260279999-effects-of-computer-games-to-student-research.docx

May 20, 2018 | Author: clint cortes | Category: Video Games, Questionnaire, Learning, Internet, Percentage


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Saint Paul School Of Business And LawCampetic Pawing Palo, Leyte ______________________________________________________________ Playing Computer Games and how it affects the student of SPSBL and to their studies (academic performance) Submitted By: Kaiser M. Encina Aljun V. Ramas Edwardo A. Abraham Jr CHAPTER 1 INTRODUCTION A. Background of the study Today’s generation is growing up too fast because of the modern technology which people are enjoying and at the same time helpful in their everyday lives. The fact that most of the children today tend to choose staying at home playing computer games or any other gadgets instead of playing outside, making friends with other children and exercise their mind and body which is very helpful to their health. One of the main reasons why students are attracted to computers is because of computer games. Modern technology is now very accessible to people especially students, they can easily go to computer shops near the school to play and most of them spend the whole time with it and forgot their responsibilities as a student which is one of the disadvantages of playing computer games. There are also good things that a student can benefit in playing computer games because there is also other types of video games that are educational which can help them enlighten their minds, discover new knowledge, improve their thinking skills, stuffs that they think it never existed and experience new things that they have never encountered in their entire life. Educational computer games can enhance students’ motivation to learn, but only depends on how they play (mijoboo, 2013). Some students get hooked on to playing computer games so much so that they tend to lose interest in other more important things like studies. Some of them who don’t have any knowledge about computer games before are now addicted to it because they are easily affected by peer pressures and also because of ignorance which tends them to play games they have never experienced before. In this matter, some students who are unfortunate in terms of money spend their whole allowance to these kinds of activity which will result in not participating or not so active in school because of hungriness. Sometimes, some students chose playing computer games rather than attending the class because they used to think that being in a class is boring that will lead them to failure of their subjects and retake it again which it takes a very long time to finish his/her chosen course(Shockley, T., & Gabbard , G. O. 2006). Nowadays, students spend their vacant time for doing their habits instead of advancing their studies. Some of these habits make them neglect their school responsibilities because of enjoyment that it caused to them. A good study habit includes being ordered, always attend the class and participate during discussions and avoid talking while the lecture is on. Playing computer games is one of the common habits of college students. Good study habits are the key to learning. Everyone cannot be brilliant but everyone can learn how to study. Effective study habits, even highly intelligent student failed due to inefficient work and lack of knowledge on how to study effectively. 2008). Which of the following will the SPSBL student do when they arrive home? 4.3 religious affiliation 1.1 age 1. What is the demographic profile of respondents in terms of : 1. Most of the college student’s today play computer games regularly for entertainment and leisure or a way of hanging out with their friends and many of them missed the effective study habits. In this problem. A.2 sex 1. Does playing computer games affect the Studies (academic performance) of the SPSBL students? 6. What are the effects of playing computer games to the academic performance of SPSBL students? .Important skills for study have to be learned and practiced. B. D.5 parents occupation 2. The researchers are also concerned to our fellow students to help them and give them ideas in terms of time management and the effects of playing computer games to their study habits. It aims to give information or advice and even strategies that can help students and this can increase their grade. What are the reasons why SPSBL students play computer games? 3. Moreover. Statement of the problem The main aim of the study is to know the effects of playing computer games on the study (academic performance) of SPSBL students. students who put in more classrooms how and who work to a more regular program of study have a better academic performance ( Burrill.4 Others 5.1 Study 4. This research is composed of effective study habits that will help students in studying especially college students. The study will answer the following questions: 1. How long does the SPSBL student play computer games per session on a daily basis? 