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Trent Information First Technical Career Institute Inc., Information and Communications Technology
Trent Information First Technical Career Institute Inc., Information and Communications Technology
Trent Information First Technical Career Institute Inc., Information and Communications Technology
INSTITUTE INC.,
Information and Communications Technology
CHAPTER 1
Introduction
made for people to enjoy something and remove their stress from
video games and even students can now access games from
different places. There are lot of cases where video games are
growth of someone and the one who’s easily affected by his or her
environment is a student.
they can adapt on their surroundings and pick up ability and learn
students have easy access on them, where they can play games
increases grey matter (basically, the size of your brain) and helps
life.
Video game also helps the students to identify the root of the
but, if not handled well, this can lead to Computer Game Addiction,
where students abandon their responsibility and only put their
because it developing stages, they can get used to it and carry all
of it in their future.
stay with them but their ability to make a decision will be clouded
b. Sandbox
Figure 1:
The variables identified in the study, which serves as input of
the first rectangular box. The input of the study includes the profile
Career Institute in terms of: (a) gender, (b) Section, (c) being a
information, (3) Organize the data gathered, and (4) Interpret data
Hypothesis
Definition of Terms
This paper agrees that video games can have a bigger effect on
the mind of a player than reading a book; this is due to the fact that
gaming is not passive, and in order to complete a violent game the
player has to be the aggressor where the player is rewarded for
being violent rather than punished.
The player cannot get through with what they already have or
know and must find new combinations and incorporate old skills
with new skills to overcome obstacles such as the level or quest
(Gee, 2003). In relation to this, the player can also learn strategy
and anticipation, management of resources (simulation games),
mapping, pattern recognition, how to judge the situation and
practice reading (with directions, dialogue, etc.) and quantitative
calculations (through educational games, managing finances,
buying and selling for profit, etc. (Tumbokon, 2014)