The Level of addiction of playing computer games in relation with the academic performance of students at Claro M. Recto High School : basis for intervention program / Teresa D. Lazo
Material type:
- GST CEAS MAED-GC .L39 2015

Item type | Current library | Home library | Collection | Call number | Copy number | Status | Date due | Barcode | |
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National University - Manila | LRC - Graduate Studies Thesis | Master of Arts in Education - Guidance Counseling | GST CEAS MAED-GC .L39 2015 (Browse shelf(Opens below)) | c.1 | Available | GSTHE000000407 |
Research Method : Descriptive Method.
Includes bibliographical references.
Title page -- Approval Sheet -- Acknowledgement -- Dedication -- Abstract -- Table of contents -- List of tables -- List of figures -- Chapter 1. The Problem and its setting -- Chapter 2. Review of related literature and studies -- Chapter 3. Research Design and Methodology -- Chapter 4. Presentation, Analysis, and Interpretation of Data -- Chapter 5. Summary, Conclusion, and Recommendation -- Bibliography -- Appendices -- Curriculum Vitae.
In an increasingly technology-dependent based society, people will continue to use computers not only for business but also for pleasure. Computers have become a social and economic necessity that permeates every part of our lives; it is feasible that in the future, every person in the world may own or use a computer. The researcher conducted this research to know the effects of playing online games on the academic performance of the selected high school students of Claro M. Recto High School.
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