain and ...

  7. Screen time - Wikipedia

    en.wikipedia.org/wiki/Screen_time

    Screen time is the amount of time spent using a device with a screen such as a smartphone, computer, television, video game console, or a tablet. [1] The concept is under significant research with related concepts in digital media use and mental health. Screen time is correlated with mental and physical harm in child development. [2]

  8. What Video Games Have to Teach Us About Learning and Literacy

    en.wikipedia.org/wiki/What_Video_Games_Have_to...

    256. ISBN. 978-1403984531. What Video Games Have to Teach Us About Learning and Literacy is a book by James Paul Gee that focuses on the learning principles in video games and how these principles can be applied to the K-12 classroom. Video games can be used as tools to challenge players, when they are successful.

  9. Video game–related health problems - Wikipedia

    en.wikipedia.org/wiki/Video_game–related_health...

    Too much video game playing may cause vision problems. [11] Extensive viewing of the screen can cause eye strain, as the cornea, pupil, and iris are not intended for mass viewing sessions of electronic devices. Using video games for too long may also cause headaches, dizziness, and chances of vomiting from focusing on a screen.