Effects Of Online Gaming In The Studies Of The Students

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    The Effect of Videogames on Student Achievement

    The Effect of Videogames on Student Achievement BY JONATHAN CRATON Introduction In the past few decades, interactive electronic media has grown from virtual non-existence to one of the primary means of entertainment for college students. In more recent years, the Internet has completely changed the landscape of electronic media from something individual and static into something with the potential to be interactive and social.  This article examines the effects of increased student usage of traditional

    Words: 2766 - Pages: 12

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    Reach and Usage of Digital Media Among Youth

    Introduction: Current Scenario 100 Million Households worldwide own at least one connected TV. 50 % of the world’s population own smart phones, 19% own tablets and almost 80% multitask on these devices while watching TV. And this is just the nascent stage. By 2016, there will be 10 Billion mobile connected devices, almost exceeding the global population of 7.3 billion people. With such numbers in play, it is of supreme importance to reach out to this category of digitalized people. The time spent

    Words: 5069 - Pages: 21

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    Education

    playing for at least one hour per day in the United States. The vast majority of research by psychologists on the effects of “gaming” has been on its negative impact: the potential harm related to violence, addiction, and depression. We recognize the value of that research; however, we argue that a more balanced perspective is needed, one that considers not only the possible negative effects but also the benefits of playing these games. Considering these potential benefits is important, in part, because

    Words: 11200 - Pages: 45

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    Humn 432 Course Project

    Course Project: Team A DeVry University - Online Technology, Society, and Culture HUMN 432 Aimee James 19 February, 2012 Abstract Here we as a six-member team collaborate to delve into this fascinating industry, taking a trip from describing the technology and its graphics, through its myriad history. Furthering these endeavors continues this journey into the influences surrounding this titanic industry, exploring political, legal, physical, and both positive and negative influences

    Words: 20783 - Pages: 84

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    Is Second Life Ready for Business?

    100187Is Second Life Ready for Business? CASE STUDY 1. How can Second Life provide value to businesses that use it? Second Life can be a birthing ground for new industries and transform business, commerce, marketing and learning the same way that the Web did in the late twentieth and early twenty-first centuries. It also can facilitate internal communications and to position themselves at the forefront of the digital landscape in order to recruit tech-savvy employees. Second Life is a low-cost

    Words: 1746 - Pages: 7

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    E-Learning Revolution

    E-Learning: Emergence of the Profession Jason Drysdale, Jackie Flynt, and Shauna Hannon-Johnson 24 July 2011 The e-learning profession has grown leaps and bounds over the past two decades. Despite being slow to take hold, e-learning is now rapidly increasing in universities: “Today, almost all institutions of higher education offer some form of distance teaching and learning in the U.S.” (Saba, 2008). The historical timelines of instructional design and technology (ID&T) and distance education inform

    Words: 5883 - Pages: 24

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    Google Analysis

    Class/Group: (Group X) Module Title (Skills for Study 3) Assessment Title () Assignment Title (Your chosen full title) Tutor Name: David Bruce Student ID Number: (200937726) Date of Submission: (26th July, 2013) Word count of your essay (1,265) Internet is a fast developing technology and the popularity of video gaming had been growing in recent years as well. Many people or institutions therefore investigate the negative impacts of video gaming. Since video games often include violence or

    Words: 1480 - Pages: 6

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    Effects of Computer Games

    EFFECTS OF COMPUTER GAMING ON NEUST STUDENTS’ IN CABANATUAN CITY 1. FOREWORD ....................................................................................................................................................................... 3 2. INTRODUCTION ....................................................................................................................................................................... 4 2.1. THE REPORT ...........................................

    Words: 13956 - Pages: 56

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    Benefits of Video Games

    individuals because of the many positive effects they create, which include: self satisfaction, educational and economic opportunities, advances in technology and science, and the spawning of creativity and ingenuity. One of the age old attacks against video games is the statement that they contain an addictive allure that grabs hold of students and chokes the academic life out of them; well, according to recent studies, quite the opposite may be observed. In a study of young children age four and five

    Words: 1904 - Pages: 8

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    Integration of Video Games in Classrooms

    effective ways educational video games enhance student motivation in classrooms and the personalized approach of education through video games. It will also explore the adaptation of educational games in classrooms as well as educator’s concerns. The review is limited to the use of video games designed for educational purposes and does not discuss the educational value of the entertainment video games. The review does not discuss the different effects of video games on diverse groups; it focuses primarily

    Words: 2385 - Pages: 10

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