Online games, the result of advanced technologies, are growing increasingly prominent, primarily among students nowadays, and have become one of their normal everyday routines, more so during this pandemic given the fact that the only form of convenient communication would be through the internet. As the domain of computerized gamification continues to mature and expand, this study aims to carefully study the perceived effects of online gaming on the academic performance and social behavior of senior high school students during the Covid-19 pandemic. The researchers used the correlational quantitative research method for their study. They have also utilized Google Forms to disseminate the survey they prepared in effort to get input from De ...
Social media has touched the different aspects our life and has become an integral part. It is widel...
The main aim of this research article is to study the positive and negative impact of internet gamin...
Adolescence is a period of transition between children and adults, at this time teenagers are also k...
The purpose of the study is to determine the students' online game habits and the relationship betwe...
As the online gaming industry grows, so does its community, which is especially true nowadays amidst...
The purpose of this study was to find the positive and negative impacts of online learning on studen...
This study was conducted to assess and find out the impact of on-line gaming on the academic perform...
For most students, playing video games is a popular, enjoyable activity to do in their leisure time....
The purpose of this study was to find the positive and negative impacts of online learning on studen...
Amidst the Covid-19 pandemic, a rise in usage of online mobile gaming is seen especially among young...
Although mobile technology has served society with endless opportunities and can be seen as one ...
Background: Young people's daily lives and social interactions changed remarkably during the COVID-1...
Purpose: This study aimed to investigate factors affecting digital game addiction in secondary schoo...
Abstract This research was aimed to study the behaviors and effects of internet technology focus on ...
This study is grounded in the Theory of Game-Based Learning (GBL) and aims to investigate the percei...
Social media has touched the different aspects our life and has become an integral part. It is widel...
The main aim of this research article is to study the positive and negative impact of internet gamin...
Adolescence is a period of transition between children and adults, at this time teenagers are also k...
The purpose of the study is to determine the students' online game habits and the relationship betwe...
As the online gaming industry grows, so does its community, which is especially true nowadays amidst...
The purpose of this study was to find the positive and negative impacts of online learning on studen...
This study was conducted to assess and find out the impact of on-line gaming on the academic perform...
For most students, playing video games is a popular, enjoyable activity to do in their leisure time....
The purpose of this study was to find the positive and negative impacts of online learning on studen...
Amidst the Covid-19 pandemic, a rise in usage of online mobile gaming is seen especially among young...
Although mobile technology has served society with endless opportunities and can be seen as one ...
Background: Young people's daily lives and social interactions changed remarkably during the COVID-1...
Purpose: This study aimed to investigate factors affecting digital game addiction in secondary schoo...
Abstract This research was aimed to study the behaviors and effects of internet technology focus on ...
This study is grounded in the Theory of Game-Based Learning (GBL) and aims to investigate the percei...
Social media has touched the different aspects our life and has become an integral part. It is widel...
The main aim of this research article is to study the positive and negative impact of internet gamin...
Adolescence is a period of transition between children and adults, at this time teenagers are also k...