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THE IMPACT OF ONLINE GAMING HABITS
AMONG HSU STUDENTS IN THEIR
ACADEMIC PERFORMANCE
A Research Proposal
Presented to the Faculty of
Higher School ng UMAK
University of Makati
Presented To:
Dr. Leonardo G. Adap
Professional Lecturer
Higher School ng UMak
University of Makati
Presented By:
Michael Jhon Baguyo
Menard R. Casicas
Mico Niel Crisolo
Zabdiel Josh Quitain
Lourdes Marie F. Sison
Maurein Anne B. Tepace
March 2017
TO
THEIR
ACADEMIC
PERFORMANCE,
prepared
and
submitted by John Michael Baguyo, Menard Casicas, Mico Niel Crisolo, Zabdiel
Josh Quitain, Lourdes Marie Sison and Maurein Anne Tepace and passed the
Oral examination.
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CHAPTER
I.
Theoretical Framework-----------------------------------------
Conceptual Framework----------------------------------------7
Statement of the Problem-------------------------------------8
Hypothesis---------------------------------------------------------
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13
Modernization in Gaming---------------------------------------
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16
Online Addiction---------------------------------------------------
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21
22
RESEARCH METHODOLOGY
Research Design-------------------------------------------------
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Population and Sampling Procedure------------------------
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Research Locale-------------------------------------------------
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Research Instrument/Tools------------------------------------
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researchers
who
are
currently
taking
up
their
Computer
Programming elective subject became interested to find out the online gaming
attitudes among senior high school students of the Higher School ng UMAK.
The researchers can mostly relate upon knowing many of their friends or
classmates play online games and tell stories that they stay very late at night
playing the games and even become very much addicted to it, forgetting
sometimes
to
do
normal
household
activities
or
school
home
works and projects because they lack already the energy and feels lazy to
perform in the school. This is the reason why the researchers wanted to
investigate the online gaming attitudes of the students.
Theoretical Framework
This study is supported by the theories on attitude formation. According to
Cherry (2016), in psychology, an attitude refers to a set of emotions, beliefs, and
behaviours toward a particular object, person, thing, or event. Attitudes are often
the result of experience or upbringing, and they can have a powerful influence
over behaviour. Psychologists define attitudes as a learned tendency to evaluate
things in a certain way. This can include evaluations of people, issues, objects or
events. Such evaluations are often positive or negative, but they can also be
uncertain at times. Researchers also suggest that there are several different
components that make up attitudes. The components of attitudes are sometimes
referred to as CAB or the ABC's of attitude. Cognitive Component: Your thoughts
and beliefs about the subject. Affective Component: How the object, person,
issue or event makes you feel. Behavioural Component: How the attitude
influences your behaviour. (Cherry, 2016)
There are three key theories that describe attitude formation. There are
three founders of attitude formation. Attitude formation theories provide insight
how a person's attitude takes shape and why a person might have a particular
attitude or how that attitude came to exist. Attitudes often direct behaviour on the
person itself. The three theories used most often to describe attitude formation
are functionalism, learning, and cognitive dissonance theories.
operant
PROCESS
OUTPUT
Data Gathering
Through Surveying of
HSU Students
There is no significant
relationship between
online gaming habits
and academic
performance
on Student
Performance
(Dependent Variable)
Figure 1
Impact of Online Gaming Habits Among HSU Students to their Academic
Performance
The figure above shows the research paradigm of the study. The two-way
arrow shows how the online gaming attitudes will influence the academic
performance of the selected Senior High School respondents of the study. The
online gaming attitudes (independent variables) includes the type of games
played, number of hours spent, frequency of playing, and extent of gaming. The
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Future Researchers
12
Definition of Terms
The following words used in the study are defined operationally by the
researchers for much easy understanding:
Academic Performance. Performance measured by taking written and
oral tests, performing presentations, turning in homework and participating in
class activities and discussions. Teachers evaluate in the form of letter or
number grades and side notes, to describe how well a student has done.
Habits. The personal view of a person towards a particular thing,
condition, or aspect.
Attributes. A quality or characteristic of Online Gaming among HSU
Students in UMAK.
Computer. An electronic gadget that runs with a central processing unit
(CPU).
DecisionMaking. This is regarded as mental processes (cognitive
process) resulting in the selection of a course of action among several
alternatives. Every decision making process produces a final choice. The output
can be an action or an opinion of choice.
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university,
government,
and
research
facility
in
the
world.
Online Games. Any electronic or computer video games that are played
in the presence of an internet connection.
Problem-Solving. Is a mental process that includes problem finding and
problem shaping. Considered the most complex of all intellectual functions,
problem solving that has been defined as higher-order cognitive process that
requires the modulation and control of more routine or fundamental skills.
Problem solving occurs when an organism or an artificial intelligence system
needs
to
move
from
given
state
to
desired
goal
state.
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Chapter II
Review of Related Literatures
This chapter presents and discusses the various theories, concepts,
research findings, and output from both foreign and local perspectives which are
relevant and supportive to the proposed study.
