Beruflich Dokumente
Kultur Dokumente
GISELLE A. GABINETE
JEFERSON C. SERNA
JOMER R. BONILLO
KC JOY B. MANDE
LENNY L. GARCIA
OCTOBER 2015
Republic of the Philippines
WESTERN PHILIPPINES UNIVERSITY
COLLEGE OF EDUCATION
Aborlan, Palawan
ACCEPTANCE PAGE
MAIN CAMPUS “has been approved and accepted as partial fulfillment of the requirements in
EDS 101(Seminar 1)
LILY R. OCAPAN
Subject Teacher
________________
Date Signed
BIOGRAPHICAL SKETCH
The researcher was born on December 9, 1994 at Villa Libertad El Nido, Palawan. He is
the third among five children of Mr. Pepe D. Bonillo and Mrs. Judith R. Bonillo.
Libertad El Nido, Palawan, and his Secondary at El Nido National High School at Corong-Corong
El Nido, Palawan.
He is currently a third year college student at Western Philippines University Main Campus
He believes that “You can be anything you want to be in this world as long as you are
JOMER R. BONILLO
The researcher was born on September 26, 1979, and is 36 years old at present time. She
is the third daughter among seven children of Mr. and Mrs. Generoso M. Amasan.
She finished her Elementary Education at Aberawan Elementary School in 1994, and her
She is currently a third year college student of Western Philippines University Main
Campus Aborlan, Palawan, taking up Bachelor of Secondary Education major in Social Studies.
GISELLE A. GABINETE
The researcher was born on September 7, 1997, and is now 18 years old. She is the second
daughter among three children of Mr. Salvador V. Mande and Mrs. Thelma B. Mande.
She finished her Elementary Education at Magbabadil Elementary School and her
She is presently a third year college student of Western Philippines University Main
Campus Aborlan, Palawan taking up Bachelor of Secondary Education major in Social Studies.
KC JOY B. MANDE
The researcher is 33 years old; she was born on Decenber 9, 1981 at Barangay Tanglaw
Puerto Princesa City. She is the second among five children of Mr. Manuelito Lauresta and Nida
Bundac.
She finished her Elementary Education at Aborlan Central School and her Secondary at
At present, she is a third year education student at Western Philippines University. Her
motto in life is “It is better to be late than never, always try your best and never quit”.
LENNY L. GARCIA
The researcher was born on February 10, 1996 at Guilingan, Iraan, Rizal, Palawan. He is
the fourth among seven children of Mr. Samuel Serna and Rowela Serna.
He finished his Elementary Education at Guilingan Elementary School and his Secondary
JEFERSON C. SERNA
ACKNOWLEDGEMENT
We are grateful to God for giving us guidance, wisdom, comfort, strength, and knowledge
to make this research paper a successful one. The researchers would to express their deepest and
To their adviser and at the same time the critic of their research paper, Prof. Efren A.
Sitcharon, who shared his knowledge and moral advice about the strategies and methods of the
research;
To their statistician, Mrs. Elsa P. Ranocco, for helping them analyze, interpret, and correct
To the teacher of this research, Prof. Lily R. Ocapan, for giving them such opportunity to
To their families who gave full support and understanding; and to all the persons who are
not mentioned here, the researchers want to acknowledge and appreciate their support which led
MANDE KC JOY B., GARCIA LENY L.: Western Philippines University, Aborlan, Palawan,
This research was conducted on October 2015 among the students of the College of
Education. This specifically aimed to find out how much time is spent by the players in playing
COC; identify the reasons why they play COC; and to determine the effects of playing COC on
Thirty eight (38) students of College of Education served as respondents of the study.
