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Chapter I

The Problem and Its Background

This chapter focused on the problem and background of the research. This serves

as the foundation of the study, which includes the following: the introduction, statement

of the problem, hypothesis, and significance of the study and the scope and delimitation.

Introduction

Nowadays, computer games have dominated the interest and time of people

especially those students in high school and in college level. The game played by the

students change in time, because of the competition of the game developers, they want to

have a game that the people will enjoy and love for a long term. And as of seven years,

one game remain standing with their consistent popularity to the masses, it is the DotA

All-stars. (www.gossipgamers.com/dota-philippines-most-played-pc-game)

DotA All-star or Defense of the Ancient is a computer game that let you choose

from 80 + different heroes of your choice with different special abilities. The goal is to

beat the other team and destroy their base; you can play this role playing game from one

versus one to five versus five which most Filipinos prefer for more action and excitement

thus making the students embraces this game more. (www.gossipgamers.com/dota-

philippines-most-played-pc-game) Some students do not attend their class just to play

this game. They do not mind the consequences of those actions to their studies. They

almost forget their responsibilities as a student and choose to satisfy their desire to play

the game.

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Students devoted their time to the game, they almost play it for many hours, as

long as they want, ignoring their time for their studies, thus, making it the disadvantage

of the game. If only the students will know the normal or the enough time they need or

they must consume when playing the game this could help them control their selves in

playing the game and not to be addicted to the game. And for that it can give them a

better study habits, more time for studying and reviewing their lessons. And that is if we

only have a study who investigates if there is a relationship on the amount of time

consumed on playing DotA to the student’s academic performance.

Statement of the problem:

This study aims to find the relationship of the frequency of playing of computer

game (DotA All-stars) and the grades of the junior nursing students in Our Lady of

Fatima University.

Specifically it will investigate the following questions:

1. How frequent do the students play the computer game (DotA) in a day?

2. What are the grades of the junior nursing students on their subjects on the

preliminary period?

3. Is there a significant relationship between the frequency of playing DotA and

the student’s grades?

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Hypothesis

From the given problem the researchers abstracted their hypothesis.

Null : There is no significant relationship between the frequency of playing DotA

and the student’s grades.

Significance of the study

This study focuses generally to the frequency of playing computer game

specifically DotA and the academic performance of the students on 1st sem. S.Y. 2008-

09 BSN third year students of Our Lady of Fatima University. In this particular, the

ultimate purpose of this undertaking is to enrich the awareness of students especially the

students of nursing in schools, in institutions, and in universities.

To the Nursing Faculty

This study will help the faculty to extend their knowledge about the computer

game, DotA All-stars and on how it influences the student’s grades.

They can be a change agent for those students who was devoted in this game. For we all

know that nurses must be a change agent in community and not only in community but

also in the university, in case they choose to teach nursing students. The Faculty will be

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the best medium for the students, who continue to play the game, will know how they can

manage their studies and also to aid the students to use the game as an exercise for their

cognitive skills.

To the Community

The result of this study shall provide some insights and information about the

relationship of computer Game DotA All-stars and student’s academic performance, on

how it will influences the student’s study habits. It will help them to decide whether they

like themselves adopt this game or not, whether they will play it or not.

To the Students

This study will magnify their knowledge with regards on the influence of DotA

All-stars to the academic performance and from there they can come up with their own

management to keep their studies in a good progressive way.

To the Future Readers

The future readers will be guided accordingly with the different information,

which is carefully combined, on this paper. Researchers may find the findings functional

as a guide in conducting the same research. Future readers will acquire knowledge about

DotA All-stars in this research paper.

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Scope and Delimitation

This study compiles the researchers started last July up to October 2009. The BSN

junior students of Our Lady of Fatima University are the respondents of this research.

This research is all about changes on the grades of the nursing students related to the

frequency of playing DotA. The grades to be taken are only their score on their quiz,

assignment, seatwork and their score on their exam during their preliminary period. It

does not cover any other factor that may influence the result of the student’s grades. The

information that the researchers will have are according to the respondent’s perception. It

is stated here in this research paper the relationship of the frequent playing of the game

DotA All-stars and student’s academic performance on their preliminary period 1st sem.

S.Y. 2008-09.

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Chapter II

Review of Related Literature and Studies

At these days, in which computer are known world wide, playing computer game

is one of the people’s choice for spending their past time. Aside from sports and other

activities being in the front of computer and hitting that keyboard to play a game is one of

the activities done of the people today.

