This Thesis applies as an approach of technological experiment to analyze the performance of students when exposed to computer games, or the internet. PC games, also known as computer games, are video games played on a general- purpose personal computer rather than a dedicated video game console or arcade machine. Their defining characteristics include a lack of any centralized controlling authority and greater capacity in input, processing, and output. PC games reached widespread popularity following the video game crash of 1983, particularly in Europe, leading to the era of the "bedroom coder". From the mid-90s onward they lost mass-market traction to console games before enjoying a resurgence in the mid-2000s through digital distribution. The Internet is a global system of interconnected computer networks that use the standard Internet protocol suite to serve billions of users worldwide. It is a network of networks that consists of millions of private, public, academic, business, and government networks, of local to global scope, that are linked by a broad array of electronic, wireless and optical networking technologies. The Internet carries an extensive range of information resources and services, such as the inter- linked hypertext documents of the World Wide Web and the infrastructure to support email.
Internet nowadays is a distraction to the students because of social networking sites. Others are distracted because of pornography. While some wants to be famous that is why the internet is a distraction. As the year level of students in school becomes higher, their study habits differ from time to time. The kind of study habits they have shows the differences or improvements in how they become skilled and earnest about learning new things. Studying does not only include the preparation of students to excel in class but also the reinforcements of the lessons already taught. It is merely reviewing and committing to mind new...
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