To gather the data, questionnaires were distributed among selected students of CEd who
play Clash of Clans. Each student had to answer the set of questions by encircling and checking
Answers showed that many of the students play COC thrice a day, most of them sleep at
11-12 pm when they play this game, they also spend 10-20 pesos every time they play COC, and
it gives them pleasure when they get bored and stressed with their study. While some of the
students answered that this game improves their skills in terms of using techniques and it doesn’t
The result in the COC Effects to the CEd students showed that the effects of the game to
TITLE PAGE i
ACCEPTANCE PAGE ii
BIOGRAPHICAL SKETCH iii
ACKNOWLEDGEMENT iv
ABSTRACT v
TABLE OF CONTENTS vi
LIST OF TABLE vii
LIST OF APPENDICES viii
CHAPTER PAGE
I. INTRODUCTION
III. METHODOLOGY 11
Summary 16
Conclusion 17
Recommendations 18
VI. BIBLIOGRAPHY 19
VII. APPENDICES 20
14
LIST OF APPENDICES
APPENDIX PAGE
A. Letter of Request 21
B. Questionnaire 23
CHAPTER I
INTRODUCTION
Digital games are considered to be the largest and fastest growing market segment of the
multibillion-dollar entertainment industry. The global market is worth billions of dollars, and
development costs, revenue, and audiences for digital games are comparable—and often exceed—
The rapid penetration of increasingly sophisticated technologies into every facet of society
is causing significant shifts in how, when, and where we work, how individuals, companies, and
even nations understand and organize themselves, and how educational systems should be
structured to prepare students effectively for life in the 21st century. School-aged children
Clash of Clans is an addictive game where players build a base, protect it, train troops and
attack others. It is the hit army strategy game where players raise their own army of barbarians,
archers, hog riders, wizards, dragons and other mighty fighters. It is a strategy game where players
can construct and expand one’s village, unlock successively more powerful warriors and defenses,
raid and pillage resources from other villages, create and join Clans and much, much more.
On the contrary, this game creates some hindrances and such distractions towards the
studies of many students. It decreases their time to study their lessons. In addition, sometimes they
could no longer eat and sleep on time the way they used to before.
This research report provides an overview of how Clash of Clans affects the performance
Due to the increasing number of the students who are madly addicted to playing COC, this
research aims to answer the following questions: What are the effects of playing COC to the
academic performances of the CEd students? How much time and money they spend in playing
this game? What are the reasons why students get addicted to COC?
1. find out how much time is spent by CEd students in playing COC;
CEd students.
CEd students. This identifies the number of the education students who play COC. Moreover, it
aims to find out how much time and money they spend in playing it.
This study is limited only at selected CEd students of WPU main campus.
Operational Definition of Terms
Clash. To meet in violent conflict: armies that clashed on the plain; to be in opposition or
disagreement: an eyewitness account that clashed with published reports; and to create an
Clans. A clan is group of people united by actual or perceived kinship and descent. Even if lineage
details are unknown, clan members may be organized around a founding member or apical
ancestor.
Strategy. A method or plan chosen to bring about a desired future, such as achievement of a goal
or solution to a problem. It is the art and science of planning and marshalling resources for their
most efficient and effective use. The term is derived from the Greek word for generalship or
leading an army.
CHAPTER II
For the purposes of this paper, we will use Salen and Zimmerman’s (2004) definition of
games, which is a “system in which players engage in artificial conflict, defined by rules, that
results in a quantifiable outcome” (p. 80). A digital game, then, further refines the definition by
requiring the game system to incorporate technology. Simulations, augmented reality, and
traditional video games all fall within this definition; however, purely virtual worlds, such as
Second Life, would not be games because there is no quantifiable outcome. Elements of
motivation or engagement (e.g., leader boards, points, badges) or the use of games simply as an
extrinsic reward system to increase motivation (e.g., earning game time as a reward for
performance)—are also not considered games under this definition. While improving motivation
and engagement by increasing the fun of learning are indeed important, these types of approaches
With 97% of US teens playing some type of digital game on a regular basis (Lenhart,
Kahne, Middaugh, Macgill, Evans, & Vitak, 2008), it is not surprising that there is a large and
Over the last century in the U.S., there has been a broad and consistent interest in
harnessing the power of technology to add contemporary relevance and improve instruction
(Fladen & Blashki, 2005). A steady stream of technologies from Victrolas, slide and film
projectors, radios, televisions, overhead projectors, computers, the Internet, and so on have been
employed in an effort to increase student engagement, improve classroom efficiency, solve teacher
shortages, and in general “fix the system” (Fabos, 2001). Many of the predictions of these new
technologies’ ability to change education for the better were no doubt exaggerated, but perhaps
not entirely without merit. Digital gaming is eliciting similar high hopes and bold claims. In this
paper, we will examine the theoretical and empirical evidence behind five of these claims:
Play is an important element for healthy child development (Ginsburg, 2007), including
learning development. Children learn through imaginative play (Bodrova & Leong, 2003;
HirshPasek, Golinkoff, & Eyer, 2003; Zigler, Singer, & Bishop-Josef, 2004). Because digital
games can provide an opportunity for play through simulated environments, these games are not
necessarily a distraction from learning, but rather can be an integral part of learning and intellectual
development (Ke, 2009). We think and understand best when we can imagine a situation and that
prepares us for action. Games present a similar situation through simulation, providing us the
opportunity to think,
opportunities for continued practice because negative consequences are not typically associated
with failure. Rather, failure serves as an integral part of the learning experience (Gee, 2009; Groff,
Howells, & Cranmer, 2010; Ke, 2009; Klopfer, Osterweil, & Salen, 2009). This encourages
players to improve through repeated practice either by advancing within a game or replaying parts
of a game. Failure with limited consequence, agency, and choice are seen as critical elements of a
true gaming experience. That said, in the context of education where a game might become a
required activity tied to real consequences, there could be a diminution in these key elements that
may lead students to be less inclined to practice and realize some of the benefits of gaming.
