Effects of Playing on-Line Computer Games in Academic Performance of Students?

3223 Words Dec 6th, 2010 13 Pages
Title:The Effects of playing on-line computer games in academic performance of students?

Background of the study:

The aim of this paper is to investigate a comparatively untouched area of research into games and education: whether or not there is a link between the frequency with which computer and video games are played, and academic achievement, as measured by traditional examination results, of those who play them.
An online game is a game played over some form of computer network. This almost always means the Internet or equivalent technology, but games have always used whatever technology was current: modems before the Internet, and hard wired terminals before modems. The expansion of online gaming has reflected the overall
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Nevertheless, as will be seen, the results of a questionnaire provide an interesting insight into some commonly held beliefs, such as that time spent playing video games is time wasted as far as academic achievement is concerned, or – surprisingly, not an uncommon idea – that the reverse is true, that is, that game playing trains the mind. The following is a brief overview of prominent issues relating to computer and video games in education, provided here as background to the results to be presented in this paper.

Rationale of the study:

The computer and video game industry has grown considerably over the past decade. In 2005 a study conducted by the Kaiser Family Foundation: "Generation M: Media in the Lives of 8-18 year-olds", showed that over 80 percent of teenagers had a video game player in their home. The widespread use of video games has led to a series of questions. The most common question discusses the effects that the video/computer games have on the academic performance of the gamer. Researchers have found that each situation should be handled independently because the effects vary from individual to individual. Many people focus on the negative effects of these games and fail to see the opportunity for learning and growth. According to Raise Smart Kids: "The Good and Bad
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