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PERFORMANCE TASK #2
REVIEW OF RELATED LITERATURE MATRIX
Leader: Leader’s
Score
Samonte, Erniefel /20
Members:
1. Piñero, John Dave /20
2. Sobremisana, Daniela /20
3. Reyes, Hiroshi /20
4. Sabater, Mark /20
5.
6.
7.
Date of Submission:
Instructor’s Name and Signature: Mr. April Joyce C. Umali, LPT
RUBRIC
4 3 2 1
Criteria weight Score
Organization
Good organization; points are x3
logically ordered; Closely adheres to
the standard conventions.
Mechanics
x1
No errors
Citation Style
x1
Correct use of APA citation style
Senior High School Department
Research Journal Article #1:
Chashmi, M., Hedayati, N., & Zamani, E. (2009). Effect of Addiction to Computer Games on Physical and
Mental Health of Female and Male Students of Guidance School in City of Isfahan. Addict Health,
1(2), 98-104. Retrieved from: https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3905489/
Topic/Thesis Statement Effect of Addiction to Computer Games on Physical and Mental Health
of Female and Male Students of Guidance School in City of Isfahan
Objectives/Research This study aimed to investigate the effects of addiction to computer
Questions games on physical and mental health of students.
Methodology Participants/Sampling Procedure
The study population includes all students in the second year of public
guidance schools in the city of Isfahan in the educational year of 2009-
2010. The sample size includes 564 students selected by multiple steps
stratified sampling. Dependent variables include general health in
dimensions of physical health, anxiety and sleeplessness and impaired
social functioning.
Data Gathering Procedure
Data were collected using General Health Questionnaire (GHQ-28)
scale and a questionnaire on addiction to computer games.
Data Analysis Procedure
Pearson's correlation coefficient and structural model were used for data
analysis.
Summary/ Highlights of the The results of this study showed that there is a direct relationship
Findings/Recommendations between physical health, anxiety and depression with computer games
for further studies addiction. However, the relationship of addiction to computer games and
social dysfunction was significance and inverse. In 1990, Yuma et al
conducted an intensive study in 9 cities of Japan about the computer
games played by children and adolescents and its relationship with their
physical health. The results showed that obese students were more
attracted to computer games. In other words, playing more computer
games cause adolescents to stay home, which lead to their lack of
activity and getting fat. This is considered as a biological problem. In
psychological dimension, it seems that computer games have a
negative relationship with mental health of adolescents and have a
direct effect on their violent behavior, anxiety, depression and isolation
of those adolescents who play these games. The effects of computer
games on psychological health of people and severity and significance
of that depends on factors such as level and intensity of violence in the
game, the ability of player in differentiating virtual world and real world,
player's ability to inhibit their desires and motivation, the values they are
brought up with or living with and also values that are in the context and
content of the games. Anxiety was one of possible outcomes of
computer games, which is studies by researchers. Studies showed that
computer games increases players' heart beats to a level more than
their body request. In the present study also, we found a direct
significant relationship between addiction to computer games and
anxiety.
The results of this study are in agreement with the findings of other
studies around the world. As the results show, addiction to computer
games affects various dimensions of health and increases physical
problems, anxiety and depression, while decreases social functioning
disorder.
Wang, L., & Zhu, S. (2011). Online Game Addiction Among Student. International - Degree project,
15(2), 7-42. Retrieved from: https://www.diva-portal.org/smash/get/diva2:602320/FULLTEXT01.pdf
Labaya, J., Madrones, P., Orendain, H., & Otoc K. (2017). EFFECTS OF ONLINE GAMING ON THE
ACADEMIC PERFORMANCE OF GRADE 11 STUDENTS IN SOUTHERN CHRISTIAN COLLEGE.
Retrieved
from: https://group1textandbeyond.wordpress.com/2017/03/09/effects-of-online-gaming-on-the-
academic-performance-of-grade-11-students-in-southern-christian-college-research-report/
For belongingness
Most of the participants went to the net café for they did not want to
stay in their houses because everyone was busy working; no one was
left in the house that they could talk to. Some of the participants have a
parent who just let them do what they wanted because they were also
busy earning their income. There were also some participants who
were not given much attention because the parents were focused on
their business.
Being shunned
The participants expressed their irritation to the people who told them to
go away or to off when they were begging for money.
Objectives/Research This study will determine the number of students in Southern Christian
Questions College that are addicted to online games:
Specifically, the following questions will be answered:
1. What are the effects of online game addiction in their
2. Academic performance
3. Physical Health
The general objective of this study is to determine the effects of the
online game addiction of the student to their academics and the effects
of online games to their health.
Methodology Participants/Sampling Procedure
The participants of this study are bonafide students of Southern
Christian College particularly the Senior High School Students enrolled
in semester 2016-2017. This study will use stratified sampling
procedure.
