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Online Game as Addiction among Senior High School Students of Southern City Colleges Practical research 1 Present to The faculty of senior high school of Southern City Colleges In Partial fulfillment of the requirement for Practical research 1 Introduction Background of the study
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Galang Surya Gumilang
This study aims to determine: (1) online game addiction of junior high school students in Kediri City, (2) junior high school students' learning achievement, (3) and the relationship between online game addiction and learning achievement. Mixed Methods Design is used as a combination or combination of quantitative and qualitative research approaches including qualitative and quantitative data in a single study. The strategy used, namely the Congruent Embedded Strategy, is an interesting research strategy, namely in one stage of data collection, researchers are able to collect two types of data together. The results of the quantitative research show that students who are addicted to online games have 3 students (16.03%) including very high, 4 students (14.36%) including high, 13 students (41.86%) including moderate, 4 students (11.9%) is low, and 5 students (12.66%) is very low. In addition, there are 12 students who have low learning achievement, namely getting the "less" and "very poor" categories so that they get an unsatisfactory ranking. While there are 6 students who get the "enough" category and 12 other students get the "very good" and "good" categories. From these results, there is no significant relationship between online game addiction and learning achievement because the value of the hypothesis test is 0.291. On the qualitative side, from 30 students it was found that (1) His early playing online games, (2) The average time spent playing 2-4 hours, (3) His parents did not allow him to play online games, and (4) Achievement low learning.
Meor Miqdad
Drboonleang M O N G Thumthong
This study aimed to 1) examine factors related to computer game addiction of the youth in basic educational institutions, 2) to examine contexts influencing computer game addition of educational institution youths, and 3) investigate computer game addiction behavioral impacts of basic educational institution youths. Data collection was divided into 2 types. First type, quantitative data was derived from 2,000 sample of youths, obtained by simple random sampling technique. The instrument used for collecting data was a 5-part questionnaire. The data was analyzed by frequency, percentages, path analysis, and content analysis. Qualitative data was collected by using a focus group of 520 youths, chosen by the purposive sampling technique. Data was collected by note-taking forms on group discourse and an observation form on students behaviors. The data was on analyzed by category analysis and content analysis. The results of the study were as follows: 1. For the causal factors helping in ...
Edumaspul: Jurnal Pendidikan
This study discusses the effect of online games on junior high school students in Tanjung Morawa sub-district, Deli Serdang district. The influence of online games can cause physical, mental and mental damage to junior high school students in general. In addition, changes in the behavior of students who are addicted to online games are not felt, but can be felt by people in the environment, especially parents. Children's social personality can be felt by people in the environment, especially parents. This study used qualitative research, the object of research was students aged 14-16 years in junior high school in Bandar Labuhan Village, Tanjung Morawa District, Deli Serdang Regency. This data is interviewed and the reality at school. The analysis includes research results and conclusions. This research proves that online game addiction can affect the personality of junior high school students, namely aggressive traits and attitudes, competition between friends, disputes/quarrel...
IAEME PUBLICATION
IAEME Publication
Today, play and learning using IT devices are becoming a part of their lives for youth’s when intellectual curiosity is complete. However, excessive use and misuse of IT devices are causing various social problems. One of them is the problem of youth’s game addiction. Recently, there has been a movement to solve the problem of youth’s game addiction by introducing a shutdown system as a strong guide from the government, but such an attempt is not enough to be a fundamental cure for game addiction. Unlike previous studies that analyzed the causes of youth’s game addiction as social and environmental factors, this study seeks to find the cause of problems in the curriculum that is not consistent with game addiction. Contrary to the rapid spread of IT devices, the problem of the IT curriculum, which was not continuous, caused only youth's interest in new devices, which soon caused game addiction. Prevention of youth’s game addiction through social and environmental factors is also important, but I think that reform of the curriculum suitable for new IT devices should be given priority. In this experiment, we intend to design an empirical research method.