And from this chapter, it presents the foreign and local literatures which are taken

from different references such as magazines, journals, as well as informative articles

searched from websites which give substance to this research.

Foreign Literature

The Effects of Computer Games Addiction

By John Hewitt

Computer games addiction is not only a physical disease or mental illness. It

describes a behavior that has become increasingly familiar with the rise of computer

game popularity. People with this type of addiction sets aside practically all other

activities in favor of playing computer games almost endlessly.

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Putting the Real World Aside

Computer games addiction has no physical component or objective diagnosis, but

many of the consequences are similar to alcoholism or drug addiction. Some addicts

allow jobs, relationships and academic careers to languish or collapse in order to spend

more time playing their favorite games. Gamers who become entrenched in excessive

daily gaming routines can find it difficult to make room for much else in life.”

The Financial Drain

The sheer amount of time many addicts spend playing---100 hours a week or

more, in some cases---inevitably leads to decreased job or academic performance. Late

nights and days spent obsessing over the game make the addict unable to perform as well

as he would be able to otherwise. Some gamers spend real money on virtual products to

make their characters more powerful or distinctive, reducing the money available for

necessities.

Social Isolation

Computer games addicts tend to isolate themselves from normal, face-to-face

human contact. Some of the most addictive games are found online, where the player

competes and cooperates with others around the world. These online relationships online

can eventually crowd out more intimate, real-life ones.

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Impact on Family

Aside from academic obligations, children and young people have relatively few

responsibilities to shirk by playing games. When an adult with dependents becomes

addicted to computer games, however, the addiction can shatter a family. Game

obsession takes away from time spent with family, which can lead to neglect of children

and weakening of marriage bonds.

Habits

Computer games addiction describes an ingrained set of habits rather than a true

addiction. It can be concomitant with depression or mental illnesses such as bipolar

disorder or borderline personality disorder. Therapy, treatment programs and/or

medication for the underlying disorder can be helpful. The earlier treatment is sought, the

greater the chance it will be successful.

Computer Games Stunt Teen brains

By Tracy McVeigh

Education editor of observer.guardian.co.uk website

Hi-tech maps of the mind show that computer games are damaging brain

development and could lead to children being unable to control violent behaviour

Computer games are creating a dumbed-down generation of children far more

disposed to violence than their parents, according to a controversial new study.


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The tendency to lose control is not due to children absorbing the aggression

involved in the computer game itself, as previous researchers have suggested, but rather

to the damage done by stunting the developing mind.

Using the most sophisticated technology available, the level of brain activity was

measured in hundreds of teenagers playing a Nintendo game and compared to the brain

scans of other students doing a simple, repetitive arithmetical exercise. To the surprise of

brain-mapping expert Professor Ryuta Kawashima and his team at Tohoku University in

Japan, it was found that the computer game only stimulated activity in the parts of the

brain associated with vision and movement.

In contrast, arithmetic stimulated brain activity in both the left and right

hemispheres of the frontal lobe - the area of the brain most associated with learning,

memory and emotion.

Most worrying of all was that the frontal lobe, which continues to develop in

humans until the age of about 20, also has an important role to play in keeping an

individual's behaviour in check.

Whenever you use self-control to refrain from lashing out or doing something you

should not, the frontal lobe is hard at work.

Children often do things they shouldn't because their frontal lobes are

underdeveloped. The more work done to thicken the fibres connecting the neurons in this

part of the brain, the better the child's ability will be to control their behaviour. The more

this area is stimulated, the more these fibres will thicken.

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The students who played computer games were halting the process of brain

development and affecting their ability to control potentially anti-social elements of their

behaviour.

'The importance of this discovery cannot be underestimated,' Kawashima told The

Observer .

'There is a problem we will have with a new generation of children - who play

computer games - that we have never seen before.

'The implications are very serious for an increasingly violent society and these

students will be doing more and more bad things if they are playing games and not doing

other things like reading aloud or learning arithmetic.'

Kawashima, in need of funding for his research, originally decided to investigate

the levels of brain activity in children playing video games expecting to find that his

research would be a boon to manufacturers.

He expected it to reassure parents that there are hidden benefits to the increasing

number of hours their children were devoting to computer games and was startled by

what he discovered.

He compared brain activity in children playing Nintendo games with those doing

an exercise called the Kraepelin test, which involves adding single-digit numbers

continuously for 30 minutes.

