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THE EFFECTS OF PLAYING TOO MUCH DOTA IN THE

ACADEMIC PERFORMANCE OF SOUTHWESTERN


UNIVERSITY PHINMA STEM STUDENTS

A Research Paper
Presented to
The Faculty of Senior High School Department
Southwestern University PHINMA
Cebu City

In Partial Fulfillment
Of the Requirements for the Subject
Practical Research 2 (APP 006)

BY:
GARSOLA, GERALD L.
LANTICSE, LYKHA G.
LINGAYO, EMMALIN P.
MACAPOBRE, MARY CLAIRE B.
MENDEZ, GWYNETH E.
MISA, CHESKA BERNICE C.
OGABANG, MARIA JUBEL A.
OMEGA, JOANNE JEAN A.
ONG, KRISTINE ANNE NICOLE L.

October 2019

i
APPROVAL SHEET

In partial fulfillment of the requirements for the subject PRACTICAL


RESEARCH 2 (APP 006). This research paper entitled “THE EFFECTS OF
PLAYING DOTA TO THE ACADEMIC PERFORMANCE OF SOUTHWESTERN
UNIVERSITY STEM STUDETS” prepared and submitted by GERALD
GARSOLA, LYKHA LANTICSE, EMMALIN LINGAYO, MARY CLAIRE
MACAPOBRE, GWYNETH MENDEZ, CHESKA BERNICE MISA, MARIA
JUBEL OGABANG, JOANNE JEAN OMEGA, KRISTINE ANNE NICOLE ONG
is hereby recommended for PROPOSAL HEARING..

MELBIN A. DUCUSIN, LPT


Adviser

Approved in partial fulfillment of the requirements for the subject Practical


Research 2 (APP 006) by the Proposal Hearing Committee.

PATRICK M. SALINAS, MAED MELBIN A.DUCUSIN, LPT


Panel Panel

ACCEPTED in partial fulfillment of the requirements for the subject


Practical Research 2 (APP 006).

PATRICK M. SALINAS, MAED


SHS Principal

Date of Proposal Hearing: August 15, 2019

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TABLE OF CONTENTS

TITLE PAGE ……………………………………………………………………............i

APPROVALSHEET ……………………………………………………………………ii

TABLE OF CONTENTS ………………………………………………………………iii

Chapter 1 THE PROBLEM AND ITS SCOPE

A. Background of the Study……………………………………………………….1

B. Theoretical/Conceptual Framework……………………...……………………5

C. Review of Related Literature…………………………………..………………6

D. The Problem

a. Statement of the Problem ……………………………………………15

b. Research Hypothesis …………………………………………………16

c. Significance of the Study ……………………………………………..16

d. Scope and Delimitation …………………………………………….…17

E. Research Methodology

a. Research Design ……………………………………………………...18

b. Research Environment …………………………………………….…18

c. Research Respondents ………………………………………………18

d. Research Instruments ………………………………………………..19

e. Data Gathering Procedure …………………………………………...21

f. Statistical Treatment ………………………………………………….21

F. Definition of Terms ………………………………………………………....…22

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Chapter 2

PRESENTATION, ANAYSIS, AND INTERPRETATION OF DATA

Chapter 3 SUMMARY, FINDINGS, CONCLUSIONS AND

RECOMMENDATIONS

Summary

Findings

Conclusion

Recommendations

BIBLIOGRAPHY

RESEARCH DOCUMENTATION

APPENDICES

CURRICULUM VITAE

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Chapter 1

THE PROBLEM AND ITS SCOPE

Background of the Study

According to Domrique Dennies and Castillo Jenifer (2017), DOTA is one

of the widely used leisure activities by many people. For some people it is said

that playing video games has a number of reasons to be played, for it can be a

stress reliever, challenge and competition, relaxation, enjoyment, social

interaction, and even mentally escaping from the real world. For most people,

DOTA is one of the best past time that they acquire specially for teenagers,

youngsters and students. Playing DOTA makes them feel relief because during

school hours, students tend to feel stressed due to loads of school works and

through playing it will relieve their stress. It is undeniably questionable that

playing that game provide them something that no one can give. According to

some researches it is beneficial. It enables the mind of the players to be more

active. Furthermore, it helps the player to come up with decisions in tight

situations, especially those adventure games that keep the players to be alert,

active and strategic. But too much usage of DOTA can also leads in some

problems such as being distracted in school. Further, it is where the attention of

the child are divided that even their health and social life is unknowingly affected.

