40 CHAPTER II REVIEW OF RELATED LITERATURE In the present chapter the investigator is made an attempt to report the literature based upon the various aspects of juveniles / delinquents programme. A study of relevant literature is an essential step to get a full picture of what has been done and said abroad and in one’s own country with regard to the p roblem. Similar studies were seen conducted in various countries regarding the p roblems of juvenile delinquency with regard to the children having
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Information and Computing Science Society and Culture EFFECT OF COMPUTER GAMES Proponents: Jay Andrew Nagutom Rey Gerald Manguera Mario Custan Mark Tranquillo [pic][pic][pic][pic] Marinduque State College School of Information and Computing Science Society and Culture CHAPTER I Introduction In modern society‚ it is very common playing computer games. Even though computer games are common in our life‚ they have not only good effects‚ but also bad effects‚ especially to teenagers. Moreover‚ even though
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CHAPTER II REVIEW OF RELATED LITERATURE AND STUDIES The following studies and literature lent meaning to what the researchers hoped to describe and define the effects of billboard advertisements of TM to the buying behavior of students of Universidad de Manila when it comes to their preferred network provider. So far‚ no studies have been made yet on this particular problem. However‚ researchers elsewhere had conducted studies which are closely related to the present study. RELATED STUDIES LOCAL STUDIES
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“Effects of computer usage to the academic performance of students” Chapter II REVIEW OF RELATED LITERATURE The scope of Computer effects derives a wide scope of related literature that is worth mentioning. In this regard‚ this literature review concerning the effects of computer usage to the academic performance of students‚ will address the following areas relevant to this study: History of the Computer; Importance of Computers‚ Negative Effects of Gaming; Computer Crime; Computer Use
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Chapter II Review of Related Literature This chapter presents the reviews of literature‚ which are related and relevant to the study. To obtain information for this study‚ the researcher used books and websites on the internet and copies of different theses. Documentary films a broad category of visual expression that is based on the attempt in one fashion or another‚ to “document” reality. Although “documentary film” originally referred to movies shot on film stock‚ it has subsequently expanded
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OF EDUCATIONAL COMPUTER GAMES: A CASE STUDY IN A MALAYSIAN UNIVERSITY Roslina Ibrahim 1‚Azizah Jaafar2‚ Khalili Khalil3 1 Advanced Informatics School (AIS)‚ Universiti Teknologi Malaysia‚ Jalan Semarak‚ 54100‚ Kuala Lumpur 2 Faculty of Information Science and Technology‚ Universiti Kebangsaan Malaysia‚ Bangi‚ Selangor 3 International Islamic University‚ Gombak‚ Selangor Malaysia 1 lina@ic.utm.my‚ 2aj@ftsm.ukm.my‚ 3khalili@iium.edu.my ABSTRACT Educational computer games (ECG) are regarded as the
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Video games and the positive effects on society Do video games infect children and force them to act out violently? With incidents like Columbine High School and Sandy Hook Elementary society‚ and the media‚ has strived to find a connection in these school massacres. These incidents occur at the hands of children and adolescences and they all played video games. The media has ultimately decided that these violent video games may be to blame. After every school shooting this is information the
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computer game composing of two to ten or twelve players where you can choose from over ninety unique characters you can play on. It requires focus‚ strategy‚ quick hands and quick thinking when you are in difficult situations. The objective of the scenario is to destroy the opponents’ "Ancient". The two teams’ ancients are heavily guarded structures at opposing corners of the map. The game is popular in many parts of the world; in the Philippines and Thailand‚ it is played as much as the game Counter-strike
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Video Games’ Good and Bad Effects Everybody all have to take rest after they finish working. Different people have different ways to have a rest or to be relaxed. Everybody has a lot of pressure when they are working or studying. So‚ after working they must find a way to relax themselves. Some people would like to watch TV to relaxes or work out in gym. But maybe most of young men will choose play video game to relax. Maybe just twenty years ago‚ not most of people know what video games are
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Purpose OF Study The purpose of this paper is to explore the extent to which social factors‚ delineated in terms of interpersonal communication variables‚ are associated with what is referred to as Internet addiction among college students at a large Midwestern University. We also want to determine if gender‚ locus of control‚ and individual sociability moderate the relationships between communication variables and Internet utilization. This type of analysis makes the current study more systematic
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