i. Computer i.e. keyboard ii. Audio visual i.e. television‚ video games‚ telephone‚ radio cassette. iii. Internet printed materials i.e. pictures‚ chat‚ all this tools play a vital and central role in information technology on pre-school pupils. Modern day instructional materials strategies‚ therefore‚ it enables preschool learner to acquire desirable quality and technical competence on their academic achievements (Odewunmi; 1993) research done on internet and technology in the
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St. Mary’s Academy of Carmen Carmen‚ Cagayan de Oro City PAASCU Accredited “Computer Gaming Effects to the Academic Performance among High school students” A Research paper presented to Ms. Malou B. Cagalitan In partial fulfillment of the requirements in English 10 Valerie G. Maurin 10-Charity February 27‚ 2012 Outline I. Introduction A. Significance of the Study B. Objectives of the Study 1. Objective 1 2. Objective 2 3. Objective 3 C. Scope and
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TWO 2.0. LITERATURE REVIEW AND THEORETICAL FRAMEWORK 2.1 Literature Review This chapter reviews previous writings of recognised authorities and past research findings relating to research findings‚ the research problems of the study where reviewed by the researcher. Scholars‚ academia and works of other researchers were also reviewed in order to gain knowledge useful for the study and to avoid duplication of already done work on the study. The researcher reviewed a literature on the Effect of Stress
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Importance Gaming in Education: What Students Can Learn From Video Games in School As new teachers enter the workforce with greater technology familiarity than their predecessors‚ a wider margin of accepted teaching methods has developed‚ changing the way in which educators are able to form successful instructional relationships with their students. Many districts‚ in order to help faculty keep pace with their rapidly changing and technologically capable student bodies‚ are attempting to alter their
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CHAPTER 2 REVIEW OF RELATED LITERATURE AND STUDIES This chapter discusses literatures and studies‚ both local and foreign‚ that had been reviewed by the researchers to provide a good basis for the veracity of the researchers’ study. LOCAL LITERATURE According to Gilberto M. Llanto‚ several variables must be considered when the finance management to their studies‚ strategies‚ and methods to use in a course‚ unit‚ or lesson. These variables include: the student outcomes and experiences desired;
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“Effects of computer usage to the academic performance of students” Chapter II REVIEW OF RELATED LITERATURE The scope of Computer effects derives a wide scope of related literature that is worth mentioning. In this regard‚ this literature review concerning the effects of computer usage to the academic performance of students‚ will address the following areas relevant to this study: History of the Computer; Importance of Computers‚ Negative Effects of Gaming; Computer Crime; Computer Use
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created different games that could be play over the internet. Internet games (also known as online games) are games that are played online via the Internet. They are distinct from video and computer games in that they are normally platform independent relying solely on client side technology (normally called (‘plugins’). Normally all that is required to play internet games are a web browser and the appropriate plug in (normally available for free via plug-in makers website). A game played in a browser
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Purpose OF Study The purpose of this paper is to explore the extent to which social factors‚ delineated in terms of interpersonal communication variables‚ are associated with what is referred to as Internet addiction among college students at a large Midwestern University. We also want to determine if gender‚ locus of control‚ and individual sociability moderate the relationships between communication variables and Internet utilization. This type of analysis makes the current study more systematic
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The Effects of Online Computer Games towards the Behavior of The Students INTRODUCTION STATEMENT OF THE PROBLEM The very purpose of this study was centred on the EFFECTS OF ONLINE COMPUTER GAMES TOWARDS THE BEHAVIOUR OF THE STUDENTS with an aim to evaluate their behaviour and interactions to address the problem. Specifically‚ the study sought answers to the following: 1. How does the students interact to the: a) Teachers b) Classmates c) Peers 2. How do students behave inside
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the influences of computer games to the academic performance of second year college students at Bataan Peninsula State University Dinalupihan Campus during the Academic Year 2012- 2013. Specifically‚ it sought to answer the following questions: 1. How may the profile of the students be described in terms of their: 2.1 age and 2.2 gender 2.3 economic status 2. What are the factors that encourage the respondents to play computer games: 3. What are the influences
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