This study will use stratified survey method because it will only
determine the respondents that who are addicted to online games.
Centillas Jr., C. L., Larisma, C. M., & Lumbay, C. (2017). Computer Gamers Academic Performance in a
Technological State College in Leyte, Philippines. Journal of Social Science, 6(2), 41-49.
Summary/ Highlights of the Based on the analysis of the data gathered, the researchers arrived at
Findings/Recommendations the following conclusion; majority of the computer gamers had already
for further studies been playing computer games while they were still a junior high school
student, this result strongly suggests that computer gaming exists not
only among college students but also amongst high school students.
Most of the gamers were good performers in the academe, this
supports the belief of Prensky (2006), that video and computer game
playing, done appropriately, is actually very beneficial to today's "Digital
Native" kids, who use them to prepare for life in the 21st century. The
rest of the results compliments with the results of the previous studies
cited in the review of related studies in this study (e.g. all of the gamers
were males, most the gamers were adolescents).
DOI: 10.18502/kss.v3i6.2447
Topic/Thesis Statement Online Gaming: Impact on the Academic Performance and Social
Behavior of the Students in Polytechnic University of the Philippines
Laboratory High School
Objectives/Research The purpose of this study was to find out how online games affect the
Questions students' intellectual capacity in relation to their academic performance
and social behavior.
The purpose of this study was to find out how these online games affect
the students' intellectual capacity in relation to their academic
performance and social behavior.
Methodology Participants/Sampling Procedure
They were selected through purposive sampling which the persons
chosen for the investigation are themselves not expected to be the
representatives of the population, but rather they possess the
necessary information about the issue being investigated upon. In
addition to this, there are only 126 respondents chosen for this study.
Data Gathering Procedure
This study used the descriptive – correlation method utilizing a
questionnaire to get the needed data for the study.
Data Analysis Procedure
Statistical treatment of data was done through the use of percentage,
weighted mean, and Pearson r Correlation.
Summary/ Highlights of the The Academic Performance of the respondents is not affected even if
Findings/Recommendations they play online games. Their grades are still good enough even if they
for further studies spent time for playing. To sum up with the result, the respondents have
a good academic performance despite their involvement in playing
online games.
Meanwhile, since most of the student respondents are male and they
are more frequently engaged in playing on-line games, the school
administrators and teacher in collaboration of the parents might
consider to promote physical health, sportsmanship, camaraderie and
pro-social skills to the students instead of getting engaged with online
games.
Wright, J. (2011). The effects of video game play on academic performance. Modern Psychological
Studies, 17(1), 37-41.
Ku, C., Kwak, M., Yurov, K. M., & Yurova, Y. V. (2012). A Study of the Influence of Gaming Behavior on
Academic Performance of IT College Students. Gaming Behavior and Academic Performance, 2(1),
1-8.
The Statistical Package for the Social Sciences (SPSS) was used for
statistical analysis.
Summary/ Highlights of the In this study, we developed a research model based on prior research
Findings/Recommendations to investigate the influence of gaming behavior on the academic
for further studies performance of IT college students. The model was tested by using a
survey study and the results showed that among six independent
variables, self-control, social interaction, and gaming platform have
emerged to have statistically significant relationships with academic
performance. There are several limitations evident in this study. First,
the research model was tested using a survey, which is a self-report
that may include biased answers. Second, the study surveyed only IT
students and, therefore, it may not be appropriate to generalize the
results to the entire population of college students. Third, due to time
constraints, only one model was reported and tested. To fine-tune our
current model, more alternative models and factors need to be tested.
Başol, G., & Kaya, A. (2018). Motives and Consequences of Online Game Addiction: A Scale
Development Study. Noro Psikiyatr Ars., 55(3), 225-232.
Objectives/Research We aimed to develop the Online Game Addiction Scale (OGAS) and
Questions examine its properties.
Methodology Participants/Sampling Procedure
Müezzin E. (2015). Comparison Of Online Game Addiction In High School Students With Habitual
Computer Use And Online Gaming. TOJET: The Turkish Online Journal of Educational Technology,
2(1), 59-65.
Topic/Thesis Statement Comparison Of Online Game Addiction In High School Students With
Habitual Computer Use And Online Gaming
Objectives/Research The main problem statement of the study:
Questions
“Is there a statistical difference between the online game addiction in
high school students and their habitual computer/internet use?”
The following sub questions were prepared to provide an answer to the
main problem.
1. Is there a statistical difference between the online game addiction
and the years of computer use?
2. Is there a statistical difference between the online game addiction
and the amount of experience in the computer use?
3. Is there a statistical difference between the online game addiction
and the amount of time spent per day on online gaming?