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Title: Unveiling the Challenges of Crafting a Thesis on the Effects of Computer Games on Students

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Following the application of the process, 30 students out of the 100 test subjects have randomly
been chosen and asked to fill out a survey and give responses to a set of questions. Objective: Our
main research question was to find out whether challenging online games can motivate students to
learn and achieve reach better results as a non-assisted group. As they play well, they would be
happy because their mind will be focused on the game only. To browse Academia.edu and the wider
internet faster and more securely, please take a few seconds to upgrade your browser. This thesis
contributes to contemporary sociological debates about video games and video gaming by building
upon the works of game theorists such. 1 definitions and conceptual framework for reward deficit in
alcoholism. Scholars can use them for free to gain inspiration and new creative ideas for their writing
assignments. Does online gaming help the students to gain more information about their studies. This
study explores the impact of heavy gaming students on their peers and teachers in the school
environment. For this purpose, focus-group and face-to-face interviews have been carried out using
semi-structured interview forms developed by the research team. Even though computer games are
common in our life, they have not only good effects, but also bad effects, especially to teenagers. As
a result of the work, it has been determined that the students were satisfied with the work, and that
because the game chosen was war-themed, gender has caused an important variance. When units
and gains observed in geography courses, it is seen that there is no reference to gaming. In this sense,
a worldwide famous game Lineage II, which was developed for the purpose of entertaining, has
been used along Turkish courses for 10 th and 11 th grades. Violent video games and excessive use
of computer can cause people to show antisocial behaviours. Because of the increasing use of
videogames, the debate concerning the effects of video games has been ongoing, particularly in
terms of gamers' social lives. Ferguson points to research that suggests that playing violent video
games may have some positive effects for young. For example, if someone is easily influence by
others or by the media, they would be more likely to become less helpful towards others than those
who are not influence by others and by the media. Alcoholism has many definitions that vary from
social frameworks to a psychiatric framework embedded in the diagnosis of substance dependence on
alcohol defined in the diagnostic and statistical manual of the american psychiatric association 4th
edition dsm iv. This is a negative effect because this may deny a person the opportunity in integrate
in society. Thus, the principles of brain plasticity of increasing discrimination and memory using
approaches adapting to the individual's level of proficiency yet maintaining task difficulty and
therefore engagement in the tasks, not only improves performance on the training tasks, but most
important, extend to improvements in memory and supervisory skills on transfer tasks. While there
are several studies dealing with 2-dimensional and 3-dimensional serious games in education, there is
a dearth of relevant empirical research in formal educational settings that compares their
effectiveness. Students that perceive themselves as having good time management skills were the
students who were more involved and had a high desire to achieve, resulting in a higher level of
performance. GeoQuest is a new teaching approach designed for learning on gaming (LoG) to learn
while playing, different from edutainment (educate and entertain together) and gaming to learn
(playing a game without specific didactic). According to one study, nearly 1 in 10 young gamers
displayed behavior patterns similar to addiction. It is where the researchers expressed our own
thoughts about the study through comparisons and contrasts. This means that violent videos can lead
to people being less affected by violence. In one study, researchers examined the test results of more
than 190,000 teens, and found evidence of a small, negative effect. Rationale and Importance
Gaming in Education: What Students Can Learn From Video Games in School As new teachers enter
the workforce with greater technology familiarity than their predecessors, a wider margin of
accepted teaching methods has developed, changing the way in which educators are able to form
successful instructional relationships with their students. Shipment students spending too much time
on online games every week tend to. Their articles states that: In a series of experiments in which
video games were matched on competitiveness, difficulty, and pace of action, researchers found
video game violence alone did not elevate aggressive behaviour.