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The students were given minute doses of a radioactive pharmaceutical through an

intravenous drip which allowed a computer to map a complex picture of their brains at

work. A subsequent study was conducted using magnetic resonance images.

Both studies confirmed the high level of brain activity involved in carrying out

simple addition and subtraction and that this activity was particularly pronounced in the

frontal lobe, in both the left and right hemispheres.

Though it is often thought that only the left hemisphere is active for mathematical

work and that the right hemi sphere is stimulated by more creative thinking, the professor

found that arithmetic produced a high level of activity in both hemispheres.

In subsequent studies, Kawashima established that arithmetic exercises also

stimulate more brain activity than listening to music or listening to reading. Reading out

loud was also found to be a very effective activity for activating the frontal lobe.

Kawashima, visiting the UK to speak at this weekend's annual conference of the

private learning programme Kumon Educational UK, said the message to parents was

clear.

'Children need to be encouraged to learn basic reading and writing, of course,' he

said. 'But the other thing is to ask them to play outside with other children and interact

and to communicate with others as much as possible. This is how they will develop,

retain their creativity and become good people.'

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Gender Stereotyping

The concerns about Video Game

An article from Media Awareness Network

As with all forms of popular media, video games have the potential to influence how

children perceive themselves and others. Most video games are designed by males, for

males. The result, according to the advocacy organization Children Now, is that almost

half of the top-selling console video games contain negative messages about females.

In its 2000 study Girls and Gaming: Gender and Video Game Marketing, Children Now

examined 27 popular games and found that many promoted "unrealistic body images and

stereotypical female characteristics, such as provocative sexuality, high-pitched voices

and fainting." These kinds of portrayals send unhealthy messages to both boys and girls.

Often female characters are there only to provide sexual titillation. Dead or Alive:

Xtreme Beach Vollyball features voluptuous bikini-clad volleyball players cavorting in a

tropical setting.

Women in Mature-rated games are often portrayed as sex-trade workers—prostitutes and

strippers. The developers of the extreme biking game BMX XXX, were forced to add

clothing to their topless female riders when major retailers refused to carry the product,

but the game still offers video clips of real women stripping.

Of serious concern is the way many games combine violence with sexual content. In the

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ultra-violent Duke Nukem 3D game, for example, the male "shooter" uses X-rated

pornography posters for target practice and is awarded bonus points for shooting naked,

bound prostitutes and strippers who plead "Kill me."

In Grand Theft Auto 3, one of the world's top-selling games, players are street thugs who

can beat prostitutes to death with baseball bats after having sex with them.

Some games on the market feature strong female characters such as Lara Croft from

Tomb Raider. But they don't offer a healthy alternative because they are simply highly

sexualized females who engage in the kind of violent, aggressive actions usually

associated with male characters.

Computer Games Pose Injury Risk

An article from BBC News

Children who spend too long playing with Christmas computer game presents this year

could end up with "Nintendo thumb" or other injuries, a charity has said.

Others who spend time bent over personal computers surfing the Internet for hours could

face years of agony from bad posture and repetitive strain injury (RSI), according to

specialists.

It is estimated that three million Nintendo and Sony games systems were given as

presents over the festive season.

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But some children are developing signs of RSI, particularly in their thumbs, as they play

the games for hours.

These sorts of injuries occur from repeated physical movements and can result in damage

to tendons, nerves and muscles.

The charity Body Action Campaign, which was launched to combat the problem, wants

schools to issue advice to children on how to avoid problems.

It has been visiting schools to highlight the problem over the last year.

Physiotherapist Wendy Emberson examined children who played the games regularly and

is said to have found thumb injuries in 15% of them, and bad posture in almost all of

them.

Bunny Martin, founder of the Body Action Campaign, said: "The Government wants

every child at school to have a computer by 2001 - but it has not put money aside to help

them overcome risks to their health.

"I have seen everything from Nintendo thumb to pains in the shoulders and swollen

joints.

"Children will be using computers all their lives and must be thought how to use them

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safely and avoid problems."

British trades union officials estimate that 5.5 million working days are lost every year to

upper limb disorders such as RSI and more than 100,000 new medical cases are being

reported each year.

The Trades Union Congress is to publish the results of a survey on back strains and RSI

in the workplace on Tuesday.

Foreign Study

How Computer Games Can Be Bad for your Brain

By Graham Harding

Professor of Clinical Neurophysiology at the University of Aston in

Birmingham.

Many parents worry about the mind bending influence computer games might

have on their children. But one researcher in the United Kingdom has been investigating

a much more tangible side effect: computer games can occasionally induce epileptic fits.

