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The Effects of Online Games to their

studies of SHS in
BNHS

Practical Research 2

Submitted By:
Redem E. Asedillo,

Marielle Galindo, &

Prince Leo Lancian


15 January 2018

Mrs. Darlene F. Pacatang

Baculin, Baganga Davao Oriental

SIR:

Greetings of Peace and Love!

May I have the honor to request from your good office the permission to conduct a study on “The effects
of mobile games to the studies of SHS students in BNHS” at Baculin Baganga Davao Oriental as a
requirement in Practical Research 2 subject Senior High School at Baculin National High School.

Hoping for your response on this matter.

Thank You Very Much.

Respectfully yours,

Redem E. Asedillo

Prince Leo Lancian

Marielle Galindo

Researchers

Noted by: Approved by:

Ms. Rowena B. Dela Cruz Mrs. Darlene F. Pacatang

Adviser Teacher in Charge


CHAPTER 1

INTRODUCTION

Background of the study

Today’s generation is growing up too fast because of the modern technology which
people are enjoying and at the same time helpful in their everyday lives. The fact that most of the
children today tend to choose staying at home playing computer games or any other gadgets
instead of playing outside, making friends with other children and exercise their mind and body
which is very helpful to their health.

One of the main reasons why students are attracted to computer or gadgets is because of
online games. Modern technology is now very accessible to people especially students, they can
easily go to computer shops near the school to play and most of them spend the whole time with
it and forgot their responsibilities as a student which is one of the disadvantages of playing
online games. There are also good things that a student can benefit in playing online games
because there is also other types of video games that are educational which can help them
enlighten their minds, discover new knowledge, improve their thinking skills, stuffs that they
think it never existed and experience new things that they have never encountered in their entire
life. Educational online games can enhance students’ motivation to learn, but only depends on
how they play (mijoboo, 2013).

Some students get hooked on to playing online games so much so that they tend to lose
interest in other more important things like studies. Some of them who don’t have any
knowledge about online games before are now addicted to it because they are easily affected by
peer pressures and also because of ignorance which tends them to play games they have never
experienced before. In this matter, some students who are unfortunate in terms of money spend
their whole allowance to these kinds of activity which will result in not participating or not so
active in school because of hungriness. Sometimes, some students chose playing mobile games
rather than attending the class because they used to think that being in a class is boring that will
lead them to failure of their subjects and retake it again which it takes a very long time to finish
his/her chosen course(Shockley, T., & Gabbard , G. O. 2006).

Nowadays, students spend their vacant time for doing their habits instead of advancing
their studies. Some of these habits make them neglect their school responsibilities because of
enjoyment that it caused to them. A good study habit includes being ordered, always attend the
class and participate during discussions and avoid talking while the lecture is on. Playing online
games is one of the common habits of students. Good study habits are the key to learning.
Everyone cannot be brilliant but everyone can learn how to study. Effective study habits, even
highly intelligent student failed due to inefficient work and lack of knowledge on how to study
effectively.

Important skills for study have to be learned and practiced. Moreover, students who put
in more classrooms how and who work to a more regular program of study have a better
academic performance ( Burrill, D. A. 2008).
This research is composed of effective study habits that will help students in studying
especially SHS students. It aims to give information or advice and even strategies that can help
students and this can increase their grade. Most of the SHS student’s today play online games
regularly for entertainment and leisure or a way of hanging out with their friends and many of
them missed the effective study habits. In this problem, the researcher wishes to improve and
enhanced their learning and to reach their highest potential in significant improvements on test
scores and the highest level of success in the classroom or on the job. The researchers are also
concerned to our fellow students to help them and give them ideas in terms of time management
and the effects of playing online games games to their study habits.

Statement of the problem

The main aim of the study is to know the effects of playing computer games on the study
(academic performance) of SPSBL students.