Research shows that more and more children are playing video and

computer games - like DOTA especially ultra-violent ones that are top sellers. A

recent content analysis by the American research organization, children now

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shows that a majority of video games include violence, and about half of the

violent incidents would result in serious injuries or death in the real world.

The American Psychological Association points out that violent video

games can increase children's aggression. In addition, there is an increased

numbers of violent responses from children who play these kinds of games.

According to American psychologist Dr. Phil McGraw, parents can minimize the

possibility of getting harm from violent video games by giving limited time as well

as the check the types of games their children play. Active parental involvement

in children's media usage - including discussing the inappropriateness of violent

solutions to real life conflicts, reducing time spent on violent media, and

generating alternative nonviolent solutions to problems - all can reduce the

impact of media violence on children and youth.

Parents should pay attention to video games' reviews. The Entertainment

Software Ratings Board (ESRB) rates the age appropriateness of video games;

and indicates whether they have violent, sexual themes, or graphic language

content. However, some features may not be labeled as such by the ESRB.

Further, video or computer games may have hidden content, or any playable

content that may be disabled or blocked from a user of such game so that it can

be accessed only by inputting a code or command. The government create a

device specifically for An Act of prohibiting deceptive conduct in the rating of

video and computer games policy of the State to promote and protect the

physical, moral, spiritual, intellectual, and social well-being of the youth. In

2
accordance with to this policy, this Act shall prohibit deceptive conduct in the

rating of video and computer games.

This study was chosen because it interests the researchers as to how it

can affect the students and their academic performance. It will also show the

effects of playing too much DOTA which will be discussed in the later chapter of

this research paper.

The purpose of this study is to understand the effects of playing DOTA in

the lives of STEM students of the Southwestern University PHINMA (SWU) this

School year (S.Y.) 2019-2020.

Technology is highly recommended nowadays. Currently, most of the

students are addicted to online games such as DOTA. DOTA is a famous not

only in the Philippines but also worldwide. According to Maslog C. (2015), this

phenomenal game had related many versions, and the latest version of DOTA is

DOTA All-star 6.70. According to Lepper, M. R. & Gurtner, J (2015), both

genders play online games, about 94% male players and 6% female players from

high school, college, out school youth and even adults. DOTA dominates the life

of a students as DOTA arise, many issues also arise. This introductory message

will begin to tackle the effects of playing DOTA in academic performance among

high school students of SWU in academic year of 2019-2020. We researcher

bases our study to students who play DOTA and know about how it effects to

their academic performance, because in this level, many students are addicted to

this game.

3
According to Sea Conference, one of the current major trends is online

gaming. It is becoming prominent all over the world for it can be a stress reliever

from the reality, specifically DOTA. These days, many teenagers play DOTA. It

does not limit to teenagers but also to grown people. Some may play DOTA just

for fun, but there are people too who get paid by just playing and winning the

game. DOTA, which is also known to others as Defense of the Ancients, is an

online computer game concerning multiple players that started as a mod for

Blizzard Entertainment's Warcraft III: The Frozen Throne. DOTA is played in

matches concerning 2 teams with 5 players. It is based on one's skills to improve

the performance on the game. However, DOTA has many negative effects,

especially to students. Students spend excessive amount of time in playing

DOTA which can be severely disruptive to their academic performance. This

research will inform the readers the reality effects of playing too much Defense of

the Ancients (DOTA). As students spend most of their time on playing it instead

of focusing on their studies. Thus, having poor academic performance as a

human being would affect their performance in all aspect of life.

4
Conceptual Framework

Research indicates that there are many impacts of playing too much

DOTA among the senior high students of Southwestern University PHINMA,

Urgello Street, Cebu City. The study is all about the impacts of playing too much

DOTA which is the Dependent Variable of the study. As an input, the researchers

will gather all the information about the impacts of playing too much DOTA. It is

identified that it can affect our behavior as a human, our health and even in our

academic performance.

