Reaction Paper

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STRESS ON WMSU COLLEGE OF ENGINEERING SOPHOMORE STUDENTS
RELATIVE TO COMPUTER GAMES VIS-À-VIS
CONFLICT ON ACADEMIC PERFORMANCE

RESEARCH STUDY

PHYCHOLOGICAL RESEARCH PROJECT
COLLEGE OF ENGINEERING AND TECHNOLOGY
WESTERN MINDANAO STATE UNIVERSITY

IN PARTIAL OF THE REQUIREMENTS IN ENGLISH 102

BY: KEN ALDRICK S. IMBING
JOSEPH MARX D. MONTESINO
GE-1H
TABLE OF CONTENTS

CHAPTERS
I - Introduction
* Background of the Study
* Statement of the Problem
* Significance of the Problem
* Scope and Determination

II - Theoretical and Conceptional Framework
* Review of related Literature and Studies
* Theoretical Framework
* Conceptional Framework
* Statement of Hypothesis

III - Research Methology
* Research Design
* Sample/Respodents of the status
* Research Locale
* Treatment of Date

IV – Presentation, Analysis, Interpretation of Data

V – Summary, Conclusion and Recommendations
* Biology
* Appendices

I – Introduction
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,   and   academic   achievement,   as measured by traditional examination results, of those who play them. An online game is a game played over some form of computer network. This almost always means the Internet or equivalent technology, but games have always used whatever technology was current: modems before the Internet, and hard wired terminals before modems.

The expansion of online gaming has reflected the overall expansion of computer networks f rom small local networks to the Internet and the growth of Internet access itself. Online games can range from simple text based games to games incorporating complex graphics and virtual Is this Essay helpful? Join OPPapers to read more and access more than 325,000 just like it! get better grades worlds...
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