Alcoholism has many definitions that vary from social frameworks to a psychiatric framework
embedded in the diagnosis of substance dependence on alcohol defined in the diagnostic and
statistical manual of the american psychiatric association 4th edition dsm iv. And today's games are
increasingly realistic and technologically advanced. Discuss research into stress-related illness and
the immune system. If the content is negative, then negative results can be expected. In order to
facilitate analyzing video games as learning systems and instructional designs as games we present a
theoretical framework that integrates ideas from a broad range of literature. Introduction: In the
beginning of the 20th century, the phenomenon of Electronic Devices has started. All of the
participants shared the highest point they got on their own blog and made evaluations about the
game. For example, if someone is easily influence by others or by the media, they would be more
likely to become less helpful towards others than those who are not influence by others and by the
media. Whether your child is an avid gamer or rarely picks up a controller, it's important to
understand the world of video games--especially in the age of online gaming--so you can make your
child's experience with games both a positive and a beneficial one. One woman was commenting
about the fact that she had just gotten home from work and had signed on to the computer. This
resulted to low grades and sometimes fails into one or more subjects. Therefore they would not be
friendly with the others. Thus, the principles of brain plasticity of increasing discrimination and
memory using approaches adapting to the individual's level of proficiency yet maintaining task
difficulty and therefore engagement in the tasks, not only improves performance on the training
tasks, but most important, extend to improvements in memory and supervisory skills on transfer
tasks. Someone whose primary friends are screen names in a chat room may have difficulty with
face-to-face interpersonal communication. According to one study, nearly 1 in 10 young gamers
displayed behavior patterns similar to addiction. There are strong methodological reasons for not
accepting the evidence for video games effects at face value This research focuses on what are the
views of people towards the computer gaming and to identify the actual effects of computer games
on high school students. However, because this study lacks population validity as only 48
participants were used, generalisation should not be made. Come browse our large digital warehouse
of free sample essays. Out of 20 students, 30% of them troubled in headache and back pain that both
ranked the first. For example, if a person plays violent video games, they may become more
aggressive meaning that they may not be able to integrate in the society. But based on the limited
information we have now, it seems that extreme claims on either side of the spectrum are wrong. In
addition, they had decreased focus on getting grades and they were more independent while
participating in the game-based activities. When units and gains observed in geography courses, it is
seen that there is no reference to gaming. From non-colorful and 2 Dimensional it transform to 3
Dimensional games which becomes more colorful and beautiful. Albeit thought as a tool of
entertainment, computer games designed for educational purposes enable us to make it possible for
individuals to attain certain habits through repetition. Computer addiction is a relatively new term
used to describe a dependency on one's computer. In this study, two versions (2-dimensional and 3-
dimensional) of a serious educational game on geography, were developed and offered in eight
elementary schools. As the children clicked together with spreading of online games, parents and
instructors are alarmed, but researchers questioned whether these games can be harnessed into
educational purposes. The schism in understanding video games and their role in education, broadly
painting them as both aids and distractions, indicates that the usefulness of this media will ultimately
rest on how parents and educators utilize it in a scholastic context Gentile, 2010. It is not avoided to
use the capabilities of the computer to make a world which visualized the imagination of man.
Thesis Conceptual Framework About Online Games Addiction. Objective of this work is to examine
contribution of computer game-based learning to students' motivation. No matter at which age group
it is, to claim that game derived gains couldn't be gained by no other way, wouldn't be exaggeration
indeed. Posso suggests that students who regularly spend time playing online games are developing
analytical and problem-solving skills that can also help them in their schoolwork. As time went on,
these computers evolved from using vacuum tubes to transistors. Davies and Lipsey have highlighted
the prevalence of pro-ana websites. Finally they should emphasize alternative activities, such as
athletics as well as imaginative play so that their children grow up with healthy minds and healthy
bodies. This thesis contributes to contemporary sociological debates about video games and video
gaming by building upon the works of game theorists such. 1 definitions and conceptual framework
for reward deficit in alcoholism. For example, violent video games can relieve stress meaning that a
person may take out their anger on video games rather than taking it out on other people. You can
download the paper by clicking the button above. He found reduced brain responses (desensitisation)
in those used to game violence. Other allegations are that they have an addictive quality and that
excessive playing results in a diminished social contact and poorer school performance. You can
download the paper by clicking the button above. Bartholomew compared the brain responses of
habitual players with those who do not play violent games. It's also possible that the effects vary
with content of a game. Such as some simulators can make someone ready for certain tasks in future
life. And today's games are increasingly realistic and technologically advanced. Computer is
considered as one of the most beautiful invention that has been created by man on Earth that is
because it is one of the most powerful machines that run almost all the part of the world to make life
easier and better. It has been made clear that, in general, students enjoyed the game-based learning
environment, that they were less concerned, and that it has enhanced individual learning. For
example, if someone is easily influence by others or by the media, they would be more likely to
become less helpful towards others than those who are not influence by others and by the media.