The study will answer the following questions:

1. What is the demographic profile of respondents in terms of :

1.1 age

1.2 sex

1.3 religious affiliation

1.4 combine monthly income of the parents

1.5 parents occupation

2. What are the reasons why SHS students play online games?

3. How long does the SHS students play online games per session on a daily basis?

4. Which of the following will the SHS student do when they arrive home?

4.1 Study

4.2 Rest

4.3 Play online games

4.4 Others

5. Does playing online games affect the Studies (academic performance) of the SHS students?
6. What are the effects of playing online games to the academic performance of SHS students?

Hypothesis Assumption

Those who spend more time playing online games will have a decreased academic
performance. This is because they sacrifice studying or homework time simply to play games.
We also believe that people who play ‘thinking’ online games and those who play no Online
games would have better results than the online game players.

Review of related literature

This section presents the related literature and studies that is relevant and significant to
the current studies. This will be a guide to the research about the said topic presented.

(Jones. 2003) elaborates that according to the students, gaming has little impact, either
positive or negative, on their academic lives. About two-thirds (66%) felt that gaming had no
influence on their academic performance. However, in response to another question close to half
(48%) of student gamers agreed that gaming keeps them from studying “some” or “a lot.” In
addition, about one in ten (9%) admitted that their main motivation for playing online games was
to avoid studying. Nevertheless student gamers reported hours studying per week match up
closely with those reported by students in general, with about two-thirds (62%) reporting that
they study for classes no more than 7 hours per week, and 15% reported studying 12 or more
hours per week. While some educators have noted the possible benefits of gaming as a learning
tool, most gamers (69%) reported having no exposure to video, computer, or mobile gaming in
the classroom for educational purposes. However, one third (32%) of students surveyed admitted
playing online games that were not part of the instructional activities during classes.

According to the researchers of University of Washington (2008), there are two areas of
psychological research and theory is of critical importance here: addiction and mood disorders.
To the extent that your child becomes preoccupied with the games, has seemingly uncontrollable
urges to play when their attention should be on other topics, such as school, spends more and
more time doing nothing but playing the online games in order to get satisfaction from them, that
is, the behavior is comparable to an alcoholic or drug addict’s having increased tolerance for
their substance of choice, and refuses school or stops doing homework, then a very maladaptive
habit, if not an addiction, could be in the making, and you should seek professional help.
(Tucker, 2012)

Over the past 25 years, a number of studies have looked at the effects of online games on
children and adolescents. A majority of this research has examined associations between online
game use and aggressive behavior, but there has also been some interest in the effects of online
games on school performance. Online games are a fairly recent new form of entertainment, the
first meta analyses (Anderson & Bushman, 2001; Sherry, 2001) showed that there is a steadily
growing body of research looking at their impact on players. The prominence of violent content
in many types of games (Heintz-Knowles et al., 2001) and its potential association with
aggression has attracted particular attention (Griffiths, 2000).

Young people in academic settings have been found to be heavy users of the online
Internet, and early adopters of new technology. This makes them an ideal group for studying
trends in Internet and technology use and therefore and ideal population on which to focus the
research of gaming use. While the study of new technology use can only claim to capture a
snapshot of a continually metamorphosing geography, it is our hope that this early attempt to
more clearly define the path of electronic and online gaming will provide a strong foundation for
future research in the field.

Perhaps the most important trend spotted is the integration of gaming into other activities.
Students would take time between classes to play a game, play a game while visiting with friends
or instant messaging, or they would play games as a brief distraction from writing papers or
doing other work. The compartmentalization of leisure activities that their parents have
internalized is largely unknown to the current group of students. That is not to say that they are
unable to relax – quite the contrary. But their leisure is taken in sips rather than gulps, as a
breather between other activities.

Gaming is also leading today’s high school and college students toward considering
interaction as a routine component of entertainment. The number that were observed either
playing multiplayer online games, instant messaging while gaming or chatting with friends in the
same room while gaming, along with the number that reported playing games frequently at a
friend’s house, leads to the conclusion that gaming is less a solitary activity and more one that is
shared with friends and others. Increasing adoption of “always on” broadband technologies and
Internet enabled cell phones will likely further contribute to the interactive uses of gaming and
entertainment today’s high school and college student will pursue.

