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CHAPTER 1
THE PROBLEM AND ITS SCOPE
INTRODUCTION
Rationale

People nowadays rely so much to technologies. In some ways, they

almost forgot that spending too much time with these technologies brought

so many challenges. One of these challenges is computer addiction.

Computer addiction is sometimes so hard to recover most especially now

that there are already so many computer games that are very entertaining.

Now that computer shops are everywhere, it makes computer easy to access

and this may also bring negative effects to students in their academic

performance. The fundamental reason for this proposal is that major

challenges with the use of computer are confronting the senior high school

students of UC-METC not just in their health but also their academic issues.

A greater research is needed to address these challenges and to find a

solution for it. These challenges relate to the entire grade 12 students of UC-

METC most especially the senior high school students. The beneficiary of

this research study are the senior high school students of UC-METC, and

their parents. This study will help the students to avoid the excessive use of

computers, and to know the effects of computer addiction. This also helps
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the parents to guide their children in order for them to limit the computer

usage of their child.

For some people, computer use develops into something compulsive,

and usage either online or offline interferes with daily routines,

relationships, activities and and one’s overall well-being. Computer

addiction may result from or cause compulsive online gambling, an online

shopping problem, web surfing or even obsessive computer programming

If you regularly spend more time on the computer than you intend to,

experience distress because of the computer, or if your computer use

interferes with your obligations then you could be suffering from an

addiction to the computer. Although computer addiction is a relatively new

problem, there are effective treatments that can help people who are addicted

to computer understand their addiction and regain control of their lives.


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Theoretical Background

This study is anchored on the Incentive theory of motivation, the

incentive theory proposes that people are pulled toward behaviors that lead

to rewards and pushed away from actions that might lead to negative

consequences. You can probably think of many different situations where

your behavior was directly influenced by the promise of a reward or

punishment. Perhaps you studied for an exam in order to get a good grade,

ran a marathon in order to receive recognition, or took a new position at

work in order to get a raise. All of these actions were influenced by an

incentive to gain something in return for your efforts. incentive theory states

that your actions are directed toward gaining rewards.

What type of rewards? Think about what type of things motivate you to

study hard and do well in school. Good grades are one type of incentive.

Gaining esteem and accolades from your teachers and parents might be

another. Money is also an excellent example of an external reward that

motivates behavior. In many cases, these external rewards can motivate you

to do things that you might otherwise avoid such as chores, work, and other

tasks you might find unpleasant.

It is the same in playing online games, where students are addicted to online

gaming such as MMORPG. Where your aim is to level up as high as you


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can, get cool items that you can boast of and to and to motivate yourself

more as you play your favorite online game.


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THE PROBLEM

Statement of the Problem

This study aims to determine the academic issues of computer

addiction among Senior High School students in UC-METC. This study will

be conducted during the Second Semester of School Year 2018-2019.

Specifically, the Study seeks to answer the following questions:

1. What are the Academic Issues?

2. What is the top most academic issue?

3. Based on the Findings, what action plan can be proposed?


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The Significance of the Study

The result of this study will benefit the following:

Administration. This will help the school administrations idea on how to

identify and to handle those computer addict students, to understand the

situation of their students.

Grade 11 and 12 Senior High School Students of UC-METC. The student

will be aware of the possible outcomes that will affect their physical, mental,

and social health that the cause is using too much computer and to help them

prevent from being sick or to have an IAD (Internet Addiction Disorder) and

other negative health effects that may come. This also helps them to identify

if they are computer addicts, to limit their usage of computers, and to help

them not to fail their school work.

Parents- this will also benefit the parents to help them identify if their child

is a computer addict, to help them guide and forbid their child to have an

excessive use of computers.


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DEFINITION OF TERMS

Academic Issues- Are issues that affects the learning of once student.

It causes the students career to fail due to lack of attention from teachers,

bullying, fatigue, stress, depression and other issues that are great threat to

the student’s education.

Computer Addiction- Is an excessive use or compulsive use of

computer which consists of serious negative effects for personal, social,

occupational function, and academic performance.

G12 Senior High School Students- They are the Respondents that

the researchers picked for their research study.

Motivation- force that initiates, guides, and maintains goal-oriented

behaviors. It is what causes us to take action, whether to grab a snack to

reduce hunger or enroll in college to earn a degree. The forces that lie

beneath motivation can be biological, social, emotional, or cognitive in

nature.
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CHAPTER 2
REVIEW OF RELATED LITERATURE

Anand (2007) found a negative correlation between the amount of

time spent playing video games and the GPA and SAT scores of students.