The theory of this subject, taking part in video games of most teenagers

that may have an effect on their works and studies. Taking part in video games

can ruin their future and may destroy their life as a student within the society.

Most students believe that taking part in computer game is nice as a result of it

will build them happy and that they supposed to be, that it can solve their issues

in class or in their family. However, in reality it can create new problems.

Students that are enthusiastic about video games will not simple to prevent their

selves from taking part of it but it can reduce the possibility in playing video

games.

There are different theories that states the effect of playing too much

DOTA. One of that effects includes the academic performance of the students.

By wasting their time in computer shops just to play DOTA can affect their

performance in school. People nowadays prefer to spend their time in playing

computer games rather than focusing in school that’s why DOTA maybe just a

game but it can affect your entire life by just playing it.

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According to Lepper, M. R. (2015) too much playing of mobile games can

cause physical and mental problems which can lead to disorder. It includes

change of behavior, health problems, anti-social behavior and many more.

REVIEW OF RELATED LITERATURE AND STUDIES

This section includes ideas, finished thesis, and generalization of

conclusion, mythologies and others. Those that included in this chapter helps in

familiarizing information that are relevant and similar to the present study.

Related Literature

According to Maslog C. (2015) Internet and Social Issues, Philippine

Communication Today, Quezon City: New Day Publishers, games came in many

forms and style; like clothes, but unlike clothes however, you cannot wear them

and it isn’t food so you cannot eat them. So why are people going crazy over

such a powerful game? The answer is so simple, people nowadays are addicted

to mobile games that can harm them not physically but mentally.

According to Lepper, M. R. & Gurtner, J (2015), that prolonged and

excessive use of these games can cause, number of physical and psychological

problems which may include obsessive, addictive behavior, dehumanization of

the player, desensitizing of feelings, personality changes, hyperactivity learning

disorders, psychomotor disorders, health problems (due to lack of exercise),

development of anti-social behavior and loss of free thinking and will.

According to Peng Fei (2017) educational games can be effective

assisting tools in the educational areas of management, medicine and science. If

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you choose the right educational computer games, your child may learn better

problem solving skills and eye and hand coordination. Your child may also get

the ability to think fast and think of multiple things all at once. Skills obtained from

playing computer games may help your child learn quickly when it comes to his

studies. If your child is struggling in one of his school subjects, there are many

educational computer games available for him. There are math and reading

related games that may help boost your child's skills. These games can be both

fun and educational for your children. Because there is no official diagnosis of

computer game addiction, there is obviously no official agreed upon list of

symptoms. Psychologists and other mental health professionals initially adapted

the diagnostic criteria for gambling addiction and used this as a rough

assessment tool for computer game addiction. This classification approach is

rarely used today and for better or for worse, it is essentially up to the individual

researcher or clinician to define the symptoms of computer addiction. Still, there

are some signs and behaviors that are almost always included in definitions of

computer addiction, such as Significant interference with school, work, or

relationships, often avoiding other commitments in order to keep playing,

frequently turning down social invitations in favor of gaming, doing most or all of

one's free time for gaming, regularly playing late into the night and which results

in poor sleep habits, loss of interest in previously enjoyed activities, regular

gaming of 8 hours or more nonstop.

The impact on the teaching process of interactive digital media is not

entirely negative. It’s not that the medium itself is inherently faulty, but it can be a

7
lot of the data it transmits. As stated in a media attention and cognitive ability

survey of 2018, “content seems to be essential” (Schmidt & Vanderwater 2018, p.

63). If the material consumed is positive, then it is possible to expect negative

results. In reaching this conclusion, the study examined research from many

sources.

DOTA have both positive and negative effects on people, especially

students. One of the negatives is this. Many cases among students are addicted

and this addiction may lead to worse problems. The students might steal money.

They may become lazy when it comes to studying and prefer playing the whole

day long. Some may even skip school in order to have more playing time.

According to Sujatali Hamzah, Addicted gamers spend so much time playing that

their personal relationships get neglected and sometimes disappear altogether.

Among addicted gamers who are married, up to 50 percent report a strain in their

marriage as a result of their addiction. Addicted gamers also neglected the

responsibilities of everyday life such as school and work.

