Free Essay

Impact of Computer Gaming

In:

Submitted By johnmark10
Words 441
Pages 2
Name: __________________________________
An idiom (pronounced: ID-ee-um) is a saying that doesn’t mean exactly what it says.

Idioms by Lill Pluta

Wouldn’t you be tickled pink, with everything except the sink?
But all that glitters isn’t gold, so don’t get left out in the cold.
You can’t have cake and eat it too, or bite off more than you can chew.
It’s easy come and easy go, so hold your tongue, or you’ll eat crow.

If someone tells you, “You can't have your cake and eat it too,” what do they mean?

If you're tickled pink, how do you feel?

Super Teacher Worksheets -

What does it mean if you have to eat crow?

www.superteacherworksheets.com

Name: __________________________________

Idioms
Use with Idiom Poem by Lill Pluta

An idiom is an old saying that doesn’t mean exactly what it says.
Every culture has its own idioms, which can make learning a new language confusing.

Match each idiom from the poem to its meaning.
1. ____ tickled pink

a. admit you are wrong

2. ____ everything except the sink

b. leave somebody out, exclude

3. ____ all that glitters isn’t gold

c. don’t say anything

4. ____ left out in the cold

d. extremely happy, delighted

5. ____ can't have your cake and eat it too

e. lose something as quickly as you get it

6. ____ bite off more than you can chew

f. can't have something both ways

7. ____ easy come, easy go

g. try to do too much at one time

8. ____ hold your tongue

h. taking almost everything there is

9. ____ eat crow

i. attractive things might be useless

Super Teacher Worksheets -

www.superteacherworksheets.com

ANSWER KEY

Idioms
Use with Idiom Poem by Lill Pluta

An idiom is an old saying that doesn’t mean exactly what it says.
Every culture has its own idioms, which can make learning a new language confusing.

Match each idiom from the poem to its meaning.
1. D

tickled pink

a. admit you are wrong

2. H

everything except the sink

b. leave somebody out, exclude

3. I

all that glitters isn’t gold

c. don’t say anything

4. B

left out in the cold

d. extremely happy, delighted

5. F

can't have your cake and eat it too

e. lose something as quickly as you get it

6. G bite off more than you can chew

f. can't have something both ways

7. E

easy come, easy go

g. try to do too much at one time

8. C

hold your tongue

h. taking almost everything there is

9. A

eat crow

i. attractive things might be useless

Super Teacher Worksheets -

www.superteacherworksheets.com

Similar Documents

Premium Essay

Online Gaming

...| ONLINE GAMING | MIS Term Paper | | | 3/27/2014 | | Submitted By: Sahan Shrestha 11761 Room 208 TABLE OF CONTENTS Introduction 3 1.1 Background of the Study 3 1.2 Objectives of the Study 3 1.3 Methodology of the Study 3 1.4 Limitation of the Study 3 Analysis of “Latest Online Game Technology” 4 2.1 Introduction 4 2.2 History 4 2.3 Development of Online Game Technology 5 2.4 Impact in the society 7 2.5 Timeline of Online Game Technology 8 Summary and conclusion 10 3.1 Summary 10 3.2 Conclusion 11 REFERENCE Introduction 1.1 Background of the Study Apart from the regular curricular activities, KUSOM has delivered an opportunity to students that certainly engaged us student in activities like report writing and presentation. Students must built capability and skills of report writing and presentation of the report. Besides gaining managerial, leadership and entrepreneurial knowledge throughout the semester, knowledge of report writing and presentation is also essential for the real working environment. For this development of skills and capability regular report writing and presentations are really helpful. 1.2 Objectives of the Study * To analyze the online games in a better way and understand it’s intended meaning rather than just having the entertainment. * To think critically about the topic. * To learn about the report writing. 1.3 Methodology of the Study We have approached the secondary source...

