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Gaming Addiction
Gaming Addiction
RESEARCH BY GROUP 4
TABLE OF CONTENTS
CHAPTER ONE
CHAPTER TWO
2.1 Introduction 4
2.2 Game Addiction and Its Relation on Academic Achievement
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Chapter One
Introduction
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The following research objectives have been identified:
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Chapter four will present the findings derived from the data collected and
analyzed. The results will be organized thematically, supported by quotes
and references from the participants.
Chapter five will provide an interpretation of the findings and discuss their
implications in the context of existing research. The outcomes will be
related to theories, practical implications, and potential interventions.
Chapter six will conclude the research project by summarizing the main
findings and recommendations. It will offer insights into the significance of
the study's outcomes and propose strategies for educators, parents, and
policymakers to address gaming addiction and promote improved
academic performance among STEM 11 students.
3
CHAPTER TWO
Review of Related Literature
2.1 Introduction
References:
Sahin, M., Gumus, Y. Y., & Dincel, S. (2014). Game addiction and academic
achievement. Educational Psychology, 36(9), 1533–1543.
doi:10.1080/01443410.2014.972342
Abbasi, G. A., Jagaveeran, M., Goh, Y.-N., & Tariq, B. (2021). The impact of
type of content use on smartphone addiction and academic performance:
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Physical activity as moderator. Technology in Society, 64, 101521.
doi:10.1016/j.techsoc.2020.101521