Recent studies have shown that trait hostility may moderate the effects of playing violent
videogames (Lynch, 1994; Lynch, 1999; Anderson & Dill, 2000). Lynch (1999) has found that
the physiological effects of playing violent video games may be even greater for children who
already show more aggressive tendencies. Social learning theories of aggression (Anderson &
Bushman, 2002; Huesmann, 1986; Patterson, DeBarysche, & Ramsey, 1989) have dominated
most of the discussion of video game violence. Other research similarly suggests that Japanese
culture tends to foster socially engaging emotions, whereas Western culture tends to foster
socially disengaging emotions (Kitayama, Mesquita, & Karasawa, 2006). People develop their
own motives and needs to get their gratification or find a solution for their problems, which they
meet through media consumption or non-media-based activity (Lucas & Sherry, 2004). For
example: some people play video games to meet their need of entertainment and excitement,
while others play video games to meet their social needs.

It is worth mentioning that most of the studies brought out earlier on the same issue have
tried to bring out the negative side of the whole aspect while keeping the brighter side. However,
it can also not be denied that there is no privation of such studies too, which have dubbed online
video game as a health-enhancing device.

If pursued as a solitary activity, playing online video games can decrease important social
interactions with family and friends. A child's interactions with friends may become limited to
pumping them for information about hidden passageways and secret doors.

If allowed to dominate your child's leisure and study time, online video game scan
decrease development of skills in sports, music and art performance in school can be affected if
reading and homework. If he doesn't do his homework, if he doesn't get enough sleep, if he
doesn't play outdoors, if he becomes a loner, or if he seems preoccupied with aggressive
behavior as seen in a online video game.

Game time can even be used as an incentive for finishing these tasks properly.
Educational online games tap the motivational power of arcade games and help them learn. They
combine academics and entertainment, and also teach computer skills.

Online video games are not bad for children. They can teach certain skills and they are
more educational than watching TV.

One of the oversights in online video game research is the paucity of studies examining
high school age and academic variables. Many current high school age students grew up playing
online video games, whereas twenty years ago this would not have been the norm. Thus the
relation between online video game play and school performance may have changed as online
video games have become more mainstream. Educational level is associated with online video
game play. Current students who are at least 18 are more likely to play online video games than
non-students. Approximately 82% of full-time and 69% of part-time students report playing
online video games compared to 49% of non-students (Gentile, 2009). Online video games may
also now be experienced as part of a social interaction. Online video games may serve as social
facilitators or group activities either in person or via online play (Wack & Tantleff-Dunn, 2009).
Many online video game players and non-players spend time watching others play online video
games (Entertainment Software Association [ESA], 2010; Stermer et al., 2006). In the present
study, we surveyed college students to examine the relations between online video game playing
and school performance. College and high school were used as measures of school performance.
Online video game exposure was measured via self reported time spent playing online video
games per week. Passive online video game exposure, watching other people play, was examined
in order to create a more complete picture of time spent in online video-game related activities.
Participants also completed questions designed to assess their interest in and exposure to violent
online video games. We predicted online video game playing would be significantly negatively
correlated with school performance. In addition, we expected a stronger relation for males than
for females. We expected that video game watching would be significantly negatively correlated
with school performance. We predicted that high frequency online video game players would
have poorer attitudes towards homework than lower frequency users. Finally, we predicted that
violent online video game enjoyment would be significantly negatively correlated with school
performance. (Stephen Burges)
The advantages that are evident in playing online games are that you will eventually
know more about the online software and hardware as each game will have its individual
problem and this will have to be solved through knowing the use of the online software and
hardware. Playing online games will also result in the understanding of online jargon which
would otherwise confuse the mind of a non-player. One more advantage would be that our
fingers will grow accustomed to pressing buttons on the keyboard as we gradually become better
in our skills at the online games.
According to Pogue (2000), what is true about study habits was that more than thirty years ago
still rings true today-students fail because they do not know how to study.

The best advice he can give is to develop sound study skills. It’s a common scene if some
high school and college students fail to finish a passing requirement for a subject course. What is
lacking is their ignorance of developing good study habits that are necessary for good academic
performance. And to worsen their ignorance are their psychological conception of giving up so
easily and the tempting distractions of the surrounding that lead them to a zero percent
possibility of creating their own ideal habits. So, it has become a major trouble to high and
college students who are known to be suffocated with loads of works from school.

