Related literature about effects of playing computer games on students

Computer Gaming Effects on Academic Performance

Many psychologists and mental health professionals have paid attention to the effects of these games. According to Raise Smart Kids: The results of this study are in agreement with the findings of other studies around the world.

In 45 percent of kids were regular gamers, which means that they played for two or more hours on a daily basis. These needs have a hierarchical order and human beings are motivated to satisfy preliminarily lower level of needs.

These are the physiological needs, the safety needs, the belongingness and love needs, the esteem needs, and the self-actualization needs. Sub-research questions are as the following: The mean age of participants was 13 years old.

The widespread use of video games has led to a series of questions. The reasons for playing these games among boys were excitements and challenges and they insisted to win. These needs are hierarchical and when lower level needs are satisfied other higher level needs pop up.

This study aimed to investigate the effects of addiction to computer games on physical and mental health of students. Challenging with the obstacles and reaching a higher level in the game, make the players excited and losing the game make them anxious.

Certain types of video games can help train kids to follow instructions as well as helping them develop their problem solving and logical thought processes.

This study seeks motivational effects of an educational computer game on elementary students. Definitions of Terms Motivation: This questionnaire is the most known instrument for screening in psychiatry, and has a significant effect on developing researches.

In other words, it is necessary to motivate students to learn in order for making best use of an educational software. Researchers have found that each situation should be handled independently because the effects vary from individual to individual. Most games do not teach kids math, history and other subjects, however, they do provide students indirect opportunities to learn principles that can help them in their academic pursuits.

Kids can also learn inductive reasoning and hypothesis testing. Positive Effects Many people focus on the negative effects of these games and fail to see the opportunity for learning and growth.

The data collection instrument was included the form of GHQ inventory of physical and psychological health measurement.

Effect of Computer Technology to the Academic Study of the Students

The esteem needs are categorized in two sets: Therefore, research question of the study was such: The high number of kids shows the importance of learning to choose games that will help strengthen and push the intellect of the child playing.

This article has been cited by other articles in PMC. The best educational software will not make sense if the students are not ready to learn.

Motivation is an abstract concept and there is no specific agreement on the definition of the motivation.

Several professors conducted a research project to determine the effect of gaming on academic performance. To do this research, at first 3 districts were selected randomly among five districts of Isfahan Board of Education.

Lastly, issues about computer games and learning are reviewed. Therefore, there was a direct relationship between addiction to computer games and physical disorders such as anxiety, sleep disorder and depression.

The study population includes all students in the second year of public guidance schools in the city of Isfahan in the educational year of Improvement of quality and variety of games increasingly spread it in the society especially adolescences.

The physiological needs are at the bottom of the hierarchy, and they include physiological needs of the body such as eating, drinking, sleeping, and having sex.

People feel the absence of friends, or wife or children at this level. Maslow, Maslow categorized five types of needs. In computer or video games, all the experiences of the a player during the interaction with the game system is called the gameplay. It is not easy to come up with a specific definition of motivation because it can neither be observed nor directly be measured precisely, it can only be inferred from what people provide and do Wlodkowski, It analyzes the possible effects of playing online games and the possible ways to avoid it.

Particularly, this study is conducted to answer the following problems: 1. What are the physical effects of playing online games to the Grade 7 and 8 students? 2. What type of games do the students play in majority?

3. Research on video and computer gaming literature reports both positive and negative effects on players. Fifty-two percent of the parents highlighted that computer game playing is positive and an important element of their children’s life (Entertainment Software Association, ).

Effects of Computer Games in Third Year Students. Computer Addiction TP. RELATED LITERATURE ABOUT ONLINE GAMES. date: 08/28/14 time: PM Gentile – offer their perspectives on frequently asked questions related to the effects of video games on the brain: Are there beneficial effects of video games?

4/4(13). I - Effect of Computer Technology to the Academic Study of the Students introduction. Introduction: In today’s modern times, computer technology has become a vital part of our life.

It helps us to have an easier life. In this competing world, the students should have to learn a lot when it comes to education. Everything. Aug 26,  · Considering associations between playing computer games and physical and mental disorders, the negative effects of these games are basically related to the games and their nature.

Therefore, some computer games can be constructive, while others can have damaging effects on children's body and mind.

Computer games: Related literature Essay

Title:The Effects of playing on-line computer games in academic performance of students? Background of the study: The aim of this paper is to investigate a comparatively untouched area of research into games and education: whether or not there is a link between the frequency with which computer and video games are played.

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Related literature about effects of playing computer games on students
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