Digital Leisure as a Resource for Environmental Education and Environmental Conservation
Abstract
1. Introduction
1.1. Students, Leisure, and ICTs
1.2. Structured Leisure, ICTs, and the Environment
2. Materials and Methods
2.1. Methodology
- -
- To identify the ICTs most frequently used by students (tablets, mobile phones, computers, televisions, and video games), according to gender and educational level (Primary Education, Compulsory Secondary Education, Upper Secondary Education/Baccalaureate, and Vocational Training).
- -
- To determine how much time students devote each day to each type of ICT during their leisure time and how this varies according to gender and educational level.
- -
- To analyse gender differences in ICT use and time devoted to video games in order to identify differentiated usage patterns.
2.2. Participants
2.3. Instruments
2.4. Data Analysis and Processing
3. Results
3.1. ICT Use
3.2. Analysis of Daily ICT Use by Educational Level
3.2.1. Television
3.2.2. Tablet Use
3.2.3. Mobile Phones
3.2.4. Computer Use
3.2.5. Video Games
3.3. Multivariate Analysis (MANOVA)
4. Discussion
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
- Padhy, M.; Valli, S.K.; Pienyu, R.; Padiri, R.A.; Chelli, K. Motivation of leisure and well-being in adolescents and young adults. Stud. Psychol. 2015, 60, 314–320. [Google Scholar] [CrossRef] [Scilit]
- Albertos, A.; Ibabe, I. Problematic use of technologies, leisure activities and executive functions in adolescents. Rev. Educ. 2021, 394, 101–127. [Google Scholar]
- Eccles, J.S.; Barber, B.L.; Stone, M.; Hunt, J. Extracurricular activities and adolescent development. Soc. Aff. 2003, 59, 865–889. [Google Scholar] [CrossRef] [Scilit]
- Fawcett, L.M. School’s Out: Activities, Influences and Leisure Time Outcomes of Adolescents. Ph.D. Thesis, Edith Cowan University, Joondalup, WA, Australia, 2007. [Google Scholar]
- Kristjansson, A.L.; James, J.E.; Allegrante, J.P.; Sigfusdottir, I.D.; Helgason, A.R. Substance use in adolescents, parental supervision and leisure activities: 12-year outcomes of primary prevention in Iceland. Prev. Med. 2010, 51, 168–171. [Google Scholar] [CrossRef] [Scilit]
- Kleiber, D.; Larson, R.; Csikszentmihalyi, M. The experience of leisure in adolescence. In Applications of Flow in Human Development and Education; Springer: Dordrecht, The Netherlands, 2014; pp. 467–474. [Google Scholar] [CrossRef] [Scilit]
- Panelli, R.; Nairn, K.; Atwool, N.; McCormack, J. ‘Hanging out’: Print-media constructions of young people in public space. Child. Issues 2002, 6, 23–30. [Google Scholar]
- Correa, E. El Impacto de las Redes Sociales Virtuales en la Identidad y Subjetividad de los Adolescents. 2011. Available online: https://tesiunamdocumentos.dgb.unam.mx/ptb2011/octubre/0673541/0673541_A1.pdf (accessed on 25 November 2025).
- Caldwell, L.L.; Smith, E.A. Leisure as context for youth development and crime prevention. Aust. N. Z. J. Criminol. 2006, 39, 398–418. [Google Scholar] [CrossRef] [Scilit]
- Lee, K.T.; Vandell, D.L. After-school time and substance use in adolescents. J. Adolesc. Health 2015, 57, 523–529. [Google Scholar] [CrossRef] [Scilit]
- Rodríguez, E.; Ballesteros, J.C. Jóvenes, Ocio y TIC; Centro Reina Sofía Sobre Adolescencia y Juventud: Madrid, Spain, 2019. [Google Scholar]
- Martínez Castillo, R. La importancia de la Educación Ambiental ante la problemática actual. Rev. Electrón. Educ. 2010, XIV, 97–111. [Google Scholar] [CrossRef] [Scilit]
- United Nations Development Programme; University of Oxford. People’s Climate Vote. 2021. Available online: https://www.undp.org/publications/peoples-climate-vote (accessed on 30 November 2025).
