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[1] Despite in schools girls and boys are given equal opportunities, there are some factors that affect female students that lead them to disengage from education. Reasons for the disengagement from education by girls are poverty, early marriage, teenage pregnancy, harmful traditional practices like initiation rites, and gender-based violence.
This is an accepted version of this page This is the latest accepted revision, reviewed on 22 November 2024. Video games Platforms Arcade video game Console game Game console Home console Handheld console Electronic game Audio game Electronic handheld Online game Browser game Social-network game Mobile game PC game Linux Mac Virtual reality game Genres Action Shooter Action-adventure Adventure ...
Student engagement occurs when "students make a psychological investment in learning. They try hard to learn what school offers. They take pride not simply in earning the formal indicators of success (grades and qualifications), but in understanding the material and incorporating or internalizing it in their lives."
among students. In addition, as many studies conclude, “achieving proficiency in English is a necessary but not sufficient condition for Latino students to succeed in American schools” (KERPER MORA, 2002: 32). Thus, broader reforms such as increasing parental choice have been promoted as achieving more sustainable and equitable results.
Video game addiction (VGA), also known as gaming disorder or internet gaming disorder, is generally defined as a psychological addiction that is problematic, compulsive use of video games that results in significant impairment to an individual's ability to function in various life domains over a prolonged period of time.
Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do is a book by Lawrence Kutner and Cheryl K. Olson.Along with psychiatrist Eugene V. Beresin, Kutner and Olson are co-directors of the Harvard Medical School Center for Mental Health and Media, a division of the department of psychiatry at Massachusetts General Hospital.
In 2010 the dropout rates of 16- to 24-year-olds who are not enrolled in school and have not earned a high school credential were 5.1% for white students, 8.0% for black students, 15.1% for Hispanic students, and 4.2% for Asian students. [7]
Power Play's main focus is on the influence that video games can have on society. The book expands upon the future benefits and opportunities that it can provide, and attempts to redirect current stereotypes of gamers and video games to expose the positive aspects that they bring to its users.