Related Studies

One social problem that has been observed is that the Internet café has

become mainly game center about one-half to two-thirds of the computers in a

typical Internet café, according to one study, people are addicted to games. The

use of the remaining computers was split between browsing, email, online chat,

word processing and research. The Internet cafés have become not just game

center. They are becoming center of addiction among the youth, mostly boys,

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including children. According to Internet café entrepreneur, “Internet cafés are

seducing youths to addiction which may not destroy their bodies as drugs do, but

will destroy their minds.”

Playing video games is often linked to bad academic results in our culture.

Some study is supporting this anecdotal concept. A research discovered an

adverse correlation to time spent playing video games between GPA (Anderson

& Dill, 2015). Relatively low was the correlation. Time alone represented a GPA

variance of 4 percent, yet the results are important. Several older studies,

however, claim that the study findings were limited. A 2017 research indicates

that “there is no clear causal relationship between academic performance and

video game play” (Emes, 2017, p. 413). The study continues to be “scarce and

contradictory” (Emes, 2017, p. 413).

According to Anderson and Bushman (2015) p. 143, found that across 54

independent tests of the relation between video game violence and aggression,

involving 4,262 participants, they appear to be five consistent results of playing

games with violent contents. Playing violent games increase aggressive

behaviors, increases aggressive cognitions, increases aggressive emotions,

increases physiological arousal, and decreases pro-social behaviors. Since most

electronic games are violent, children below legal ages are emotionally disturbed

and caused several changes on their behavior. Austin, Pinkleton & Fujioka

(2015), quoted that “parental meditation is correlated with better academic

performance. And has been shown to increase beliefs in social norms, and to

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decrease fear. “Which refers to the parental consent of the player as they play a

violent-oriented game.

According to Gentile & Walsh (2017), wherein 55% of parents said that

“always” or “often” should parents put limits on the amount of the time their

children may play computer and video games, and 40% said they “always” or

“often” check the video game rating before allowing their children to buy or rent

computer or video games. Even though these numbers are not particularly high,

they may overestimate the amount of parental monitoring of children’s video

game. DOTA basically is a game expanded from version of War of War Craft,

which initially a strategic game similar to Red Alert series.

As of today, most people can relate to DOTA low academic performance.

Through the years, studies have yielded different results. Some of them say that

they are co-related when some say that they are not. According to Anderson and

Dill (2015), there is a negative correlation between the two. Thus, meaning that

there is no relation between the number of hours played by a player and his

grades. At times, the students defend the games they are playing by saying that

they do learn something from it. A paper from Educause backs these students up

by suggesting that the faculty should learn and know about these games so they

can help students in class learning experience (Hitch and Duncan, 2017).

Furthermore, another paper claims that these games are not just for

entertainment (Shaffer, Squire, Halverson, & Gee, 2017). They claim that this

game may be used to learn and experience different things and interact with

other people and belong to a virtual community.

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The researcher’s study about the psychological factor, whether that is

factor to the online game addiction among students. Unlike with substance abuse,

the biological aspect of videogame addiction is uncertain. Online gaming allows a

person to escape the real world and change the perception of self-worth which

can make the game addict suffers from a psychological component to the

addiction. An online gaming addiction is not that far from drug addiction. Because

both are searching for a way to make them feel better, the lure of a fantasy world

is especially relevant to online role-playing games. These are games in which a

player assumes the role of a game character and interacts with other players in a

virtual world. For the game addict virtual life becomes more appealing than real

life. For some people playing online games is harmless compared with the

dangers of a drug overdose, but actually experts say online game addiction can

ruin lives. Children who play five hours or etc. per day have no time for

socializing, doing homework, or playing sports leaving little time for normal social

development. Those individuals who play games to get away from their lives or to

pretend to be other people seem to be those most at-risk for becoming part of a

vicious cycle. These gamers avoid their problems in real life by playing games,

which in turn interferes with their lives because they’re so busy playing games.

Internet addiction gives the gamer to the unique psychological properties which is

the users increase their use of these internet services, the utility they gain from

each usage does not decrease, leading not only to self-destructive addiction but

also to social ills. When people have a problem, playing video games can take

part with their real-life obligations such as work, and players can end up lying

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about playing video games. The study found that “problematic” video game use

can have similar effects as other addictive activities, such as abusing alcohol.

