Abstract Academic achievement of a student is always a main concern for the parents that hoping for the success of their children. In fact, there are factors influencing academic achievement of a student in Malaysia. First of all, social life became a main factor to influence a student in especially from the family, friends and tutors where there might have both positive and negative impact upon the children. Apart from that, the advanced technology in this current era, co-curricular, physical evidence
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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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Approval Sheet This thesis entitled “The Effects of Computer-Game Playing to the Academic Performance of the Grade 10 students of Don Bosco College – Basic Education Department High School Level School Year 2015-2016”, prepared and submitted by Syrell B. Almazan, Axl B. Cantil, Jorish B. Del Rosario, and Cyrihl C. Velasquez, in partial fulfillment of the requirements in English X, is hereby recommended for oral examination. Mr. Artell L. Almonte Subject Teacher Approved by
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bs_bs_banner Journal of Applied Social Psychology 2013, 43, pp. 1862–1868 The changing face of aggression: the effect of personalized avatars in a violent video game on levels of aggressive behavior Jack Hollingdale1, Tobias Greitemeyer2 1 2 University of Sussex, UK University of Innsbruck, Austria Correspondence concerning this article should be addressed to Jack Hollingdale, University of Sussex, Pevensey Building, Brighton, BN1 9RH, UK. E-mail: j.hollingdale@sussex.ac.uk
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Samantha Wilson Dr. Carter English 112 FO1 24th February 2013 Pop culture and Our Society Pop culture gives the notion of having a lot of negative implications associated with it. Opponents accuse the mass media of minimizing the intellect of society. Pop culture has grown increasingly more complex over the past thirty years. Some of the biggest influences of style in pop culture stems from watching television, genres of music, video games, the internet and individual trends and fashions. Television
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The problem in my life that I would like to solve is how to manage my stress better. I believe this is called stress management. Stress management is designed to help people reduce or cope with stress. A certain amount of stress is considered healthy and beneficial for people to have. But there are those that get stressed out over everything in their life and that is the stress that needs to be managed. The type of information I will gather to help me solve this problem are articles about stress
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potential seemingly limited. What’s more, this whole sitting-in-front-of-a-keyboard thing was so… isolationistic. Put all this together and you have a medium where only the most ardent enthusiasts and techno-babbling hobbyists dared tread. It was, in effect, a breeding ground for pocket-protector-wearing societal rejects, or nerds. And boring, reclusive nerds at that. Yet it also was during this time, and with a parade of purportedly antisocial geeks at the helm, that the very gregarious notion of social
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of the industry, containing 43.7% of the market’s total value. The computer industry has been rapidly growing and shows no signs of slowing despite the recent economic downturn. This report relies on secondary research sources. Many of them from online sources such as; company websites, S&P Net Advantage industry reports and IBISWorld. Primary research includes the IBC mentor and additional faculty and library staff. PEST Political Beginning with the political and legal aspect of PEST, this
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Turkish Online Journal of Qualitative Inquiry, October 2010, 1(2) Informal Online Learning Practices: Implications for Distance Education Fawn Winterwood The Ohio State University, USA fwinterwood@ehe.osu.edu Abstract This qualitative ethnographic study examines five American teenagers‟ historical and current digitally-mediated multiliteracy practices within digital popular culture. The participants included three male and two female students of a private high school in the Midwestern United
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Face down on the carpet is a middle aged woman. Syringes lay on the coffee table, and white powder lays in a baggie. A missed call appears on the glowing screen of a cell phone sitting across the room. The illumination from the cell phone reveals the woman’s arms covered in track marks. This woman is one of many that has formed an addiction. Addiction has been around since the beginning of time, but what does it really mean? People toss around “addiction” and “addicted” to define several compulsive
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