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Impact of Video Games on Student GPA and Study Habits - Annotated Bibliography Example

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This paper 'Impact of Video Games on Student GPA and Study Habits' tells that video games are common activities to enjoy free moments for young people and adolescent males. The research conducted in the specific field points out a huge variation between the opinion and the actual results…
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Impact of Video Games on Student GPA and Study Habits
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Impact of Video Games on GPA and Study Habits Annotated Bibliography Drummond A., & Sauer, J. D. . Video-games do not negatively impactadolescent academic performance in science, mathematics or reading. PLoS One, 9(4), 1-5. Summary As argued in this article, video games are a set of common activities to enjoy free moments for young people and adolescent male. The research conducted in the specific field points out that there is a huge amount of variation from the opinion and the actual results. Reflection I could find out that there was no significant impact of video games on mental development. As per my view, the above-mentioned fact is agreeable by realizing that such impact varies in agreement with the determination of whether the games are played alone by the young people and adolescent male or in cooperation with other players. Blumberg, F. C., Altschuler, E. A., Almonte, D. E., & Mileaf, M. I. (2013). The impact of recreational video game play on childrens and adolescents cognition. New Directions for Child and Adolescent Development, 139, 41-50. Summary Blumberg, Altschuler, Almonte & Mileaf, (2013) state that there lay huge amount of data, which helps relating the use of video games are going to make mental development within the students. Reflection From the review of the article and quantitative analysis, it can be confirmed that the research conducted in the specific field was successful in justifying their objective. Based on the detailed review conducted in the specific filed I observed that use of video games help developing the mental ability of students. Mifsud, C. L., Vella, R., & Camilleri, L. (2013). Attitudes towards and effects of the use of video games in classroom learning with specific reference to literacy attainment. Research in Education, 90, 32-52. Summary The study reflects that there is sufficient support that is received from the various stakeholders of the schools to enhance the use of video games within the school’s course. The research conducted can be detailed about the fact that there was a significant increase in their results as compared to the students following the normal course. Reflection It can be therefore, concluded from the review that the use of the video games within the curriculum is going to increase the performance of the students and enhance their mental development. This is mainly by exploring varied ideas and understanding similar incidents relating to the above context among others. Chan, P. A., & Rabinowitz, T. (2006). A cross-sectional analysis of video games and attention deficit hyperactivity disorder symptoms in adolescents. Annals of General Psychiatry, 5(16), 1-10. Summary In this research, the authors successfully presented the impact of the use of internet on mental disorders of young male and adolescents. However, the author provided the fact that the area concerning the use of video games and its impacts on their abilities to control emotions need further research. Reflection This literature helped me describe the set of symptoms, which may lead to various mental disorders and affect the overall development of the students in respect to the time spent on video games. Based on my understanding, such imbalances can be reduced by obtaining a better idea about the existing situation and the consequences of the same. Durkin, K., & Barber, B. (2002). Not so doomed: computer game play and positive adolescent development. Applied Developmental Psychology, 23, 373-392. Summary The authors clearly stated the use of psychological behaviors of the students in response to their individual needs. It expressed an approach towards developing clear evidence to the impact of the use of video games on mental development of students. Reflection According to me, the study demonstrated positive effects of playing computer games over adolescents’ developmental method. One of such positive effects appears considering the fact that playing such games contribute in making the people to participate in an exciting as well as challenging voluntary free time setting. Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78(4), 772-790. Summary According to the authors, playing violent games create a harmful blow on the mental development of the students. This could even be affecting the lifestyle choices of the people and their mental development as well. Reflection As per my understanding, use of the various quantitative data was effectively done to enhance the ability of the research to achieve its desired objectives. Moreover, the credibility of the study can be judged thorough research conducted over the feelings and the behaviors of the people during playing games. Ventura, M., Shute, V. & Kim, Y. J. (2011). Video gameplay, personality and academic performance. Computers & Education 58, 1260-1266. Summary The study elaborates the use of video games and its impacts on the GPA of students as well as their study habits. The authors have successfully described the use of various techniques to justify the research objective. Reflection The research enhanced my ability to develop an understanding towards the approaches of studying habits of students and the impact of video games on the same. Moreover, the study also assisted me in gaining the knowledge about how playing video games can enhance the academic performance and the personality of individuals. Weaver, J., Kim, P., Metzer, R. L., Szendrey, J. M. (2013). The impact of video games on student GPA, study habits, and time management skills: What’s the big deal? Issues in Information Systems, 14(1), 122-128. Summary The authors clearly highlighted the use of playing video games and their impacts on the study habits of the students. Correspondingly, various qualitative and quantitative data analysis was conducted efficiently to enhance the ability of the research to meet with its desired objectives. Reflection The findings of this research helped me develop a proper understanding about the impact of playing video games on the studying habits of students, their GPA as well as their time management skills. As per my understanding, students’ GPA, their study habits and more importantly, their time management skills play a significant role in developing their respective academic performance. Pehlivan, A. (2013). The effect of the time management skills of students taking a financial accounting course on their course grades and grade point averages. International Journal of Business and Social Science, 4(5), 196-203. Summary Through this research, authors provided their views on the use of time in a strategic way to increase the ability of the students to perform. The article herewith describes about the indirect impact of playing video games on GPA and study habits of the students based on the aspect of time management. Reflection The review of the research paper enhanced my ability to address the impacts of video games on a student’s approach towards time management. This research even supported me to develop an approach about the possible impacts of video games on the life of the students. Redmond, D. L. (2010). The effect of video games on family communication and interaction. Graduate Theses and Dissertations, 1-126. Summary The paper justifies the social impact of video games on the different aspects of life. Based on various models, the social phenomenon and the social life of the students get strongly affected by the use of video games. With the use of the various statistical tools, the study developed a clear approach about the impact of playing video games on the social needs of the students. Reflection The review of the research paper and the critical analysis of various events involved with the study have developed my ability to enhance better understanding of the underlined issue. Apart from this, I became much familiar about how family communication along with interaction gets influenced by the ways of playing games. References Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78(4), 772-790. Blumberg, F. C., Altschuler, E. A., Almonte, D. E., & Mileaf, M. I. (2013). The impact of recreational video game play on childrens and adolescents cognition. New Directions for Child and Adolescent Development, 139, 41-50. Chan, P. A., & Rabinowitz, T. (2006). A cross-sectional analysis of video games and attention deficit hyperactivity disorder symptoms in adolescents. Annals of General Psychiatry, 5(16), 1-10. Drummond A., & Sauer, J. D. (2014). Video-games do not negatively affect adolescent academic performance in science, mathematics or reading. PLoS One, 9(4), 1-5. Durkin, K., & Barber, B. (2002). Not so doomed: computer game play and positive adolescent development. Applied Developmental Psychology, 23, 373-392. Mifsud, C. L., Vella, R., & Camilleri, L. (2013). Attitudes towards and effects of the use of video games in classroom learning with specific reference to literacy attainment. Research in Education, 90, 32-52. Pehlivan, A. (2013). The effect of the time management skills of students taking a financial accounting course on their course grades and grade point averages. International Journal of Business and Social Science, 4(5), 196-203. Redmond, D. L. (2010). The effect of video games on family communication and interaction. Graduate Theses and Dissertations, 1-126. Ventura, M., Shute, V. & Kim, Y. J. (2011). Video gameplay, personality and academic performance. Computers & Education 58, 1260-1266. Weaver, J., Kim, P., Metzer, R. L., Szendrey, J. M. (2013). The impact of video games on student GPA, study habits, and time management skills: What’s the big deal? Issues in Information Systems, 14(1), 122-128. Read More
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