Epileptic fits is a form of a condition called Photosensitive Epilepsy. Professor

Graham Harding and his colleagues at the University of Aston in Birmingham have

studied a group of such children and adolescents who had convulsions while playing at

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the computer. Photosensitive epilepsy is best defined as a tendency to recurrent

convulsions, precipitated either by flashing lights or patterns.

Epileptic fits is relatively rare in the population. It occurs at one in three and a

half thousand. It's more common in girls than boys, about sixty to forty - which is

different from epilepsy, which is slightly more males than females. And it most

commonly occurs around puberty. And so most photosensitives are between seven and 19

years of age when they have their first attack. Which means that in that population, if

someone comes into the surgery and they've had a convulsion, there is a one in ten

chance that it was precipitated by a flickering light or a pattern.

The television, monitor of your computer has that flickering light, commonly they

have 50 hertz flicker, and, of course, the 25 hertz that you can get if you get close to the

screen where you can see the two lines that are making up the picture. Having directly

with you that 75 hertz in which we do not wish to. So therefore close viewing has always

been a problem especially in children, that is why our parents told us that we shouldn’t be

close to the television or in the computer screen, but I don’t know if their reason is that of

having the epileptic fit.

Since in our days, children were often see in front of the computer, playing their

favorite game. But Graham said, “But not all computer games can cause these epileptic

fit. Some children are sensitive only to specific computer games - and very often, only

specific sequences. We had one child who was sensitive to a game called Ghost Busters.

And on this game you either went off in a car looking for ghosts, or you found the ghost

in a house and got rid of it. And then you had to go back to the map of the town, to find

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another ghost. Now the child was not sensitive to the car sequence or the house sequence,

but every time he went back to the map, because it had a low special frequency grid on it,

he was sensitive to this, and so each time he went back it produced discharges in the

EEG, and if we didn't stop it he would go on and have a convulsion.”

You can stop the occurrence of the convulsion just by ceasing them or if you get

them to play with an eyepatch on. Otherwise the only drug that can be effectively used is

sodium valproate, which works with between 60-80% of patients.

Effect of Computer-Based Video Games on Children:

An Experimental Study

By Chuang, T.-Y., & Chen, W.-F. (2009)

An Experimental Study

This experimental study investigated whether computer-based video games

facilitate children’s cognitive learning. In comparison to traditional computer-assisted

instruction (CAI), this study explored the impact of the varied types of instructional

delivery strategies on children’s learning achievement. One major research null

hypothesis was tested: there are no statistically significant differences in students’

achievement when they receive two different instructional treatments: (1) traditional CAI;

and (2) a computer-based video game. One hundred and eight third-graders from a

middle/high socio-economic standard school district in Taiwan participated in the study.

Results indicate that computer-based video game playing not only improves participants’

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fact/recall processes (F = 5.288, p < .05), but also promotes problem-solving skills by

recognizing multiple solutions for problems (F = 5.656, p < .05).

Different from previous studies that examined computer-based video games, this

study was developed to investigate the effects of computer-based video games on the

cognition of elementary-level students. Based on the aforementioned findings and the

limitations of this study, the following conclusions may be drawn.

First, computer-based video games were applied to cognitive improvement. The

results from this study provided experimental evidence to support that the use of

computer-based video games can facilitate students’ cognitive learning process. Few

prior research studies dealing with computer-based video games explored the idea of

learning. In fact, computer-based video games have often been criticized for reproducing

violent action or behavioral aberration in most previous research reports. As this new

form of technology has been treated as an entertainment device with negative influences

on children, this study was attempted to restore computer-based video games to its

original value: multifunction interactive media. In addition, given this approach, a

different character emerges by suggesting multimedia’s functionality and instructional

capability should be considered equally with CAI programs.

Second, of great theoretical and practical importance, children’s development and

learning could benefit from play. Even without the emphatic educational intention such

as CAI programs, children can still improve their cognition through playing computer

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and video games. Kids’ play with computer games exemplifies forms of knowing and

being in the world that are irreducibly and simultaneously social, technical, material, and

symbolic (Mizuko, 1997).

According to the findings of the study, future research should continue to

investigate the impact of computer-based video games along with different instructional

strategies on varied children’s learning achievements, such as facts, concepts,

comprehension, problem-solving, or critical-thinking skills. Additionally, future studies

should consider human factors in a gaming environment, such as learners’ individual

differences, learning styles, preferences in learning visual/audio materials, field

dependence/independence, etc. Many of the independent variables associated with the

study of human-computer interaction should be taken into account in the design of

computer-based video games.