To elaborate more about study habits, Rothkopf (1982) referred to it as to whether


students study at the same time each day, whether they shut off radio, television while reading
and whether they paraphrase and write down what they have read during the practical
instructions. Study habit also describes some external activities which serve to activate and
facilitate the internal process of learning. Study habit is the daily routine of students with regards
to their academic duties and responsibilities. Each student has his own study habits varying on
his preferences with the place and time of studying, techniques in studying and more.

According to Palm Beach Community College (PBBC, 2008), they recommend that
student’s study should have at least three hours out of class for every hour spent in class. They
also said that a student must have a special place to study with plenty of room to work. And
students should not be cramped. They presupposes that study time will go better if a learner take
a few minutes at the start to straighten things up. A desk and straight-backed chair is usually
best. Don't get too comfortable--a bed is a place to sleep, not to study” as what they said. A
student must have everything close at hand (book, pencils, paper, coffee, dictionary, computer,
calculator, tape recorder, etc.) before starting to study. Students are not suggested to spend on
time jumping up and down to get things. The PBCC suggests also that distracting noise should
be minimized however they said that there are some people need sound and some like silence. In
this case, a learner must finds what works for him or her. Culprits are family and friends.
Consider a "do not disturb" sign and turning on your answering machine is the way also to have
better study habits according to the PBBC. The best advice he can give is to develop sound study
skills. He said that a student should make sure that he/she has a good study environment, a good
desk, a sturdy chair, good light, comfortable room temperature and a quiet atmosphere. That
means he/she should eliminate all external and internal distractions. Second, get a good overview
of the assignment before starting the work. Know what skills, facts and ideas that are expected to
master and the ground that are expected to cover. (Khim. 2011).
According to Muega (2003), students need to acquire reasoning skills that would enable
them to think critically and to make the right decisions claims on issues. Reasoning entails
presentation of arguments. It is when one makes conclusions from what he reads. It is from
reading and reasoning one gets to extend his knowledge crtically. To expand Muega’s ideas,
according to Acido (2008), data have revealed that the major difference between students with
below average, average, and above average reasoning skills centers on their study habits—
whether they have good or bad study habits, and their attitude towards learning a particular
skill—whether they are interested or not, are responsible for their learning or not, and take
responsibility over what they do or not. Acido proves Zolten & Long’s idea that the awareness
on the responsibilities of a college student is essential to increase studying skills.

Professors in the developing countries said that the undergraduate students should be
fully equip with high level of analytical skills, the capacity for critical reasoning, self-reflection
and conceptual grasp and ability to learn autonomously and exercise flexibility of mind
(Simmons2003). Study habits are said to be improving because of the advent and wide use of the
Internet, hypertext, and multimedia resources which greatly Affects the Study Habits (Liu,
2005).Karim and Hassan (2006) also note theexponential growth digital information, which
changes the way students perceive studying and with printed materials that are to be use in
facilitating study. (JamesB, 2012).

(Jbosila, 2013) defines study habits as the attitude of one person towards their academic
year in life. It has been also studied by many researchers. In fact, according to psychologist John
M. Grohol, the study habit of students is affected by its environment. Due to that, he suggests
that student should study in smarter way. And so he gives ten effective study habits to assist the
students with their schoolwork. These ten effective study habits are the following: 1.) Improve
your study mindset by thinking positively towards study, avoiding catastrophic and absolute
thinking such as self-pitying, and lastly, avoid comparing yourself with others. 2.) Environment
matters in studying so it would be better if you find your ideal place that suits your studying
approach. 3.) Bring everything you need, nothing you don’t. Through this study habit, you will
be able to focus more on your schoolwork and you will avoid such destruction. 4.) Outline and
review your notes. 5.) Use memory games or mnemonic devices in memorizing pieces of
information regarding your studies. 6.) Practice by on your own or with friends since practice
makes perfect. It can also assist you to remember your lesson easily. 7.) Make a schedule you
can stick to and being committed to it hinder you from cramming. 8.) Take breaks and rewards.
These breaks will facilitate you to do your schoolwork more efficiently and effectively.
Meanwhile, the rewards could be use as your motivation in studying. 9.) Keep healthy and
balance. Though it is difficult to live a balanced life while in school, you must consider that the
more balanced you seek out in your life, the easier for you to overcome every components in
your life. Being healthy also, gives you more energy to do your tasks. 10.) Know what are the
expectations are for the class to abet you understand the course requirements and the professor’s
expectations.