Games also are built with clear goals and provide immediate feedback (Dickey, 2005). This
allows players to change their game play in order to improve their performance and reach their
goals. The idea of immediate feedback is also prominent in good formative assessment processes.
Students will improve their work when given constructive feedback (Black & Wiliam, 1998). It
can be difficult for teachers to translate student performance into constructive feedback or to plan
their lessons to incorporate probing questions and subsequent actions (Black, Harrison, Lee,
Marshall, & Wiliam, 2002). This type of feedback loop, however, is inherent in well-designed
games.
Although a player’s actions may demonstrate learning within the game environment, less
is known about whether such learning can be applied or transferred to a different context. For
example, Gee (2005) describes how the game World of Warcraft reflects key 21st century skills
goals. Although this type of specialization and collaboration is important within the game, it is still
unclear how much these behaviors transfer outside of the game world. Of course there are some
situations in which you would not expect behavior from a game to transfer (e.g., jet skiing
simulation games), and games cannot be adapted for every possible learning situation (Nagle,
2001).
Although research has shown that skills such as problem solving ability increase within a
game and may even transfer or increase across games, it is difficult to transfer that skill outside
digital games (Egenfeldt-Nielson, 2006). Curtis and Lawson (2002) found only modest evidence
of the transfer of problem solving skills. Skills may be easier to transfer outside of games than
specific content; however, content that is transferred outside of games tends to be limited and low
The idea that education should meet students “where they are” is not a new one,
learning (Snow & Farr, 1987), individualized instruction (Switzer, 2004), and personalized
Personalized learning is described as the way that schools “tailor education to ensure that every
pupil achieves the highest standard possible” (OECD, 2006, p. 24). The OECD report suggests
However, personalized learning need not only occur at the school level. Games provide
an opportunity to personalize learning for students, meeting at least the first three processes.
Strengths and weaknesses of students can be inferred based on players’ actions during the
game. Kickmeier-Rust, Hockemeyer, Albert, and Augustin (2008) describe ELEKTRA, a project
funded by the European Commission. Throughout the course of game play, information from the
players’ actions (e.g., turning on or not turning on a light switch) are continually aggregated to
create an updated picture of the players’ competencies based on the accumulated play actions.
Games can also be adapted based on students’ needs. Appropriate scaffolding can be
provided in games through the use of levels. Supports are embedded into games such that easier
levels are typically played first, advancing on to more complex levels as the player achieves
mastery. For example, scaffolding is built into the science mystery game Crystal Island by
allowing students to keep records of the information they have gathered and the hypotheses they
have drawn (Ash, 2011). Other scaffolding can be achieved through the use of graphics, such as
navigation maps, which can lower a player’s cognitive load while playing the game (O’Neil,
Wainess, & Baker, 2005). Researchers de Jong and van Joolingen (1998) concluded that adding
appropriate instructional supports and scaffolding to simulations or games may help with
Games also meet the unique teaching and learning needs of students when new concepts
are introduced as a logical learning progression. Learning progressions are often described as the
path students take to learn a set of knowledge or skills (Masters & Forster, 1996), i.e., the sequence
in which these skills are typically developed. Learning progressions are frequently used in
education. In traditional classroom settings, a student that does not master a concept could be left
with a gap in their knowledge foundation that challenges later attempts to build to more complex
concepts. In contrast, digital games inherently force the player to master a concept in order to
advance (e.g., the double jump with a dash in mid-air to get across the pit of lava). Players are able
to repeat the same scenario until they master this concept. The same philosophy could extend to
the use of digital games in education. A student cannot, in essence, unlock Algebra until a
prerequisite knowledge of previous skills has been mastered. This mastery-based learning,
however, may require students to invest ample time in learning each skill before moving to the
next.