This means that GPA and SAT scores decreased as time spent playing

increased.

American Psychiatric Association (2009), states that, students

nowadays do have a known disorder, which is the IAD (Internet Addiction

Disorder). They may not be able to know that they have this disorder until

they realized that playing or using computer is more prioritized than doing

school works. Students get so obsessed with online gaming like Defense of

the Ancient, left for Dead, Cabal, etc. that they tend to sacrifice their

academic sides just to go to computer shops and play, not noticing the time

while using the computer.

In the educational arena, the effects of Internet Addiction can be seen

as students get poor grades or are placed on academic probation because

they spend too much time on the Internet rather than on their studies Chou et

al. (2005).
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Croft (2016), states that addicts' lives and become unmanageable,

include: compulsive use of the Internet, a preoccupation with being online,

lying or hiding the extent or nature of your online behavior, and an inability

to control or curb your online behavior. If your Internet use pattern interferes

with your life in any way shape or form, (e.g. does it impact your work,

family life, relationships, school, etc.) you may have a problem. In addition,

if you find that you are using the Internet as a means to regularly alter your

mood you may be developing a problem. It is important to note that it is not

the actual time spent online that determines if you have a problem, but rather

how that time you spend impacts your life.

According to Dr. Brent Conrad (2018), Children and teens who are

addicted to computer games very often experience falling grades and

decreased academic performance and dedication. Completing homework,

studying for tests, and efforts during school become very low priorities.

According to dzBB radio (2010), DepEd secretary Mona Valisno has

ordered a tighter watch on Internet cafés, particularly those in school zones,

during class hours. Valisno said the DepEd has received many reports of

students cutting classes and spending their time online instead, playing

online games or dabbling in social networking sites such as Facebook and


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Friendster. More worrisome, she noted, are the students who would visit

pornographic sites. Valisno appealed to owners of Internet cafés not to allow

students –especially those still in uniform– to spend time in their

establishments, especially during class hours. The DepEd’s move coincides

with efforts by local government units to regulate Internet shops in time for

the opening of classes on June 15.

Hall et al. (2001), we made four personal interviews with

undergraduates whom we came in contact with through common

acquaintance’s, both Swedish and Chinese students. These students are

thought to be addicted to the online games in the University of Gävle. In

order to ensure that the undergraduate students ae addicted to online games,

to prepare a test that can identify whether they are addicted before we started

the interview. The test itself is based on Young’s internet addiction test

which uses DSM-IV pathological gambling criteria to analyze whether the

person is addicted or not.

Jaruratanasirikul, et al. (2009), states that, they found that the

excessive playing of video games (five hours or more per session) resulted

in school grades that were below a 3.00 average, and that time spent playing

was a predicator of academic performance. They also suggested that video

games indirectly lead to decreased performance through promoting violence.


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Klaus et al. (2008) gaming addiction is negatively associated with

academic achievement.

In a sample of German teens, 6.45 of subjects fulfilled the author’s

diagnostic criteria for gaming addiction. These adolescents were mostly

male and had low educational backgrounds (Klaus et al. 2008)

According to Kendra Cherry (2008), people are motivated to do things

because of external rewards. For example, you might be motivated to go to

work each day for the monetary reward of being paid. Behavioral learning

concepts such as association and reinforcement play an important role in this

theory of motivation.

The spend large amount of time in front of the computer doing

unnecessary things like; visiting porn sites, watching pornographic

videos/images, involving in a cyber-relationship, involving in information

overload, addiction o computer games and doing net compulsions instead of

studying (Lowinson, 2004)

According to Marjorie Maralit et al. (2010), Mapua Institute of

Technology (2009), 9 out of 16 students are at risk of being hooked with the

computer games and have academic failure for the first quarter of school
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year 2009-2010. They make conscious efforts just to be with their computers

and continue failing.

Mu (2006) points out that some of the man symptoms of internet and

online games addiction, including the decrease in friend and face to face

interactions with others.

Internet addiction is relatively new phenomenon in which social workers and

psychologists are unaware of and are thus unprepared to treat at present. Mu

(2006).

In Germany, 1.5 -3.5% of teenage internet users shows signs of

gaming addiction. Gaming addiction is associated with higher rates of

anxiety and depression, and poorer academic performance (Puekert et al.