While computer-based video games may be manipulated to positively influence

children’s learning, particular attention must be given to guidelines derived from game

design and experimental methodology, as well as to learner characteristics and learning

styles. Only by initiating a systematic program of investigation where independent

variables are judiciously manipulated to determine their relative effectiveness and

efficiency of facilitating specifically designated learning objectives will the true potential

inherent in game design for learning be realized.

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Theoretical Framework

According to John Keller’s ARCS Model of motivational Design, there are four

steps for promoting and sustaining of motivation in the learning process of the students:

Attention, Relevance, Confidence, Satisfaction or what do he called the “ARCS”.

For Keller ARCS is a process, therefore, in order to move to the next stage we

must accomplished and dominate the 1st stage, then move on to the 2nd stage, third stage

and so on.

Keller said that the first stage in promoting and sustaining motivation in the

learning process of the students was having that attention. He stated, we can gain

attention in two ways: first, perception arousal and second, inquiry arousal. Perception

arousal uses a surprise or certainly to gain interest and the inquiry arousal which

stimulates the curiosity of an individual by posing challenging problems to be solved. On

this stage an individual may encounter many factors that may hinder the motivation in

learning especially those materials, subjects that may come to an individual more

challenging and more interesting for him.

After you have your attention on a certain field next is the stage of relevance.

Relevance is the ability to retrieve material that satisfies the needs of the user. Once the

individual have his attention on a specific subject he will now determine what will be the

worth of that matter for him on that day and for tomorrow. On that way he will now

figure what is the relevance of that subject thus making his motivation in learning

increased and sustained, however, if the attention stage was delayed or interrupted the
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determining of the relevance maybe focus on that hindrance. For example, on the

attention stage you find DotA was more interesting and challenging than studying.

Therefore instead of figuring out the relevance of studying for you, you rather determine

the relevance of DotA when you play it.

Next stage is the Confidence. Students must understand their likelihood for

success. If they feel they cannot meet the objectives or that the cost (time or effort) is too

high, their motivation will decrease and if they find that they can meet those objectives

without having too high effort, their motivation will increase. Between studying and

playing DotA, most of the students find studying more difficult. And the students who

knew that they do better in playing DotA, rather than studying, they also might have less

motivation in studying.

The last stage is the Satisfaction. Learning must be rewarding or satisfying in

some way whether it is from a sense of achievement, praise from a higher-up, or mere

entertainment. More satisfaction they have, more motivation they will put on that subject.

If they find their selves happy in having good grades, receiving compliments from their

classmates, professor and parents. They will find studying is more satisfying. In the other

hand, if they knew they will do better in playing DotA, after the game hearing some

positive comments to the viewers makes them more favorable in playing DotA.

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Conceptual Framework

The third year nursing students of Our Lady of Fatima University together with

the computer game DotA the frequency of playing this game are the variables that the

researchers will be observing. A student who plays DotA frequently will have an

unpleasant grade due to insufficient preparation on their quiz, seatwork and exam and

assignments maybe forgotten or ignored. And the students who plays DotA infrequently

or we can say in a right amount of time, they may have good grades, they can finish and

do their assignments well, and will have a manageable time for preparing any

examinations and quizzes.

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Research Paradigm

Figure 1: Paradigm of BSN third year


students of OLFU

BSN Junior
Students of OLFU

Computer Game:
DotA All-star

Frequent Infrequent
Playing of playing of DotA
DotA

Good grades
Unpleasant Assignments are
grades in class done in time
No assignments Have enough
Do not have enough preparation for the
preparation for the exam
exam

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Definition of Terms

1. AI - is the area of computer science focusing on creating machines

that can engage on behaviors that humans consider intelligent.

2. DotA - Defense of the Ancient; a custom scenario for the real-

time strategy video game

3. Cognitive -pertaining to the mental processes of knowing, perceiving, or

being aware, and expression of intellectual capacity.

4. Gamer -a person who plays computer game.

5. Gamester -a person who paid by the group to play online games. A gambler

in all of games.

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6. LAN - Local Area Network; a computer network covering a small

physical area, like home, office, or small group of buildings, such

as a school, or an airport.

7. MOD - modification; term generally applied to PC games; game

modification.