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ground
in
society
through
play.
(Kent,
2009)
From Zona in 2004 as cited by Seay in 2006, it was estimated that 430
million people world-wide, or 7% of the worlds population, played video games
in the year 2003 alone. Over one quarter of these individuals did so online and
that number as a percentage of total video gamers continues to grow. In the
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for
general
consumption,
retrieve
information,
use
distant
applications and services, or buy and sell products. The Internet has brought
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Multiplayer
Online
games
(MMOs),
Multiple
Undergrad
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22
The
continuing
penetration
of
broadband
internet
and
voice
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the RTS genre. Based on the Frank Herberts fantasy universe, Dune II
chronicled the struggle between Houses Atreides, Ordos, Harkonnen for control
of the planet of Arrakis. In designing the game Brett Sperry introduced tech trees
and faction specific units to the genre. Games like Warcraft, Command and
Conquer, and StarCraft followed, providing players the ability to compete with
one another across direct dial-up connections and later over the Internet. (Seay,
2006)
First Person Shooters Games
First person shooter games, as the name suggests, generally involve
taking on the perspective of a person or vehicle with a gun or camera and
shooting things in the environment. The roots of the first person shooter (FPS)
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pupils. According
to
one
concerned
Internet
caf
27
as the
28
ears
of
those
who
are
in
the
caf
to
do
more
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30
to
humanity,
it
can
also
have
disturbing
impacts.
Our youth with never ending attitude of curiosity can be most vulnerable to any
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Chapter III
Research Methodology
This chapter discusses the research methods and design utilized by the
researchers of the study as well as the population and sampling procedure. It
includes the research locale, research instruments and tools, data gathering
procedures and statistical treatment appropriate for the analysis of data.
Research Design
The study will be conducted using a descriptive-correlational method.
Descriptive method is based on observed events from which theories may later
be developed in explaining the observations. It is correlational since it will look
for the significant relationship between the online gaming attitudes of the student
respondents and their academic performance.
Population and Sampling Procedure
The respondents will be chosen using random sampling. Senior high
school students will be participating in the study. They will be given survey
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Research Instrument
To gather the necessary data needed for this study the following research
instruments will be utilized:
a. Survey Questionnaire. This is the main data-gathering instrument that the
researchers will utilize to determine the online gaming attitudes of the
selected respondents. This survey will be developed by the researchers.
It will be composed of 30-item questions that explore the online gaming
attitudes of the respondents in terms of the type of games played,
numbers of hours spent playing, frequency, and extent of playing. The
questionnaire will also gather information about the profile of the
respondents and the benefits of the online games played in terms of
problem solving, strategic thinking skills, learning skills, decision making,
and productivity levels.
b. Report Card. The report card of the participating respondents of the study
will be utilized to gather their GWA or general weighted average. This will
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f
100
N
45
WM=
TWF
N
Where:
WM =
TWF =
Weighted Mean
The total of the products of weights multiplied by their
respective frequencies.
N = the number of respondents
Table 1
Score Interval for the Online Gaming Attitudes
Mean
Range
Adjectival Rating
4.24 to 5.00
3.43 to 4.23
Of great extent
2.63 to 3.42
Of moderate extent
1.81 to 2.61
Of least extent
1.00 to 1.80
None at all
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References
Destacamento, J.M. (2012). Online gaming drawbacks (The Philippine Star
<http://www.philstar.com/freeman-opinion/2012-10-13/859169/onlinegaming- drawbacks
Cherry, K. (2015). Attitudes: How They Form, Change and Shape Behavior .
Attitudes Can Have a Powerful Influence Over Behavior
<https://www.verywell.com/attitudes-how-they-form-change-shapebehavior-2795897>
Duggan, Maeve (2015). Attitudes about video games
<http://www.pewinternet.org/2015/12/15/attitudes-about-video-games/
http://www.pewinternet.org/2015/12/15/who-plays-video-games-andidentifies-as-a-gamer/>
Mu, S.Z. (2006). Harmfulness of Internet Addiction Disorder to College Students
Mentally and Physically and Its Countermeasures. Practical Medical
Techniques. Vol. 17, 2006
Kilgore, N. Attitude Formation Theory in Psychology
<http://study.com/academy/lesson/attitude-formation-theory-inpsychology.html>
Scitech, (2015). Video games boost skills, but also harmful studies
<http://www.gmanetwork.com/news/story/463170/scitech/technology/vide
o-games-boost-skills-but-also-harmful-studies>
47
___ 91 94
___ 87 90
48
49
___ 83 86
___ 79 82
___ 78 below
Legend:
SA( Strongly
Agree )
A ( Agree )
FA ( Fairly
Agree )
Decision Making
D ( Disagree )
SD
( Strongly
disagree )
S
A
FA
S
D
S
A
FA
S
D
Game Played
RPG (Role Play Games) ex. Sims, WOW,LOL
50
Assessment
S
A
FA
S
D
S
A
FA
S
D
S
A
FA
S
D
51