Kindie Desta Alem, Elias Abera Gebru
A cross-sectional analysis of refractive error prevalence and associated factors among elementary school children in Hawassa, Ethiopia
The Journal of international medical research
problematic internet gaming adolescents thought associated low selfesteem depression anxiety attention problems hypothesized game literacy coding education would effectively improve problematic internet use however game coding education would effective enhancing selfesteem social anxiety adolescents game literacy education total 733 adolescent volunteers included randomly assigned either game coding education game literacy education programs programs consisted eight sessions lasting 45 minutes four weeks coding education sessions included game planning development lessons allowed students create games characters stages tutorials directly using scratch free coding program game literacy education sessions included lessons enjoying gaming healthy rationale etiquette data demographics gaming patterns psychological status including positivenegative perceptions online games depression social anxiety selfesteem collected game coding game literacy education significantly improved yias scores compared baseline significant difference yias scores two groups interventions hierarchical logistic regression analysis participants higher yias scores stronger negative perceptions gaming lower attention problem scores baseline predicted lower levels internet gaming addiction interventions hierarchical logistic regression analysis among individuals game coding education higher yias scores stronger negative perceptions gaming lower attention problem scores higher selfesteem scores baseline predicted lower levels internet gaming addiction intervention addition game coding education greatly improved negative perceptions games selfesteem social anxiety compared game literacy education game literacy game coding education effectively mitigate internet game addiction however game coding education effectively mitigated problematic internet gaming improving negative perceptions games selfesteem social anxiety adolescents found application knowledge students creating games effective simply developing conceptual understanding games