How the mobile games affect the academic performance of a student?

Introduction · Psychosocial effect of mobile phones. Mobile games are always associated with poor academic performance. They greatly influence student participation during class. Mobile Legends, Clash of Clans and Clash Royale are some of the examples of these mobile games.

However, some research studies have shown that mobile games can generate positive learning outcomes. This study will give importance to mobile games, which participated in the classroom environment and, surprisingly, made students actively participate in learning. Our organized journal and conference articles For conference organizers, magazine publishers and authors. Mobile games not only involve behavior, but they also contain a value that can sometimes be antisocial in nature.

And most mobile phones now have larger screens and touchscreens have become the main way to use mobile phones, which didn't exist at the same level as mobile phones 10 years ago, which has promoted the development of mobile games (Rubino et al. This study evaluated the game's profile with respect to OMG and its relationship with the academic performance of engineering students at the Tanauan campus of Eastern Visayas State University (EVSUTC). It should be clear here that it is not the video game that causes the player's antisocial behavior, but the violent content of the video game. In addition, the mobile game also contributes to the advancement of the student's cognition, which will help them solve problems, complex or not.

In turn, playing video games further exacerbates players' feelings of loneliness and increases dissatisfaction with life (Kowert et al. As a result, mobile games have now been refined to cover almost every age group of the population, not just young people. A longitudinal study of the effects of Internet and video game use on academic performance and the roles of gender, race and income in these relationships. A successful mobile game is inevitably attractive because of the great sense of accomplishment that teenagers can once again feel in the game.

Therefore, the time students spend playing OMG at home and the type of games students played at school significantly influence their academic performance. As a result, violent behavior has become the main “product component of mobile games” inflicted on adolescents. If the study had tracked them longer, perhaps these children would have learned to balance school and play (Drummond and Sauer, 2016). But it seems that children who play moderately a few hours a week tend to have better academic skills than children who don't play any video games.

A lightweight game should be a balance between learning and gameplay, it's like a layer of ketchup in the middle of a hamburger, it may be a little less, but too much definitely isn't.

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