lyra honrado
Broad Research in Artificial Inteligence Neuroscience
Hasan Karaokçu
aldren advincula
There are many factors that correlated with students' academic performance. Some people believe that video game is one of the factors that affect students' academic performance negatively. Thus, the purpose of this study was to investigate the relationship between video games and student academic performance among male and female students of IIUM. A questionnaire was used to collect data about students' gaming frequency and students' academic performance. 30 students were selected randomly from each kulliyyah as the sample of the study. The result of the research indicated that there is no relationship between video games and students' academic performance of IIUM University. From this findings, it can be concluded that being non-gamer does not guarantee a student to have high academic performance. In contrast, being frequent gamer also does not guarantee student to perform bad in academic. There are many factors that correlated with academic performance other than video games.
KnE Social Sciences
Dennis Dumrique
INTERNATIONAL JOURNAL OF ENGINEERING TECHNOLOGIES AND MANAGEMENT RESEARCH I J E T M R JOURNAL
Computer and video game has gain enough popularity among teenagers also in children which is alarming and raised concern about the impact it may have on the youngsters. The games have violent themes, coupled with their interactive nature, have led to accusations that they may be worse than televised violence in affecting children's antisocial behaviour. Addiction is one of the reason it might hamper the effect on health. Other allegations are that they have an addictive quality and that excessive playing results in a diminished social contact and poorer school performance. But how bad are video games? There are strong methodological reasons for not accepting the evidence for video games effects at face value This research focuses on what are the views of people towards the computer gaming and to identify the actual effects of computer games on high school students. This paper covers earlier studies on the same topic and their findings in literature survey To reach to the objective, responses from significant no of people taken with systematic design of questionnaire. At the end it covers and conclude the relation of different variables & the effect of games on students.
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Question 2 Your class has been discussing online games addiction. Your class teacher has asked you to write an essay about the effects of online games addiction among students.
The effects are, they might get dúmb and only online games are in their mind, they will get lower scores in test and exam, so not always online games, you also have to study, then you can play after your work is done, parent should give children only 2 hours to play then study,so they will not forget their lesson.
The negative effects of online games are obvious. In terms of education, a decline in aca demic. performance is one of the most apparent negative effects of online games. Besides that, due. to ...
The negative effects of video game addiction are clear for perceptive individuals to see. Both parents and teachers may notice decreased performance at school coupled with lower grades and failing classes. Because of hours spent playing video games, video game addicts exhibit fatigue and regularly sleep during school.
Here some long and short important essay on video game addiction in English are given into different word limits according to the need and requirement of students. These essays will provide you the specific knowledge of the affects of playing video games. You will know about the symptoms and adverse effect of playing video games continuously.
Due to excessive use of computer games there is effect in their personal traits like anxiety, sensation seeking, neuroticism, and aggression which are the symptoms that a person is under the development of gaming addiction (Mehroof, M et al. 2010). Brain is also affected in computer addiction; regions of the brain associated with cravings in ...
Online gaming is one of the most common and most addicted activities that is done by many people. A study stated that over 2 billion people are addicted to online games and most of them are students.
A short essay on how online gaming affects young people online gaming addiction in young people is serious issue. write an essay suggesting ways to deal with
This can have long-lasting effects on future opportunities and success. Overall, online gaming addiction can have a significant negative impact on an individual's physical, mental, and social well-being.
This document presents a research proposal that aims to determine the effects of online game addiction among senior high school students at the University of Cebu - Maritime Education and Training Center. The researchers observed that many students at the university are fond of playing Mobile Legends during class breaks and some even play it during class hours. The proposal seeks to ...
This study aims to determine: (1) online game addiction of junior high school students in Kediri City, (2) junior high school students' learning achievement, (3) and the relationship between online game addiction and learning achievement.
Mobile games can have both positive and negative effects on students, depending on various factors, including the amount of time spent playing, the content of the games, and individual characteristics. Here are some of the potential effects of mobile games on students: Positive Effects:
Effect of Online Games Addiction on Study Habits. 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.
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