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Excessive Computer Game Playing Discussion Gcse History Essay Help

Excessive computer game playing can wreck player’s academic performances, along with exacting steep tolls on their personal relationships. Psychotherapist Hilarie Cash notes playing computer games can cause the brain to increase the production of dopamine, a neurotransmitter that stimulates pleasure. Excessive game playing conditions players to keep playing for the dopamine rush, prompting these players to neglect all other aspects of their lives. Richard Ries, a psychology professor at the University of Washington cautions that not enough

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studies have been conducted on intensive playing to classify this behaviour as an addiction, noting the medical profession tends to view excessive computer gaming as compulsive behaviour.

In a 2008 bulletin for the American Medical Association, Dr. Ronald M. Davis cited a Swiss study which found that every hour children spent playing on computer games each day, the risk of obesity doubled. In addition to the effects of prolonged sedentary activity, KidsHealth notes many computer games require repeated motions from players that puts stress on joints, tendons and muscles, increasing their risk for suffering reprtitive stress injuries such as carpal tunnel syndrome and tendinitis. In their paper “Working with Gamers: Implications for Counselors,” Gerra W. Perkins and her co-authors note that computers games’ flashing images can trigger epileptic seizures, even in players with no prior history of convulsions.

The effects of violent games on players’ behavior history assignment help online: history assignment help online

The effects of violent games on players’ behavior remains a controversial topic among researchers. Writing in “Review of General Psychology,” Christopher J. Ferguson, Ph.D., noted that despite initial concerns over violent computer games, researchers found children who grew up with video gaming didn’t exhibit increased aggression as a whole. Patrick Markey, Ph.D., cautions that violent games tend to exacerbate aggressive tendencies in players with specific personality traits. Using the Five-Factor Model of personality, Markey found that players who scored low in agreeableness and conscientiousness, while registering high levels of neurosis, were likely to exhibit increased aggression after playing games which rewarded violent behavior. Dr. L. Rowell Huesmann of the University of Michigan postulates

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that violent computer games can affect children more subtly, desensitizing them to violence over time and influencing them to believe violence is an acceptable problem-solving method.

Massively multiplayer online role-playing games often require substantial time commitments from players to develop alter egos and progress through openended game worlds. Many players join guilds, collectives of players within a game, and the relationships players develop online can take precedence over their realworld relationships and obligations. Cash notes young players may devote themselves so much to playing they neglect coursework, sabotaging their academic careers and job prospects.

The observable manifestation of knowledge history assignment help book

C. Performance

On the point of academic performance or excellence, Tuckman (1975) said that performance is used to label the observable manifestation of knowledge, skills, concepts, understanding and ideas. Thereby, performance is the application of a learning product that at the end of the process provides mastery. It is the acquisition of particular grades on examinations indicates candidates’ ability, mastery of the content, skills in applying learned knowledge to particular situations. A student’s success is generally judged on examination performance. Wiseman (1961) added that success on examinations is a crucial indicator that a student has benefited from a course of study.

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In schools and other educational institutions, success is measured by academic performance, or how well a student meets standards set out by local government and the institution itself. As career competition grows ever fiercer in the working world, the importance of students doing well in school has caught the attention of parents, legislators and government education departments alike.

Therefore, when the term “low” is integrated with “academic performance”, it is the inability to acquire particular grades on examinations that indicated the individual’s mastery of the content, and skills in applying learned knowledge to specific circumstances.

Research Design and Research Environment history assignment help cheap: history assignment help cheap

METHODOLOGY

Research Design

The research is a descriptive study to gauge the relationship between social networking sites and online gaming to academic performance of 2nd year BS Nursing Students in RTRMF, 2011. The study is interested to determine what is the effect of those two variables to the grades of students. This study utilized standardized 21

testing instrument, which was administered to respondents. Statistical tool has been applied to check the dependency of one condition to the other.

Research Environment

This study was conducted at Remedios Trinidad Romualdez Medical Foundation (RTRMF) located at Tacloban City. RTRMF is a tertiary school which specializes in courses related to medical and health science, particularly BS Research Environment, BS Medical Technology, BS Physical Therapy, BS Medicine and BS Nursing. The school is a non-stock, non-profit and non-sectarian institution which was established in 1980 with the primary aim of solving the shortage of doctors in Eastern Visayas and to make medical education accessible to students in the region. The school was chosen as the setting of the study for its advantage in terms of accessibility and familiarity with the environment and the respondents.

Research Instrument Validation summary ap us history essay help

Research Instrument

A survey was developed containing three sections of closed response (e.g yes/no and Likert-type scaling) and open-responsive items. Section 1 of the instrument asked respondents to provide demographic information (e.g name, course, age, sex). Section 2 invited students to provide academic information (GWA, number of hours spent studying, extracurricular activities). Section 3 asked about

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computer and Internet usage (number of hours spent in the internet for social network sites, and number of hours spent in the internet for computer games, social network sites they visit, type of computer games they play). The fourth section solicited information related to students’ perceptions of the impact of social network sites on their own academic achievement. The fifth section gathered information on the students perceptions on the impact of online games to their own academic achievement. The test was administered for 10 minutes. We also interviewed the respondents as to specific questions in the survey.

Research Instrument Validation

Validity evidence for the instrument was provided by reviewing the questionnaire for the following: (1) Clarity in wording, (2) relevance of the items, (3) use of standard English, (4) absence of biased words and phrases, (5) formatting of items, and (6) clarity of the instructions (Fowler, 2002). The team members used these guidelines to review the instrument. Based on their comments, the instrument was revised prior to administration.