- Madariaga, A.; Ponce, A. Ocio y Participación Social en Entornos Comunitarios; Universidad de La Rioja: Logroño, Spain, 2018. [Google Scholar]
- Acuña, M.; Mauriello, A. Recreación y Educación Ambiental: Algo más que volver a crear. Rev. Investig. 2013, 37, 213–230. [Google Scholar]
- Rosa, C.D.; Collado, S. Nature experiences and environmental attitudes and behaviours. Front. Psychol. 2019, 10, 763. [Google Scholar] [CrossRef] [Scilit]
- Observatorio Nacional de Tecnología y Sociedad. Usos y Actitudes de Consumo de Contenidos Digitales en España; Ministerio de Asuntos Económicos y Transformación Digital: Madrid, Spain, 2021. [Google Scholar] [CrossRef] [Scilit]
- Tardivo, D. Jóvenes y adolescentes ante el abuso de las TIC. Rev. Investig. Polít. Sociol. 2023, 22, 113. [Google Scholar]
- Calderón Gómez, D.; Gómez Miguel, A. Consumir, Crear, Jugar; Fundación FAD Juventud: Madrid, Spain, 2022. [Google Scholar]
- Ministerio de Derechos Sociales y Agenda 2030. Informe Juventud en España 2020. 2021. Available online: http://www.injuve.es/sites/default/files/adjuntos/2021/03/informe_juventud_espana_2020.pdf (accessed on 13 October 2025).
- Feierherd, G.E.; González, F.; Viera, L.; Romano, L.; Delía, L.N.; Huertas, F.; Depetris, B.O. Virtual and augmented reality, big data and mobile devices: Applications in tourism. In Proceedings of the World Conference on Information Systems and Technologies (WICC 2019); Springer: Berlin/Heidelberg, Germany, 2019. [Google Scholar]
- Prieto Andreu, J.M. Systematic review on collaborative learning via VR/AR/MR. Teoría Educ. 2025, 37, 151–186. [Google Scholar] [CrossRef] [Scilit]
- Vargas-Olarte, C.E. ESport as an economic factor. Rev. Libre Empresa 2020, 17, 63–92. [Google Scholar] [CrossRef] [Scilit]
- Paredes, A. Aplicación de la inteligencia artificial en el ámbito educativo. Rev. Educ. Derecho 2024, II, 512–539. [Google Scholar]
- Cuenca Amigo, J.; Cuenca, J.; Ahedo, R. (Eds.) Los Efectos Sociales del Ocio y las Industrias Creativas; Universidad de Deusto: Bilbao, Spain, 2016; Available online: https://recyt.fecyt.es/index.php/PSRI/article/view/52000 (accessed on 13 October 2025).
- United Nations. Agenda 2030 y los Objetivos de Desarrollo Sostenible; UN: New York, NY, USA, 2018. [Google Scholar]
- Doistua, J.; Ried, A. Leisure in nature as a space of youth development. Rev. Psicol. Deporte 2016, 25, 39–44. [Google Scholar]
- Prado, R.D. Recreational activities and free-time use in adolescents. JUEGO Rev. Cient. 2023, 3, 118–140. [Google Scholar] [CrossRef] [Scilit]
- Castell, C. Nature and health: A necessary alliance. Gac. Sanit. 2020, 34, 194–196. [Google Scholar] [CrossRef] [Scilit]
- Wynveen, C.; Kyle, G.; Absher, J.; Theodori, G. Landscape attachment meanings. Leis. Res. 2011, 43, 290–311. [Google Scholar] [CrossRef] [Scilit]
- Izenstark, D.; Ebata, A.T. Nature and attention/family cohesion. Child. Youth Environ. 2017, 27, 93–109. [Google Scholar] [CrossRef] [Scilit]
- Valdemoros, M.A.; Alonso, R.A.; Martínez, J.M. Intergenerational environmental leisure. Alternativas 2025, 32, 253–272. [Google Scholar] [CrossRef] [Scilit]
- Alonso, R.A.; Saenz de Jubera, M.; Valdemoros, M.A.; Ponce de León, A. Digital leisure and well-being. NAER 2022, 11, 31–48. [Google Scholar] [CrossRef] [Scilit]
- UNICEF. Vulnerabilidad y Exclusión en la Infancia. 2014. Available online: https://acortar.link/R9cgns (accessed on 13 October 2025).
- Wang, G.; Zhang, Y.; Zhao, J.; Zhang, J.; Jiang, F. Mitigating confinement effects in COVID-19. Lancet 2020, 395, 945–947. [Google Scholar] [CrossRef] [Scilit]
- Mendoza Andrade, J.L.; Álvarez Villacreses, B.M.; Rezabala Moreira, V.A.; Rodríguez Arguello, A. Impacto de las actividades lúdicas y deportivas en el desarrollo de habilidades de afrontamiento y resolución de problemas en adolescentes con conductas adictivas: Estudio en el cantón Jipijapa, Ecuador. English. Rev. Cient. Sinapsis 2024, 24. [Google Scholar] [CrossRef] [Scilit]
- Alvarado, E.; Sánchez, D.E.F.; Delgado, L.M.F.; Sánchez, L.J.F. Impact of ICTs on student learning. Rev. Cienc. E Investig. 2023, 8, 1764–1786. [Google Scholar] [CrossRef]
- Ruiz de la Cruz, C.P.; García González, E. Reconectar con la naturaleza. Investig. Esc. 2023, 106, 53–64. Available online: https://revistascientificas.us.es/index.php/IE/article/view/20107 (accessed on 13 October 2025).
