STUDENTS’ ACADEMIC PERFORMANCE AS INFLUENCED BY THE USE OF SOCIAL NETWORKING SITES AND OTHER ONLINE ACTIVITIES Chapter 1 INTRODUCTION Background of the Study In this age of globalization, the advent of internet is something that has shaken almost all spheres of personal, social and professional human life. Wikipedia.org, 2012 cited that with the rapid growth of people who use or have access to the Internet, millions of people can stay connected together using the web provision called Social
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social media users that cause serious and to some cases even life-threatening problems. Moreover, with the age of technology reaching its prime allowing just about anybody with a gadget as small as a mobile smartphone with the capability of going online, the access to social media cannot as easily be prevented as one would think. With all of us being the human beings we are, influence is a weakness we all have
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Submitted by: SUMAIRA YOUSUF LAILA FARID ERUM ASIF AMNA TAYAB BEENISH HAYAT MUZNA RAHMAN CONTENTS INTRODUCTION 2 History 2 Human Behavior and Health 2 The Parents' Approach 3 Mobile Phone Use Leading to Stress Among Teens: Study 3 METHADOLOGY 6 OPERANTITONAL DEFINITION 6 SAMPLE 6 INSTRUMENT 6 HYPOTHESIS 6 METHOD 6 RESULT 10 DISCUSSION 2 LIMITATIONS 2 INTRODUCTION A mobile phone (also known as a wireless phone or cellular phone) is a short-range
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Due date: 28/04/2012 Assignment topic (as stated in the Unit Information Booklet): Case Study: Google, Apple and Microsoft Struggle for Your Internet Experience. Student names UniSA email ID 1. Kirrily Loring Lorky002@students.unisa.edu.au 2.Adrian Holmes Holai001@students.unisa.edu.au 3.Debra Evans Evady008@students.unisa.edu.au 4.Ana Irisari Iriap001@students.unisa.edu.au 5. Student Declaration We declare the work contained in this assignment is our own, except where acknowledgement
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REVIEW OF RELATED LITERATURE AND STUDIES This chapter contains the gathered researches from different sources. These different studies will be used as a guide and support to the research. The related literature starts with the good and important effects of different gadgets used in learning areas and goes on with the possible effects that might happen to Students when technology is being used extensively. On the later part of the chapter are the gathered related studies and articles done by various
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The Impact of Social Media on Everyday Life Social media can impact life in a many number of ways. It can impact things as public as a business that grosses billions of dollars every year, to something as small as your personal life. It can be known to greatly improve an image or it can tear it apart from the inside out. It all depends on the way you portray your image as well as maintaining the image you display. Maintaining the image will sway the way other people portray it. Not everyone will
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Randy Hollandsworth, Lena Dowdy, and Judy Donovan Students will require awareness that online behaviors can impact people within their immediate circle of friends but also outside of that circle. Abstract Digital citizenship encompasses a wide range of behaviors with varying degrees of risk and possible negative consequences. Lack of digital citizenship awareness and education can, and has, led to problematic, even dangerous student conduct. If our educational village does not address
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accurate Harvard referencing in the Business School. Harvard referencing style has many varieties. This version has been developed to ensure conformity with the basic Harvard referencing conventions and in relation to feedback from HBS lecturers and students. Accurate referencing is ESSENTIAL because: 1) Your work must be ‘evidenced' with references to appropriate academic theory and practitioner experience. 2) Your reader must be able to see which ideas and words are your own and which are not
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Preservation of Cultural Heritage and Natural History through Game Based Learning Zainal A. Hasibuan, Yugo K.Isal, Baginda Anggun N.C., Mubarik Ahmad, and Nungki Selviandro phase to implementation phase. Next, experimental games to study the influence of game culture on students. Finally, the conclusions of the article and future research. Abstract—Indonesia is a country consisting of thousands of islan. With many islands in Indonesia then there are many cultures of various ethnic groups scattered across
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augmented reality technologies 8. New era of mass communication 9. New business era 10. Trust 11. Education 12. Older social networkers 13. Gaming and virtual reality 14. Government intervention Tomorrow’s consumer o B2C - Business to Consumer o E-Government and the 'Big Society' o Educational networking o Social studies o Gaming and virtual worlds The evolution of social networks o Technological progress o Business models and revenue streams o From the web to the street
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