Words: 2547 - Pages: 11

Premium Essay

Online Gaming

...CHAPTER I THE INTRODUCTION I. INTRODUCTION ABSTRACT Online gaming has emerged as a popular and successful source of entertainment and play for people of all ages, especially for the students. It refers to the games that are played over some forms of computer network, typically on the internet. These games are played online, in which you can connect with multiple players. It is normally platform independent, relying on the web browser and appropriate plug-in It is one of the best inventions that are made ever by human beings. It has the ability to link players together. It has been one of the most popular activities in entertaining for younger people. Because of this, almost everybody is into it. Its fantastic characteristic makes a lot of students become hook on it. It provides entertainment and at the same time, online socialization with different kind of people. But sometimes, it causes negative effects. It has two kinds of impacts: the good and bad. It depends on the player itself. Studies show that online gaming is a major source of addiction, especially to college students. Because of its ability to link multiplayers together, most students become more addicted to it. They keep on playing and playing because it gives them thrill until it becomes a part of their lifestyle. This research study shows how online gaming can be an addiction and its possible effects on the students. A. BACKGROUND OF THE STUDY Education is an important element of investment in human...

Words: 967 - Pages: 4

Premium Essay

Computer

...INTRODUCTION Background of the Study Computer has led to groundbreaking outcome which completely revolutionized the society. One display of these fast growing advancements to society is computer gaming. Teenagers who are playing these computer games said that they are playing these games just for fun, to keep away from the heat of the sun, without knowing that there are a lot of effects of playing these games that are more than what they think. In 2006, Luke Ahearn stated that “Game development is booming! In the past few years many books have been written, more information than ever is available on the internet, and many colleges are offering courses – even degrees – in game development.” In addition, Adams & Rolling (2007) stated that games are created to serve a purpose and they are related to the human desire for play and our capacity to pretend. Also video games are forms of art, thus aesthetics are part of their design. It’s also shown in some studies that computer gaming helps the brain, especially to the young at age, to develop their logic skills. “Computer-based video games can clearly facilitate students’ learning performance. This finding indicated that computer-based video game playing not only can improve participants’ fact differentiation/recall processes, but also promotes problem-solving skills by recognizing multiple solutions for problems.” (Chuang & Chen, 2009, p.7). In addition, playing computer games according to some research is beneficial...

Words: 2445 - Pages: 10

Free Essay

Benefits of Computer Gaming

...Discussion I. Definition of Computer Gaming II. Reasons why people play computer games a. Entertainment and fun b. Camaraderie and Connectedness c. Emotional Satisfaction d. Escapism e. Practice or learn life skills f. Challenge g. Visible Rewards and feeling of achievement III. Benefits of playing computer games A. Mental Skill development B. Social Skill development C. Reading and Comprehension Skills development IV. Learning Components of Computer gaming A. Problem Component a.1. Logical Situation a.2. Problem Solving a.3. Multitasking events B. Social Applications b.1. Need of party /guild b.2. Chat capability C. Reading and Comprehension Skill Necessity Component c.1. Following instructions and directions c.2. Vocabularies Chapter III. Summary, Conclusion, Recommendation DMMA College Of Sothern Philippines Tigatto Road Buhangin, Davao City Benefits of Computer Gaming In partial fulfillment of the requirements for English 3A (Technical Writing) Submitted To: Mrs. Editha C. Alagaban Submitted by: Cdt 3/C Barrios, Junrey C. Cdt 3/C Estorpe, Darrel C. March 2013 Chapter 1 THE PROBLEM AND ITS BACKGROUND In the beginning computers were created only as a means to make life easy for government and private organizations. Modernization of living has a great impact to mankind, specifically in the field of technology that introduces people to this computer age because of its many benefits...

