Detalhe da pesquisa
1.
Using the Indonesian Computer-Based Game Prototype as a Computer-Based Game Inventory for Executive Function in Children and Adolescents: A Confirmatory Factor Analysis and Concurrent Validity Study.
Assessment
; : 10731911241234734, 2024 Mar 04.
Artigo
em Inglês
| MEDLINE | ID: mdl-38439542
2.
The influence of screen time on behaviour and emotional problems among adolescents: A comparison study of the pre-, peak, and post-peak periods of COVID-19.
Heliyon
; 10(1): e23325, 2024 Jan 15.
Artigo
em Inglês
| MEDLINE | ID: mdl-38163166