4.2 Rest 4.4 combine monthly income of the parents 1.3 Play computer games 4. the researcher wishes to improve and enhanced their learning and to reach their highest potential in significant improvements on test scores and the highest level of success in the classroom or on the job. Respondents of the study are students of SPSBL of the eight departments namely: Accountancy. Will one way or another give several insights to those who are in the educational expertise. To the students. the results of this study will be great helping to the parents especially those who are bothered about their children who spend too much spend his time for computer.C. the results of this research will surely benefit the students. With this they will start to realize that computer games can influence their academic performance in school. Computer Management. Real State Management. In particular software and programs. The expected result if this research endeavour will benefit the following: To the teachers. Marketing Management. Banking and Financial Management. Management Accounting. Economics. D. Significance of the study T h e i m p o r t a n c e o f c o m p u t e r i n t h i s e r a a r e helpful to the school and undisputable because it has much application that made by computer. their low & failing grades of academic performances. The data obtained from identifying the common problems that will encounter in computer games. Scope and limitations This study was conducted during the 2nd semester of the school year 2014-2015 to identify the factors that affect the involvement to computer game addiction of the SPSBL students and to determine how it would affect their study habits. the findings of this study will enable the teachers to discover the positive effects of computer games and not see only the negative side. . Accounting Technology. Since computer can be a medium of communication To the parents. in response to another question close to half (48%) of college student gamers agreed that gaming keeps them from studying “some” or “a lot. and 15% reported studying 12 or more hours per week. Nevertheless college student gamers’ reported hours studying per week match up closely with those reported by college students in general. the behavior is comparable to an alcoholic or drug addict’s having increased tolerance for their substance of choice. such as school. then a very maladaptive habit. the first metaanalyses (Anderson & Bushman. While some educators have noted the possible benefits of gaming as a learning tool. but there has also been some interest in the effects of video games on school performance. and you should seek professional help. one third (32%) of students surveyed admitted playing games that were not part of the instructional activities during classes. 2001) and its potential association with aggression has attracted particular attention (Griffiths. computer. that is. 2012) Over the past 25 years. This will be a guide to the research about the said topic presented in the next chapters. CHAPTER II THEORITICAL FRAMEWORK A. with about two-thirds (62%) reporting that they study for classes no more than 7 hours per week. about one in ten (9%) admitted that their main motivation for playing games was to avoid studying. could be in the making. either positive or negative. if not an addiction. or Internet gaming in the classroom for educational purposes. 2000). (Tucker. has seemingly uncontrollable urges to play when their attention should be on other topics. there are two areas of psychological research and theory is of critical importance here: addiction and mood disorders. 2001. . However. To the extent that your child becomes preoccupied with the games. About two-thirds (66%) felt that gaming had no influence on their academic performance. 2001) showed that there is a steadily growing body of research looking at their impact on players. most gamers (69%) reported having no exposure to video. spends more and more time doing nothing but playing the games in order to get satisfaction from them. Sherry. Video games are a fairly recent new form of entertainment. gaming has little impact.. According to the researchers of University of Washington (2008). (Jones. on their academic lives. Review of related literature This section presents the related literature and studies that is relevant and significant to the current studies. 2003) elaborates that according to the students. and refuses school or stops doing homework.” In addition. The prominence of violent content in many types of games (Heintz-Knowles et al. However. a number of studies have looked at the effects of video games on children and adolescents. A majority of this research has examined associations between video game use and aggressive behavior. Mesquita. it can also not be denied that there is no privation of such studies too. playing video games can decrease important social interactions with family and friends. it is our hope that this early attempt to more clearly define the path of electronic and online gaming will provide a strong foundation for future research in the field. People develop their own motives and needs to get their gratification or find a solution for their problems. But their leisure is taken in sips rather than gulps.Young people in academic settings have been found to be heavy users of the Internet. Huesmann. instant messaging while gaming or chatting with friends in the same room while gaming. Lynch (1999) has found that the physiological effects of playing violent video games may be even greater for children who already show more aggressive tendencies. . For example: some people play video games to meet their need of entertainment and excitement. or they would play games as a brief distraction from writing papers or doing other work. Recent studies have shown that trait hostility may moderate the effects of playing violent videogames (Lynch. play a game while visiting with friends or instant messaging. Perhaps the most important trend spotted is the integration of gaming into other activities. whereas Western culture tends to foster socially disengaging emotions (Kitayama. & Ramsey. & Karasawa. Anderson & Dill. and early adopters of new technology. 2004). 2000). Patterson. The compartmentalization of leisure activities that their parents have internalized is largely unknown to the current group of college students. while others play video games to meet their social needs. as a breather between other activities. which they meet through media consumption or non-media-based activity (Lucas & Sherry. 2002. Lynch. 1989) have dominated most of the discussion of video game violence. If pursued as a solitary activity. Gaming is also leading today’s college students toward considering interaction as a routine component of entertainment. 