Words: 663 - Pages: 3

Premium Essay

Game Industry

...Social Issues Nowadays, one of the famous topics that always discussed by society is the negative social problem that impacted the gaming industry towards the consumer from different perspective. This social issues has caused negative implication to the growth of the gaming industry due to the parents has negative impression which is the main buyer for product or games that produced by the manufacturer such as Electronic Arts (EA), UBISOFT, Konami, and other. This situation directly affected the profitability of the whole gaming industry internationally especially at this 20th century which the competition of gaming industry is very high. However, due to the high competition within the gaming industry, the forecast for global gaming market is expected increase from $ 67 billion in 2012 to $ 82 billion in 2017 (Gaudiosi, 2012). The gaming has negatively influenced the consumer which majority formed by the teenager and children. There are multiple research shown that gaming such as PC gaming can influenced the person behavior and addicted by playing it with non-stop without realized the time that person has been spent it. This incident has caused the parent which is the major buyer for the gaming industry started has negative impression towards the product that produced by gaming manufacturer. This is due to the parent worrying that the product that they bought maybe affected their children especially the gun violence that occurred at United States and the diseases due to game...

Words: 1619 - Pages: 7

Premium Essay

Thesis

...Computer Game Addiction Stats and Research * Personality traits like trait anxiety, sensation seeking, neuroticism, and aggression appear to be related to the development of gaming addiction.  Mehroof, M et al. (2010). Online gaming addiction: The role of sensation seeking, self-control, neuroticism, aggression, state anxiety, and trait anxiety. Cyberpsychology, Behavior, and Social Networking, 13, 313-316. * Regions of the brain associated with cravings in substance abuse also appear to be activated in gaming addicts when they view images of video games. Ko, C. et al. (2009). Brain activities associated with gaming urge of online gaming addiction. Journal or Psychiatric Research, 43, 739-747. * There is a difference between "excessive gaming" and "addictive gaming". Two gamers may play for an identical number of hours each day, but their psychological motivation and the meaning that gaming has within their lives can be very different. Gaming addiction should be defined by how much the game negatively impacts others areas of life, not by how much time is spent playing. Griffiths, M et al. (2010). The role of context in online gaming excess and addiction: Some case study evidence. International Journal of Mental Health and Addiction, 8, 119-125. * In a volunteer sample, 41% of online gamers acknowledged that they use gaming as an escape. In the same sample, 7% were viewed as "dependent". These gamers possessed several behavioral attributes that...

Words: 1030 - Pages: 5

Premium Essay

Online Games: Impact on the Behavior of Must Students

...grow (comScore, 2013). An online game is a video game played over some forms of computer network, using a personal computer or video game console typically on the Internet. This network is usually the Internet or any equivalent technology; but games have always used whatever technology was current: modems before the Internet, and hard wired terminals before modems. One advantage of online games is the ability to connect to multiplayer games in which thousands of people can participate in a shared world and can return to that world day after day to see it grows and changes in response to one’s own actions, although single-player online games are quite common as well. A second advantage of online games is that a great percentage of games do not require payment. Third, that is worth noting, is the availability of a wide variety of games for all types of game players. While it may be true that online games are perceived to have advantages to players, their effect on behavior is worth looking into. As defined by McLeod (2008), human behavior is experienced throughout an individual’s entire lifetime. It includes the way they act based on different factors such as genetics, social norms, core faith or belief, and attitude. Behavior is impacted by certain traits each individual has. The traits vary from person to person and can produce different actions or behavior from each person. Social norms also impact behavior. Humans are expected to follow certain rules in society, which conditions...

Words: 2639 - Pages: 11

Premium Essay

Effect of Computer Usage to the Academic Performance of the Selected Senior Students

