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Cyber games are addictive among youths

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Cyber games are addictive among youths

Cyber games are addictive among youths, especially those in primary and secondary levels. Several interventions can be used to prevent students from addiction. Toseland and Rivas’s typology groups (2017) provides several intervention groups to deal with societal challenges. Learning motivation is essential in reducing addiction behavior for F.1 to F.3 students playing cyber games. The research recommends the reciprocal model as the intervention plan for the students. Besides, therapy treatment groups will be useful in motivating the students to be focused on education and avoid addiction.

Reciprocal Goal Model

The model appreciates and explores activities in fulfilling our basic needs. It provides effective intervention for students to remain focused on their main goals rather than being strayed away by other events. When the model’s integrated with treatment groups, they will motivate students to stay focused on their studies, especially those in form 1 to form 3. Students in those learning levels majority of them are in their adolescent stages; thus, they want to explore every opportunity comes on their way. Consequently, they appreciate cyber games more often, which has become chronic among students, not even those at the secondary level but also in tertiary institutions such as universities and colleges. Students in university and secondary are more affected by cyber gaming; hence it can deviate their focus from learning that transforms their performance.

Nevertheless, the reciprocal goal model identifies the challenge that produces mechanisms in alleviating addictive behavior in the pretext of focusing on the main goals of education. Treatment groups integrated with the model will provide better results that will ensure addiction cases do not arise, and students participate in cyber gaming responsibly. The connection between the groups with students will eventually be successful. The theory advocates that students are not only affected by the internal environment of the school but also the external environment. The external environment is the surrounding environment whereby students take their leisure time in cyber gaming. Students appreciate things that attract their behavior rather than focusing on education. The model connects the involved community and the environment as an ecological unit.

According to psychologist Albert Bandura, the model comprises three factors that influence behavior include the environment, individual, and the behavior itself. In our context, environment symbolizes school environment; individual refers to the students, and behavior is the connection between education and cyber gaming. According to the model, student’s behavior is influenced by the social world and personal characteristics that affect the performance of the student. The social world will be more appealing to the student to concentrate on cyber gaming rather than education. Therefore, students need motivation by integrating an appropriate group that will be discussed in the following context. Personal characteristics may influence the performance of the students. Addiction in cyber gaming is a particular attribute that requires intervention so that it may not become chronic hence becoming chronic.

The three components of the model are intertwined in bringing the necessary change in students. It further suggests that as the environment exerts pressure on personal behavior, students reciprocate by integrating such behavior and become part and parcel of them. Eventually, students may suffer from addiction to cyber gaming that will affect their performance in education. The model further argues that children are usually passive recipients of the environmental influences that should be shaped by teachers, parents, and caregivers. Consequently, our research will, in particular, focus on treatment groups that will provide intervention by motivating students to retract from cyber gaming addiction and become intrinsically motivated. However, the reciprocal goal model explains that children play an active and interactive role. The interactive role will be through engagement in the groups, and the active role will be through becoming intrinsically motivates and have a focus on education and pay less attention to cyber gaming. Students do not only react to learned associations and reinforcements, but also their characteristics, thoughts, feelings, and behaviors influence their mechanisms of interaction on the external environment.

Organization of the self help group

The role of the group will integrate the needs of students, group members, and the larger society. The larger organization is the external environment that offering the gaming services to the students and also parents. The community will be disseminated on the importance of education and how they can participate in motivating students to concentrate on learning. For example, the community should control how students engage in cyber gaming and put regulation measures to ensure they don’t become addicts. Besides, parents will be advised to provide sufficient financial support that is aimed for academic purposes alone. In contemporary society, technology has advanced; hence it may act as a barrier to effective learning.

The group will employ appropriate methods to ensure students benefit from the intervention strategy. Members of the group will embrace autonomy among the members so that they discuss and support each other in due course. Students will be divided into groups to discuss the effects of cyber gaming on academics and submit their arguments to the group. Such interventions will be critically examined in advising students accordingly. The cohesive social system will be effective for the students because they will be able to motivate each other in achieving a common goal. The priority of the group will provide empirical information on the importance of education and demerits of cyber gaming, thus providing an immediate intervention that will suit the student. Therefore, positive reinforcement will be effectively initiated according to the reciprocal goal model by focusing on the three components of behavior. Leaders of each group will provide directives to be followed according to the arguments that they receive from the members. For example, if excess financial support by parents is contributing to cyber gaming, how can students solve the problem amidst themselves? The leader of each group will provide final recommendations that will be agreed on the common ground between the members. Since the students will be focusing on common goal of motivation, the group will significantly contribute to providing solutions to challenges that face them; hence they can cognitively solve them. Interventions made will assist students in solving their problems on their own, which is the best intervention method. The group will promote blondness between the members so that they achieve the primary goal. Autonomy will be adopted in all groups to promote inclusivity of everybody. Each student’s contribution will be highly appreciated since equity will be the guiding principle of the group.

The composition of the self-help group will be formed based on a shared problem of cyber gaming. Some students are addicts of cyber gaming who withdrew from the activity. Such students will be a role model to the others because he will help other members of the group to intervene on appropriate measures. The form of communication will be open and diverse to welcome each student in the group in solving the problem together. Communication between student-student will disclose the alarming issues concerning cyber gaming, thus providing an immediate solution that will make students focus on education, thus reinforcing motivation in learning and deviating from cyber gaming activities that may lead to addiction.

Interventions

The purpose of the reciprocal model will ensure students in F.1 to F.3 are intrinsically motivated to pursue education and avoid the addiction from cyber gaming. The main focus will focus on the cognitive level of the student. The self help group will be the main focus of the treatment group that will motivate students to remain focused on education. The group is effective because it portrays supportive, education, and socialization features that are relevant to the school setting.

Applying the reciprocal goal model will drive the student’s behavior to the right channel. The self help group will focus on the behavior component of the students in the initial stages of interventions.

Individual controls behavior through cognitive processes and environments that inflict external stimuli in education. By appreciating the component, students who have a negative reputation on learning in the pretext of contributing their time in cyber gaming will be addressed accordingly. The group will examine reasons that reinforce students to participate in cyber gaming more often by interacting with students, teachers, and parents. Every stakeholder in the student cycle will be evaluated to get to the root of the cyber gaming appropriately; hence immediate interventions provided henceforth. Parents might be a reason for students participating in inn cyber gaming. When parents provide money to students in excess, they usually use the rest in luxurious engagements, thus contributing to cyber gaming. Apart from motivating students, external forces should also be considered that predispose students to participate in cyber gaming. Therefore, the behavior component will focus on the cognitive level of the students in providing immediate interventions to the students. Once the core reasons are identified, the students will be advised accordingly to refrain from cyber gaming; hence they will become intrinsically motivated that will foster conducive learning.

In conclusion, students will benefit from the reciprocal goal model because it focuses majorly on the cognitive behavior of the students. The theory explains more of social cognitive theory practices that focus on individual reasoning that leads to making logical reasoning. Therefore integrating the model in the self help group will yield positive results.s

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