Furthermore, education plays as a significant role in people’s daily lives. This is the reason why they have to attend schools or universities in order to get knowledge. Having good or bad educational background depends on how well the students prepare and perform their works inside and outside their schools. Still, there are some students who do not pay attention to their studies. Young people such as adolescents or adults like to do some activities which are amusing or enjoyable. In that case, they use video game to entertain themselves because it is the most popular one for all young people. As a result, it causes them to become addicted to video game playing without even realizing it. Instead of completing their homework or reviewing their lessons in their free-times, they prefer to play video games or online games which allow them to contact with one another. From this, day by day, their academic performance starts appearing to be poorer and poorer. Having understood how the video game addiction correlated with academic performance, we entirely know that spending …show more content…
The hypothesis of the present study is the more time students spend playing video games, the lower their academic performance will be. 30 participants who were freshmen, sophomores, juniors, and seniors from American University of Phnom Penh (AUPP), who were formed of 15 females and 15 males, were asked to conduct the survey. It was found that the correlation between video game addiction and academic performance was -0.69, which is moderate negative correlation, meaning the findings were consonant with the hypothesis. Thus, the findings show that at the same time of when student spend too much time using video game, they will lower their academic
With enhancement in technology, the distraction of the media, and the lack of discipline of oneself has made students think of easier solutions to their problems. Instead of studying for long hours as our ancestors have done, we choose to satisfy ourselves with social entertainment and other fun activities then look for easy ways out when it comes to tests or final exams by taking drugs. On the other hand the fast lifestyle we have in today’s society also impacts our way of learning with limited number of hours to focus on school which are taken by work, family, and other personal issues. Students do not have much time to study the large quantity of materials that’s presented by difficult courses which causes frustration and impatience. The demand on need of different solutions is increasing and supply of that demand is pointed in the same
People think four hours of screen time is harmless to the brain development when in adolescent years. Screen time can be addicting depending on the content that hooks players in to play possibly several hours later. But screen time is all false on improving behavior, the research shows all the facts about why screen time is
1. Introduction The rate of childhood obesity has increased over few years. There are 41 million children in the world are overweight or at risk of obesity. Childhood obesity is a serious health problem.
Besides, it affects the social development such as the ability to communicate with others and the sleep deprivation. As the gamers will play the game with non-sleep or sleep with 2-3 hours, it affects their consciousness and cause them easy to feel tried. Final is the increasing in aggressive behaviour. Violent content of the video and online games would have adverse effects on the behaviour of the youth. As their ability to judge are not develop well, they will easy to mix up with virtual reality and
For many teenagers in our world today, playing video games may be a huge part of their daily lives. In contrast, many individuals think playing violent video games will not be safe for kids. However, research has shown that video games have solved some of science’s biggest problems. Teens could someday cure diseases. Also, kids who play violent games are being “exposed” to what war may be really like.
The use of technology in the present generation has a positive effect on teenagers and it is beneficial for the economy. These technological devices and services are better sources for learning, for fun and entertainment for the youth which can help them to release the daily stresses of life. These technological gadgets and gaming may enhance creativity, investigating skills and strategic thinking of an individual. It may also help in developing good attitudes and positive outlooks of moving ahead in life notwithstanding of any obstacles. The following studies support the positive effects of the technology.
Over the years there has been a big controversy over whether video games are relatively good or extremely bad for children. Video games are super beneficial to a kid’s learning process and have been proven to increase social skills, productivity, and stress. The fear that video games are harmful to a child, is proven through countless experiments that they are actually great for their growth and brain capacity. Video games can increase the social skills in a child, Xbox and PlayStation provide great opportunities for cooperation and competition. Two different studies, one by Katherine Keyes and the other by Vinay Devnath, both have proved that the use of video games can increase the social skills that many children can’t grasp, “Video game playing is often a collaborative leisure time activity for school-aged children, and these results indicate that children who frequently play video games may be socially cohesive with peers and integrated into the school”( Keyes, PhD).
In the view of education academics, video games may play an essential role in boosting the performance in particular subjects and the development of varying of skill [3]. While acknowledging that engaging in video games may cause a negative mental effect on the secondary school students, this essay argues that video games education should be implemented because the benefits of digital game based education would possibly become primary to the high school students because it could improve social behavior and increase academic behaviour and performance. The argument that scholars question that video games may cause negative effects on
Introduction and background of the issue Video games, use of computers and Wii games are extensively used by the youth of every nation. These new world accessories have become a menace for the health of children and this issue has been studied in many researches. Researches also highlighted that excessive use of video, computer and Wii games have detrimental effects on the health of children (RSK, 2014). However, Wii and Xbox games keep children pretty much in action but there are a lot of games which keep the children sitting for hours with poor posture. Many such issues have caused severe back problems in children and thus, several researches concluded that playing too much video games and spending half or more of the day in front of video games and screens causes psychological problems along with physical problems in children.
Playing violent video games in a wide range at a “pathological” level that causes damage to family, social, school functioning. Because of addiction of playing video games will a cause of bad effects on children’s health like obesity, video induced seizures and postural, skeletal and muscular disorder such as tendonitis, nerve contraction and carpal tunnel syndrome. Research say that addiction to video games increase he depression and anxiety level. It also exhibit social prohibits and it is not surprising that video
Various games are activities that have been around since the beginning of time has evolved into a technology based forum for all ages called video games. These types of games have become an extremely popular activity and are a big part of a lot of people’s everyday lives. Instead of looking at video games as a leisurely hobby that one plays in their spare time, it is now looked as a positive benefit for people to play. Playing video games are beneficial, according to some studies they can develop cognitive skills, create social connections, and stimulate creativity.
Do Video Games Promote Violence? Does virtual violence lead to actual violence? As we all know at this age of sophisticated technology and information, children are more exposed to video gaming compared to the past decades. As a result, video gaming industry has gained tremendous growth since coming into the market in the 1980s. This is because of the increased number of its consumers, especially children and teenagers.
Adeninyi (2011) as cited by Ebele and Olofu (2016) mentioned that good study habits allow students to study independently at home and aspire for higher educational career. The formation of good study habits in secondary school level further serves as the basis for students’ performance in external examinations such as West African Examinations Council (WAEC), National Examinations Council (NECO) and Joint Admissions and Matriculation Board (JAMB). On the contrary, bad study habits are negative or non-productive study habits which are undesirable and counter-productive to students’ academic performance John (2010) as cited by Ebele and Olofu (2017). When developed and utilized by students at all levels, they tend to impede academic progress and performance of the users. Due to the peculiarity and uniqueness of individual student, what may be considered as bad study habits to student “A”, may seem to be very productive and efficient for student “B”.
In our time, technology has become one of our essential things in life; specifically video games. Video games are electronic system used to run games. They involve human interaction specially teenagers. Many researches have been done on the effects of video games showing that there is positive and negative impacts. As we know not all video games contain violent contents, but most of them are violent and mentally dangerous.
Schools are the second place after home where students’ behavior and future educational success are shaped. At schools there are many elements or factors that can influence the teaching and learning process that may take place. Rasyid (2012) stated that there are four perennial truths that make the teaching and learning process possible to take place in the classroom. If one of these is not available, there will be no teaching and learning process, though the learning process itself may still take place, they are: (1) Teacher, (2) Students, (3) Material and (4) Context of time and place. All of them are related to one another.