Please use this identifier to cite or link to this item: http://repository.psa.edu.my/handle/123456789/4251
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dc.contributor.authorAHMAD SALMI HUSAINI BIN SIKARI-
dc.contributor.authorMUHAMMAD HARITH DANIEL BIN MOHD ZUBIR-
dc.contributor.authorMOHAMAD EZRY HAKIM BIN MANSOR-
dc.date.accessioned2023-08-23T03:19:01Z-
dc.date.available2023-08-23T03:19:01Z-
dc.date.issued2023-
dc.identifier.urihttp://repository.psa.edu.my/handle/123456789/4251-
dc.description.abstractThe objective of this study is to explore the relationship between personal factor and respondent attitudes on playing video games towards student academic performance among Politeknik Shah Alam student. The personal factor can be defined as the particular background of individual’s life and living. An attitude is a group of feelings, thoughts, and actions one has toward a certain thing, person, thing, or event. Experiences or upbringing frequently influence attitudes. They can have a significant impact on how people behave and behave differently depending on the situation. Academic performance refers to the amount to which a student, instructor, or institution has met their short or long-term educational objectives, and it is measured either by continuous assessment or cumulative grade point average (CGPA). Using questionnaire for quantitative research, responses selected respondents were obtained. This study discovered that personal factor and respondent attitude influence PSA students academic performance. This study will benefit organizations, particularly cooperatives, in gaining understanding of how video game can affect student academic performance and how they can recover. Future studies should concentrate more on student personal factor and respondents attitude.en_US
dc.language.isoenen_US
dc.publisherPOLITEKNIK SULTAN SALAHUDDIN ABDUL AZIZ SHAHen_US
dc.subjectPersonal factoren_US
dc.subjectattitudeen_US
dc.subjectacademic performanceen_US
dc.titleVIDEO GAMES AFFECTED STUDENT’S ACADEMIC PERFORMANCEen_US
dc.typeFinal Year Project Reporten_US
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