8. Myopic -it is the lack of discernment; a narrow view of something; a

condition in which the visual images come to a focus in front of

the retina of the eye resulting esp. in defective vision of distant

objects.

9. Trend -a current style or preferences.

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Chapter III

Research Methodology

This chapter presents the research design, locale and population, data gathering

procedures and instrumentation as well as the statistical treatment.

Research Design

The research design used in this study was descriptive research and correlation

research. Descriptive research, as we have to determine the student’s grade on quizzes,

seatwork, assignments and the preliminary examination on their subjects (NCM101, ND

and NRES); and, correlation research, for investigating the significant relationship

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between the frequency of playing the computer game (DotA) and the score of the

student’s preliminary period performance.

Researchers gathered data from secondary sources such as journal, websites,

thesis and others. In gathering the appropriate data we considered using a questionnaire.

A questionnaire is a research instrument consisting of a series of questions and other

prompts for the purpose of gathering information from respondents.

Description of the Respondents

In this study the researchers conducted an interview with the respondents who

play DotA. BSN 3rd year regular students, male or female, and must be a student of Our

Lady of Fatima University. This qualification is to maintain the accuracy of information

and these descriptions of the respondents must be followed.

Research Locale

The researchers have 47 respondents who were junior nursing students of Our

Lady of Fatima University. Regardless of age, gender and socio-economic status the

researchers will conduct their study at Our Lady of Fatima University Quezon City

Campus.

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Data Gathering and Instrumentation

The information needed to obtain on this study is the number of hours the students

play DotA and the student’s grades on their different subjects at their preliminary period.

The researchers considered questionnaire as their means of gathering the needed

information. The questionnaire is made through thorough procedure. It includes the

grades of the students and the number of hours they consumed in playing DotA are the

necessary information that are needed for the research. They distributed the questionnaire

to the third year Our Lady Fatima University nursing students whom they know plays the

game. The researchers also considered the help of some professor’s class record on whom

they get the respondents grade.

Statistical Treatment

The researchers did a series of computation on the data that was gathered in order

to have the conclusions for this study, these computations are as follows: percentile

distribution, weighted mean, Pearson’s Product Moment Correlation Coefficient and t-

test for dependent samples.

Percentage

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The percentage was used by the researchers for the computation of the

grades of the junior nursing students.

P = f / n (100)

Where:

P = percentage

f = raw score

n = total no. of items

Weighted Mean

The arithmetic mean is the “standard” average, often simply called the

“mean”. The mean is the sum of the observations divided by the number of

observations this will give you the average of the number of observations.

Mean of Ungrouped data

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The data obtain through the questionnaire were specific, the respondents

were asked how many hours do they usually play the game DotA, and for that the

researchers do have an ungrouped data. In solving for the Mean of a data or the

average of the data we must determine whether if it is a grouped or ungrouped

data. Therefore, the formula written above was used in determining the mean of

the data.

Pearson’s Product Moment Correlation Coefficient / Pearson r

The PMCC is a measure of the correlation between two variables C and Y.

It is widely used in the sciences as a measure of the strength of linear dependence

between two variables.

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Pearson R is the sum of the products of the standard scores of the two

measures divided by the degree of freedom. Based on a sample of paired data (Xi,

Yi), the sample Pearson correlation coefficient can be calculated as:

Pearson product moment correlation is used in this study for the

researchers to conclude whether the frequency of playing the game Dota and the

student’s grade are correlated.

T-Test Dependent Samples

A t-test is any statistical hypothesis test in which the test statistic follows a

student’s distribution if the null hypothesis is true. T-test is used to determine if

there is a significant relationship between the frequency of playing DotA and the

grades of the respondents.

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Where:

n = total no. of respondents

r = Pearson r value

Chapter IV

Presentation, Analysis, Interpretation of Data

This chapter deals with the presentation, analysis and interpretation of data gathered out
of the instruments used in the study presented according to the specific problems.

Table 1

The Frequency of Playing DotA of the Junior Nursing

Students of Our Lady of Fatima University

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Time f %
1-2 hrs 14 30
3-4 hrs 20 43
5-6 hrs 8 17
7-8 hrs 3 6
9-10 hrs 0 0
11-12 hrs 2 4
n = 47 100

Table 1 shows the amount of time spent by the student in playing the computer

game DotA All-stars, 43% of the respondents answered they play the game for almost 3-

4 hours in a day. In which is quite long for a third year nursing students to get busy with,

and 30% of the respondent play the game in 1-2 hours in a day. The 4% of the

respondents plays the game for about 11-12 hours. The 6% of them plays the game for 7-

8 hours in a day, and 17% of them plays the game for about 5-6 hours. Students tend to

find something that will entertain them, and there are a lot of computer rentals that

surround the vicinity of the university. And thus, students find their selves satisfied on

playing computer games. And DotA were one of the favorite computer games that they

play. And sadly in time the students tend to be addicted playing this game DotA.

