ROLE OF CARTOON VIEWING AND ONLINE GAMING FOR SELF-LEARNING OF UPPER PRIMARY STUDENTS IN NADIA

Authors

  • Amrita Bhakta, Prof. Arjun Chandra Das

DOI:

https://doi.org/10.25215/9358796995.07

Abstract

The well-known proverb, ‘Information is wealth’, is a very essential component not only for students but also for total human mankind. Learning is a lifelong process. But the base of learning is constructed in a student's life. In psychological concept, learning is the changes of behaviour formally and also informally. There are many ways of learning for the students. Learning is happening not only by the teacher but also it takes place through personal interest. It is that refers to the process of acquiring knowledge with one’s personal enthusiasm without the teacher’s guidance and supervision. The student’s self-learning also occurs with the help of technological advantages. The researcher here wants to focus on how cartoon viewing and online gaming help upper primary school students’ self-learning. The main objectives of this study are- (i) To investigate the concept of cartoon viewing, online gaming, and self-learning. (ii) To recognize how cartoon viewing and online gaming help the upper primary students' self-learning.

Published

2025-12-25