Chapter 1 THE PROBLEM Introduction As technology advances‚ man continuously seeks for better ways of improving their quality of living and making their works more efficient. Myriad of years had passed when man first uncovered the perplexity of using the perhaps most powerful machine of today’s modern age – the computer. This human controlled device performs goal-directed tasks such as finding the most efficient way or solution to a problem (Encycloædia Britannica‚ 2010). In today’s modern
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someone playing (video/online) games as if there’s no tomorrow‚ is still out of the “addiction book” of the doctors. Isn’t that neat? Further showing how politicians and some members of the media are just using this topic so they have something to say‚ and have something to report? All that talk‚ just so people will think they are responsible‚ or maintain their reputation‚ without any consideration the result the gaming industry can contribute to the economy‚ and the positive effects of gaming . REVIEW
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Newspapers are journals for producing and retaining information and events. They are the primary medium from which people receive news. According to the Wikipedia‚ the newspaper is a scheduled publication containing news of current events‚ informative articles‚ diverse features and advertising. Newspapers are usually printed on relatively inexpensive‚ low-grade paper such as Newsprint. The printed product received at bookshops and newsstands may seem like a technological improvement from Johannes
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statement of the problems‚ statement of objectives‚ scope and limitation of the study‚ significance of study and definition of terms. 1.1 Introduction The study is about automated enrolment system for “Fruitful Harvest Christian Preschool”‚ a school that is privately owned and managed but then‚ the enrolment system on the said school is still in manual. The school was established last 2008 which is located at Brgy. Mat-i‚ Surigao City. The school is handling classes for pre-schoolers ageing
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teenagers towards online games and its effect” Introduction: Development in technology brings many things that people don’t have many years back. One of these things is online gaming that is provided by the internet. Online gaming is one of the widely used leisure activities by many people. Teenagers who are playing these online games said that they are playing these games just for fun‚ to keep away from the heat of the sun‚ without knowing that there are a lot of effects of playing these games
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Running Head: EFFECTS OF ONLINE GAMING THE EFFECTS OF ONLINE GAMING TO THE STUDENTS’ ACADEMIC PERFORMANCE AT AMA COMPUTER COLLEGE – PARAÑAQUE Noel Christopher O. Salmingo Joemarie M. Dacillo Lorenz Andrei B. Marquez Zehm E. Austria AMA COMPUTER COLLEGE – PARAÑAQUE CAMPUS DECEMBER 2013 Introduction In the present time‚ most adolescents get hooked on to online gaming. Online games are video games played through a form of computer network. Online games can range
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THE PERCEPTION OF THE STUDENTS IN THE ENROLLMENT SYSTEM IN TECHNOLOGICAL INSTITUTE OF THE PHILIPPINES QUEZON CITY A Research Paper Presented to the College of Arts In Partial Fulfillment of the Requirements for the Course English 002 By: Hayley Keam C. Acio Vienne Jacinto A. Caguiat Mara Clarissa P. Codog Denzel Louis T. Marcelino Jay-em F. Paccalagan Kyle Lydon Taala March 2014 TABLE OF CONTENTS ACKOWNLEDGEMENT DEDICATION CHAPTER PAGE 1. INTRODUCTION Background of the Study . .
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THE EFFECTS OF ONLINE GAMING TO ACADEMIC PERFORMANCE OF 3rd YEAR OM STUDENTS IN RTU‚ BONI CAMPUS SY 2012-2013 A THESIS Presented to The Faculty of the CBET Rizal technological University Mandaluyong City In Partial Fulfillment of the Requirements For the Degree of Bachelor of Science in Office Administration Major in Office Management By Ronalyn Bacarra Kristine Mae Panganiban Princess Joy Pergis Leonardo Jayme II Acknowledgement There are many people whom we want to thank
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INTRODUCTION Online games are one of the medium of entertainment especially in the youth of modern era in Batangas. Virtual or cyber games over internet are direct personally to each individual user. It encourages and requires the participation of individual user or gamester. It is an inexpensive in the sense that the internet connections for the online games are easily accessible everywhere and anywhere and affordable these days. This aspect works in association with the personal characteristic
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social media phenomena. The article “The Online Disinhibition Effect” by Dr. John Suler and the article “Did social media run election 2016) will be discussed through the point of views of Donald Trump’s use of twitter during the election” by Sam Sanders examines how the use of social media affect behaviors. Dr. Suler’s position is that the internet has a disinhibition effect‚ which for example‚ aggravates the use of twitter by Trump. He also argues online disinhibition is effected by six factors
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