Still want to consult or post content on NewsActivist. Their articles states that: In a series of
experiments in which video games were matched on competitiveness, difficulty, and pace of action,
researchers found video game violence alone did not elevate aggressive behaviour. This means that
playing violent video games increases a person’s heart rate and their blood pressure. Download Free
PDF View PDF See Full PDF Download PDF Loading Preview Sorry, preview is currently
unavailable. A word that best describe a gadget is that it is not only for doing tasks easy and lessen
the activities with a minimal time but also, gadgets can make the community connected and updated.
They are written by anorexics and they encourage anorexia. The survey has been evaluated via
frequency analysis and also responses given to the related questions have been considered. The
researcher will use a simple statistics that will be used for tallying the percentage of certain topic
from the questionnaire which is written below. According to the teachers, heavy gamers have low-
school performance. They all have encountered the game for the first time and have never played
before, they are asked 6 questions like how many times they have played the game, the reason they
got low points, the highest point they got, which indicators they have used and the place of the game
in teaching geography.
By continuing we’ll assume you’re on board with our cookie policy. Both versions had a positive
impact on learning, confirming thus the advantages of serious games in education. 2D version had a
greater impact comparing to 3D, regarding learning, while 3D version had a greater impact on
motivation to learn and user experience. To improve academic performance among college students,
self-attitudes and participation in activities that keep schedules busy will help enforce the principle
influence; time management practices. However, because this study only consisted of boys, it is
androcentric. While there are several studies dealing with 2-dimensional and 3-dimensional serious
games in education, there is a dearth of relevant empirical research in formal educational settings that
compares their effectiveness. For this purpose, focus-group and face-to-face interviews have been
carried out using semi-structured interview forms developed by the research team. I found out that
this individual, who we will call George for confidentiality purposes, is twenty-three years old and
resides on the east coast. Addiction is one of the reason it might hamper the effect on health.
Therefore they would not be friendly with the others. Also because the participants were playing a
video game, it is expected that there would some element of completion. Out of 20 students, 75% of
them chose the entertainment, 20% of them in past time, and 5% of them chose for anger which
ranked the least. This study explores the impact of heavy gaming students on their peers and
teachers in the school environment. Those principles are then related to the mechanics of digital
action games, which also have the important added feature of producing the experiences of presence,
engagement, and flow, the subjective elements of game play that are likely to sustain interest and
emotional investment in the skills practiced so that the play produces cognitive benefits. In addition
to this, other factors such as personality may be important in determining whether video games
would reduce a person’s helping behaviours or not. The instrument use is modified questionnaire-
checklist will serve as the primary data gathering tool. Students that perceive themselves as having
good time management skills were the students who were more involved and had a high desire to
achieve, resulting in a higher level of performance. Get the knowledge you need in order to pass your
classes and more. Advances in technology have also led to an increased ability to study brain
responses to gaming. Katz and Aspden suggest that the internet could lead to more and better social
relationships, especially for shy people, since its anonymity reduces feelings of embarrassment. No
matter at which age group it is, to claim that game derived gains couldn't be gained by no other way,
wouldn't be exaggeration indeed. The extended practice approach uses the brain plasticity principles
outlined here. What happens when we introduce video games into the home. As a result, players who
have psychological issues could think and believe whatever happens in the game happens in real life.
For example, if a person plays grand theft auto, they would then become aggressive individuals and
they also form aggressive feelings and thoughts. The CCRPG allows a significantly greater attention,
with a persistent attention during the who. Violent video games and excessive use of computer can
cause people to show antisocial behaviours. The games have violent themes, coupled with their
interactive nature, have led to accusations that they may be worse than televised violence in affecting
children's antisocial behaviour. Download Free PDF View PDF See Full PDF Download PDF
Loading Preview Sorry, preview is currently unavailable. So it must be noted that generalisation must
not be made based on this research. To identify the different typologies, a latent class model using
Latent Gold v4.5 software was applied in order to model relations between the variables observed,
assuming that the structure of underlying relations was explained by a latent categorical variable (not
observed).
However, some research suggests that excessive use of the computer and violent video games can
have a positive effect on people. What factors of online gaming make students addicted to them? 4.