- Escofet Soteras, C.; Santiago, B. ADHD diagnostic protocol. Protoc. Diagn. Ter. Pediatr. 2022, 1, 85–92. [Google Scholar]
- Berzosa, T. Cómo Afecta el ser Humano al Medio Ambiente. 2024. Available online: https://www.discapnet.es/medio-ambiente/como-afecta-el-ser-humano-en-el-medio-ambiente (accessed on 15 October 2025).
- Esteban Ibáñez, M.; Musitu Ferrer, D.; Amador Muñoz, L.V.; Mateos Claros, F.J.O. University as Change Manager of Attitudes towards Environment (The Importance of Environmental Education). Sustainability 2020, 12, 4568. [Google Scholar] [CrossRef] [Scilit]
- Caride, J.A. Educación ambiental y desarrollo humano. In Proceedings of the III Congreso Iberoamericano de Educación Ambiental, Caracas, Venezuela, 21–26 October 2000. [Google Scholar]
- Febres-Cordero, M.E.; Florián, D. Políticas de Educación Ambiental; PNUMA/UAM: Madrid, Spain, 2002. [Google Scholar]
- Esteban, M.; Lucena, I.V.; Amador, L.V.; Mateos, F. Environmental education in universities. Sustainability 2020, 12, 7883. [Google Scholar] [CrossRef] [Scilit]
- Viñals Blanco, A. Social networks as digital leisure spaces. Fonseca 2013, 6, 150–176. Available online: https://revistas.usal.es/cuatro/index.php/2172-9077/article/view/12089 (accessed on 13 October 2025).
- Angulo-Mina, D.; Sangacha-Guamán, D.; Guano-Coca, L.; Huatatoca-Mamallacta, G.; Núñez-Naranjo, A. Environmental education via interactive technologies. 593 Digital 2025, 10, 65–80. [Google Scholar] [CrossRef] [Scilit]
- Conde, L. Active digital leisure. EFDeportes 2011, 161. Available online: http://www.efdeportes.com/efd161/ocio-digital-activo-beneficios-y-perjuicios.htm (accessed on 13 October 2025).
- George, D.; Mallery, P. SPSS for Windows Step by Step, 4th ed.; Allyn & Bacon: Boston, MA, USA, 2003. [Google Scholar]
- Hernández-Nieto, R. Aportaciones al Análisis Estadístico; Universidad de los Andes: Bogota, Columbia, 2002. [Google Scholar]
- Nakayama, H.; Matsuzaki, T.; Mihara, S.; Kitayuguchi, T.; Higuchi, S. Relationship between problematic gaming and age at the onset of habitual gaming. Pediatr. Int. 2020, 62, 1275–1281. [Google Scholar] [CrossRef] [Scilit] [PubMed]
- Gisbert-Pérez, J.; Martí-Vilar, M.; Merino-Soto, C.; Chans, G.M.; Badenes-Ribera, L. Gender differences in gaming. Front. Psychol. 2024, 15, 1412739. [Google Scholar] [CrossRef] [Scilit]
- McLean, L.; Griffiths, M.D. Women gamers’ experiences. Int. J. Ment. Health Addict. 2019, 17, 970–994. [Google Scholar] [CrossRef] [Scilit]
- López-Fernández, F.J.; Mezquita, L.; Griffiths, M.D.; Ortet, G.; Ibáñez, M.I. Personality and gaming disorder. Adicciones 2020, 33, 263–272. [Google Scholar] [CrossRef] [Scilit]
- Wohn, D.Y.; Ratan, R.; Cherchiglia, L. Multiplayer game motivations. In HCI in Games; Springer: Berlin/Heidelberg, Germany, 2020. [Google Scholar]
- Domoff, S.E.; Radesky, J.S.; Harrison, K.; Riley, H.; Lumeng, J.C.; Miller, A.L. Television use and internalizing symptoms in adolescents. J. Youth Adolesc. 2020, 49, 414–427. [Google Scholar]
- Qi, J.; Yan, Y.; Yin, H. Screen time among school-aged children of aged 6–14: A systematic review. Glob. Health Res. Policy 2023, 8, 12. [Google Scholar] [CrossRef] [Scilit]
- Cuesta, J.F.D.; Guisan, A.C. Prolonged TV exposure. Rev. Esp. Salud Pública 2024, 98, e202409051. [Google Scholar]
- Fernández de Arroyabe, A.; Eguskiza-Sesumaga, L.; de Urabain, A.M.S. Preferred screens among Basque youth. Hist. Comun. Soc. 2020, 25, 551–561. [Google Scholar]
