...technology would oppose the beliefs of god. Well they were right. Technology isn’t just computers or TV’s, its engineering science. And in Science, our goal is to progress and understand everything there is to understand about us, our planet and beyond. However, the way we understand and experience this concept the most is that its just to make our lives much more efficient. When you look around, what do you see? Just at an intersection in downtown New York or Los Angeles, you see people walking around with cell phones and carrying around laptop cases, other’s just listening to music. But then the companies that build these types of technology want to make them better and more efficient. So they keep releasing new devices that are smaller and faster and mostly more costly. Technology is a concept that will never end. new devices will be released and then refined just about endlessly. Not even if or when we start running out of resources, because we would have recycled parts to build new technology and we will build new technology to possibly refine available resources or even find another planet that has the same resources. Technology now is a concept that we cannot survive without; an average North American person needs technology to eat, to entertain, to cook, and to do many other daily functions. Lets face it we need technology to survive. But this is to an extent, for example a computer can be one of mans best friends, it helps us write documents such as the one you are currently...
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...“THE EFFECTS OF COMPUTER GAMES TO THE STUDY HABITS OF GRADE THREE PUPILS IN RELATION TO THEIR ACADEMIC PERFORMANCE” A research proposal Presented to: In Partial Fulfillment Of the Requirements for the Subject Research Seminar 1 By: September 9, 2012 INTRODUCTION As time passes by, technology continues to evolve. Because of technology, new things were created that sustains and lightens human work. Computers were created because of technology. Computers were the greatest thing ever invented by man itself. In the modern age, computers have become a part of man’s life. Almost all the things around us were made by computers with the aid of modern machines. From the edited books, design, special effects in movies, and televisions etc., were all made by computers. Along with the evolution of technology, computers continue to upgrade as well until the time that computer has now become a part of man’s everyday life that are hooked to computers. Computers can now edit documents to your PC, play mini games, search information you need using the internet, save documents to your PC and play online games. It’s like an all-in-one gadget that can do all the things you want anytime you need it. Based on the facts on Wikipedia, from 1990 to the present year, online games had a big impact to us especially kids. Online games have many genres, including FPS games, MMORPG, Casual games and multiplayer games. A game will become an online game if it involves...
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...sort of problem at hand, and let me tell you it is a rough to see your family go through this type of particular situation, I‘m keeping my thoughts and opinions at rest In order to give an audience an opinion that is not bias. Ever since gaming has become a viral for by becoming viral all over the internet there has been a monumental boom in the gaming industry. Imagine when you first got your hands on gaming materials that you are new to, a gaming system such as xbox or Playstation 4,that provide you with scenery and graphics you would never though would even be a possibility of being a part of in your lifetime. Now picture that and add the possibility of you playing a strategic and integrated game online, with a voice as clear as can be to follow commands specified by a the game process. Ok now add the formula of one self being able to take part in playing a game such at this not only integrated, but also at the same time in different areas of the country. This evolution of gaming is what has many Americans of all ages flocking to the stores and picking up these gaming systems. Some stores all across America had trouble keeping gaming consoles in stock back in the year 2007. The gaming industry has taken over America by...
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...digitally rather than in person. Heavy internet users are 2.5 times more likely to be depressed (Wankel 289). Furthermore, numerous human resource studies have indicated that the internet and digital communications that were designed to make work more efficient are blamed for being distracting and preventing people from getting critical tasks accomplished (Karr-Wisniewski and Lu 1061-1072 ) This phenomenon of information or technology overload refers to “the difficulty a person can have understanding an issue and making decisions that can be caused by the presence of too much information” (Speier, Valacich and Vessey 337-360). However, Instead of blaming the technology, individuals need to take responsibility for their dependence on a habit that has been medically recognize as addictive, like illicit drugs, alcohol or gambling. Conscious consumption of information is a good first step in eradicating technology overload and there are number of strategies that can be used to lead a balanced life that utilizes the internet as a positive resource. The term information overload was popularized by futurist Alvin Toffler in his bestselling 1970 book Future Shock. Toffler asserted that society is rapidly evolving and experiencing a fundamental structural change to a technology based economy and lifestyle. Like the industrial revolution, this change can overwhelm people. He believed the accelerated pace of technological and social created isolation, stress and disorientation, what...