...at a computer to play Pong or Donkey Kong. The newest-generation gaming consoles are as powerful as personal computers, and can accomplish many of the same things. And today's games are increasingly realistic and technologically advanced. Social networking has even made its way into the video game industry with online gaming. These virtual worlds can be complicated and perplexing to parents, which is why it's important for you to understand what your child is playing and when to get worried. Did You Know? * In 2009, over 11 million people played World of Warcraft, an online, subscription fee-based multiplayer game. * According to one study, nearly 1 in 10 young gamers displayed behavior patterns similar to addiction.1 * The Kaiser Family Foundation found that 8- to 18-year-olds are exposed to an average of 10 hours and 45 minutes of media each day. Whether your child is an avid gamer or rarely picks up a controller, it's important to understand the world of video games--especially in the age of online gaming--so you can make your child's experience with games both a positive and a beneficial one. ————— 1. Douglas Gentile, “Pathological Video Game Use among Youth 8 to 18: A National Study,” CHAPTER I INTRODUCTION Background of the study The youth of today no longer seem to spend their leisure activities like in the olden days; outdoor games or playing with toys, instead, they spend their free time in their homes, internet cafés or computer shops...

Words: 3017 - Pages: 13

Premium Essay

Addiction (Internet and Games)

...of the most underestimated addiction in today’s society is online gaming. Online gaming addiction is the excessive use of computer and video games that interferes with so called normal life (Chan, 2006). Although taking risks and experimenting with a variety of activities is considered normal, those who are at high risk of being dependent of this addiction are more prone to engage in sensation-seeking behaviours (Mehroof and Griffiths, 2010). The transtheoretical model of behaviour change outlines the person’s precontemplation and contemplation stage of having this type of addiction. When a person is in the precontemplation, the first stage of the transtheoretical model of behaviour change, he does not consider his behaviour to be a problem. This is because he has not yet experience any negative consequence of his behaviour or it is a result of denial about the impacts of the behaviour. Segana et al. (2006) suggested that a person on this stage is often not interested in hearing about the negative consequences or advice to quit his addiction. The person usually considers his addictive behaviour as a pleasant experience at this point. An addict of online gaming at precontemplation stage is often in denial of his behaviour. He ignores comments from family and friends and spends more time on the computer to hide emotional loneliness (Ng, 2005). He feels empty, depressed and irritable when not at the computer and encounters problems in school or job (Chan, 2006). The person becomes...

Words: 1355 - Pages: 6

Premium Essay

Ibrahim

...How gaming has an impact on society: Gamming has a very powerful effect on society as we know it today most people think gamers are recluse that stay inside all day, are obese and have no social interaction what so ever. But not all gamers are like this some of us are sophisticated and have lives rather than not talking to anyone. What people say about the gaming industry and about gamers are wrong most of the time. Some of these are just plain wrong. Gamers and violence: Ever since a violent game has been around there have been people who are trying to put them down and cause controversy over the amount of violence in the video games. The papers have blamed many accidents caused by children or teenagers on them being able to play violent games. Many of these include, anger from call of duty competitiveness as well as more dangerous ones like shooting and robbing shops due to some effects of gta (grand theft auto) .These are of course due to speculation the papers have no proof that this is the case they say that games are the problem when they are not the problem it is mostly due to the fact that the children have access to a gun in the first place or their parents our bringing them up in a rough way or getting peer pressured into doing theses certain acts. This is a prime example of the papers speculating: The study is called “violent video games do not cause teens to become aggressive” ‘An 8-year-old in Louisiana shot and killed his grandmother. The incident...

Words: 2881 - Pages: 12

Free Essay

Computer Games

... 75 Effects of Computer Gaming on High School Students’ Performance in Los Baños, Laguna, Philippines Maria Daisy S. CORTES*, Jhoana V. ALCALDE**, Jose V. CAMACHO, Jr.*** Abstract This study examined the effects of computer games on school performance of high school students in Los Baños, Laguna, Philippines. Allowance, gender, peer group and year level positively affect student’s decision to play while time spent on studying, year level, previous grade, number of books and time spent playing computer games are found to be significant in affecting student’s performance. Results showed that the probability of a computer gamer to fail is 39%, given the student has more than four siblings, a previous grade of at most 84, lesser teachers, lesser hours on studying, living near a computer shop, and spends more hours playing computer games. Moreover, 60% of the students’ daily allowance is spent on playing computer games. Keywords : investment in human capital, computer games, education production function, high school performance, Logit regression model * Maria Daisy S. Cortes graduated in 2010 with a BS Economics degree at the University of the * assistant professor, College of Economics and Management, University of the Philippines Los Baños. * Philippines Los Baños, Laguna and currently works at Deutsche Knowledge Services, Taguig City 1634 Philippines. * * associate professor/associate dean, College of Economics and Management, University...

