University College of Arts Sciences Education and Technology Electronics II: A Research Proposal of the Effects of Online Gaming Submitted By: Taha‚ Jackilyn A. Avanzado‚ Annabelle Submitted To: Eng’r. Aga Madelo Chapter 1- The title and its Background Introduction: Over the past two decades‚ electronic games have become ingrained in our culture. Children’s fixation with these games initially alarmed parents and educators‚ but educational researchers soon questioned whether the motivation
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Binge drinking is a major issue that a lot of college students are facing today. According to NIAAA‚ in order for something to be considered binge drinking the blood alcohol concentration has to be .08 grams percent or above. Usually‚ for most college students‚ this means consuming five or more drinks in 2 hours. The rate is extremely high among college students and according to NIAAA reports‚ two out of every five students of all ages‚ which is more than 40 percent have reported in binge drinking
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Video games are harmful to adolescents With the number of 80% 12-17 years old adolescents in America own a video game console‚ video games become the leading type of electronic entertainment among the society. Nowadays‚ video game grows into a common free-time activity for many young people. The adults and moreover the society now have more concern about the effects of video games on teenagers. Video games negatively related to the development of social skills. As playing video games require
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Date Rape among College Students It’s a typical Saturday night at Purdue tonight. The biggest party of the year is happening at the Gama Alpha Fraternity‚ and you were invited. You don’t know many of the people that will be attending the party; you only know Jack from Psychology class. You say what the heck‚ start getting ready and off to the party you go. As soon as you walk in the door you’re greeted by Jack‚ which he offers you a drink‚ and you take it. But what you didn’t know is that
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research has shown that video games are the fastest growing form of entertainment in the world‚ and almost young people age 8-18 play video games an average of 13.2 hours every week (Price-Mitchel‚ 2013). It seems that the young people who are influenced utmost by these games. Many people believe that some games may have positive impact‚ but other people consider that some games are probably in reverse. Consequently‚ people may destroy themselves if they continue to play games without knowing about some
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Mass Index (BMI) among MBA students in Nepal 1 Kathmandu University School of Management (KUSOM) ABSTRACT. The dynamics of Body Mass Index (BMI) among MBA students in Nepal has been studies through a survey of 28 sample MBA students from Kathmandu University School of Management (KUSOM). We found that the BMI does not have any relation with the gender of the student. Furthermore‚ heights of the students had to effect on whether they will gain‚ lose
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experimental neurofibrillary degeneration. Sci.‚180(4085)‚511-513. 2. Madsen M.‚ Schlundt J. & Olmer E.F. (1987). Effect of water coagulation by seeds of Moringa oleifera on bacterial concentration. J. Trop. Med. Hygiene‚90(3)‚101-109. 3. Olsen A. (1987). Low technology water purification by bentonite clay and Moringa oleifera seeds flocculation as performed in sudanese village: effects of Schistosoma Mansoni cericariae. Water Research‚21‚ 81-92. 4. Postnote (2002). Access to water in developing
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EFFECTS OF VIOLENT VIDEO GAMES A meta-analytic review of the video-game research literature reveals that violent video games increase aggressive behavior in children and young adults. Experimental and non-experimental studies with males and females in laboratory and field settings support this conclusion. Analyses also reveal that exposure to violent video games increases physiological arousal and aggression-related thoughts and feelings. Playing violent video games also decrease pro-social behavior
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Food consumption among international students Student Name: Yangjie liu (Yuna) Student Number: 160957 Class: AE3Q Teacher’s Name: Jon and Judy Date of submission: 5.1‚2015 contents Abstract 3 Introduction 4 Methodology 6 Results 7 Discussion 10 References………………………………………………………………………..…………...………13 Appendix………………………………………………………………………………………………14 Abstract The hypothesis of this research is that international students have a very different consumption habit of
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Effects of Playing Computer games on the academic performance and behavior of every student By: Toshihiro Joshua F. Polo Introduction: I. Background of the study There was a time when the endless summer for a child referred to hours spent Basketball and badminton courts or even romping with neighborhood kids. Kids still do all these things but today’s kids have more ways of having fun including hours and hours in front of
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