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Effects of Online

Gaming and excessive


use of gadgets
Learning Objectives
• To determine the effects of online gaming and
excessive use of gadgets ( cellphone, tablets,
laptops etc.)
• To identify addiction as of the risks of
online/offline gaming ;
• To suggest ways to discipline oneself in the use of
gadgets, and
• To value the importance of responsibility and
discipline in gadgets usage
• -
“Technology is a useful
servant but a dangerous
master”

-Christian Louis Lange-


Instruction: The class will be divided into four ( The number of groups
may vary depending on the number of students in a class).

• The teacher will introduce the character it would


like to buy. Each character is worth 20 points and
the accessories is worth 15 points.
• Using the books, notebooks, pens and pencils,
each group will buy the character from the
teacher. The equivalent points for each item shall
be as follows:
 Book : 2 points
 Notebooks: 1 point
 Pen/pencil: 3 point
 The items found inside the classroom shall be
used.
• The rule of the game is simple: the groups
should accumulate as many points as they can
to buy their selected characters. Once the
group is able to buy the character, the group
should focus on “ powering – up’ the groups’
character by purchasing the accessories to the
teacher.
• The group with the most “powered - up”
character will win.
Questions:
• What are your feelings after the activity?
• What do you think helped the winning group succeed?
• What do you think is the activity all about?
• Based on the activity, what symbolizes the character,
the different accessories and the money or the items
used to buy the character?
• Is it necessary to sacrifice important things for
momentary pleasure?
• As a student, what are sacrifice in favor of ones usage
of gadgets and the internet? Explain.
Relating the activity to online
experiences
• Do you have favorite online/offline games? How
often do you play them?
• How much time, money and effort do you usually
spend powering – up your online characters?
• What was the challenge in powering – up your
group character? Is it the same in online gaming?
• What do you think are the risks or consequences
of playing online games too much?
• When is the playing of online/offline games
considered ‘enough’ or ‘ too much’?
• What do you think are the effects of
online/offline gaming addiction to online
gamers?
• What are the signs that a gamer is already
addicted to online gaming?
• If you are a gamer, will you still be aware if you
are already gaming too much why or why not?
Picture perfect activity: In a group, the students will
act out the scenario which will be given by the teacher

• A typical classroom scenario with the teacher


discussing while the students are using their
gadgets ( ex: playing games, reading stories,
texting, etc.)
• A busy household in the evening where the
mother is asking for help in household chores
while the children are busy with their gadgets.
• Boding time with friend (instead of talking with
each other and spending quality time, they just
stay glued to their gadgets.
Learning Points
• Anything and everything that is abused is
dangerous and the same goes with online/offline
gaming. One of the great risks in online gaming is
the addiction of its gamers to the game.
• Gadget (cellphone) addiction happens when a
child gets too caught up with playing the games
that it becomes the only thing the child wants to
do most of the time. Signs of addiction may
include spending too much time or money,
preferring to play instead of eating or sleeping,
etc.
• Excessive use of gadgets may affect the
students’ behavior which in turn leads them
to sacrifice the more important things such as
their finances, academics, health,
relationships etc.
• Irresponsible use of gadgets sometimes urges
students to pose what should be private
matters ( think before you click)
Evaluation : Group activity – Each group will fill in the table with
the tips to be more responsible and disciplined in using gadgets.

Money Balancing Health Suggested


Academic Category by
Responsibilities Students

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