2006). Other research similarly suggests that Japanese culture tends to foster socially engaging emotions. 1986. 1999. The number that were observed either playing multiplayer online games. which have dubbed video game as a health-enhancing device. However. A child's interactions with friends may become limited to pumping them for information about hidden passageways and secret doors. Students would take time between classes to play a game. DeBarysche. This makes them an ideal group for studying trends in Internet and technology use and therefore and ideal population on which to focus the research of gaming use. 1994. Social learning theories of aggression (Anderson & Bushman. leads to the conclusion that gaming is less a solitary activity and more one that is shared with friends and others. That is not to say that they are unable to relax – quite the contrary. along with the number that reported playing games frequently at a friend’s house. While the study of new technology use can only claim to capture a snapshot of a continually metamorphosing geography. Increasing adoption of “always on” broadband technologies and Internet enabled cell phones will likely further contribute to the interactive uses of gaming and entertainment today’s college student will pursue. It is worth mentioning that most of the studies brought out earlier on the same issue have tried to bring out the negative side of the whole aspect while keeping the brighter side. if he becomes a loner. 2009). if he doesn't get enough sleep. if he doesn't play outdoors. Current students who are at least 18 are more likely to play video games than non-students. watching other people play. 2009).If allowed to dominate your child's leisure and study time. music and art performance in school can be affected if reading and homework. Game time can even be used as an incentive for finishing these tasks properly. or if he seems preoccupied with aggressive behavior as seen in a video game. Thus the relation between video game play and school performance may have changed as video games have become more mainstream. we expected a stronger relation for males than for females. and also teach computer skills. In the present study. 2006). we predicted that violent video game enjoyment would be significantly negatively correlated with school performance. Video games may serve as social facilitators or group activities either in person or via online play (Wack & Tantleff-Dunn. whereas twenty years ago this would not have been the norm. We predicted that high frequency video game players would have poorer attitudes towards homework than lower frequency users. (Stephen Burges) The advantages that are evident in playing computer games are that you will eventually know more about the computer software and hardware as each game will have its individual problem and this will have to be solved through knowing the use of the computer software and hardware. We expected that video game watching would be significantly negatively correlated with school performance. 2010. Video games may also now be experienced as part of a social interaction. Participants also completed questions designed to assess their interest in and exposure to violent video games. Playing computer games will also resut in the understanding of computer jargon which would otherwise confuse the mind of a non-player. According to Pogue (2000). If he doesn't do his homework. video game scan decrease development of skills in sports. One more advantage would be that our fingers will grow accustomed to pressing buttons on the keyboard as we gradually become better in our skills at the computer games. We predicted video game playing would be significantly negatively correlated with school performance. Passive video game exposure. They can teach certain skills and they are more educational than watching TV. Educational computer games tap the motivational power of arcade games and help them learn. what is true about study habits was that more than thirty years ago still rings true today-students fail because they do not know how to study. . College and high school GPA were used as measures of school performance. Many current college age students grew up playing video games. Finally. Approximately 82% of full-time and 69% of part-time students report playing video games compared to 49% of non-students (Gentile. Video game exposure was measured via self reported time spent playing video games per week. Educational level is associated with video game play. Video games are not bad for children. They combine academics and entertainment. Stermer et al. One of the oversights in video game research is the paucity of studies examining college age students and academic variables. Many video game players and non-players spend time watching others play video games (Entertainment Software Association [ESA]. In addition. we surveyed college students to examine the relations between video game playing and school performance. was examined in order to create a more complete picture of time spent in video-game related activities.. Know what skills. It is from reading and reasoning one gets to extend his knowledge crtically. good light. To expand Muega’s ideas. Each student has his own study habits varying on his preferences with the place and time of studying. It’s a common scene if some college students fail to finish a passing requirement for a subject course. computer. To elaborate more about study habits.The best advice he can give is to develop sound study skills. 