(Micheng, 2012) describes study habits as the routinely or habitual way of studying the
learner. It accustomed method of approach to units of student’s learning with his consistency in
ignoring, destruction of his effectiveness to the specific materials being studied and the effects
which he exerts through out the process. Every year there are lots of comments from educators,
school, administrators, and parents who are a loss on how to improve their students or children
study habits. This required the teacher to promote a new mind set of learning style theories to
appreciate each students as a unique individual, instead of trying to force all student into one
fixed or pre-set model. Learning style works for all ages, for it is not only children who need to
enjoy while learning. Remember, the best way to help your children or students learn is to let
them be free. It is only through this freedom that they manifest their initiate skills and abilities.
Good study habits help the students to gain much effective learning that profit even more.
Students who perform well in classroom and who are academically outstanding are proofs that
they have good study habits. This is because study habits involve using organizational techniques
of learning which exercise the particular talents and aptitudes of the students.

Every students has different study habits, they have different learning preferences. Some
prefer auditory styles while others may be highly visual or tactual/kinesthetic. Everybody has a
learning style, and everybody has a learning style strengths. Different people just have different
strengths.

Conceptual Framework

Student Per
formances

Online Game

Time Spent Year Level

Owning a PC
Peer Group or Andoid
phone

Number of
Gender
Siblings
Factors Affecting the Decision to Play Computer Games

Having a personal computer at home will mean better access to online games since the
machine is free and always available. Longer hours of playing games may be spent when there is
computer at home. Time spent on playing online games largely affect students’ scholastic
performance. As a student spend more time playing, lesser hours are devoted for home work
reviews, and other school-related activities. Longer hours of online gaming might have a
negative impact on school grades.

Proximity of computer shops to student’s house is another determinant of school


performance. If a computer shop is located near a student’s house, there is a greater tendency to
play computer games rather than do school tasks. Gender is one of the major determinants of
computer gaming. Several studies have shown that the probability of male students to engage in
computer gaming is higher than females.

Moreover, in terms of frequency in playing, males are more frequent players than
females. Many studies have shown that the number of siblings is also a determinant in playing
computer games. Frequent players are usually those who belong to a small family with 1-2
children, especially if of opposite sex. Peer groups affect individual’s attitude towards computer
gaming. Those who belong to a group where in members are computer gamers have higher
tendency to become a computer gamer than those who do not have.

Significance of the study

The importance of computer online in this era are helpful to the school and
undisputable because it has much application that made by computer, In particular software and
programs. The data obtained from identifying the common problems that will encounter in online
games, their low & failing grades of academic performances. Will one way or another give
several insights to those who are in the educational expertise.
The expected result if this research endeavour will benefit the following:

 To the teachers, the findings of this study will enable the teachers to discover the positive
effects of online games and not see only the negative side. Since online can be a medium
of communication.
 To the parents, the results of this study will be great helping to the parents especially
those who are bothered about their children who spend too much spend his time for
online games.
 To the students, the results of this research will surely benefit the students. With this they
will start to realize that online games can influence their academic performance in school.

D. Definition of Terms

Academic Performance – how student deal with their studies and how they cope with or
accomplish different tasks given to them by their teachers.
Computer - an electronic device for storing and processing data, typically in binary form,
according to instructions given to it in a variable program.
Computer Game – a game played by electronically manipulating image produced by a
computer program which is available on or performed using the internet or other computer
network.
Internet – is a global network connecting millions of computer.
Internet café – a retail establishment that rent computers by the hour.