On John Keller’s ARCS Model of motivational Design, we have four steps for

promoting and sustaining of motivation in the learning process of the students: Attention,

Relevance, Confidence, Satisfaction or what do he called the “ARCS”.

The attention, the confidence and the satisfaction are the factors that we could

include why students play this game for a time. First, it catches the attention of the

students, in a way that this game is very interesting for them; second, they find

themselves good playing this game thus giving them that confidence that they are a good

33
DotA player; and third, the satisfying feeling when the students play DotA as they

dominate the game and win over their opponents. These are what the students look for,

that is why students unconsciously find their selves spending plenty of hours in playing

DotA.

Table 2

The Grade of the Junior Nursing Students on their Subjects

during the Preliminary Period

Subject X Interpretation

Human Behavior 62.01 Passed

Human
56.25 Failed
Development

Community Care
64.72 Failed
Management

Care Management 58.66 Failed

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Nutrition and
48.87 Failed
Dietetics

Nursing Research 51.4 Passed

56.99 Failed

Table 2 presents the average grade of the third year nursing students according to

their different subjects during their preliminary period. The computed average grades of

the students were interpreted as failed. The respondents got an average grade of 62.01 in

their subject Human Behavior, a grade of 56.25 on their Human Development, 64.72 on

their Community Care Management, 58.66 on their Care Management, for their Nutrition

and Dietetics an average grade of 48.87 and 51.4 on their Nursing Research subject,

having an overall average grade of 56.99 which is failed.

For John Hewitt, he stated that the consequences on computer games addiction

are the same with the consequences on alcoholism or drug addiction. Some addicts allow

jobs, relationships and academic careers to languish or collapse in order to spend more

time playing their favorite games. Gamers who become entrenched in excessive daily

gaming routines can find it difficult to make room for much else in life. Thus for the

students, it could make them think that their studies a little boring and ignoring compare

when they were playing computer games.

And relating it on John Keller theory of motivation, the student’s world while he

is studying and the world of playing DotA are competing. In terms of having the attention

and the satisfaction, the students who get low grades and knows that they can do more in

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playing DotA, their tendency is they will now be focusing on playing DotA that is where

they get their satisfaction. And that is why they continue to lose their study. Making no

time for their studies.

Table 3

The Relationship between the Frequency of Playing DotA and

the Grades of the Third year Nursing Students

Level of
Critical
Variance Pearson r T-test Significanc Decision Interpretation
Value
e
Frequenc - 0.74 -7.38 5% or 0.05 ± 1.96 Reject There is a

y of "Moderately Ho significant

playing High relationship

DotA Correlation "

V.S. the

grades of

36
the

student
Table 3 shows the relationship of the frequency of playing DotA and the grades of the

third year nursing students in Our Lady of Fatima University. It appears that there is a

significant relationship between the two variables. And the computed Pearson r is -0.74,

interpreted as a negative, moderately high correlation, it means if one variable was

increased the other variable will change and react oppositely on that variable. Therefore,

third year nursing students as they increase their frequency of playing DotA, their grades

will also decrease.

John Hewitt reported that computer games was addictive just like a cigarette, it creates an

almost similar consequences, it allows jobs, relationships and academic careers to

collapse in order to spend more time playing their favorite game. Those gamers who

become entrenched in excessive daily gaming routines can find it difficult to make room

for much else in life.

Therefore for a nursing student with a lot of obligations to do, like, their duty in hospitals,

doing a further study on their lessons, working on their nursing research, preparing for

examinations, will make their time shorter to do those obligations as they become

addicted or as they play DotA for a long hour.

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Chapter V

Summary, Conclusions and Recommendations

The whole research study is summarized and generalized in the form of

conclusions are presented and the solutions of the problems is offered in the form of

recommendations.