2011).) before starting to study. facts and ideas that are expected to master and the ground that are expected to cover. Reasoning entails presentation of arguments. coffee. get a good overview of the assignment before starting the work. average. Rothkopf (1982) referred to it as to whether students study at the same time each day. Study habit also describes some external activities which serve to activate and facilitate the internal process of learning. paper. and take responsibility over what they do or not. Students are not suggested to spend on time jumping up and down to get things. data have revealed that the major difference between students with below average. a learner must finds what works for him or her. In this case. “ Don't get too comfortable--a bed is a place to sleep. The best advice he can give is to develop sound study skills. Study habit is the daily routine of students with regards to their academic duties and responsibilities. And to worsen their ignorance are their psychological conception of giving up so easily and the tempting distractions of the surrounding that lead them to a zero percent possibility of creating their own ideal habits. Culprits are family and friends. pencils. students need to acquire reasoning skills that would enable them to think critically and to make the right decisions claims on issues. Second. What is lacking is their ignorance of developing good study habits that are necessary for good academic performance. comfortable room temperature and a quiet atmosphere. according to Acido (2008). The PBCC suggests also that distracting noise should be minimized however they said that there are some people need sound and some like silence. a good desk. and above average reasoning skills centers on their study habits—whether they have good or bad study habits. Acido proves Zolten & Long’s idea that the awareness on the responsibilities of a college student is essential to increase studying skills. whether they shut off radio. They also said that a student must have a special place to study with plenty of room to work. calculator. And students should not be cramped. That means he/she should eliminate all external and internal distractions. They presupposes that study time will go better if a learner take a few minutes at the start to straighten things up. techniques in studying and more. He said that a student should make sure that he/she has a good study environment. So. etc. a sturdy chair. it has become a major trouble to college students who are known to be suffocated with loads of works from school. television while reading and whether they paraphrase and write down what they have read during the practical instructions. tape recorder. 2008). A student must have everything close at hand (book. not to study” as what they said. It is when one makes conclusions from what he reads. dictionary. . are responsible for their learning or not. According to Muega (2003). they recommend that student’s study should have at least three hours out of class for every hour spent in class. (Khim. According to Palm Beach Community College (PBBC. and their attitude towards learning a particular skill—whether they are interested or not. consider a "do not disturb" sign and turning on your answering machine is the way also to have better study habits according to the PBBC. A desk and straight-backed chair is usually best. according to psychologist John M. . Meanwhile. 3. Being healthy also. and lastly. gives you more energy to do your tasks. he suggests that student should study in smarter way. Study habits are said to be improving because of the advent and wide use of the Internet. avoiding catastrophic and absolute thinking such as self-pitying. And so he gives ten effective study habits to assist the students with their schoolwork. 6. the capacity for critical reasoning.) Take breaks and rewards. These ten effective study habits are the following: 1.) Know what are the expectations are for the class to abet you understand the course requirements and the professor’s expectations. It has been also studied by many researchers. 2012) (Jbosila. Remember. and multimedia resources which greatly Affects the Study Habits (Liu. Due to that. 2012) describes study habits as the routinely or habitual way of studying the learner.Karim and Hassan (2006) also note theexponential growth digital information. 9. avoid comparing yourself with others. the best way to help your children or students learn is to let them be free. self-reflection and conceptual grasp and ability to learn autonomously and exercise flexibility of mind (Simmons2003). It can also assist you to remember your lesson easily. (Micheng. destruction of his effectiveness to the specific materials being studied and the effects which he exerts through out the process. This is because study habits involve using organizational techniques of learning which exercise the particular talents and aptitudes of the students. instead of trying to force all student into one fixed or pre-set model. school. the study habit of students is affected by its environment. administrators. Professors in the developing countries said that the undergraduate students should be fully equip with high level of analytical skills. and parents who are a loss on how to improve their students or children study habits. 2005). These breaks will facilitate you to do your schoolwork more efficiently and effectively.) Keep healthy and balance. which changes the way students perceive studying and with printed materials that are to be use in facilitating study.) Practice by on your own or with friends since practice makes perfect. the easier for you to overcome every components in your life. It is only through this freedom that they manifest their initiate skills and abilities. the rewards could be use as your motivation in studying. hypertext. Every year there are lots of comments from educators. 8. 10.) Make a schedule you can stick to and being committed to it hinder you from cramming. 2.) Bring everything you need. Through this study habit. 