Rationale and Importance Gaming in Education: What Students Can Learn From Video Games in
School As new teachers enter the workforce with greater technology familiarity than their
predecessors, a wider margin of accepted teaching methods has developed, changing the way in
which educators are able to form successful instructional relationships with their students. Online
games are video games played through a form of computer network. This thesis contributes to
contemporary sociological debates about video games and video gaming by building upon the works
of game theorists such. 1 definitions and conceptual framework for reward deficit in alcoholism. So,
for example, if a child is exposed to these types of websites, they may grow up thinking that they
have to be anorexic in order to be classed as being normal. It cause to addiction when must be
exposed to playing. It is assumed that this is because gamers over age 65 have more leisure time for
play. Alcoholism has many definitions that vary from social frameworks to a psychiatric framework
embedded in the diagnosis of substance dependence on alcohol defined in the diagnostic and
statistical manual of the american psychiatric association 4th edition dsm iv. Constantly advancing in
technology and capability, the latest transmutation takes the form of online role playing games,
involving the maintenance of persistent worlds populated by millions of players. The schism in
understanding video games and their role in education, broadly painting them as both aids and
distractions, indicates that the usefulness of this media will ultimately rest on how parents and
educators utilize it in a scholastic context Gentile, 2010. Playing these types of games makes the
player experienced different feelings because it is as if the player is really the one taking the
challenges. For example, a child can be exposed to things such as x rated video that they should
really be looking at. Genre-based potential cognitive benefits In this section, speculations about what
specific cognitive skills are likely to be trained and to transfer from digital action games based on
their genre are summarized. Video games as a theoretical framework for instructional design ian d.
The students interact with the game using their own smartphone or tablet and the system collects the
individual answers. In other words, based on coefficient of determination, 3% variance of addiction
to computer games is common with physical disorder, 12% with anxiety and sleep disorder, 0,9%
with social dysfunction and 5% with depression. Whether your child is an avid gamer or rarely picks
up a controller, it's important to understand the world of video games--especially in the age of online
gaming--so you can make your child's experience with games both a positive and a beneficial one.
Computer addiction is a relatively new term used to describe a dependency on one's computer. For
example, if a person is an aggressive person, they may find it rather difficult to make friends who are
not aggressive as those people who are not aggressive may avoid being associated with anyone is
aggressive. Upon entering a relationship during college, one might be forced to choose to either
study, or spend time with his partner. The player would not think about the issue and would relax
more, because their mind will be focused on the game. Both versions had a positive impact on
learning, confirming thus the advantages of serious games in education. 2D version had a greater
impact comparing to 3D, regarding learning, while 3D version had a greater impact on motivation to
learn and user experience. Its fantastic characteristic makes a lot of students become hook on it. They
are called online, mobile, offline, and mini games were played. There are several actions that could
trigger this block including submitting a certain word or phrase, a SQL command or malformed
data. The German word for “obsession” is Zwangsvorstellung and was translated as “obsession” in
Great Britain and “compulsion” in the United. Saba Mehmood Faculty, Department of
Communication Studies, Nizwa College of Applied Sciences, Ministry of Higher Education, P. You
can download the paper by clicking the button above. Introduction: In the beginning of the 20th
century, the phenomenon of Electronic Devices has started.
The action you just performed triggered the security solution. Out of 20 students, 75% of them chose
the entertainment, 20% of them in past time, and 5% of them chose for anger which ranked the
least. Besides, parents are advised to control their children's choice of games and to limit the time
spent on these games. In addition, studies suggest that kids who regularly play video games are at a
at school. The action you just performed triggered the security solution. Objective of this work is to
examine contribution of computer game-based learning to students' motivation. Video games and
agressive thoughts, feelings, and behavior in the laboratory and in life. In addition to this, other
factors such as personality may be important in determining whether video games would reduce a
person’s helping behaviours or not. By continuing we’ll assume you’re on board with our. The
extended practice approach uses the brain plasticity principles outlined here. The data gathering
procedure following are steps in data gathering. Ug theory founded by elihu katz in 1959 when
herzog examined the reasons people use the radio to listen to quiz programme herzog 1942 and soap
operas herzog 1944 as cited in katz 1959. So, for example, if a child is exposed to these types of
websites, they may grow up thinking that they have to be anorexic in order to be classed as being
normal. Behavioral problems is referred to the circumstance whereby emotional and behavioral
responses of an individual is different to cultural norms, age, or ethnicity; so that it can negatively
affect the individual's academic performance, self-care, social relations, personal adjustment, and
