"Questionnaire about online games to the academic performance of the student" Essays and Research Papers

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    Questionnaire

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    Central Asian Other……………….. 4. Income Group RM 2000- RM 4000 RM4000 - RM 6000 RM 6000- RM 8000 RM 8000 and above 5. Occupational Status Self Employed Employed Unemployed Retired Student Others……………….. Customer Behavior 6. Do you drink any Isotonic Drink? YES NO I don’t like 7. What is your impression about Isotonic Drink? Joy Healthy Relaxing Energy Calm down Fresh Others 8. How often do you purchase Isotonic Drink? Once-twice in a day Once-twice in a week Few in a month Once in a year I

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    How to Enhance Academic Performance by Time Management Many students at colleges and universities around the world may find their academic experience very stressful as they are faced with several challenges. Meeting set deadlines for assignments‚ failing to prepare properly for coursework and examinations‚ and that overwhelming feeling of pressure when trying to achieve a good standing academic performance are just a few (Macan 760). One potential coping strategy which can be implemented to efficiently

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    Research Quotes “Game developers must balance an implicit notion of fun with the educational merit of a video game. In most commercial examples‚ disciplinary content is secondary to enjoyment and pleasure. In most educational examples‚ fun and engagement is a byproduct of the context. Developers face the daunting task of maximizing the technological elements of video games alongside the educational affordances. Further‚ they must accomplish this without losing the intangible element of fun…educators

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    as implications and recommendations for future research to add to the research already completed on the relationship between fitness and academic performance. There are a surplus of circumstances that influence academic performance‚ some which are indefinable. More research is needed on the relationship between aerobic fitness and academic achievement performance among other factors due to the increasing number of children suffering from being overweight or obese (Hall‚ 2007). The purpose of this

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    Music Genres: Does it affect the student’s academic performance? An Investigatory Project Proposal Submitted to Teacher Arabelle Baquiler of First City Providential College In Fulfilment Of the Requirements for the Course Research II by: Jhungie K. Tendero Fourth Year – Special Science Class October 2013 CHAPTER I INTRODUCTION A. Background of the Study Nowadays‚ teens can easily listen to music because of the gadgets that are available everywhere.

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    vital role into every student‚ especially in our current situation where those who finish with degree are the only ones who has a chance of getting hired. Before even getting hired‚ people must first finish their studies. Students must survive through college but it is not as easy as it seems to be. They must accomplish all the tasks given in a limited amount of time that is why a study habit is needed. Study habits are the ways a student study. These are the habits that students develop while studying

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    RESEARCH ARTICLE ELECTRONIC GAMES AND THEIR IMPACT ON ACADEMIC ACHIEVEMENT OF SCHOOL GOING CHILDREN Gunjarika Ranka and Madhu Jain University of Rajasthan‚ Jaipur ABSTRACT The study was carried out to examine the impact of electronic games on personality of male and female school going children. A sample of 300 children (100 non users‚ 100 low users and 100 heavy users with equal number of boys and girls‚ 50 in each group ) within the age range of 10-14 years were drawn from reputed

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    Importantly distinguishing discontinuities that happen between home/community‚ and school‚ in relation to children’s education is crucial in a technological age of flux. It is vital‚ that disconnections of intellectualities and qualities of mind and character that separate individuals who are deemed ‘advantaged’ to those that are labelled ‘disadvantaged’ are illuminated and understood. In understanding some of the complex reasons in how people become educationally disadvantaged and in recognising

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    beginning of the twenty-first century‚ many colleges and universities have a broad educational mission: to develop the "whole student." On college campuses‚ extracurricular involvement is a key tool in this personal development. For the majority of college and university students‚ involvement in extracurricular activities plays an integral role in the collegiate experience. Students become involved in extracurricular activities not only for entertainment‚ social‚ and enjoyment purposes‚ but most important

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    Read-only participants: a case for student communication in online classes L. Nagela*‚ A.S. Blignautb and J.C. Cronje´ c aUniversity of Pretoria‚ South Africa; bNorth-West University‚ South Africa; cCape Peninsula University of Technology‚ South Africa (Received 5 April 2007; final version received 25 May 2007) The establishment of an online community is widely held as the most important prerequisite for successful course completion and depends on an interaction between a peer group and a

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