Identifying vulnerability markers for pathological internet use and pathological video-game playing within an educational context

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5 Citations (Scopus)

Abstract

Information Communication Technology (ICT) is established within the education systems of most of the industrialized world, across the curriculum and across all ages. Learners, especially younger cohorts, are highly motivated to use ICT within their learning due to their familiarity with technology. However, before integrating any technology into students' learning experience, educators must ask themselves what are the expected outcomes of using such technology? Educators must also be aware that there exists a minority of individuals who are vulnerable to developing addictions toward various technologies and that usage of technology within the classroom may exacerbate this addiction. This article reviews the literature investigating the efficacy of using technology within the classroom. It also provides a review of research investigating addiction to technology with a special focus on vulnerability markers, so that those who are vulnerable can be identified. Finally, the article makes some recommendations to educators who wish to incorporate ICT within their classes.
Original languageEnglish
Pages (from-to)357-376
Number of pages20
JournalJournal of Educational Computing Research
Volume46
Issue number4
DOIs
Publication statusPublished - 2012

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computer game
vulnerability
Internet
addiction
communication technology
information technology
educator
classroom
Communication
education system
learning
Information use
minority
Curricula
curriculum
Education
Students
experience
student

Cite this

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