Offline Game – a computer game that doesn’t require a internet connection to run.
Online Game – a computer game that can be run from an internet browser and requires the
internet connection.
Peer pressure – influence from members of one’s group.
Student – a person who is studying at a university or other place of higher education.
Study habit - are the behaviours used when preparing for tests or learning academic material.
CHAPTER II

METHODOLOGY

Research Design

In this research, a descriptive correlation method of research is used. Descriptive design


focuses on what situation and was a systematic in providing facts may be based. Descriptive
design involves the description, recording, analysis, and interpretation of the present nature,
composition, or process of phenomena. Descriptive research design was systematic method
which contains using the questionnaire to assess the students.

Instrumentation

The researchers prepared questionnaires containing the questions about playing online games
and their study habits, how these effects affected them and how they reacted on it. The answers
of the respondents to the questions in the questionnaires are used to gather data and to achieve
the desired output.

Data Gathering

This study is assembled through gathering pertinent data which help the researchers in
making this study to be more presentable and knowledgeable. They forwarded a questionnaire to
know the effects and the reactions of the SHS students to the research problem. The respondents
will be given with questionnaires to know their insight about playing online games and the level
of their study habits. Then after the success of answering the questionnaires, the results are
tallied and tabulated. It will be carefully and checked properly to attain accurate information for
the readers.
BACULIN NATIONAL HIGH SCHOOL
SURVEY QUESTIONNAIRE

Name (optional): _________________________________ Age: _____________


Gender: O Male O Female Religion:____________ Parents Occupation: _____________
Direction : Please answer the following questions completely and honestly. Shade the circle that
corresponds to your answer.
Combined monthly income of parents:
O 5,000 – 15,000
O 15,000 – 30,000
O 30,000 or more
1. What are your main reason why you play computer games?
O Entertainment Purpose O Boredom O Stress relief O Personal Interest
O Others:_____
2. How much time do you spend in playing computer games per session on a daily basis?
O 1-2 hours O 3-4 hours O 5-6 hours O 7-8 hours O 9-10 hours O 11 or more
3. Which of the following would you first normally do when you arrive back home?
O Study O Rest O Play computer games O Others:__________
4. Does playing computer games affect your academic performance?
O Yes O NO
If yes, how does it affect your academic performance?
O I cannot focus on my studies
O I have low grades
O I have high grades
O I cannot do my homework
O I am late on class
O I am absent in class
O I cannot do my projects.
O Others:_____________
Introduction

In modern society, it is very common playing computer games. Even though computer
games are common in our life, they have not only good effects, but also bad effects, especially to
teenagers. Moreover, even though parents know that teenagers play computer games too much,
they do not know that why teenagers are widely excited at computer games, and what the bad
effects of computer games are. There are two main causes that teenagers play computer games
too much. In addition, playing computer games too much has two main effects.

The first reason that teenagers play computer games too much is very simple, because
computer games are very fun. Computer games’ aims focus on to relieve stress. Therefore,
computer games are very splendid violent content. There has long been the brief that violent
content may teach violent behavior” “Mind and Media”. Moreover, Barrie Gunter asserted,
“Extrapolating … from playing computer or video games with violent themes, such as
heightening of perceptions risk or danger in the real world,” “The effects of video games on
children”, Also he declared in same book, “The power of video or computer games may also
derive form the feeling of control which they stimulate in young players”. Thus, computer games
drive teenagers more violent. Besides, teenagers could misunderstand that they are computer
games character.
ACKNOWLEDGEMENTS

I am greatly indebted to my Teacher in Practical Research II Ms. Rowena B. Delacruz

for her guidance, encouragement and concern for me. She has paid attention to detail and has

been available to patiently read and offer her constructive criticism. I acknowledge the support

offered by my group members and fellow classmates towards the completion of this proposal.

Special thanks go to Mrs. Evangeline Matinagnos of Extra-Mural Centre for availing all

materials at his disposal in support of the project. I thank and appreciate my family members for

granting me the atmosphere to work on the project whenever it was needed. The future belongs

to you. To all of you I say may God Bless you abundantly.

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