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Lcc Thesis_online Games

Lcc Thesis_online Games



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Published by Dahunior Legacy
Online Games Studies of LCC_Lipa
Online Games Studies of LCC_Lipa

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Published by: Dahunior Legacy on Mar 02, 2009
Copyright:Attribution Non-commercial


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The Affect of Online Games to the Student of AHRM 1F
Online games are one of the medium of entertainment especially in the youth ofmodern era in Batangas. Virtual or cyber games over internet are direct personally to eachindividual user. It encourages and requires the participation of individual user or gamester.It is an inexpensive in the sense that the internet connections for the online games are easilyaccessible everywhere and anywhere and affordable these days. This aspect works inassociation with the personal characteristic and importance of discipline to the individual(student) gamester. The effective advertisement and promotions of online gamesdevelopers caught the youth or student’s attention to response.These qualities of online games advertisement give it immense influence over a vastrange and sizeable number of youth or student gamester. Certainly, it is not just a matter ofa single flick. The online game is an industry. An industry is any grouping of businessesthat share a common method of generating profit. Online game is a business and profit hasto generate. Apparently, businesses, or anyone for that matter, do not see many monetaryprofits from hardcore developmental animation, graphic development, and as businesses,they must do everything to maximize profits. The children, teenager or students are wherethe money is at, and corporate boards of many online game sites decided that these are theones who must be targeted. The more children, teenager or students playing at strategictimes of the day, the more they could advertise and give promos. This sole mercantilepurpose sparked the first ever prototype of an online games in 1999.But then, is the online games industry all about commercialization, all about makingprofit? Certainly, it is yes. As the online game developers’ states, there is amount of chargethat internet café and computer shop should hold.That is the idea behind the online games that the student cannot understand.
Copyrighted © 2009
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The Affect of Online Games to the Student of AHRM 1F
This part presents a review of some studies undertaken in the local setting andabroad. It also includes Literature and Theories, which serve as underpinnings of thepresent study. A discussion of the Conceptual Framework is also part of this part.
This study further concerned on cognitive ability of the students and theirperformance in the actual classroom interaction. The following are the three theories ofmotivation that supports the idea on how to arouse the attention of the students:1.Instrumental/operant learning: (Skinner) it states that the primary factor isconsequences: rein forcers are incentives to increase behavior and punishers aredisincentives that result in a decrease in behavior.(Stimulus => response => reward)
The desire of reward is one of the strongest incentives of human conduct; ... the bestsecurity for the fidelity of humankind is to make their interest coincide with theirduty. --Alexander Hamilton (The Federalist Papers)3.Observational/social learning: (Bandura) it suggests that modeling (imitatingothers) and vicarious learning (watching others have consequences applied to theirbehavior) are important motivators of behavior.
Figure 1 presents the paradigm of the study. Playing Online Games is theIndependent Variable while the Students Academic Performance is the DependentVariable. Spending more time playing online games may affect the student’s academicperformance.
Copyrighted © 2009
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Figure 1 Conceptual Model of the Study
The Affect of Online Games to the Student of AHRM 1F
1.What is the demographic profile of the respondents?(In terms of)A.AgeB.GenderC.Academics Achievements2.What are the effects of playing online games to the formation of study of habits ofHM1F?
Copyrighted © 2009

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