Study of Education Policy on Digital Leisure and Student Wellbeing in Higher Education Departments
DOI:
https://doi.org/10.63468/jpsa.3.4.87Keywords:
Social Education Policy, Gaming Technology, Learner Outcomes, University Learning, Computer Competence, Psychological Health, Academic AchievementAbstract
Background: Adoption of digital leisure activities like using social networks, gaming, and streaming during leisure time has taken course among the students and this has created question marks on the health benefits of the students. In higher education, education policies are the key drivers of digital technologies and an inviting learning environment.
Objective: To address the Research Questions, we will use mediation analysis to assess the relations between the independent variables, education policy implementation, digital literacy, and availability of digital resources for students; the dependent variable of student well-being, and the moderate variable of digital leisure habits in higher education departments.
Methods: A quantitative research approach was used in the present study as the data was collected through a Likert scale structured questionnaire. It comprised various sections on the implementation of policy on education, digital literacy, availability and usage of digital resources, digital recreational activities, and student welfare. The participants consisted of 355 students from various higher education institutions. Analyses of correlational patterns and mediation were performed using statistical tools.
Results: The results suggest a positive association between education policy enactment and digital readiness with measured recreational technology usage. Notably, high levels of digital leisure are associated with poor student well-being but effective policies as well as resources countervail these findings. Technology ownership too was seen to affect digital leisure habits but revealed in a democracy that the prevalence of technology counts.
Conclusion: Diet digitalization policies that would help to promote more positive digital leisure practices improve students’ well-being through the education policies designed. This paper concludes by noting that entry into HEI requires the adoption of top down-bottom-up multipronged interactive approach that involves policy, education, and resources to prepare and enable students to manage and lead their digital lives.
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Copyright (c) 2025 Syeda Maria Zainab Gardezi, Vasila Mamadbekova, Iram Gul Gillani

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