In general, well designed games—as with well-designed education experiences — are
challenging but achievable. Games should present players with challenges that are matched to their
skill level in order to maximize engagement (Kiili, 2005). “The key is to set the level of difficulty
at the point where the learner needs to stretch a bit and can accomplish the task with moderate
support” (Jalongo, 2007, p. 401). This is similar to Vygotsky’s zone of proximal development,
which is “the distance between the actual developmental level as determined by independent
problem solving and the level of potential development as determined through problem solving
under adult guidance, or in collaboration with more capable peers” (2006, p. 86). A game is able
to provide that opportunity for appropriate guidance or collaboration in order to help players meet
the next challenge. The stepwise increase in difficulty reduces frustration and allows players to
form knowledge and strategies that will be useful later (Gee, 2003). A state of pleasant
frustration—challenging but doable—is an ideal state for learning several content areas such as
science (diSessa, 2000). In a game, however, the price of failure is lower (Gee, 2005). Students
can take risks and quickly learn from their mistakes. Effective games provide feedback that is “(1)
clear and unobtrusive, and (2) immediately responsive to the player’s actions” (Rigby & Ryan,
2007, p. 8). The feedback also helps reinforce motivation (Jones & Issroff, 2005). Students are
able to adapt to the feedback, and the game continues to adapt to the student.
However, learning does not just end with the game. Debriefing is critical to using games
in education (Lederman & Fumitoshi, 1995), as it provides the connection between learning in the
game and applying those skills to other contexts. Teachers can facilitate the transfer of skills by
leading pre- and post-game discussions which connect the game with other things students are
learning in class (Ash, 2011). Students can be encouraged to share different ways of approaching
a problem. Based on a review of 17 studies focused on game design, Ke (2009) concluded that
instructional support features are necessary in order for the lessons learned in computer games to
transfer to other contexts. Video games can be used to create deeper learning experiences for
students, but they do not provide the entire experience. Games work best when coupled with
effective pedagogy (Squire, 2002). As such, Steinkueler & Chmiel (2006) suggest that games will
not replace teachers and classrooms, but they might replace some textbooks and laboratories.
Traditional schooling has often been labeled as boring for many students. In fact, nearly
half of high school dropouts said a major reason for dropping out was that the classes weren’t
interesting, and 70% said they were not motivated or inspired to work hard (Bridgeland, Bilulio,
& Morison, 2006). Teachers have long used various approaches including contemporary media
and art to increase engagement and motivation in the classroom. Perhaps the unique value of the
engagement factor within digital games is the ability to sustain engagement and motivation across
time, particularly with more challenging learning tasks and without the teacher needing to be a
“superstar” (Gee, 2003, 2008; Rupp, Gushta, Mislevy, & Shaffer, 2010). Digital games can be
more engaging than regular classroom activities (Malone, 1981; Rieber, 1996). Although
engagement may be just one component, Kirkpatrick & Kirkpatrick (2006, p. 30) noted, “Positive
reaction may not ensure learning, but negative reaction almost certainly reduces the possibility of
its occurring.”
learning environments. Students prefer rich graphics and multitasking interfaces (Prensky, 2001).
They desire tasks that are “fast, active and exploratory, with information supplied in multiple forms
in parallel” (Kirriemuir & McFarlane, 2004, p. 3). Students are also more engaged when a narrative
story is present within the games (Barab, Arici, & Jackson, 2005).
CHAPTER III
METHODOLOGY
The research was conducted among selected CEd students of WPU Main Campus San Juan
The respondents of the research are the selected Education students of WPU Main Campus.
Research Instrument
A set of questionnaire was used to gather the necessary data. It covered about the
The researcher requested permission from the Dean of the College of Education to conduct
the study. After written consent to conduct the study was obtained, an initial request for
respondents followed. This served as invitation to participate and respond to the survey
questionnaire.
This study used different statistical tool to analyze and interpret the data. The study was
descriptive in nature thus analyzed through descriptive measures such as frequency counts,
Table 1 shows the range of the students’ ages who are playing COC. Four (4) students with
the age of 16 have answered the questionnaire which the result of frequency mean is 64. Eight (8)
students with the age of 17 have answered the questionnaire which the result of frequency mean
is 136. Thirteen (13) students with the age of 18 have answered the questionnaire which the
frequency mean is 234. Six (6) students with the age of 19 have answered the questionnaire which
the frequency mean is 114. Four (4) students with the age of 20 have answered the questionnaire
which the frequency mean is 80. Three (3) students with the age of 21 have answered the
Profile f
n=38
Age f fx
16 4 64
17 8 136
18 13 234
19 6 114
20 4 80
21 3 63
Mean 18.184
Table 2 shows the gender of the COC player of WPU. The study revealed that male players
have the frequency of 24 and are greater than females in terms of number who have 14.