7. Though it is difficult to live a balanced life while in school. (JamesB. It accustomed method of approach to units of student’s learning with his consistency in ignoring. you must consider that the more balanced you seek out in your life. This required the teacher to promote a new mind set of learning style theories to appreciate each students as a unique individual. Learning style works for all ages. 4. Grohol. Students who perform well in classroom and who are academically outstanding are proofs that they have good study habits.) Improve your study mindset by thinking positively towards study. 5. nothing you don’t.) Outline and review your notes. In fact. you will be able to focus more on your schoolwork and you will avoid such destruction. for it is not only children who need to enjoy while learning.) Environment matters in studying so it would be better if you find your ideal place that suits your studying approach. Good study habits help the students to gain much effective learning that profit even more. 2013) defines study habits as the attitude of one person towards their academic year in life.) Use memory games or mnemonic devices in memorizing pieces of information regarding your studies. Everybody has a learning style. Some prefer auditory styles while others may be highly visual or tactual/kinesthetic. Longer hours of computer gaming might have a negative impact on school grades. and other school-related activities. As a student spend more time playing. they have different learning preferences. and everybody has a learning style strengths. . Different people just have different strengths. Time spent on playing computer games largely affect students’ scholastic performance. Conceptual Framework Factors Affecting the Decision to Play Computer Games Having a personal computer at home will mean better access to computer games since the machine is free and always available. Longer hours of playing games may be spent when there is computer at home. lesser hours are devoted for home work reviews. Every students has different study habits. B. Peer pressure – influence from members of one’s group. . We also believe that people who play ‘thinking’ computer games and those who play no computer games would have better results than the computer game players. males are more frequent players than females. Online Game – a computer game that can be run from an internet browser and requires the internet connection. C. Frequent players are usually those who belong to a small family with 1-2 children. in terms of frequency in playing. according to instructions given to it in a variable program. This is because they sacrifice studying or homework time simply to play computer games. Moreover. Internet café – a retail establishment that rent computers by the hour.an electronic device for storing and processing data. Gender is one of the major determinants of computer gaming. Many studies have shown that the number of siblings is also a determinant in playing computer games. D. If a computer shop is located near a student’s house.are the behaviours used when preparing for tests or learning academic material. Hypothesis Assumption Those who spend more time playing computer games will have a decreased academic performance. Internet – is a global network connecting millions of computer. Study habit . Definition of Terms Academic Performance – how student deal with their studies and how they cope with or accomplish different tasks given to them by their teachers. Peer groups affect individual’s attitude towards computer gaming. there is a greater tendency to play computer games rather than do school tasks. Student – a person who is studying at a university or other place of higher education.Proximity of computer shops to student’s house is another determinant of school performance. Computer . Several studies have shown that the probability of male students to engage in computer gaming is higher than females. typically in binary form. Offline Game – a computer game that doesn’t require a internet connection to run. Computer Game – a game played by electronically manipulating image produced by a computer program which is available on or performed using the internet or other computer network. especially if of opposite sex. Those who belong to a group where in members are computer gamers have higher tendency to become a computer gamer than those who do not have. Data Gathering This study is assembled through gathering pertinent data which help the researchers in making this study to be more presentable and knowledgeable. They forwarded a questionnaire to know the effects and the reactions of the SPSBL students to the research problem. D. There are forty (40) students selected in random from different year level First Year. and interpretation of the present nature. a descriptive correlation method of research is used. The researchers used the purposive sampling technique based on the knowledge of a population and the purpose of the study. located at Campetic Pawing Palo. E. Sample and Sampling Techniques The respondents of this study are the Information SPSBL students. B. composition. analysis. recording. This research will also benefit the respondents in giving them better information about playing computer games and study habits. Second Year. The answers of the respondents to the questions in the questionnaires are used to gather data and to achieve the desired output. Research Design In this research. Descriptive design involves the description. how these effects affected them and how they reacted on it. or process of phenomena. Research Locals This study will be conducted at Saint Paul School Of Business And Law. C. Descriptive research design was systematic method which contains using the questionnaire to assess the students. Third Year and Fourth Year who play computer games. Leyte. The reason why researchers used this kind of technique is because the respondents fit the description