It is planning to create its own rival "salvation government. Itis expected to give "forward guidance" when it presents itsquarterly inflation report next week.
This article has been cited by other articles in PMC. This study aimed to investigate the effects of addiction to computer games on physical and mental health of students. The study population includes all students in the second year of public guidance schools in the city of Isfahan in the educational year of The sample size includes students selected by multiple steps stratified sampling.
Dependent variables include general health in dimensions of physical health, anxiety and sleeplessness and impaired social functioning.
Data were collected using General Health Questionnaire GHQ scale and a questionnaire on addiction to computer games. Pearson's correlation coefficient and structural model were used for data analysis.
There was a significant positive correlation between students' computer games addiction and their physical and mental health in dimensions of physical health, anxiety and sleeplessness There was a significant negative relationship between addictions to computer games and impaired social functioning.
The results of this study are in agreement with the findings of other studies around the world. As the results show, addiction to computer games affects various dimensions of health and increases physical problems, anxiety and depression, while decreases social functioning disorder.
Addiction to computer games, Physical and mental health, Students of guidance school Introduction Computer games are the most popular entertainments in modern societies and they target a variety of people in different ages. The addiction to the rivalry and excitements of the games make them the most common recreational programs for today's teenagers, so that they do anything to reach a higher level of the game, they immerse in the game so much that they completely separate from their surroundings.
Challenging with the obstacles and reaching a higher level in the game, make the players excited and losing the game make them anxious. Improvement of quality and variety of games increasingly spread it in the society especially adolescences.
Especially because these games are more active compared to watching TV, they are considered more effective.
Playing computer games to some extent can be useful, but long-term playing leads to various physical and mental complications. By sympathetic nervous system stimulation, this can gradually make this system sensitive and ready for response to limited stimulants, while causes anxiety symptoms in the player.
The reasons for playing these games among boys were excitements and challenges and they insisted to win. Moreover, sport and violent games were more attractive for boys.
In previous times, kids were involved playing with other children, but children of today spend most of their time on computer games as soon as they understand and acquainted with them, while these games cannot create any emotional and human relationship.
These effects are stimulating anger and violence, obesity, epilepsy due to games, social isolation, and other physical and mental damages. Many psychologists and mental health professionals have paid attention to the effects of these games.
In Iran, there are few and limited studies on the effects of addiction to computer games on players. Considering the increasing rate of addiction to computer games among Iranian adolescents and youth, the present study was conducted to investigate the effects of addiction to computer games on physical and mental health including physical health, anxiety, and depression and impaired social functioning.
Methods The aim of this descriptive correlation study was to determine the effects of computer games addiction on physical and mental health of male and female students of guidance schools in Isfahan city.
The study population includes all students in the second year of public guidance schools in Isfahan city in the educational year of The sample size includes students selected by multiple steps stratified sampling method.
Data were collected by using General Health Questionnaire GHQ scale and a questionnaire on addiction to computer games. To do this research, at first 3 districts were selected randomly among five districts of Isfahan Board of Education.
From each district, one boy and one girl guidance school was chosen randomly. In total, students were chosen for filling the questionnaires, after obtaining the permission from Isfahan Board of Education. The questionnaires distributed among sample.
The data collection instrument was included the form of GHQ inventory of physical and psychological health measurement. Another tool was Antwan's questionnaire for addiction to computer.
The Cranbach's alpha was reported 0. This questionnaire was based on Lickert scale and scored from 1 to 5.E.
The chapter begins with a definition of study habits, followed by the significance, factors that affect study habits – student’s attitude, teachers, parents, etc. – and ways on how to improve one’s study habit. Playing video games has become one of the largest leisure activities in the world. This study examines the effects video games have on college students, their grade point averages, time management, and study habits. Existing literature has linked video game usage as being negatively correlated with each of these three variables. E. Significance of the Study The researchers believes that students, particularly Xavier University will be benefited from the findings of this study since the study provides basis for awareness and better understanding of how their current study habits affected their academic performance/5().
Significance of the Study The researchers believes that students, particularly Xavier University will be benefited from the findings of this study since the study provides basis for awareness and better understanding of how their current study habits affected their academic performance/5().
This index lists all articles published in Dragon and Strategic Review, alphabetically by urbanagricultureinitiative.com author, issue/page number and game system is listed for each entry. Where a "--" is noted under "System", it means that article does not pertain to any specific game system, or to several different systems.
THE EFFECTS OF ONLINE GAMING TOWARDS THE ACADEMIC PERFORMANCE OF SELECTED GRADE 10 STUDENTS AARON JOHN CONINGCO ROBINSON An English Term Paper Submitted to the English Teacher Of Fourth Year Students of Mindanao State University at Naawan Integrated Developmental School Naawan, Misamis Oriental In.
Study Habits and the Academic Performance of the Pupils. Chapter I THE PROBLEM Introduction Learning is a very important personal matter and there isn’t one study habit that works for every situation%(2). HYPOTHESIS This study tested the null hypothesis that there is no significant difference on the perception of the respondent between the effects of computer online games and the study habit of grade VI pupils of San Gabriel Elementary school.
SIGNIFICANCE OF THE STUDY. This research is important to the Parents of the youth. Effects of Online Gaming to Pupils' Study Habits. Research Report 1 Effect of Technology on Enthusiasm for Learning Science Jane L. Hollis Lake City Middle School Lake City, Florida ABSTRACT The effect of technology on students’ enthusiasm for learning science (both at .