Games addiction shows the bad effect among the people nowadays

especially for students. Addiction to the internet shares some of negative aspects

of substance addiction and has been shown to lead to consequences such as

failing school, family and relationship problem. It can make the people who are

addicted feel that the games can provide opportunities for achievement, freedom

and even a connection to the players. The role of media in advertising the games

also make negative effect, why because the game addict will be more interested

with those games. Internet addiction is a relatively new phenomenon in our

society. Mu (2016) points out that some of the main symptoms of Internet and

online game addictions are the decrease in friends’ face-to-face interactions with

others, become infrequent while the member of friends in the virtual world

exponentially increases.

It is widely believed that game players who spend playing too many hours

especially above 10 hours a day are at high risk of being addicted to video

games according to Anand, (2016). Previous studies have shown that video

game addiction among adolescents gamers is highly correlated with

psychosocial problems such as time spent on games, life satisfaction, loneliness,

social competence, and aggression. Although playing video games is one of the

most popular leisure activities in the world, research into its effects on players,

both positive and negative, is often underestimate. Some of this research

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deserves to be taken seriously, not least because playing video games has

implications for health.

13
Playing too much DOTA Academic
(Defense on the Ancients) Performance

Figure 1. Schematic Diagram Showing the Relationship between the two

Variables

14
THE PROBLEM

Statement of the Problem

This study aims to determine the effects of playing too much DOTA to the

academic performance of Southwestern University STEM students. Specifically,

this study seeks to answer the following questions:

1. What are the advantages and disadvantages of playing too much

DOTA?

2. What are reasons of the students in playing DOTA?

3. How does playing DOTA affect the academic performance of the

students in relation with:

 Number of hours spend in studying

 Class participation

 Frequency of absences in class

4. Is there a significant relationship between playing too much DOTA

and the academic performance of Southwestern University STEM

students?

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Research Hypothesis

1. There is a significant effect in playing too much DOTA to the academic

performance of Southwestern University STEM students and playing too

much DOTA.

2. There is no significant effect in playing DOTA to the academic

performance of Southwestern University STEM students and playing too

much DOTA.

Significance of the Study

The researchers have identified that the following stakeholders will benefit

from the study.

Students. This study will help the student have an insight on the impact of

DOTA towards their academic performance. Hence, they will manage their time

to balance their studies and their entertainment.

Gamers. The result of this study will help the gamers to enhance their

imaginations and help them to become strategist.

Parents. The result of this study will help the parents to know the effects

of DOTA on their children's academic performance and guide their children to

focus more in their studies rather than on the game.

Teachers. This study will give the teachers the knowledge on why some

of their students have low academic performance. Furthermore, the teachers will

be able to help the students and as well as guide them to have a higher grade on

their academic performance.

16
Future Researchers. This study will help the other/future researchers to

know the possible effects of playing too much DOTA on the students' academic

performance for their future research study.

Scope and Delimitation

The researchers aim to determine the effects of playing too much DOTA

to the academic performance of Southwestern University STEM students.

The focal point of this study is to determine the correlation between the

identified factors and the academic performance of the Southwestern University

STEM students. This study focused only on the factors namely: the advantages

and disadvantages, reasons of students on playing DOTA, and its effects to the

academic performance, which are the independent variables, in correlation to the

dependent variable, which was the student’s academic performance.

The time frame of the study is based on the first and second quarter of the

first semester of the school year 2019-2020. The respondents of this said study

are the STEM students of Southwestern University who plays DOTA.

RESEARCH METHODOLOGY

This section contains the researchers’ procedure for obtaining and

analyzing data. This section includes the Research Design, Research

Environment, Research Participants, Research Instruments, and Data Gathering

Procedure.

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Research Design

The study entitled “The effects of playing too much DOTA in relation to the

Academic Performance of Southwestern University STEM students “is a

descriptive research that aims to determine the effect of playing DOTA to the

Academic Performance of every students through a form of a survey

questionnaires.

Research Environment

Southwestern University is in the south of the City of Cebu, Philippines.

The university has two campuses. The main campus is located on Urgello St.;

and the Aznar Coliseum Complex is on Aznar Road.