adaptive behavior in the classroom and workplace. A game will become an online game if it involves
in using a computer or a series of computers with one player in each computer to battle it out with
other players using the Internet depending on the game genre. A word that best describe a gadget is
that it is not only for doing tasks easy and lessen the activities with a minimal time but also, gadgets
can make the community connected and updated. In this study, two versions (2-dimensional and 3-
dimensional) of a serious educational game on geography, were developed and offered in eight
elementary schools. According to one study, nearly 1 in 10 young gamers displayed behavior patterns
similar to addiction. Playing these types of games makes the player experienced different feelings
because it is as if the player is really the one taking the challenges. It is not avoided to use the
capabilities of the computer to make a world which visualized the imagination of man. Addiction is
one of the reason it might hamper the effect on health. It is rather more difficult to getthem to agree
on why they impact as they do. Electronic games are the medium of the 21st century. Davies and
Lipsey have highlighted the prevalence of pro-ana websites. Objective: Our main research question
was to find out whether challenging online games can motivate students to learn and achieve reach
better results as a non-assisted group. GeoQuest is a new teaching approach designed for learning on
gaming (LoG) to learn while playing, different from edutainment (educate and entertain together)
and gaming to learn (playing a game without specific didactic). Unfortunately, most of the debate has
been biased and based on hearsay instead of study. It is assumed that this is because gamers over age
65 have more leisure time for play. One of these challenges is the fact that certain students are rude
and disruptive during class. Just because those participants in the study were more likely to exploit
each other doesn’t necessarily mean that everyone in the world would behave in the same way if they
were to be put in the same situation.
Thesis conceptual framework about online games addiction. Surveys are to be used as a medium of
gathering data, and the researchers will read articles or interview gamers and non- gamers alike to
gather more information concerning this study. The effect of playing online games on productivity
levels an interactive qualifying project report submitted to the faculty of the worcester polytechnic
institute in partial fulfillment of the requirements for the degree of bachelor of science by michael
anastasia and jeremiah chaplin date. Throughout history, our conceptualization of obsessive
compulsive disorder (OCD) has been changing alongside changes in the way we have viewed the
world. They are written by anorexics and they encourage anorexia. Out of 20 students, 30% of them
troubled in headache and back pain that both ranked the first. Finally they should emphasize
alternative activities, such as athletics as well as imaginative play so that their children grow up with
healthy minds and healthy bodies. Its content must fit to the kind of research that issued in the study.
The theoretical framework that this study used to discuss about internet addiction will be uses and
gratifications theory. In addition, they had decreased focus on getting grades and they were more
independent while participating in the game-based activities. From Grand Theft Auto to Call of
Duty, many of today’s popular video games are very violent in nature. There. The survey has been
evaluated via frequency analysis and also responses given to the related questions have been
considered. Out of 20 students, 75% of them chose the entertainment, 20% of them in past time, and
5% of them chose for anger which ranked the least. In addition to this, other factors such as
personality may be important in determining whether video games would reduce a person’s helping
behaviours or not. The prevalence rate of behavioral problems among the school-aged population has
been reported to be 0. To browse Academia.edu and the wider internet faster and more securely,
please take a few seconds to upgrade your browser. Playing these types of games makes the player
experienced different feelings because it is as if the player is really the one taking the challenges. The
findings indicate heavy gamers to display problematic behaviors including communication and
behavioral problems within the school environment. Review of Related Literature The Research
Design The researcher used the descriptive approach, specifically descriptive survey method to gather
information of the related study. This suggests that video games do increase people’s physiological
arousal and this could be rather dangerous as a person’s life could potentially be at risk. If the
content is negative, then negative results can be expected. This shows that violent video games can
lead desensitisation to violence. In this study, two versions (2-dimensional and 3-dimensional) of a
serious educational game on geography, were developed and offered in eight elementary schools. The
result of their study could be used by the researchers to plan future studies around playing computer
games. Only those players who were already aggressive before the game become angrier after
playing it. Thesis Conceptual Framework About Online Games Addiction. The students interact with
the game using their own smartphone or tablet and the system collects the individual answers. Video
gamer as a conceptual framework this thesis brings to the fore the. There are strong methodological
reasons for not accepting the evidence for video games effects at face value This research focuses on
what are the views of people towards the computer gaming and to identify the actual effects of
computer games on high school students. The researchers found out that according to Funk 1993
identified computer game playing as a relatively high frequency activity among adolescents.

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