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...Research on Educational Impact of Games A Literature Review Institute for Games for Learning NYU Education/Assessment Group CUNY Education/Assessment Group White Paper # 02/2009 Version 0.1 June 25, 2009 Florrie Ng Helen Zeng Jan L. Plass Gaming Literature Coding In response to researchers’ calls for more systematic investigations of the use of games for learning, we conducted an extensive literature review on this topic. By surveying prior research, we examined the themes that emerged, the methodology employed, and the findings yielded, the ultimate goal being to identify knowledge gaps in the literature. To this end, we reviewed the relevant research conducted in the last 15 years by following the procedures outlined below. (a) Using the widely used social science database PsycINFO, we searched for articles which focused on both games and learning. The keywords chosen were “gam*” and either “learn*”, “teach*”, or “educat*” (the wildcard * can stand for any of a defined subset of all possible characters; for example “gam*” includes “game,” “games,” “gaming,” etc.). This generated about 4000 peer-reviewed articles from the earliest date (i.e., before 1960) to the end of 2008. (b) Given that studies conducted a decade ago tended to be less rigorous methodologically or yield obsolete results, we decided to focus our attention on more recent research. Once we narrowed down the time period to the years of 1995 to 2008, about 2400 peer-reviewed articles were left in the...
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...People are too dependent on computers Gerardo Duran Professor Daniel Jones Strayer University Computers have revolutions the world as seen it. Economy relies on the e-commerce transactions to make business and increase profits. But, people have been affected as well; society relies on computer technology in every level. With the integration of the internet, the dependency on computers has increased dramatically. What is the result of the side effect of having computerized our world? It seems it was just a few years ago when computers were exclusive for businesses using mainframes to process calculations. But, computers have gone from a luxury to an everyday need. The benefits from computers have revolutionized the entire world. In the old days, telecommunications were limited; telegrams and letters were used as a medium of sharing information before technological advancement was developed. Now, computers have changed the telecommunications. People can “surf” on the web and visit any country in the world in less than 30 seconds, book a flight in 5 minutes or purchase a pair of jeans in 2 minutes. The internet was invented with a different purpose that is it today. The main focused of the internet in...
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...Services, 2000). Primary, secondary and tertiary interventions can be done by agencies, the community and especially the community health nurse to reduce childhood obesity. The first step in the effort is to correct the problem and look at the historical significance. Primary interventions are interventions that prevent the problem. (Nies and McEwen, 2007). Increase in physical activity and education on health food choices in required health education classes are primary interventions for childhood obesity. An increase in physical activity can truly be beneficial especially if it is an enjoyable activity. A study conducted on a group of children entering kindergarten in 1998 who received a minimum of 5 hours weekly showed a negative effect on BMI for girls who were overweight or at risk for obesity (Harper, 2006). Under the Clinton admission, the secretaries of Health and Human Services and Education recommended 150 minutes of quality...
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...Title of the Study: Computer addiction when it comes to online games Purpose of the Study: To provide additional information of the disadvantages if one is addicted to computer games. To be a reference of one of those future researchers and also can be used by many of the students. The purpose of study is to: 1. Identify the effects of computer addiction. 2. Interview the young people in how they engaged with the computer games. 3. Give the examples of the games where the teenagers become addicted. 4. Identify what makes teenagers addicted. 5. Know what are the risks for the teenagers is. Significance of the Study This research or study regarding to the computer addiction is made to know what the effects of computer games are for the youths today. Online games are the favourite past times of the teens and even to the children. Therefore, this study will give an advantage on how they will be aware to the consequences. To the Parents. This study will help them to become conscious of this computer games. Inform their children about the effect of the computer addiction to the mental thinking of one individual. To the Teenagers. This study will help them to control their addiction on computer games. This study will also make them aware in what will be the bad effects of it. To the Future Researchers. This study will help them to have more information or an additional reference on their research. Conceptual Framework 1st try ...