The location of the study is in the Southwestern University PHINMA Aznar

Campus on Aznar Road. Its Located about 50 meters from the main campus, this

complex is made up of Aznar Memorial Coliseum, a ballpark, and the

Annunciation B. Aznar building which houses the Pre-Elementary, Elementary

Department, Junior and Senior High School Department, Department of Physical

Education and the College of Nursing.

Research Respondents

Respondents are those people who have been invited to participate in a

particular study and have actually taken part in the study. This definition applies

to quantitative research. However, respondents of a quantitative study have

special roles in the research. Without the participants this research wouldn’t be

possible and have a successful outcome.

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The main respondents of this study are the Senior High School STEM

students of Southwestern University PHINMA enrolled in the school year 2019-

2020. The researchers considered grade 11 and grade 12 STEM students of the

said university compromising 30 respondents, 15 respondents from the grade 11

and 15 respondents from the grade 12. They are the chosen respondents for

they are under k-12 curriculum, taking up the academic track specializing

Science, Technology, Engineering and Mathematics (STEM), who has been

playing the online game, DOTA.

Research Instruments

In this study, the researchers made use of the survey questionnaires to

discover the effects of playing too much DOTA to the Academic Performance of

the Southwestern STEM students.

Effects of Playing too much DOTA questionnaires. This questionnaires will

be used to identify the effects of playing too much DOTA to the students. This

evaluation scale is a five point likert scale, composing eight items of questions.

The statements indicates if this game could benefit the respondents, how it

affects the respondents and how often the respondents play this game.

Respondents were asked to check each item from Never to Always if they have

experienced it.

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The respondents were asked to check the following responses:

1 - NEVER

2 - SELDOM

3 - SOMETIMES

4 - FREQUENTLY

5 - ALWAYS

Those students who belonged to category 1, are the one who never

encountered such thing, those in category 2, are the one who seldom

encountered such thing, those in category 3, are the one who sometimes

encountered such thing, while those in category 4, are the one who frequently

encountered such thing and lastly those in category 5, are the one who always

encountered the said statement.

The scores in the questions are interpreted as follows:

Range Interpretation

4:31-5:00 Very Satisfactory

3:41-4:30 Satisfactory

2:61-3:40 Moderately Satisfactory

1:81-2:60 Weak

1:00-1:80 Very Weak

Furthermore, the effects on playing too much DOTA Questionnaires, is

created to seek answer as to what is the effects of playing this online game to the

students of SWU.

20
Data Gathering Procedure

First, the researchers created an approval letter to have a copy of the

grades of the respondents and a list of open-ended questions prior to the

schedule of the interviews.

Second, the researchers used the convenience and purposive sampling

method to select respondents (15 Grade 11 Students and 15 Grade 12 Students

STEM students of Southwestern University PHINMA in the Senior High School

department) who participated in answering the questionnaires.

Lastly, the data collected were scanned and carefully evaluated for the

researchers to come up with solid effects of too much DOTA in relation to the

Academic Performance of southwestern University STEM students. This process

consisted of examining and categorizing the gathered data and then proceeding

to a deeper analysis of the data.

Statistical Treatment

The data gathered were statistically treated using the formula:

To compute for playing DOTA, weighted mean was used. To compute for

the academic performance of STEM-SWU Students, mean was used.

Range Interpretation

93.76 - 100.00 Never Plays DOTA

87.61 - 93.75 Seldom Plays DOTA

81.26 - 87.60 Sometimes Play DOTA

75.01 - 81.25 Frequently Plays DOTA

75.00 - below Always Play DOTA

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Furthermore, the playing Dota questionnaire created to assess generally

the effects of playing too much Dota in the academic performance of

Southwestern PHINMA STEM students.

DEFINITION OF TERMS

The following terms were defined operationally:

Effects of playing too much DOTA. It is an independent variable in this

study that refers to its effects to the students who used to play DOTA. It

evaluates the outcome in playing too much DOTA.

DOTA. A three-dimensional game with a definition of Defense of the

Ancients, which is compatible in computers.

Addiction. Refers to the habitual playing of DOTA.

Academic Performance. It is the dependent variable in this study that

refers to the average grade from first to second quarter of the first semester of

the Southwestern University PHINMA STEM students.

