Technology of Cavity State University – Cavity City Campus in partial fulfillment of the requirements for graduation for the Associate in Computer Technology with contribution No. Prepared under the supervision of Mrs.. Estella P. Cruz. INTRODUCTION An educational video game Is a video game that provides educational value to the player.
Edutainment describes an Intentional merger of video games and educational footwear Into a single product. In the narrower sense used here, the term describes educational software which Is primarily about entertainment, but tends to educate as well and sells itself partly under the educational authority. Software of this kind is not structured towards school programs, does not normally involve educational advisors, and does not focus on core skills such as literacy and innumeracy.
Research is beginning to suggest that computer games can help to stimulate a successful learning environment and provide motivational learning contexts that suit many leaner’s. They also provide an opportunity to develop communities in which earners have a sense of ownership over what they do. Computer games encourage self-reliance and self-determination in terms of learner’s ability to make progress within a demanding but incrementally staged environment.
They also help them to appreciate that the skills necessary for success in games, such as problem solving and critical thinking can have relevance in other curricular areas and other contexts such as study or work. They also create an implicit and explicit understanding that as learner on our own we can be good but as a learner in a connected team we can be much better. Video games can certainly lead to negative effects such as social Isolation and increased aggression, but they are going to remain a part of college culture for the predictable future.
It is important to understand the positive and negative aspects of video games. Playing games socially as part of balanced lifestyle seems to have some positive effects. Playing violent games is linked to several negative problems. The interpretation of women In video games can have a negative effect on the gender views of men and self-worth of women. Some research has shown that video games may be one way to engage students ore In the learning process. This seems especially true In areas Involving analytical skills.
They can contribute another way of leaning In Dalton to the many other educational methods which are currently popular. There Is ongoing research on how to best leverage games In education, If they should be used at all. Statement AT ten Problem This study will describe the Impact of playing Video Games on the Study Habits among the participants. Specifically, this study aims to answer the following questions. 1. What is the demographic profile of the video game players according to: a. Age b. Gender c. Civil status d. Weekly allowance and; e. Video games played 2.
To promote a safer use of new technologies. Scope and Limitation of the study Conceptual framework: Definition of terms: 1. Video games – A video game is an electronic game that involves interaction with a user interface to generate visual feedback on a video device. The word video in video game traditionally referred to a raster display device. However, with the popular use of the term “video game”, it now implies any type of display device. The electronic systems used to play video games are known as platforms; examples of these are arsenal computers and video game consoles.
These platforms range from large mainframe computers to small handheld devices. Specialized video games such as arcade games, while previously common, have gradually declined in use. 2. Software – 3. Stimulate – 4. Learning – Playing – 5. 6. Leverage – Popular – 7. Methods – 8. Hypotheses: Educational video games have impact to the learning of the students it can stimulate a successful learning of the student. ; Educational video games has no impact to the study habit of the students it can increased the aggressive behavior of the students.