Saturday, March 14, 2020
The Effects of Computers to the Students Essays
The Effects of Computers to the Students Essays The Effects of Computers to the Students Essay The Effects of Computers to the Students Essay TABLE OF CONTENTS Chapter I Introduction . . . . . . . . . . . 1 Importance of the Problem . . . . . . . . . . 2 Statement of the problem . . . . . . . . . . 3 Hypothesis . . . . . . . . . . 4 Scope and Delimitation of the study . . . . . . . . . . 5 Definition of terms. . . . . . . . . . 6 Chapter II Review of Related Literature Chapter III Research Mythology Sources of Data Chapter IV Introduction, Analysis, Interpretation of Data Tabulation Chapter V Conclusion and recommendation Sample Questionnaire ABSTRACT This Paper Reviews Aims to introduce computer games and what This topic is all about. For parents, teachers and specially students who is Graduating to understand the reality effect of this in our daily life and to our Studies. Thereââ¬â¢s a review being conducted based on some sub question From a certain respondent and observation to determined the amount of Population being involved on computer games that will give us figure of 60-70 percent of the totally population in specific area of Habay bacoor has Been into computer games and some of them get engaged or addicted on it Those person canââ¬â¢t live a day without playing that certain games. In this Studies show as well the negative and positive side of this topic will Help us to know. Negative of this love games more than anything else, Like study forget about family, being so much engaged that end into a not So much good result. On the other hand of positive is giving more Information that will be really helpful in hand of knowledge. CHAPTER I INTRODUCTION Computer games in the information systems industry account for over seven billion dollars in sales in 2003 and are a pivotal component in driving both the software and hardware portions of the industry. Entertainment Software Association, 2003). Computer games are quickly taking a chuck of total dollars in the entertainment industry and some say will emerge with Hollywood to create a more interactive entertaining experience for the consumer. In this paper we will be discussion some brief history of games, how they are currently being developed in regards to software, where games are heading in the future, and how the y currently are being used today in other aspects of life. A History of Games The beginning According to many sources, the idea of the video game came about between 1949 and 951, From Space war to Tournament The history of computer games mistakenly termed videogames probably started in 1962. The early programmers and game designers came up with ideas which have been taken over by the industry and have nowadays become cultural stereotypes. Game types like combat games, strategy, simulation or dungeons and dragons were early 60ies inventions but they are still alive today and probably more vital than ever. Having a look at the old predecessors of todays Play station and Dreamcast games might explain why certain stereotypes are so persistent. Comparing early games with todays programmers also shows the technological progress achieved during the last 4 decades. It seems that the gaming industry and game technology nowadays challenges the complete computer industry in becoming the key industrial branch. Also check the webpages referring to computer games and computer games development: A Short Survey on the History of Computer Games Autumn 1961 à à à Digital Equipment Corp. delivers a PDP-1 computer to the MIT in Cambridge, Mass. This was the first computer equipped with a cathode ray tube monitor and a keyboard. DEC expected the MIT scientists to develop scientific programmes with the machine they donated, yet two scientists programmed an application which is said to have been the first computer game ever. 1962 à à à à à Stephen Russell, Peter Samson, Dan Edwards, and Martin Grates realized SPACEWAR, a shoot-up game with animated spaceship icons on a black and white monitor. Two users could shoot the other players spaceships in IMPORTANT OF THE STUDY Computer games is have a good benefits and effect to the Benefits of Computer Games Recently, in this modern world that we live in, through the course of the improvement of echnology, computer games became very popular among the youth. Whether we like it or not, computer games greatly influences our society today. Computer games become a part of peoples lives. Almost everyone has been exposed to some kind of computer game ââ¬â be it role playing games, puzzle games, action games played on a console, a personal computer, or a h andheld device. Because of this sudden interest in computer games, concerns about its effects, may it be positive or negative, arise. Being in a modern world, we naturally question these things. Is it a safe practice to play these games? Will it bring any good? Although many people think that it is unhealthy to play computer games, I believe that, in moderation, computer games can be beneficial in many ways such as in leisure and experience, learning, as well as improving our cognitive, logical, and managerial skills. First of all, video games can be considered as naturally alluring because of its aesthetic images and the realistic experiences that comes with it. As Poole said, video games, especially in these modern times, have very detailed audio-visual effects, usually presenting a simulated fantasy orld that appears to be close to reality (qtd. in Mitchel and Savill-Smith 17). Truly, computer games improved visually and became more realistic these past few years. These fantasy worlds are commonly found in simulation games, which is very useful for learning because it allows players to experience things that might be impossible or too expensive (Mitchell and Seville-Smith 20). Because of this, video games can be l iberating by allowing people to do things they cannot normally do. Effects of Computer Games Experts fear computer consoles such as the Nintendo Way harm child development Children should be banned from playing computer games until the age of seven because the technology is rewiring their brains, it is claimed. Bombardment of the senses with fast-pace action games is said to be causing a shortening of attention span, harming the ability to learn. The concerns emerged as technology industry experts gathered at a special summit discussing the development of children, held yesterday at the Consumer Electronics Show in Las Vegas. Educational psychologist Jane Healy said research indicated that computer games