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INTRODUCTION
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some form of computer network, it can be in form of shooter games, real-time
strategy games, browser games or massively multiplayer online games. Online
gaming is being patronized just as much as social networking sites. It is a new world
where time, space and distance are non-issues and cultural barriers are broken
down. There is a strong sense of community where friendships are made and
enemies are trashed.
The youth has become too attached to online gaming that it has become an
addiction, which makes it hard to step away.
The research aims to provide a connection between social networking and
online gaming to the academic performance of BS Nursing students.
The target population for the research was defined as the students who form
the major chunk of users of the internet in terms of social networking site and online
gaming. This was done to have better insight into the research as the target
population was one of the most avid users of the internet and is expected to provide
exceptional responses. It is expected that understanding the questionnaire would be
easy for them as they are familiar with these and are quite clear about the reasons
they use it and for the various problems that they now face because of the effects
of addiction to social networking sites and gaming.
Specific Objective
Specifically, it seeks to answer the following questions:
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Hypothesis
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The findings of the study are deemed significant to:
The students to gain extensive information on the social networking
and online gaming that they may apply these knowledge to their advantage. That
they may be able to learn both the positive and negative impact of internet usage
to their lives, and hopefully lead to a realization of their own standing in terms of
addiction to social networking and online gaming.
The Family, with sufficient know-how, they may be able to provide
effective intervention to influence their childs social networking and/or gaming
habits. Further, that they may be able to sustain the socialization needs of their
child and provide guidance in the use of internet.
The Community that they may have a thorough understanding of
the attention and intervention that must be given to our youth to address unmet
basic, social needs. That they may form a strong coalition to solidify the support on
controlling the use of internet thus reducing the risk of assimilating such activities.
Future researchers that they may be able to do in-depth
research on the effect of social networking sites and online gaming to the youth.
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study, however, does not attempt to explain in-depth how these two factors affect a
students scholastic rating.
The study will be conducted within a time frame of one semester to one
hundred 2nd year nursing students. The underlying assumption is that the survey
conducted in limited area represents the general psyche of the users of the social
networking site and gaming.
The academic standing will be based on their grade on one subject alone.
It shall not consider the flexible grading system employed by instructors for
evaluating students academic performance based on general point average.
The study is limited to identifying the association of the two variables to
academic performance. It is set on natural environment and shall not in any way,
attempt to influence the behaviour of its respondents. The level of engagement to
social networking sites and online gaming is set, but not explored. The potential
explanatory factors for the students excessive indulgence in social networking and
online gaming is not examined, nor its reasons.
For purposes of limitation, the respondents are limited to 2 nd year BS
Nursing students of RTRMF. Another limitation was the availability of respondents
since there are different schedules among different year levels. The researchers also
apprehend the cooperation of the respondents to answer the questionnaires
truthfully and completely.
Definition of Terms
Social networking sites- are social network services that focus on building online
communities of people who share interests and/or activities, or who are interested
in exploring the interests and activities of others.
Academic performance-refers to how students deal with their studies and how they
cope with or accomplish different tasks given to them by their teachers.
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A Social Networking
A study was conducted by Whittemore School of Business and
Economics students to determine the relationship between online social media
usage and grades of college students. Results shows that there is no correlation
between the amount of time students spend using social media and their grades.
The most popular online network was Facebook with 96 percent of all university
students saying they use it on a typical day. Further, there was no correlation
between grades and the social media platform used. Almost the same number of
heavy and light users of both Facebook and YouTube received the same category of
high and low grades. On a typical weekend day, 41 per cent of students increase
their usage of the social media networks, five percent of those significantly
increase.
entertainment.
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lower grade point average-the marking system used in US universities-than those
who did not use this site.
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and their effect on children. He emphasized however that if students are spending
excessive time on Facebook at the expense of studying, their academic
performance may suffer.
Students are using social networking sites more than many school
administrators may realize. Despite the fact that most schools block access to such
sites via school computers, 9-17 year olds spend as much time using the Internet
for social activities as they spend watching television-about 9 hours a week,
according to a 2007 study by the Alexandria, VA-based NSBA. The study of more
than 1,200 students found that 96 % of those with online access had used social
networking technology-including text messaging- and 81 % said they had visited a
social networking website at least once within the 3 months before the study was
conducted.
B Online Gaming
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use,
online
gaming
addiction
and
online
gambling
problems.;
youth
with
deficiencies in ability to read, express and elicit desired emotions may be more
prone to partake in online-addiction behaviours. Ko et al reached a similar
conclusion and found out that Internet addiction was related to problematic alcohol
use in a sample of Taiwanese high school students.
At the Syracuse University, Associate Professor of Psychology Joshua Smyth
has conducted one study to try to determine the negative and positive effects of
gambling. He assigned gamers to four groups: single-player console games, singleplayer PC games, single- player arcade games and fantasy themed MMORPG. For
the gamers of the MMORPG group, they reported a much lower level of overall
health and well-being than the other groups. They were also observed to not be
sleeping as well as they should and their quality and quantity of real-life
socialization and academic work saw a sharp decrease. It was theorized that
MMORPGs were so complex, so fantastical and alluring and so involved that the
gamers reported they had lost track of time while playing, had gone to bed late
and forgotten to eat. After only a few days of such activity, all the gamers of the
MMORPG group showed a dramatic decrease in all areas of health.
From the same study, Prof. Smyth found that the MMORPG gamers group
reported a much greater enjoyment and sense of reward from the game. They also
reported having a high interest of going back to the game to play some more at a
later time. One more surprising benefit found was the rise in the gaining of new
friends as compared with the single-player groups, and the level of cohesion that
often develops among players of MMORPGs.
However, although there are some positive effects that are possible from
computer game use there are mostly negative effects. Several professors conducted
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a research project to determine the effect of gaming on academic performance.
According to the Australians Journal of Educational Technology: Gaming Frequency
and Academic Performance individuals who spend two or more hours playing
games on a daily basis score lower in every subject than their non-gaming
counterparts. By spending a high percentage of time on video games there is not
enough time left to spend in studying for classes. The study found out that there
was not a single positive correlation between gaming and academic performance.
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