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4.table of Contents
4.table of Contents
Introduction…………………………………………………………………………………..1-2
Part I: the impact of online video games on students’ academic performance during
COVID
2. Motivation definition…………………………………………………………………...…5
1. Addiction definition……………………………………………………………………....11
2. Psychological problems…………………………………………………………………..12
3. Physical problems……………………………………………………….………………..14
A. Research methodology
1. Introduction……………………………………………………………………..………..19
2. Research questions…………………………………………………………………….....19
3. Research hypothesis……………………………………………………………………...19
4. Research design…………………………………………………………………………..19
5. Instruments……………………………………………………………………………….19
Conclusion…………………………………………………………………………………....29
Bibliography……………………………………………….…………………………………30
Appendix……………………………………………………………..………………………33