fuelled he development of basic flight or fight instincts rather than considered reasoning. STATEMENT OF THE PROBLEM A. Reasons for undertaking Research. It is known that we are living in technological era. The computers became irreplaceable tool in everyday life of almost each person. The adult users generally use it for business purposes while youngsters for computer games. Computers became the part of our life and very important component in many sp heres of modern life. So it is somehow influences on people. One of the spheres of the life is leisure. And nowadays majority of young people pend their leisure playing computer games, surfing through the internet. Computer games have become one of the favorite time-spending of young people all ages, and even some adults. With permanent development of computer technology the quantity of people using computer either for working purposes or entertainment purposes is increasing speedily. One of the reasons of acquiring computers and computer games by busy parents for their children is providing playing leisure for them. But some parents donââ¬â¢t realize that computer games not only develop childââ¬â¢s mind, logic (what is positive influence) but has negative affects. Computer games industry is evaluated in two ways. On the one hand it is associated with admiration of computers abilities, on the other hand with dangerous influence on teenagersââ¬â¢ psychology and health. HYPOTHESIS In my opinion Computer games grows aggressively and somehow Good for some of people but Sometimes not good for some because if were looking on the Negative side of this topic it will be So addicting for some that will be really negative if you consider Our self / your self to be addiction This on the brighter side of this topic computer games can be Helpful and educational if you know ow to select the right computer games that you know it can help You thereââ¬â¢s a lot of educational Games that has been established by a lot wonderful people who Really wants to make computer games Games a worth do can give pleasure and at the same time can Educate you somehow. SCOPE AND DELIMITION OF THE STUDY This study is directly for young individuals especially students like Us who has the priority too study extensively to finish our studies And yet getting pleasure from playing computer games especially On our lazy days specifically weekends. Most of us now days Knows a lot of computer games and we often play specifically In front of a computer, most of us have their computers at home But some of us donââ¬â¢t so itââ¬â¢s a tend to play outside what we usually Call it a computer shop admit it or not relieve us from some stress That we got from a 5 days studies of different subject 8 hours a day And doing homework and project as well I take day of observation On our own computer shop and most of our clients us really Spending a lot of time for games specially male client. CHAPTER II REVIEW OF RELATED LITERATURE This chapter discuss the result of the review of the prevents Literatures that has been written regarding the impact of computer games in graduating students. Various observation and theoretical activities has been done for this review which will be related to the main research of the topic. The Purpose of this review is for us to discover the conclusions were of prior to some effects of computer games to specific students. That falls on teenagers and adolescent category CHAPTER III RESEARCH AND METHOLOGY SOURCE OF DATA In this study I used my very own source in doing my research for my parents Have a computer shop where in can do my observation and ask some few Question with out regular clients which will be really helpful in making Helpful making this study and I also visit some other computer shop to also Observe population composition of that computer shop that visited and I can Say that we have the same population Males are most fond on computer Games there also females but it doesnââ¬â¢t reach to the count of males who Are really into computer games. And I also conduct a little survey to some Unrelated individuals make this study a worth to discuss and be realized By most of us specially were students in this way that did we can specially Determined the effects of computer games us where if itââ¬â¢s Negative or Positive CHAPTER IV INTRODUCTION, ANALYSIS, INTERPRETATION OF DATA TABULATION INTRODUCTION The research finding on computer games will discussed in the research Conclusion And recommendation for future research will also discussed In this section out of 40 male respondents, 80% ( 20 respondent) use the Computer for more 20 hours a week ( more than 4 hours per day ) this Percentage bigger compared to those who use the computer for least 2 hours Per day ( 15% of the respondents ) and at least 3 hours per day (30% of pic] Blue 80% more than 20 hrs Red 20% 7 hrs- 20 White 1 hrs ââ¬â 7 hrs COMPUTER GAMES All The respondents use the computer for computer games . the Following Graph show the respondent distribution based on the hours The speed on using computer for games Graph 2. distribution of respondent on the computer use For games per week [pic] Blue 1 hrs ââ¬â 7 Red 7 hrs ââ¬â 14 hrs White more th an 20 hrs Now the larger faction of the respondents are inclined to Computer games and spend more than 20 hours of computer use per week ANALYSIS The research was conducted form two computer shop here Is bacoor under observation from those 2 different computer shop 60 to 70 % of the total population of those computer shop were Studies probably from school and most of them were males on the Same age as I have or earlier age [pic] Red 75 % Blue 60% CHAPTER V CONCLUSION AND RECOMMENDATION CONCLUSION Learners are among individual specifically graduating students Youngsters or teenagers who play computer games mostly on a daily Basis. This shows that the impact of computer games becomes more board Base on the studies and observation been conducted where in revealed Who are the most computer players how long do they speed to play Computer games the effect. In this study it also highlight the impact of the Computer game in life of each individual involved in this study RECOMMENDATION FOR FUTURE STUDY / RESEARCH This study been researched by means of question and observation For this topic. This research has has been limited in bacoor area (Habay) you Can also do further research and observation by visiting some other place and See if they also have the same situation. I recommend to the same Methology that I did for more effective realization of the topic
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