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...Water pollution has become an issue of great concern in our society. Many of today’s water ecosystems and drinking water are being polluted and destroyed as we speak. There are many types of water ecosystems such as oceans, rivers, lakes, and ponds witch provide homes to many different organisms. There are overwhelming factors that contribute to the problems of water pollution such as sewage, radioactive wastes, improper disposal of trash on land, and careless beachgoers. These are all significant problems that people do not realize until all of the damage is done. There are very few methods of controlling this pollution and more need to be developed in order to try and control these problems immediately. The first few causes of water pollution include sewage and nutrients from fertilizers being dumped into water. This causes a problem for all the organisms because the nutrients cause the algae and water plants to grow to abnormally large sizes. This can eventually block waterways. As the wastes decompose it uses up oxygen and blocks the flow of water in natural rivers and streams. Also, as these nutrients decompose in the water, they use up oxygen which can harm all the organisms living in the environment. Fish and other organisms living in water need oxygen just as much as humans need it. Since all aquatic organisms depend on oxygen in the water, without a sufficient supply they will not be able to survive. This would be a very dangerous thing. Anything that can decrease...
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...Perceived Effects of Online Games to the Academic Performances among Students under the College of Business Administration Education at University of Mindanao (UM) Leynard Bangkulit Romeo Dimiao Russel Anthony Junsay Chapter 1 INTRODUCTION Background of the Study In 1958, the world’s first world computer game, a rudimentary two-player tennis game, was created to entertain visitors on the Brookhaven National Laboratory. Since then, the computer/video game industry has become one the most aggressively growing business sectors in the United States and in the whole world. Obviously, games are emerging as one of the most dominant forms of entertainment. This trend goes further as of the increasing penetration of high speech Internet connection and the declining prices of computers, video-game consoles, and mobile entertainment devices. (Lee, Jin, Park, & Kang, 2005) As we know, Internet offers many conveniences. As a result it has made many people depend on it. What is worse, a large number of people have become addicted, especially to online game addiction. By2007, the population of online gamers worldwide was about 217 million, approximately 28 percent of the total online population (comScore,2007).In addition, online game addiction is prevalent in many countries, including China, Korea, Vietnam, Japan, U.S., and Canada. In South Korea, 2.4 percent of the population, ages nine to thirty-nine, were believed to be addicted to online games, and over 10 percent...
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...example, an experienced knitter is more likely to find that both speed and accuracy are facilitated by the encouraging presence of co-actors. Conversely, novices may find a knitting group counter-productive due to inhibitory factors such as distraction and evaluation potential, and that initially they are better off alone. Heuristically, social facilitation effects (SFE) are thus determined by two moderating variables: task complexity and the form of social presence; either co-actors or passive spectators. In contrast to interactive group-behaviour, SFE will only occur if the other(s) present neither reinforce behaviour, give instruction, compete or set any form of performance standard. At first glance, this ‘phenomenon’ may appear axiomatic, particularly when contrasted with more complex interactive social influence. However, SFE represent the minimal conditions required for social influence, and thus constitute a ‘building block’ of social interaction. Notwithstanding, this comparatively simple formulation, SFE have proved hard to extrapolate for theoretical analysis and practical application, as ‘mere presence effects’ (Zajonc, 1965) tend to be submerged by other forms of behavioural responses, namely, social conformity, evaluation potential, competition and distraction. Moreover, the presence of others is not a dichotomous construct as noted by Allport, who defined social psychology as the study ‘of the experience of real, implied, or imagined others’ (1985, p.3). SFE...