and the purpose of this study. Instrumentation The researchers prepared questionnaires containing the questions about playing computer games and their study habits. The respondents will be . Descriptive design focuses on what situation and was a systematic in providing facts may be based. CHAPTER III METHODOLOGY A. Gender 80% 60% 40% 20% 0% Male Female According to our research 75% of our respondents are male while 25% are female.given with questionnaires to know their insight about playing computer games and the level of their study habits. Then after the success of answering the questionnaires. F. For calculating percentage the frequency of the concerned data element would be divided by the total number of respondents in each category and multiplied by 100. The percentages shall be corrected to whole numbers. Statistical Analysis of Data The statistical techniques to be employed in the study shall include use of percentage analysis. the results are tallied and tabulated. The percentage analysis shall be done to make comparisons wherever necessary. The main reason why SPSBL student play computer games 40% 35% 30% 25% 20% 15% 10% 5% 0% Entertainment Boredom Stress relief Personal Interest purpose . It will be carefully and checked properly to attain accurate information for the readers. . The next time is playing 9-10 hours per session in a day (2%). This reason received 17%. Time spend in playing computer games per session on a daily basis 50% 45% 40% 35% 30% 25% 20% 15% 10% 5% 0% 1-2 hours 3-4 hours 5-6 hours 7-8 hours 9-10 11 or hours more The graph shows that majority of the respondents are playing computer games for 1-2 hours per session in a day (45%). the least spent hours in playing online videogames is 11 or more hours (1%). The third reason in playing online computer games is to reduce their stress. The second most consumed hours in playing are 3-4 hours (40%).The graph shows that majority of the respondents are playing online computer games for their entertainment which has 37% of the total percentage. The next reason why they play is due to boredom which has 36%. It is then followed by playing 5-6 hours per session (8%). The fourth most spent time in playing is 7- 8 hours of playing time (4%). Personal interests got a 20% response from the respondents. Lastly. . and (15%) of our respondents answer they study when they arrive at home. while (13%) say they do other things. SPSBL student first normally do when they arrive back home? 50% 40% 30% 20% 10% 0% Study Rest Play computer games Others The first thing student normally do when they arrive back home according to our survey is playing computer games (47%). second they normally do is rest (25%). Does playing computer games affect SPSBL student's academic performance 100% 80% 60% 40% 20% 0% Yes No 13% percent of the total percentage answered that their academic performance is not affected by playing online computer games and 87% answered that they are affected whenever they are playing computer games. 13 percent answered that they cannot do their projects. How does it affect SPSBL student performance 120% 100% 100% 80% 60% 35% 40% 11% 14% 15% 13% 20% 7% 5% 0% 35 percent of the total respondents answered that they cannot focus on their studies. 14 percent answered that they cannot do homework. 11 percent answered that they have low grades. and 5 percent answered that they are late in class. Chapter IV: MATERIALS Budget & Time Frame . 15 percent answered they are absent in class and 7 percent answered they have high grades. 000 or more 1. Combined monthly income of parents: O 5.000 O 15.000 O 30.000 – 30. SAIN PAUL SCHOOL OF BUSINESS AND LAW SURVEY QUESTIONNAIRE Name (optional): _________________________________ Age: _____________ Gender: O Male O Female Religion:____________ Parents Occupation: _____________ Direction : Please answer the following questions completely and honestly. Shade the circle that corresponds to your answer.000 – 15. What are your main reason why you play computer games? O Entertainment Purpose O Boredom O Stress relief O Personal Interest . O Others:_____ 2. Which of the following would you first normally do when you arrive back home? O Study O Rest O Play computer games O Others:__________ 4. O Others:_____________ Proximity of computer shops Number of siblings to house Gender Peer group . how does it affect your academic performance? O I cannot focus on my studies O I have low grades O I have high grades O I cannot do my homework O I am late on class O I am absent in class O I cannot do my projects. How much time do yOou spend in playing computer games per session on a daily basis? O 1-2 hours O 3-4 hours O 5-6 hours O 7-8 hours O 9-10 hours O 11 or more 3. Does playing computer games affect your academic performance? O Yes O NO If yes. the results of this research will surely benefit the students. To the Teachers. The findings of this study will enable the teachers to discover the positive effects of computer games and not see only the negative side. To the students. their low & failing grades of academic performances. .T h e i m p o r t a n c e o f c o m p u t e r i n t h i s e r a a r e helpful to the school and undisputable because it has much application that made by computer. The data obtained from identifying the common problems that will encounter in computer games. Since computer can be a medium of communication. Will one way or another give several insights to those who are in the educational expertise. the results of this study will be great helping to the parents especially those who are bothered about their children who spend too much spend his time for the computer. To the parents. In particular software and programs. With t h i s t h e y will start to realized that computer games can influence their a c a d e m i c performance in school.
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