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https://www.senate.gov.ph/lidata/1800315236!.pdf?fbclid=IwAR3GVQKBS
t1PLV3l0NX_OAaYcsJgFL4c6YZj1jpivgBjOsVwnlNvoPC06yA

Orendain, HB. Effect of Online Gaming on the Academic Performance.


Retrieved from
http://www.google.cpm/amp/s/group1textandbeyond.wordpress.com/2017/
03/09/effects-of-online-gaming-on-the-academic-performance-of-grade-
11-students-in-sothern-christian-college-research-
report/amp/?fbclid=IwAR1I2WHLt9v8oNs2_EvPX8KbzhZupHybsatJVpfTO
c48_UMd-9W7bEw0eGU

Kuss &Griffiths. (2017) Online Gaming: Impact on the Academic Performance


and Social Behavior of the Students in Polytechnic University of the
Philippine Laboratory High School. Retrieved from
https://knepublishing.com/index.php/Kne-Social/article/view/2447/

O’Brien, Bartly. (2017) The Effect of Online Games on the Filipino Youth.
Retrieved from
https://www.bartleby.com/essay/The-Effect-of-Online-Games-on-the-
PKYRW29KRYYS?fbclid=IwAR2mPBRI4S7kFS0eszFTKFsmER-
1wB68FVoLYOFdlQZDjbRG0iaqFRz2ayw

Mozee, Cristian. (2015) Effect of Playing Online Games towards the


academic
Performance of Grade 7 and 8 students. Retrieved from
https://prezi.com/-xothwrztw1i/effects-of-playing-online-games-towards-
the-academic-perform/

24
APPENDICES

Name (optional): ____________________

GRADE LEVEL: _____________________

This questionnaire is intended to be answered by the respondents to know


the effects of playing too much DOTA on the academic performance of SWU
STEM students.

1 2 3 4 5

Questions Never Seldom Sometimes Frequently Always

1. This game
benefits my
strategy
skills.

2. How often do
you play
DOTA?

3. DOTA is an
effective
stress
reliever?

4. Does it
affects you
negatively?

5. Is it a
distraction to
your studies?

25
6. Does it
makes you
spend a lot of
money?

7. Were you
able to
balance both
academic and
your time for
playing this?

8. Does playing
DOTA
enhanced
your social
interaction?

26
CURRICULUM VITAE

Gerald L. Garsola

505 C. Padilla Street Cebu City

+639562906436

Personal Information

Age: 18

Place of Birth: Cebu City

Date of Birth: March 7, 2001

Sex: Male

Height: 5’7 ft.

Weight: 41 kgs.

Language Spoken: Cebuano

Education

Senior High School Junior High School Elementary


Southwestern University Gothong National High San Nicolas Elementary
PHIMA School School
Villa Aznar, Urgello St., C. Padilla Street Cebu Carlock Street Cebu City
Cebu City, Philippines City
2018-2020 2014-2018 2008-2014

27
CURRICULUM VITAE

Lykha G. Lanticse

Brotherhood Basak San Nicolas Cebu City

+639669951253

Personal Information

Age: 17

Place of Birth: Cebu City

Date of Birth: February 15, 2002

Sex: Female

Height: 5’5 ft.

Weight: 54 kgs.

Language Spoken: Cebuano

Education

Senior High School Junior High School Elementary


Southwestern University Don Vicente Rama Don Vicente Rama
PHIMA Memorial National High Memorial Elementary
School School
Villa Aznar, Urgello St., Macopa St., Basak Macopa St., Basak Pardo
Cebu City, Philippines Pardo Cebu City Cebu City
2018-2020 2014-2008 2008-2014

28
CURRICULUM VITAE

Emmalin P. Lingayo

Tangke 2 City of Naga, Cebu

+639959943168

Personal Information

Age: 17

Place of Birth: City of Naga

Date of Birth: December 28, 2001

Sex: Female

Height: 5’2 ft.

Weight: 50 kgs.