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...Childhood Obesity in the U.S. : A Growing Epidemic Unfortunately, for various reasons many U.S. parents find it difficult to acknowledge that their children are overweight or obese. Childhood obesity is becoming a growing epidemic in the United States; according to the Centers for Disease Control and Prevention, the prevalence of obesity among children has more than doubled over the past 20 years, generating numerous physical, social and psychological problems for the children. "Obesity is a condition resulting from excessive storage of fat in the body. Obesity has been defined as a weight more than 20% above what is considered normal according to standard age, height, and weight tables, or by a complex formula known as the body mass index." Dictionary.com, LLC, (2009). The causes of childhood obesity are multiple and the consequences of this growing epidemic endanger the child's well-being. Happily, childhood obesity can be treated; physical activity, diet management, and behavior modification can bring an obese child to its normal body weight, returning them their physical and psychological health. What are the differences from THEN to NOW? When I say THEN, I am referring to a much simpler time; the time around the 1950’s. At that time children walked to school while now they usually ride a bus or are driven by a parent. Then family meals were eaten at a table while these days’ meals are most often fast food, eaten in cars on the way from one place or activity to another...
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...Effects of Digital Technology on Health Name: Course: Tutor: Date: Effects of Digital Technology on Health Introduction The levels of technology have increased at a high rate in the last decade, and the use of digital electronics has become more common. Technology has a lot of benefits but also has side effects if not used to a certain limit. In the current generation, the use of digital electronics such as computers, video games and mobile phones has become the norm and it’s proving to have a negative health impact. Such electronic devices are very common among the youths, and they use them very often for both academic and entertainment purposes. Despite their health risk, it is unavoidable to use such devices and one can only control the rate of use but cannot evade using them Computers A computer is a device that is meant to ease work as well as make data organized and easily accessible. In the developed countries, children are introduced to computers at a very tender age, and they use them for the rest of their lives and hence are hardly hit by the negative effects. Computers pose a risk of the user suffering from musculoskeletal disorders due to the repetitive poster and body movements one has while using the computer (Karavidas, Lim, and Katsikas, 2005, p.699). The continuous use of a computer can make on experience pain on the fingers and upper arm since these body parts are in action while using the computer. The repetitive use of the...
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...RESEARCH PROPOSAL A STUDY ON THE IMPACT AND ADDICTION BY USING THE TECH-GADGETS BY THE STUDENTS TO THEIR LEARNING PROCESS AT UNIVERSITY COLLEGE SHAHPUTRA: A STUDY ON COLLEGE STUDENTS CHAPTER I Introduction 1.0 Background of the Study The term technology comes from the Greek word “techne”, which means the art or skill used in order to solve a problem, improve a pre-existing solution to a problem, achieve a goal, handle an applied input/output relation or perform a specific function; technology is the making, modification, usage and knowledge of tools, machines, techniques and method of organisation (Liddel, Scott, Jones & McKenzie, 1940). That means, it can refer to the collection of tools, including machinery, modification, arrangements and procedures. Over the last 200 years there has been a significant change in the term technology. In the 20th century i.e. during the industrial revolution the term has gained its popularity worldwide (Cradock & Baldwin, 1833). Technology is the energy that acts as the driving force to drive or to run our lives. It is nothing but the results of the innovations and creativity of human beings. It converts the natural resources into consumer goods which are used by the society and human beings. It has brought the automation level into such a height that human effort and his time has been saved to a great extent. Due to this, the access to information has now become easier and the distant locations are getting closer. IT and communication...
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...games. I believe that video games can be beneficial to individuals; however, there are limitations. They help children deal with cancer, improve literacy skills, gain educational skills, and stay fit, but individuals should be cautious about the genre of the game and the amount of play time. When these precautions are taken, video games can be a helpful tool for many. The first at home video game, Pong, was created by Allan Alcorn for the Atari. It consisted of two dimensional graphics and was the first game to attract people’s attention. To win, you had to be the first to defeat your opponent in this virtual game of table tennis. Soon after, the video gaming industry began expanding at an unimaginable rate. It took only 30 years to develop this multimillion dollar industry. New technology is opening doors for more advanced gaming systems and the industry is always increasing. We have come from a virtual two-dimensional game of table tennis, to realistic graphics with an abundant amount of detail. One advantage of video games is that they help patients in hospitals with certain problems like cancer, stress management and even physical therapy. Imagine your son or daughter has cancer. Every time they go to the hospital to get chemotherapy, they dread it, and it saddens you knowing how much pain...
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