Towards Computer Games
Chapter I
Background of the Study Computer games have been leisure most in secondary level students. Students who are addicted to computer games, most all of them do not attend their classes just to play with their friends or classmates. Students who don’t still know how to play computer games that who are willing to know in playing computer games can be easily addicted to it and some do not do their daily tasks anymore. Many students have no good educational background because they don’t focus on their studies. Some computer addict are undergraduates and don’t want to go to school anymore. Because of this, computer shops prohibited elementary and high school students to go inside the shops. Some students who are in last year of high school have previous experiences that the regret towards being addicted to computer games, since that they will not graduate if they don’t want to attend to school anymore. Video games are often regarded as promising teaching and learning tools for the 21st century. One of the main arguments is that video games are appealing to contemporary students. However, there are indications that video game acceptance cannot be taken for granted. In this study, a path model to examine and predict student if this video games will not affect their studies, or if this video games can help or take an advantage towards their studies. The results show that students’ preference for using video games in classroom is affected directly by a number of factors: the perception of students regarding to usefulness, ease of use, learning opportunities, and personal experience with video games in general. Gender effects are found as well, but appear to mediated by experience and ease of use. (http://users.ugent.be) Accessed on: 08-19-12 Video games have rapidly grown as entertainment media, and are being offered in an array of content such as sports, fighting, simulation, role-play and