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Pupils.

Learners who are instructed by teachers, participants in the research that is going to be
conducted, and students who participate in online gaming.

San Sebastian Elementary School. is where the research took place; its location was chosen at random.

Self-Confidence. This term relates to the way students feel about their own skills and capabilities; it is
one of the factors that might be negatively impacted when children spend an excessive amount of time
playing video games online.

Social. It refers to the activity of the students in which they meet and spend time with other people, and
it will assess the impact that online gaming has on the social life of students.

Family. individuals who reside in the same dwelling as the student. Blood relatives of the child are
likewise at risk of being harmed as a result of the child's participation in online gaming.

Gender is a term that relates to the socially constructed categories of men and women, as well as boys
and girls. Students' demographic profiles are based on their participation in online gaming.

Health. The condition of the body and mind of a student in which it is well and free from illness. This
term refers to one of the aspects that can be negatively impacted by participating in online gaming in
this study.

Hours. In this particular investigation, the term "hours" refers to the total amount of time that the
students participated in online gaming on a daily or weekly basis.

Online games. Students spend the majority of their time playing video games that are played digitally,
namely online games.

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