CABANCALAN NATIONAL HIGH SCHOOL - PowerPoint PPT Presentation

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CABANCALAN NATIONAL HIGH SCHOOL

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1. any of various games played using a microcomputer ... 4.Super Mario 11.RAN online. 5.MU 12.Tomb Raider. 6.Ragnarok 13.Dragon Ball Z. 7.Tantra 14.Pokemon ... – PowerPoint PPT presentation

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Title: CABANCALAN NATIONAL HIGH SCHOOL


1
PHILIPPINES
  • CABANCALAN NATIONAL HIGH SCHOOL
  • Teacher Mrs. Janeth Seno

2
SHOULD
VIDEO GAMES
BE
BANNED?
3

DEFINITION OF VIDEO GAMES
  • 1. any of various games played using a
    microcomputer with a keyboard and often joysticks
    to manipulate changes or respond to the action or
    questions on the screen. 2. any of various games
    played using a microchip-controlled device, as an
    arcade machine or hand-held toy. Also called
    COMPUTER GAMES.

4
Examples of Video Games
  • 1.Counter Strike 8.GunBound
  • 2.Duta 9.Commondo
  • 3.Hearts 10.Half -life
  • 4.Super Mario 11.RAN online
  • 5.MU 12.Tomb Raider
  • 6.Ragnarok 13.Dragon Ball Z
  • 7.Tantra 14.Pokemon

5

Results of the gathering data
  • There are four participants in the learning
    circle who answered our focus question. Three of
    them disagreed to ban video games and only one
    participant agreed . The participating countries
    are , Thailand, Ghana, Vietnam and Myanmar.

6
ADVANTAGES DISADVANTAGES
We are able to keep pace with developments in technology. It helps in understanding the culture of some other parts of the world. We turn to develop a high sense of curiosity. It makes learning enjoyable than reading books all the time. Some of the games especially, those that teach how to use weapons are creating problems in our society. Some of our colleagues are eager to stimulate and experiment what they saw in the video games. The games are so attractive that they consume all their time playing.
7
COUNTRY YES NO
THAILAND(P1) GHANA(P6) MYANMAR(P11) VIETNAM(P9) / / / /
8
REFLECTIONS
In joining learning circle, we
experience tellecollaboration with other nations
sharing ideas at a certain topic. This marvelous
learning experience is helping us learners to
know what are their ideas and opinions with our
focus questions and at the same time, knowing
their cultures and beliefs . We are also gaining
many new friends everytime we do the
tellecollaboration.
9
The pillars of the output
  • John Nino
  • Ma. Theresa
  • Carolyn
  • Williem
  • Marve
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