Language Spoken: English, Tagalog, Japanese, Korean and Cebuano

Education

Senior High School Junior High School Elementary


Southwestern University Mary Help of Christian Naga Central Elementary
PHIMA School School
Villa Aznar, Urgello St., Km. 17 Tunghaan, City of Naga, Cebu
Cebu City, Philippines Minglanilla, Cebu
2018-2020 2014-2018 2008-2014

29
CURRICULUM VITAE

Mary Claire B. Macapobre

Block 22 Kirkwood St. South Hills, Labangon,

Cebu City

+639776135702

Personal Information

Age: 17

Place of Birth: Toledo City

Date of Birth: September 16, 2001

Sex: Female

Height: 5’2 ft.

Weight: 43 kgs.

Language Spoken: Norwegian, English, Filipino, and Cebuano

Education

Senior High School Junior High School Elementary


Southwestern University Bato National High Bato Elementary School
PHIMA School
Villa Aznar, Urgello St., Bato, Toledo City Bato, Toledo City
Cebu City, Philippines
2018-2020 2014-2018 2008-2014

30
CURRICULUM VITAE

Gwyneth E. Mendez

Blk. 2 Lot II VLTF Villa Leyson Subdivision

Bacayan Cebu City

+639305756915

Personal Information

Age: 17

Place of Birth: Cebu City

Date of Birth: November 17, 2001

Sex: Female

Height: 5’0 ft.

Weight: 45 kgs.

Language Spoken: English, Filipino, and Cebuano

Education

Senior High School Junior High School Elementary


Southwestern University Talamban National High Talamban Elementary
PHIMA School School
Villa Aznar, Urgello St., Borbajo St. Talamban, Borbajo St. Talamban,
Cebu City, Philippines Cebu City Cebu City
2018-2020 2014-2018 2008-2014

31
CURRICULUM VITAE

Cheska Bernice C. Bernice

St. Jude Acres Bulacao Pardo Cebu City

+639568473953

Personal Information

Age: 17

Place of Birth: Cebu City

Date of Birth: June 14, 2002

Sex: Female

Height: 5’4 ft.

Weight: 44 kgs.

Language Spoken: Cebuano

Education

Senior High School Junior High School Elementary


Southwestern University Abellana National School St. Paul College
PHIMA Foundation Inc.
Villa Aznar, Urgello St., Osmeña boulevard Talisay City, Cebu
Cebu City, Philippines street Cebu City
2018-2020 2014-2018 2008-2014

32
CURRICULUM VITAE

Maria Jubel A. Ogabang

11st. Srp Road Up Lot. Lawaan 1 Talisay City

Cebu

+639054007479

Personal Information

Age: 17

Place of Birth: Cebu City

Date of Birth: October 29, 2001

Sex: Female

Height: 5’0 ft.

Weight: 45 kgs.

Language Spoken: Cebuano

Education

Senior High School Junior High School Elementary


Southwestern University Pardo National High Tabunok Science
PHIMA School Elementary School
Villa Aznar, Urgello St., Pardo, Cebu City Tabunok, Talisay City
Cebu City, Philippines
2018-2020 2014-2018 2008-2014

33
CURRICULUM VITAE

Joanne Jean A. Omega

Camella Homes La-waan Talisay City Cebu

+639235379481

Personal Information

Age: 17

Place of Birth: Cebu City

Date of Birth: April 25, 2002

Sex: Female

Height: 5’4 ft.

Weight: 46 kgs.

Language Spoken: Cebuano

Education

Senior High School Junior High School Elementary


Southwestern University Holy Rosary School of Thrice Admirable
PHIMA Pardo Montessori School
Villa Aznar, Urgello St., El Pardo, Pardo Cebu Maghaway road, Lawaan
Cebu City, Philippines City Talisay City Cebu
2018-2020 2014-2018 2008-2014

34
CURRICULUM VITAE

Kristine Anne Nicole L. Ong

Talisay City, Cebu

+639353639632

Personal Information

Age: 18

Place of Birth: Cebu City

Date of Birth: December 3, 2000

Sex: Female

Height: 5’3 ft.

Weight: 49 kgs.

Language Spoken: Cebuano

Education

Senior High School Junior High School Elementary


Southwestern University University of the Visayas University of the Visayas
PHIMA
Villa Aznar, Urgello St., Colon St. Cebu City Colon St. Cebu City
Cebu City, Philippines
2018-2020 2014-2018 2008-2014

35

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