...played computer games in the Philippines according from the website http://gamesinasia.com. Many people including students are playing this game for enjoyment, for fun and to forget their problems even just for an hour. But some students are not just playing it but they are now living with this computer games. Some students feel that their days are not complete if they cannot play this game for just a day. Some students cancel some of their important activities so that they can play this computer games. And because of their addiction in this computer games some students fail in their studies because of not studying before the exam because instead of reviewing they are playing computer games. Some students fail also because of attending classes instead they choose to skip classes so that they can play computer games. Because of their addiction in this computer games they don’t know the consequences that can happen and also because of this addiction many parents now are concerned about the future of their children because of computer addiction. So because of this rising problems of the concerned parents to their children I choose the topic computer addiction so that it can help the problems of the concerned parents to their children. It can help the concerned parents and the students by knowing the causes of this computer addiction so that it can be prevented. It can also help to know the measures that can help the parents of the children and the children who have computer addiction...
Words: 613 - Pages: 3
...What is the impact of Computer Addiction to the student’s academic performance? A research paper presented to Ms. Ivy Marie Tagalog In partial fulfillment of the requirements for English 2 Submitted by: Camosa Chito O. and Mendoza Mitchell Rae THE RESEARCH PAPER Chapter 1: The problem Many people are addicted to their computers long before the internet enter’s their lives. Some people are attached to their computer and did not care of their daily works. We call this a sign of COMPUTER ADDICTION, don’t forget also the very powerful but now an accepted addiction that some people dvelope into videogames. Videogames are extremely addicted especially when you start playing it and you will keep on doing it all over again because you are influenced to it you are now addicted to it, This computer addiction are common among high school and also college students, some of them will skip classes and went to the internet café and spend their time in the internet café, this internet café should be established 50 meters away from the school and students especially those high school students should not be allowed to log-on to their internet café during class hours but infairness to the internet café operators they just let those students log-on and play STATEMENT OF THE PROBLEM The main purpose of this study is to determine the impact of computer addiction to the student’s academic performance. Specifically this study will seek answer to the following questions: *do...
Words: 303 - Pages: 2
...The Impact of the Internet on Children Introduction & Background With the advanced development computer technology, currently, the internet is prevalently spreading nearly everywhere in our life, work and study. In fact, the internet is a double-edged sword. On the one hand, the internet can help us to handle lots of complicated matters and make people broaden their horizons through the internet. However, according to the research, most of the people, especially lots of children, are influenced by the internet negatively in terms of time management, addiction to the online games, free pornographies and adult films, physical health and family relationships. Therefore, we must come up with some solutions which based on parental control and parental support to figure out these problems of the internet on children. Specific negative impacts of the internet on children One of the negative impacts of the internet on children is disrupting the time management in their normal life. As mentioned in the article “Internet parenting styles and the impact on Internet use of primary school children,” the authors Valcke, Bonte and Rots (2010) indicate that children cannot schedule time properly because of the internet disturbance. According to a sociological survey based on a group of questions given to some of Romanian parents (Muresan, Catalano & Bocos, 2010), 16.73% of the parents think their children spent lots of time on the internet, and less time on other outdoor activities...
Words: 1959 - Pages: 8
...Educational Psychology Review, Vol. 17, No. 4, December 2005 ( C 2005) DOI: 10.1007/s10648-005-8138-1 A Review of the Research on Internet Addiction Chien Chou,1,4 Linda Condron,2 and John C. Belland3 Research indicates that maladaptive patterns of Internet use constitute behavioral addiction. This article explores the research on the social effects of Internet addiction. There are four major sections. The Introduction section overviews the field and introduces definitions, terminology, and assessments. The second section reviews research findings and focuses on several key factors related to Internet addiction, including Internet use and time, identifiable problems, gender differences, psychosocial variables, and computer attitudes. The third section considers the addictive potential of the Internet in terms of the Internet, its users, and the interaction of the two. The fourth section addresses current and projected treatments of Internet addiction, suggests future research agendas, and provides implications for educational psychologists. KEY WORDS: Internet addiction; Internet dependence; Internet abuse; pathological Internet use. INTRODUCTION The use of the Internet on school campuses and in society has increased dramatically in recent years. Whereas the academic use of the Internet is primarily intended for learning and research, the Internet has also become an important part of student life. However, from time to time, cases of overinvolvement with the Internet have...
Words: 10644 - Pages: 43
...Addiction is one of the things that undermines traditional values. It puts the person’s health at risk and alters his behaviour dramatically. One 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...
Words: 1355 - Pages: 6
...study “Optimizing Challenges and Skills in the Design of an Educational Computer Game and Exploring Adolescents’ Gaming Beliefs” that previous studies indicate that computer-assisted instruction (CAI) programs have important factors that can motivate, challenge, increase curiosity and control, and promote fantasy in children. Despite the fact that computer and video games gave the same multimedia capability as CAI programs, Begg et. al. (2005) stressed in their study “Game-Informed Learning: Applying Computer Game Processes to Higher Education” that their potential learning impact is often discounted by parents and educators. Recently, computer-based video games presence and popularity have been ever-growing, and game developers and researchers have started to investigate video games impact on students’ cognitive learning. For, example Pillay (2002) commenced a study entitled “Journal of Research on Technology in Education” investigating the influence of recreational computer games on children’s subsequent performance on instructional tasks. While game-playing is regarded somewhat negative in educational settings, particularly for young children, re-scrutinization of its influence in a teaching and learning context is crucial. This study investigated whether computer-based video games facilitate children’s cognitive learning achievement. In comparison to traditional CAI programs, this study explored the impact of the varied types of instructional delivery strategies on children’s...
