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    Impact of Media on Children Imagine how boring people's lives will be if there is no media in the world. There is a vast variety of media popular today among young students and children. The most typical forms of media include video games, computer games and TV programs. It is an undeniable fact that media is very important in people's daily lives. However, media brings negative influences on young students to some extent. In general, it effects their education, influence the way they think

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    We invented machines to fulfill our necessities. As machines get smarter in the 21th century, we give machines more permissions and freedom to do more things for us. However, the new generations that are born with all the advanced technologies they needed don’t quite understanding the use of machines as we are more relying on them. The machines are quickly expanding and replacing our brains and bodies even it is a simple task to do. But if we step back a little and think that we are the inventors

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    impact in most of the childhood life as most of the children played with electronic gadgets such as smartphones, tablets, or computer. In the olden days, children usually play with their friends and neighbor. They do not have fancy toys to play in the past, so they usually played with traditional games for example: Hide and Seek, Pickup Sticks, and jumping rope etc. Computer, smartphones and tablet are some type of electronic gadgets which we can easily get addicted to it especially children. Modern

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    Technology has Effects in Our Lives The development of technology has significantly changed society. An endless number of People all over the world use and benefit from modern technology, and the incredible opportunities it provides play a significant role in almost all fields of human life. Technology has simplified the access to many necessary tools people need in education, industry, medicine, communication, transportation, and so on. However, excessive usage of technology has its drawbacks as well

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    how with television plays a big role because it gives us the ability to connect and socialize with others. He then describes how video games are effective as well, despite the criticisms. He lastly assures the reason behind the criticisms because there is lack of book reading. According to Gladwell, there is no balance with having reading and homework for explicit learning, an effective submissive process. He greatly suggests the new pop culture, playing video games, is a source for collateral learning

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    video games as the cause of increased aggressive behavior in children. These studies claim to provide irrefutable evidence of the influence violent video games have on impressionable young people, such as increasing aggressive behavior and violent tendencies. But in all the research and studies done on the effects violent video games, there have been two recurring factors, a predetermined outcome of negativity, and a lack of long term, solid evidence to support their results. Violent video games do

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    The Role-Play Activity The Role-Play Activity could be the best way to stimulate conversation. By this activity, 1st year EFL learners can learn new vocabulary, words statements and know how to use them in its correct context by asking to perform dialogues, negotiate with your partner on an item such as computer or large piece of furniture, and discuss things such as warranty that are found in (ESLGold, 2010). This activity will help them to know the right place of each discourse and give them an

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    The Internet is arguably gender-neutral. Unlike in face to face communication, when given the freedom of neutrality, some are confrontational online, while others are more open, humorous and less judgmental. In my experience, I can speak my opinions easier online than in person. For instance, on Twitter, I could discuss the current political issues with my followers. The inherent ability that others can disagree with my thoughts or beliefs fosters reassurance and self-esteem. If my followers do

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    EE Computer Animation From the very beginning of animation, artists created images on paper of two-dimensional animated characters. As time progressed, computers became an integral part of people’s lives. Technological advancements have allowed animators to use programs online that would turn a two-dimensional animated character or object into a three-dimensional format. This made it easier for animators to create whatever they wanted. Without the hassle of paper, these people had a variety of tools

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    Do video games help students in the classroom? This is a question that I have been pondering about because I am part of a group of about 150 million Americans that play video games. Alicia Ault, an author of a video gaming and learning article wrote that the “biggest converts to video games are educators, who are using them to teach such subjects as history, geography, science and math and to hone students ' critical-thinking abilities” (Ault). According to a Pew Internet & American Life Project

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