St. Mary’s College of Meycauayan S.Y 2012-2013 Submitted by: Patrice Mae Magboo Albert Joseph Ascona Mar Louie Dalawampu Matthew Capiral Ervin Resurreccion David Ysrael Caadan IV-Sincerity Submitted to: Mrs. Cristina Singcol In partial fulfillment of the requirements in English IV. January 14, 2013
Chapter I: The Problem and its Background I. Introduction: Technology is people using tool, resources, and processes to solve problems or extend their capabilities. Technology has existed as long as people have existed. It is always changing and never tends to stand still. Through the use of technology, a student can easily get the corresponding feedback for his works. He makes use of technology in getting correct answers and start solving again. The integration of technology results to a more student-centered education. It serves as an instrument on gaining access and manipulating information where students become actively involved in the process of learning. It is very obvious that the people especially students of our generation are now attached to computers, specifically to those computer games that are famous nowadays. Instead of reading books or browsing the net for school reports, we can’t deny that student tends to go online or play the computer first. Computer games are video games played on a general-purpose personal computers rather than a dedicated video game console or arcade machine. It is very evident that a lot of students are developing bad habits that are caused by those computer games with violence as the main theme of the game. Most of the time, students keep on spending large amount of time in front of the computer doing unnecessary things, specifically playing computer games which usually leads into being a computer addict. Addiction is the continued use of a mood altering substance or behavior despite adverse