- Machimbarrena, J.M.; Beranuy, M.; Vergara-Moragues, E.; Fernández-González, L.; Calvete, E.; González-Cabrera, J. Problematic internet use and IGD. Adicciones 2023, 35, 107–118. [Google Scholar] [CrossRef] [Scilit]
- Satapathy, P.; Khatib, M.N.; Balaraman, A.K.; R, R.; Kaur, M.; Srivastava, M.; Barwal, A.; Prasad, G.S.; Rajput, P.; Syed, R.; et al. Burden of gaming disorder. Public Health Pract. 2025, 9, 100565. [Google Scholar] [CrossRef] [Scilit] [PubMed]
- Kuş, M. Meta-analysis on technological factors and performance. Front. Psychol. 2025, 16, 1524645. [Google Scholar] [CrossRef] [Scilit] [PubMed]
- Tojar-Hurtado, J.C.; Lechuga-Jiménez, C.; Esteban-Ibáñez, M. Sustainability competencies. Educ. Sci. 2024, 14, 877. [Google Scholar] [CrossRef] [Scilit]





| Educational Level | Television | Tablet | Mobile Phone | Computer | Video Games |
|---|---|---|---|---|---|
| Primary Education | 34.9 | 21.4 | 64.9 | 21.4 | 34.7 |
| Secondary Education (ESO) | 46.3 | 16.2 | 84.2 | 16.2 | 29.1 |
| Baccalaureate | 29.5 | 16.4 | 91.8 | 13.8 | 16.2 |
| Vocational Training | 42.4 | 13.8 | 95.1 | 16.4 | 30.4 |
| Technology | Time | Gender | Mean | F | p |
|---|---|---|---|---|---|
| Computer | 1 h | Male | 1.74 | 6.362 | * |
| Female | 1.56 | ||||
| Video Games | 1 h | Male | 2.32 | 11.405 | ** |
| Female | 2.04 | ||||
| Video Games | 2 h | Male | 1.92 | 28.076 | *** |
| Female | 1.55 | ||||
| Video Games | 3 h | Male | 1.59 | 22.823 | *** |
| Female | 1.32 | ||||
| Video Games | 4 h | Male | 1.36 | 10.911 | *** |
| Female | 1.21 | ||||
| Video Games | 5 h | Male | 1.38 | 8.963 | ** |
| Female | 1.16 |
| Technology | Time | Educational Level | Mean | F | p |
|---|---|---|---|---|---|
| Computer | 1 h | Primary | 2.19 | 4.497 | ** |
| Secondary (ESO) | 2.14 | ||||
| Baccalaureate | 1.84 | ||||
| Vocational Training | 1.83 | ||||
| Computer | 2 h | Primary | 1.71 | 3.947 | ** |
| Secondary (ESO) | 1.73 | ||||
| Baccalaureate | 1.39 | ||||
| Vocational Training | 1.72 | ||||
| Video Games | 1 h | Primary | 2.38 | 7.961 | *** |
| Secondary (ESO) | 2.15 | ||||
| Baccalaureate | 1.80 | ||||
| Vocational Training | 2.16 | ||||
| Video Games | 2 h | Primary | 1.92 | 5.909 | ** |
| Secondary (ESO) | 1.71 | ||||
| Baccalaureate | 1.54 | ||||
| Vocational Training | 1.53 |
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content. |
© 2026 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license.
Share and Cite
Ibañez, M.E.; Muñoz, L.V.A.; Claros, F.M. Digital Leisure as a Resource for Environmental Education and Environmental Conservation. Sustainability 2026, 18, 564. https://doi.org/10.3390/su18020564
Ibañez ME, Muñoz LVA, Claros FM. Digital Leisure as a Resource for Environmental Education and Environmental Conservation. Sustainability. 2026; 18(2):564. https://doi.org/10.3390/su18020564
Chicago/Turabian StyleIbañez, Macarena Esteban, Luis Vicente Amador Muñoz, and Francisco Mateos Claros. 2026. "Digital Leisure as a Resource for Environmental Education and Environmental Conservation" Sustainability 18, no. 2: 564. https://doi.org/10.3390/su18020564
APA StyleIbañez, M. E., Muñoz, L. V. A., & Claros, F. M. (2026). Digital Leisure as a Resource for Environmental Education and Environmental Conservation. Sustainability, 18(2), 564. https://doi.org/10.3390/su18020564