Table 3 shows the number of the players in different levels. Based on the data gathered,
the 1st year level has 12 number of students who play COC having the frequency mean of 12; the
2nd year level has 13 number of students who play COC having the frequency mean of 26; the 3rd
year level has 5 number of students who play COC having the frequency mean of 15; and the 4th
year level has the 8 number of students who play COC having the frequency mean of 32. In
addition, the 2nd year has the highest number of COC players while the 3rd year has lowest number
of COC players.
1st Year 12
2nd Year 13
3rd Year 5
4th Year 8
The table shows the result of the given questions on the questionnaire. The question number
one indicates that most of the students play COC game thrice a day, slept at night during 11-12
Q2. What time do you often sleep at 9-10 pm 10-11 pm 11-12 pm 12 pm-5 am
night? 12 5 13 8
Q3. How much money do you spend 10-20 pesos 20-30 pesos 30-40 pesos 40 pesos and above
every time you play COC? 23 5 0 10
Table 5 reveals whether the students Strongly Agree, Agree, Moderately Agree, Disagree,
and Strongly Disagree based on the given questions in the first column. 17 students strongly
agreed; 14 students agreed; 6 students moderately agreed; 0 (none) disagreed; and 1 student
strongly disagreed that playing Clash of Clans (COC) gives them some pleasure when they get
3.51-4.50----------A (Agree)
1.51-2.50----------DA (Disagree)
Summary
This study will be conducted to determine the COC effects of the performance level of CEd
There were (38) CEd students utilized as respondents of the study. To determine the effects
of COC to the selected CEd student, there are two types of test in the questionnaire used to know
The selected CEd students was inquired using the questionnaire and their answers were the
Answers showed that many of the students play COC thrice a day, most of them sleep at
11-12 pm when they play this game, they also spend 10-20 pesos every time they play COC, and
it gives pleasure when they are bored and stressed to their study. While some of the students’
answered that this game improves their technique skills and it doesn’t make them sleepy during
class session.
The result in the COC Effects to the CEd students showed that the effects of the game to
Conclusion
The researchers conclude that majority of the respondents answered that playing COC give
them pleasure when they get bored in their studies. Several of those respondents answered
Playing COC gives pleasure to the selected students, and many of the players play this
game because it is not that costly/ expensive. This game is not that bad for the selected students,
because based on the result of the research the effects of COC to the performance of the selected
students is moderately, means that the effects is neither negative nor positive.
Recommendations
Based on the results of the study, the researchers recommends the following:
1. The students should practice time management to prevent their health from sickness and
2. Education students must have self-discipline in playing Clash of Clans to prevent the
3. Students must read books and other materials that will give knowledge instead of playing
games.
4. The parents should buy their sons/daughters such phones which are java, not android for
http://www.clashofclansguidehq.com/
https://en.wikipedia.org/wiki/Clash_of_Clans
http://www.clashofclansgameonline.com/
https://play.google.com/store/apps/details?id=com.supercell.clashofclans&hl=en
APPENDICES
Appendix A: Approved Letter of Request
September 2015
DR. LOVINA A. HAMORA
Dean, College of Education
Western Philippines University
Madam:
We, the BSEd students of the College of Education major in history are presently
working on our research entitled “COC EFFECTS ON THE ACADEMIC PERFORMANCE
OF CED STUDENTS OF WESTERN PHILIPPINES UNIVERSITY MAIN CAMPUS
S.Y. 2015-2016” as a requirement in our subject EDS 1(Seminar 1).
In line with this, may we have the honor to ask permission from your office to allow us to
conduct this study in this college.
Respectfully yours,
(SGD)GISELLE GABINETE
Researchers
Recommending Approval:
Approved:
Dear student,
We, the third year Education students, would like conduct a research among all of you,
CEd students about the effects of COC on your academic performances. We assure you that the
pieces of information generated from the survey questionnaire will be highly appreciated and
treated with utmost confidentiality.
Thank you and God bless you all.
Respectfully yours,
JOMER R. BONILLO
GISELLE A. GABINETE
LENNY L. GARCIA
KC JOY B. MANDE
JEFERSON C. SERNA
Researchers
Questionnaire