Words: 5833 - Pages: 24

Premium Essay

Factors That Affects Learning

...products of modernization is a machine what we call “computers”. Computer is one of the best inventions that are made ever by human being. It helps us on our needs. It helps us to communicate with others and be updated with the news. It provides entertainment and makes things easier. One study by Willoughby in the development psychology in 2008 found out that viewing video increased aggression and sometimes can be linked to the decline of academic performance. This online games has a big impact especially in teenagers; moreover, Dalan (2008) on cyber psychology found out the negative effect of playing online games, these according to him may lead to violence, anger and swearing. Online gaming has emerged as a popular source of entertainment and play for all ages, especially for students. Students and other individuals who are always playing with computer games may find themselves obsessed with these games. They might be using a lot of time that should be otherwise be used for studying, doing school work and engaging in more productive endeavour. It is for these reasons that a group of fourth year student of Bicol State College of Applied Sciences and Technology conducted a research on the effect of computer gaming on the academic performance in mathematics of grade 7 students in the first and second grading period for the school year 2012-2013. Statement of the Problem This study assessed the effect of computer games played by grade 7 high school student of BISCAST...

Words: 354 - Pages: 2

Premium Essay

The Evolution of Video Game Technology

...The Evolution of Videogame Technology and its Impact on Gamers Shubhangi Vhatkar IB Extended Essay 3,902 words Abstract: This essay examines how the development of technology has changed the videogame experience, and how it will continue to change in the future as new technologies appear. Research investigated recorded histories of videogames, personal accounts of videogame experiences, the gaming industry’s impact on society, and specifications for particularly technologies. Predictions for future gaming experiences were based on the increasing rate of technological developments and current prospects of videogame tycoons such as Microsoft, Sony, and Nintendo. Personal knowledge and speculation were included as well. This study demonstrated that as videogame technology grew more sophisticated, gamers found themselves in more personal, immersive, emotionally titillating, morally challenging, and free-ended worlds. The increase in processing power and available memory led to photorealistic visuals, longer storylines, broader gameplay, and socially interactive games that have become second nature to most teenagers today. This second life will only become more influential in our physical and mental states as the scope of modern gaming increases, and new technologies provide for a longer, more poignant, and more immersive gaming experience. Technology, the “practical application of knowledge,” dates back millennia. Even pre-historic man used rock, wood, fur, and fire to...

Words: 3502 - Pages: 15

Premium Essay

Chapter 2

...themselves rather than merely the break. Foreign Literature A paper made by Thomas M. Connollya, Elizabeth A. Boylea, Ewan MacArthura, Thomas Haineya, James M. Boyleb from University of the West of Scotland, High St., Paisley PA1 2BE, Scotland, United Kingdom and University of Strathclyde, Glasgow, Scotland, United Kingdom with a title of “A systematic literature review of empirical evidence on computer games and serious games” examines the literature on computer games and serious games in regard to the potential positive impacts of gaming on users aged 14 years or above, especially with respect to learning, skill enhancement and engagement. Search terms identified 129 papers reporting empirical evidence about the impacts and outcomes of computer games and serious games with respect to learning and engagement and a multidimensional approach to categorizing games was developed. The findings revealed that playing computer games is linked to a range of perceptual, cognitive, behavioural, affective and motivational impacts and outcomes. The most frequently occurring outcomes and impacts were knowledge acquisition/content understanding and affective and motivational outcomes. The range of indicators and measures used in the included papers are discussed, together with methodological limitations and recommendations for further work in this...

Words: 3493 - Pages: 14

Premium Essay

Research

...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...

Words: 6821 - Pages: 28