The paper explores the relations among early adolescents’ digital gaming preferences and habits and their gender and multiple intelligences profiles. The study was conducted in 2015 with an empirical sample of 1,262 students aged 11 to 15. A vast majority of these students (86.9 %) played digital games regularly. Early adolescent females spent on average 8.7 h per week playing digital games, while males spent an average of about 17.7 h per week playing digital games. Students with higher scores in Interpersonal intelligence section spent more time playing digital games, while those with higher scores in Visual/spatial and Natural intelligences section played less. Most of the students (41.6 %) played digital games longer than five years. Ea...
Teachers, parents, media, government, and politicians are anxious about the psychological, isolation...
Multiplatform digital media use and gaming have been increased in recent years. The aim of this stud...
Abstract Multiplatform digital media use and gaming have been increased in recent years. The aim of...
© 2017, FACTEACHEREDUCATION. All rights reserved. The paper explores the relations among early adole...
The paper provides an empirically grounded innovative and unique insight into relations between digi...
Cilj ovog istraživanja bio je ispitati navike igranja digitalnih igara kod adolescenata te odnos nek...
© 2018, FACTEACHEREDUCATION. All rights reserved. The paper provides an empirically grounded innovat...
This paper reports work in progress investigating gender difFerences and styles in the use of digita...
The paper presents a review of literature resources that studied the effects of digital games on stu...
Digital games are becoming more and more popular among today’s students. Digital games are used dire...
Nowadays, the rapid rise in the digital game industry has led to a similar increase in children’s te...
Cilj je ovog rada, na temelju pregleda literature i provedenog istraživanja, utvrditi odnos igranja ...
This study examines the influence of players’ age, gender and gaming preferences and habits (from no...
Gaming has vastly developed into numerous genres; nonetheless, most studies in the literature emphas...
Cilj ovog istraživanja bio je ispitati spolne razlike u učestalosti igranja internetskih i računaln...
Teachers, parents, media, government, and politicians are anxious about the psychological, isolation...
Multiplatform digital media use and gaming have been increased in recent years. The aim of this stud...
Abstract Multiplatform digital media use and gaming have been increased in recent years. The aim of...
© 2017, FACTEACHEREDUCATION. All rights reserved. The paper explores the relations among early adole...
The paper provides an empirically grounded innovative and unique insight into relations between digi...
Cilj ovog istraživanja bio je ispitati navike igranja digitalnih igara kod adolescenata te odnos nek...
© 2018, FACTEACHEREDUCATION. All rights reserved. The paper provides an empirically grounded innovat...
This paper reports work in progress investigating gender difFerences and styles in the use of digita...
The paper presents a review of literature resources that studied the effects of digital games on stu...
Digital games are becoming more and more popular among today’s students. Digital games are used dire...
Nowadays, the rapid rise in the digital game industry has led to a similar increase in children’s te...
Cilj je ovog rada, na temelju pregleda literature i provedenog istraživanja, utvrditi odnos igranja ...
This study examines the influence of players’ age, gender and gaming preferences and habits (from no...
Gaming has vastly developed into numerous genres; nonetheless, most studies in the literature emphas...
Cilj ovog istraživanja bio je ispitati spolne razlike u učestalosti igranja internetskih i računaln...
Teachers, parents, media, government, and politicians are anxious about the psychological, isolation...
Multiplatform digital media use and gaming have been increased in recent years. The aim of this stud...
Abstract Multiplatform digital media use and gaming have been increased in recent years. The aim of...