Vii definition of terms gaming the action or practice

This preview shows page 18 - 22 out of 33 pages.

VII. DEFINITION OF TERMS Gaming - the action or practice of playing gambling games. Mobile Learning - also known as m-learning, is a new way to access learning content using mobiles. Mobile games - a video game played on a feature phone, smartphone, PDA, tablet computer, portable media player or calculator.
Cognitive Learning - is a type of learning that is active, constructive, and long-lasting. It engages students in the learning processes, teaching them to use their brains more effectively to make connections when learning new things. Mental Health - is the level of psychological well-being or an absence of mental illness. It is the state of someone who is "functioning at a satisfactory level of emotional and behavioral adjustment". Comportment - is behavior, or the way you act and carry yourself. When you carry yourself in a very regal and proud manner, this is an example of your comportment. Mental Illness - is a behavioral or mental pattern that causes significant distress or impairment of personal functioning. Mental disorders are usually defined by a combination of how a person behaves, feels, perceives, or thinks. Video Games - a game played by electronically manipulating images produced by a computer program on a television screen or other display screen. Computer Addiction - A disorder in which the individual turns to the Internet or plays computer games in an attempt to change moods, overcome anxiety, deal with depression, reduce isolation or loneliness, or distract themselves from overwhelming problems. Social isolation - A state of complete or near-complete lack of contact between an individual and society.Social isolation can be an issue for individuals of any age, though symptoms may differ by age group.
CHAPTER II PROCEDURES This chapter includes all the necessary methods and the type of qualitative design of the experiment to be done by the researchers. Additionally, this comprises the research site, role of researchers, and the potential ethical issues utilized in this study. Qualitative Design and Methodology The type of Qualitative Design that will be utilized by the researchers in this study is in a Narrative approach. The research focus of the approach of this study is to explore the life of an individual, particularly a grade 12 Senior High School student that is enrolled at FEU Alabang 2019-2020. The Unit of Analysis is to study one or more individuals of students that are part of the said group. The nature of the disciplinary origin of this study is drawing from the humanities including anthropology, literature, history, psychology and sociology.
Research Site This research study which is the Impacts of gaming to the mental health of grade 12 stem senior highschool students will be conducted at Far Eastern University - Alabang STEM department amongst grade 12 students only.

  • Left Quote Icon

    Student Picture

  • Left Quote Icon

    Student Picture

  • Left Quote Icon

    Student Picture