Effects Of Online Gaming In The Students

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    The Effects of Computer Games to the Study Habits of Grade Three Pupils in Relation to Their Academic Performance

    “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

    Words: 2261 - Pages: 10

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    Chapter 2 Review of Related Literature and Studies

    relevant to the present study. Local Studies Foreign Studies According to Waldbridge, "Responsible gaming is an attitude we need if we are engage into Computer Game. Developing this attitude is not a personal choice alone, it requires the participation of society (parents, school, and game developer and government)." As a computer game user, player and fan, it has led me to study the effects of playing computer games such as DOTA, KHAN, and other highly innovative and competitively graphical games

    Words: 2104 - Pages: 9

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    Authors

    a way that the educational system could adapt to the new generation’s method of learning or even differentiate between when to use bad grammar and correct grammar. * The author uses quantitative research by preforming an experiment suing 228 students. Also, the research is qualitative because the research is than analyzed to assume a new method of learning. * The author is examining 228 sixth, seventh, and eighth graders. * The author asks, “Does the increased use of text messaging engender

    Words: 910 - Pages: 4

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    Informative Speech

    I'm going to start with Media II. Effects of Video Games on Media A. Video games started off as TV, books, movies 1. Prof. Jack Lule, Lehigh Univ. Understanding Media and Culture: An Introduction to Mass Communication 2. Star Wars, E.T were movies before the game came out B. 80-90s Cartoons/Movies became developed from video games 1. Pacman, Pokemon, Super Mario Bros., Zelda 2. Mortal Kombat, Tomb Raider C. Video Game effects Mainstream Culture 1. Cartoons became

    Words: 316 - Pages: 2

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    Scscscsc

    How does Online/Video Gaming affect its Players and Society? North Carolina State University. “Online gaming augments players’ social lives, study shows.” ScienceDaily. 27 Mar 2014. Web. 21 Jul 2014. The new research shows that online social behavior is not replacing offline social behavior in the gaming community. Instead, online gaming is expanding players’ social lives. This article shows several tracking results to prove this point. “Gamers are not the antisocial basement-dwellers we see

    Words: 1303 - Pages: 6

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    Playing Computer Games and Study Habits of Hcdc Students

    to their health. One of the main reasons why students are attracted to computers is because of computer games. Modern technology is now very accessible to people especially students, they can easily go to computer shops near the school to play and most of them spend the whole time with it and forgot their responsibilities as a student which is one of the disadvantages of playing video games. There are also good things that a student can benefit in playing computer games because there is

    Words: 4528 - Pages: 19

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    Positive Effects Gaming

    Positive Effects Gaming After many years of believing that video games are bad for individuals and especially young children, may be wrong. There have been quite a few researchers that have started to find and prove that video games are not actually all that harmful to avid gamers and their lives. The brain is constantly expanding and growing from what is being exposed to it, and this is exactly what these researchers have been examining—both scientifically and psychologically. A few German

    Words: 940 - Pages: 4

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    Reflective Journal - Red Ocean

    Reflective Journal – RED ROUND Name: Zhiqiang MOU Student ID: 41909763 Seminar Leader: Team: Cronus Table of Contents 1.0 Introduction 2.0 Red Round 2.1 Critical Appraisal 2.2 Peer Group Discussion 2.3 Self Evaluation 3.0 Blue Round One and Blue Round Two 3.1 Critical Appraisal 3.2 Peer Group Discussion 3.3 Self Evaluation 4.0 Blue Round Three 4.1 Critical Appraisal 4.2 Peer Group Discussion 4.3 Self Evaluation 5.0 Conclusion Red Round Critical Appraisal On the whole, the

    Words: 1148 - Pages: 5

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    Qwert

    funeral of one of my high school students. Then, our school had its first play in three years. Throughout the audience, parents' faces were aglow as they text-messaged throughout their children's performances. Mostly, I was a bear about electronic devices in class. Even during the worst of our school's gang-related violence, my students kept their cell phones out of sight and usually out of mind. Periodically, though, we would be working and I would see several students start to sneak a peak at their

    Words: 9266 - Pages: 38

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    Android

    different gaming platforms like Xbox, Nintendo Wii and on mobile devices such as hand phones and PDA’s. This makes computer games much wider and popular. (Mitchell & Savill-Smith, 2009) Playing is one of characteristics of human. People learn serious information during playing computer games while feeling pleasure. Computer and video games become one the most popular activity for leisure times of young people in both western and Asian societies. (Vorderer, 2010) Positive and negative effects of computer

    Words: 4474 - Pages: 18

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