media by college students: Relationship to communication and self-concept Megan Sponcil Youngstown State University Priscilla Gitimu Youngstown State University Abstract The purpose of this study was to examine social media use among college students and how it affects communication with others‚ and college students ’ self-concept. In this study‚ students completed a questionnaire which assessed personal use of social media‚ communication skills with friends and family‚ and effects on self-concept
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“NEGATIVE INFLUENCE OF COMPUTER GAMES ON YOUNG PEOPLE”. I. Introduction. A. Reasons for undertaking Research. It is known that we are living in technological era. The computers became irreplaceable tool in everyday life of almost each person. The adult users generally use it for business purposes while youngsters for computer games. Computers became the part of our life and very important component in many spheres of modern life. So it is somehow influences on people. One of the spheres of the life
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television‚ in comic books‚ in video games‚ in electronics‚ in the film industry‚ and even in music. In fact‚ currently‚ 60% of all the cartoon shows being broadcast on television the world over are from Japan. (Croal) Indeed "Japanese anime characters have established a substantial base of fans in Europe and North America" (Shuhei). Similarly‚ the Japanese video game industry has been very successful in the world. It has proven to have many positive effects on the world‚ even though many people
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derives knowledge through learning. A secondary school student is expected to be preparing for his/her first school leaving certificate and should be ready to pass must relevant subjects with honors. The secondary school students are those students of post-primary studies or as described above. It is at this stage of academics that students lay the foundation of their future. (http://patrickmoving.blogspot.com/2011/01/effects-of-mobile-phone-on-students-of.html) Modern mobile phones also support many
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Thesis Projects Mikael Berndtsson • Jörgen Hansson Björn Olsson • Björn Lundell Thesis Projects A Guide for Students in Computer Science and Information Systems Second Edition Mikael Berndtsson University of Skövde Sweden Jörgen Hansson Software Engineering Institute Carnegie Mellon University Pittsburgh‚ PA USA Björn Lundell University of Skövde Sweden Björn Olsson University of Skövde Sweden British Library Cataloguing in Publication Data A catalogue record for this book is
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today no longer seem to spend their leisure activities like in the olden days; outdoor games or playing with toys‚ instead‚ they spend their free time in their homes‚ internet cafés or computer shops simply to satisfy their hunger; and that hunger is Online Gaming. Online gaming has such a profound impact on not only the young‚ but dynamically every age group as well. So far‚ virtually anyone is able to go on a computer and punch through the keys and mouse in order to get a high score‚ chat with players
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father and becoming a master in all four elements of the Psychosocial dimension. Growing up as a little boy‚ I always wanted to get my step father to like me very much but nothing I tried seemed to work. Sometimes When He would play his video games such as NFL Madden 2003 he would simply say “No”. That really hurt my feelings in which I just wanted someone to look up too. Often times I would even root for his favorite football team the Tennessee Titans when I was really a Green Bay Packer fan
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feel that video games can be the cause of aggressive behavior among people‚ because exposure to games containing violent images has been proven to impact individuals’ mindsets negatively. I agree with Dr. Michael Rich‚ in that he explains this influential power in regard to violent video games when he states: “Players might be quicker to throw a punch during a disagreement or even carry a weapon to school‚ simply because they see so much of that on the screen” (Television and Video Games 1). Dr. Rich’s
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language. The problem that is presented with this new language is that if it is a positive attribute to today’s students‚ or if it is a fatal hindrance that leads to a lack of critical thinking and social skills. In the last decade‚ there has been a significant increase of technology being used in the classrooms: "Using technology in the classroom is becoming easier for teachers. Students are coming to class with more skills" (Education World Tech Team). Using technology makes teaching easier for
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EFFECTS OF FEEDBACK ON STUDENTS’ WRITING K.V.S.Lakshmi Writing‚ being a complicated and complex process is fairly neglected in the conventional classrooms. Most of the writing in the schools and colleges is completion of running notes or unfinished notes dictated by the teacher. In the present Indian classrooms focus is mostly on evaluation of writing as finished end products and not as a complex process of composing‚ editing and
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