Words: 933 - Pages: 4
...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
... Justin Lyn Unit 1: Topics in Computer Science Activity 1: Environmental Stewardship and Sustainability 1. A proper computer workstation can be defined as a place which has proper equipment and allows for maximum ergonomics and efficiency. Things that are needed to have a safe ergonomic computer workstation are: A natural position Proper keyboard and mouse placement. Including the height, tilt, and positioning. The positioning of your screen, making sure it is not too close or too far away from you. As well as the brightness and contrast of the screen as to not strain your eyes. A proper chair which can be adjusted to best fit...
Words: 799 - Pages: 4
...Technology is Detrimental to Intelligence According to Merriam-Webster, technology is the application of scientific knowledge to other fields of inquiry in order to accomplish a task (“Technology”). Light bulbs, refrigerators, microwaves, and computers are all technology. However, this argument will be focused towards technology with self-luminous screens-computers, laptops, tablets, phones, etc. Self-luminous devices are common in everyday life and affect many spheres of life. One sphere affected is intelligence. Technology has a definite impact on intelligence; the impact is negative. Although technology improved human standard’s of life, technology is detrimental to intelligence because technology increases multitasking, technology creates...
Words: 1146 - Pages: 5
...Research Paper about Online Addiction Table of Contents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . i Acknowledgement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ii Abstract . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . iii Chapter I: The Problem and its Background Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 Statement of the Problem . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Statement of the Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 Statement of Significance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 Conceptual Framework . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 Scope and Delimitation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8 Chapter II: Review of Related Literature and Studies Foreign Literature . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Local Literature . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Foreign studies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 Local studies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Chapter III: Methodology Chapter IV: Interview Chapter V: Conclusion and...
Words: 3742 - Pages: 15
...Chapter II Related Literature There is a study that shows the positive impact of technology affecting youth. Other studies also shows its negative impact particularly on youngsters. Focusing of their growth with technology products. In some cases reveal both sides the positive and negative. For balance approach. Based on wikipedea gadget was revealed on 1990’s in creation of social networking (SN) In the software industry, "Gadget" refers to computer programs that provide services without needing an independent application to be launched for each one, but instead run in an environment that manages multiple gadgets. There are several implementations based on existing software development techniques, like JavaScript, form input, and various image formats. The earliest documented use of the term gadget in context of software engineering was in 1985 by the developers of Amiga OS, the operating system of the Amiga computers (intuition.library and also later gadtools.library). It denotes what other technological traditions call GUI widget—a control element in graphical user interface. This naming convention remains in continuing use (as of 2008) since then. The X11 windows system 'Intrinsics' also defines gadgets and their relationship to widgets (buttons, labels etc.). The gadget was a windowless widget which was supposed to improve the performance of the application by reducing the memory load on the X server. A gadget would use the Window id of its parent widget and had no...
Words: 2403 - Pages: 10
...Internet Addiction and Depression, Anxiety and Stress ABSTRACT The purpose of this study is to examine the relationships between internet addiction and depression, anxiety, and stress. Participants were 300 university students who were enrolled in mid-size state University, in Turkey. In this study, the Online Cognition Scale and the Depression Anxiety Stress Scale were used. In correlation analysis, internet addiction was found positively related to depression, anxiety, and stress. According to path analysis results, depression, anxiety, and stress were predicted positively by internet addiction. This research shows that internet addiction has a direct impact on depression, anxiety, and stress. INTRODUCTION Cyber space is a virtual space in which we communicate with other people on the network due to the wide distribution of computers. Cyber space has appeared as a new environment basically different from the physical space in which we live. However, the advancement of Internet technology not only brings benefits, but also negative results. Of these negative aspects, excessive Internet use is increasing dramatically. Typical Internet behaviors included revolving around the PC rooms, participating in chat rooms, checking e-mailbox too many times, playing online games, and surfing pornographic contents. Internet addiction is described as an impulse control disorder that does not involve use of an intoxicating drug and is very similar to pathological gambling (Young, 1996)...
Words: 804 - Pages: 4
...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...
Words: 3856 - Pages: 16
...“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...
Words: 2261 - Pages: 10
...well as children from younger grades for prolonged use of electronics. Electronic devices may include laptops, computer games, cellular phones as well as any access to the internet. It is compulsory for pupils in Oakhill High School to bring a device to school, for educational purposes. The researcher is concerned about the health impact, as well as the impact on a student’s education due to possible uncontrollable electronic device use. Humans have struggled with addictions for thousands of years. With addiction being such an easily susceptible condition, the majority of our society live through an addiction, may it be drugs, alcohol or even gambling, during some...
Words: 1440 - Pages: 6