The combination between using ICT in learning and using ICT after class, and the effects of entertainment websites with education purpose after class

Over the past decades, Information and technology especially websites on the internet have played an important part in student’s daily lives
Learning with Information and Communication Technology (ICT) has become a part of teaching and learning in schools not only in developed countries but also in developing countries. However, how to teach and learn and the use ICT in education in effective way is the controversial question, especially the using of website in and after of class. There are various kinds of websites, this paper will focus on the use of type of websites which contain funny games, funny stories, music and IQ logic questions like a test that are well known in almost all countries such as, and  The combination of knowledge in class and after class in funny websites has led students to enjoying them considerably. It is not only entertainment purpose but also education purpose is setup in these websites.
After the class, student might get stress and tired, therefore, it has been asserted that websites which contain funny story, music or games have prospective benefits for students to reenergized  and most of the websites which produced by Education System are appropriate for young generation.  Certain these websites could help students develop their cognition and improve mental attentiveness as well as visual skills.  However, a great deal of concern among parents, educators, medical professionals and policy makers has also been raised due to the violent and antisocial behaviours in websites which contain inappropriate contents such as violent games and poor academic performance. Much attention is paid to young students, in this period they are easily influenced and not experienced enough to discriminate between fantasy and real life. Teachers, parents and policy maker should do what to direct their students spend their free time after class in appropriate way in which students can reenergized and also have fun. Students can study from playing games or play games in studying. This paper will discuss the potential effects of a kind of websites that contents a part of favorite music, a collection of funny story, a part of learning from IQ test and a collection of games on student’s development.  It will be argued that because playing games, reading funny story, listening to music or trying the logic questions in IQ test are more likely to result in reducing stress and creating a new energy for the next jobs, there should be some more incentives on software companies who make the relax websites after class to make sure harm to children is minimized and that students should be educated to identify what kinds of websites are suitable.
This paper, firstly, focuses on examining the positive effects from these after class funny websites on students, what students can achieve from these websites.  The second point is that there should be a limitation of time to access these websites because it may easy lead to addicting and abuse of internet which could badly impact on children health and study time.
A great deal of focus has been concerned with the effects of After class Fun websites on students because it seems that the majority of today’s students have to study a huge volume of works in their class, then they always feel stressful and tired after each strained lesson. The students need to unwind after such a hard work in class. Therefore, a little bit entertainment after class is necessary. For example, students can reduce stressful by listen to music, reading some funny English story. Not out of education entertainment purpose, especially in countries that are non English speaking, students can also learn English from the lyrics of the songs and stories if the website that they access containing. That is easy way to teach English through the music, hence student can study while having rest. In addition, for the clever heads, students can access to the logic question bank in which students can use their knowledge to answer the question that may relate to their subject in class. For example, math questions, and IQ logic questions with the multiple choice answers, beautiful of interface created bring out an interest, students feel they are learning in playing. Moreover, playing some interesting games after class is also the way to relax. However, which games should students play is the important question for the policy makers. With education entertainment centers, most of games are appropriate for young students. In the contents of these games, some education or healthy purposes are set up. According to a research, it is necessary to state that not all games are harmful to children; some may bring about benefits such as improving the coordination between hand-eye, attention to the contents and creativity (Cesarone, 1994; Shimai, Masuda & Kishimot, 1990 cited in Vessy & Lee, 2000:3).  All the same time, the websites which contain the combination between music, funny stories, logic IQ questions, math questions and games may have a great of positive influences on students.
There may be no doubt that students become more smart and flexible in learning with ICT as the result of various interactive factors between education in class and self studying with their computer through websites in their free time. The applying of knowledge in class to explore the contents of education websites and the conversely way leads to students become more flexible in learning and clearing away stress. At the moment, there are insufficient surveys which demonstrate that the effects of funny websites which made by education purpose do lead to children’s development. However, with the accelerating of hard work in class today, the incentives to build up After Class Fun websites with education purpose should be concerned.
On the other hand, with regard to physical impacts, the abuses of internet funny websites may lead to harm to children’s health. Without the management of school and parents after class, students may become addicted in websites that could impact not only student’s study time but also student’s health. It is well known that each website which contain games and funny stuffs often require a participation of the people who access in order to perform their marketing strategies.   Therefore, if the time children spend too much on the websites for playing games or for entertaining purpose, the heart rate and blood pressure could be increased (Dorman, 1997: 1 & Walsh, 2001:2). Further more, students may easy to access the unsuitable websites to play the games that not contain the education purpose. That does not only influence student’s study time but also their health and behaviors. For example, “playing a violent game online like Mortal Combat, with the depictions of blood ‘turned on” may increase higher systolic blood pressure compared with playing a non-violent game” (Ballard & Weist, 1996 cited in Walsh, 2001:2), and children could be more aggressive because of the effects of some active games (Lynch, 1999 cited in Walsh, 2001:2). Therefore, the management of school and parents to the young generation is very necessary. Educators and parents should direct their students to access to the entertainment websites which are made by the education purpose.  There is a possibility that these websites could bring positive effects on student’s real time study, health and behavior if there is an effective management of educators and parents.
In conclusion, the using of ICT especially websites in teaching and learning in and after class is necessary. There is no doubt that these websites bring advantages to student in both way learning and entertaining. However, there is a need to manage the time that allowed for student’s access these websites, in order to avoid addicting and abuse of internet which badly influence on student’s study time, health and behavior. Software makers should consider more about the websites that contain education ideas because it could impact on their children. Educators and parents should take responsibility in directing their students and children to use ICT in learning and chose appropriate websites to access, especially Funny Websites after class. 
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Dorman, S. M. (1997). Video and computer games:  effect on children and implications for health education.  Journal of School Health, April 1997 Vol. 67, No 4, P.133 (6)
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Walsh, D., Gentile, D., & Vanoverbeke, M. (2002) Video Game Report Card. National Institute on Media and the Family. Media wise, 19 December.
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Walsh, D. (2001). Video Games and Public Policy. National Institute on Media and the Family. <>
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