Summary of the study

38
This study is conducted to investigate the relationship of the frequency of playing

of computer game (DotA All-stars) and the grades of the junior nursing students in Our

Lady of Fatima University. This ought to find the amount of time spent by the third year

nursing students in a day on playing DotA; The grades of the student on their quizzes,

assignments and examinations; the connection existing between the frequency of playing

DotA and the grades of the third year nursing students. In which the researchers derived

their hypothesis stating that the frequency of playing DotA is not significantly related to

the grades of the third year nursing students. In order for the researchers to answer the

research problem they used two methods the descriptive and the correlation method.

There were 47 respondents who participated in this study. They are all third year

nursing students in Our Lady of Fatima University. Using the purposive sampling and

with the permission to the dean to conduct a survey and distribute the questionnaire in the

university on whom the researchers know play the game DotA.

As the necessary data were collected the researchers used the frequency and

percentage distribution, weighted mean, Pearson product moment coefficient of

correlation, and t-test for them to come up with their conclusions and recommendations.

Summary of the findings:

In this portion, it elucidates and shows the finding from the graph that revealed

the answers to the problem stated in chapter 1 of this research.

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1. The 43% of the respondents play the game almost 3-4 hours in a day. In which is

quite long for a third year nursing students to get busy with, and 30% of the

respondent play the game in 1-2 hours in a day. The 4% of the respondents plays

the game for about 11-12 hours. Students tend to find something that will

entertain them, and there are a lot of computer rentals that surround the vicinity of

the university. And thus, students find their selves satisfy on playing computer

games. And DotA were one of the favorite computer games that they play. And

sadly in time student tend to be addicted playing this game DotA.

2. The computed average grades of the students were interpreted as failed. The

respondents got an average grade of 62.01 in their subject Human Behavior, a

grade of 56.25 on their Human Development, 64.72 on their Community Care

Management, 58.66 on their Care Management, for their Nutrition and Dietetics

an average grade of 48.87 and 51.4 on their Nursing Research subject, having an

overall average grade of 56.99 which is failed.

3. The computed t-test is -7.38 greater than the critical value of ±1.96 therefore there

is a significant relationship between the frequency of playing DotA and the grades

of the third year nursing students in Our Lady of Fatima. And the computed

Pearson r is -0.74, interpreted as a negative, moderately high correlation, it means

if one variable was increased the other variable will change and react oppositely

on that variable. Therefore, third year nursing students as they increase their

frequency of playing DotA, their grades will also decrease.

Conclusions

40
The findings of this study answered the following questions that the researchers

were investigating.

1. How frequent do the students play the computer game (DotA) in a day?

• Most of the students spend their time playing DotA for about two to

three hours.

2. What are the grades of the junior nursing students on their subjects on the

preliminary period?

• The students got an average grade of 56.99 in their all subjects during

the preliminary period of S.Y. 2009-2010.

3. Is there a significant relationship between the frequency of playing DotA and

the student’s grades?

• There is a significant relationship between the frequency of playing

DotA and the student’s grades.

Recommendations:

1. The students should be aware of the time they consume as they play DotA. As the

study shows that as they spend more time playing the game a lesser grade they

will have.

2. The students can play DotA, as long as it must not interfere your obligations as a

student.

41
3. Being third year is one of the toxic phases of being a nursing student. Student

faces a quite busy schedule, in their duties in hospitals and community, doing

further study on their lessons, working on their nursing research and preparing for

quizzes and examinations. It is important for them to be aware and to manage

their time in playing DotA. They may play it but on a limited time of 1 to 2 hours,

just enough for the students to entertain and satisfy their selves.

4. The faculty should motivate the student regarding on their studies especially those

students who were playing DotA. Educating them to manage their time, and play

only this game for a limited time. And encourage the student to prioritized and

think always of their studies before and after they play DotA.

5. The parents should make their children’s time in a more productive way by

providing a schedule for their playing time. They must limit their children’s

playing time for one hour everyday that is when they finished their responsibility

as a student.

42
Bibliography

Websites:

How computer games can be bad for your brain

http://www.abc.net.au/rn/talks/8.30/helthrpt/hstories/hr161004.htm

Video games "stimulate learning"

http://news.bbc.co.uk/hi/english/education/newsid_1879000/1879019.stm

Computer games pose injury risk

http://news.bbc.co.uk/hi/english/health/newsid_243000/243589.stm

Computer games stunt teen brains

http://www.observer.co.uk/international/story/0,6903,539166,00.html

Gender Stereotyping

43
http://www.media-

awareness.ca/english/parents/video_games/concerns/gender_videogames.com

DotA Philippines most played pc game

http://www.gossipgamers.com/dota-philippines-most-played-pc-game.htm

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