2010)

Raz (2008), states that, the dropout rate of students during the school

year (20016-2007) is a total of 1071 and for the last school year (2007-2008)

they have gathered 1121 students dropped out of the institute is because of

computer addiction. This is a proof that as technology advances particularly

on computers, the number of students who became computer addicts and the

number of influences on computer addiction increases. Peer pressure is also

one of the problems why students get easily addicted in computer games and
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software, which can ruin their entire school career which will lead them to

dropping out of school.

The FCC has specially accused World of Warcraft, one of the most

popular games, as leading to college dropouts (Somaiya, 2009).

Syracuse University (2007) on the Science Daily Website, states that,

online games may have significantly negative consequences, especially in

the lives of students, through causing distraction and interfering importing

reaction of out-game life actions, such as academic performance help and

social life. For purposes of clarity, in the rest of this thesis online games will

be also referred to us “massive multi player” or “MMOG.”

According to Young (2007), many universities and hospital clinics

have set up outpatient clinics, programs and campus support groups to help

those who are addicted to the Internet.

Adults who are addicted to computer games may experience a similar

deterioration in work performance, job dedication, and career aspirations.

Zhang (2007) and Zhou (2007), who also research the same topic,

reported different results on the online game addiction and the finding

supported the same symptoms. With regards to undergraduate students who

were addicted to the internet or online games, Zhang indicated that most of
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these students had bad grades in their universities. Moreover, Zhuo stated

that the physical symptoms of internet and online game addiction were

cervical spondylosis, neurasthenia and insomnia. Cervical spondylosis, a

fairly common symptom of many MMORG players, is essentially a spinal

injury which results from keeping the same sitting position for hours while

playing games. This situation is more often than not leads to injurie to the

cervical vertebra on the spinal cord. Neurasthenia on the other hand is a

neurological disorder that results from when players engaged in hours and

hours of game playing with no virtually sleep intervals in between. Even

though players may end up playing games for a long time before going to

sleep, their brains still keep running and experiencing phantom excitement

from playing games even they are asleep. This causes sleep sensitivity and

disorders which induced addictive players to wake up several times during

the night and as such this leads them suffering from insomnia which can

cause mental anxiety and eventually result in nervous breakdowns and

general tiredness.
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CHAPTER 3
REASEARCH METHODOLOGY

Research Design

This study uses quantitative correlation method of research.

INPUT PROCESS OUTPUT

 Academic  Quantitativ  Proposed


Performanc e Action Plan
e of Senior Descriptive
High Survey
School Design
Students  Data
 Effects of Gathering
Computer  Analysis of
Addiction Data
in Senior  Interpretati
High on of Data
Students

Figure 1
RESEARCH FLOW
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Research Setting

This study will be conducted at University of Cebu-Maritime

Education and Training Center (UC-METC). This is located at Alumnos,

Mambaling Cebu City house varied course. The UC-METC has maritime

courses the Bachelor of Science in Maritime Transportation (BSMT),

Bachelor of Science in Maritime Engineering (BSMar-E). Living with us

Mission is to produce a world-class seafarer. The University of Cebu-

Maritime Education and Training Center also has Elementary and High

School Department following the Senior High School Department that has a

Grade 11 and 12 Pre-Baccalaureate Maritime Track.

Research Respondent

The total sample size is 100 respondents. Computed using Calmorin’s

Formula. The sample will be identified using sampling method. The grade

12 students are chosen to be the respondents, because they are the identified

population to have experienced the problem.

Research Instrument
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The principal instrument which is used in order to gather data of the

study is a researcher made questionnaire that will be given to each students

to be filed in and to be collected on the same day. The questionnaire is a 1-

part questionnaire and has 15 questions, answerable by yes or no.

Data Gathering

Letters will be send to the Basic Education Principal to ask

permission to conduct a study. Upon the approval of the study, the

distribution of questionnaires will follow. The respondents will be given a

15 minute’s time to answer the given questions. After the answering of the

respondents the questionnaires will be collected. The answers of the

respondents were then tallied. Then the data gathered in this survey was

treated and then validated.

Statistical Treatment

Data to be collected on this study is to be treated and validated. The

researchers will be using the formula, Percentage (%) = F/N * 100 where F-

stands for the frequency of responses and N- stands for the participants.

Where: F = Stands for the frequency of responses

N = Number of respondents

P = Percentage

FORMULA %=(F/N)X100
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%= Percent

F= Frequency

N= Number cases

REFERENCES

Anand (2007) The Effects of of Video Game Play on Acaemic Performance.


Retrieved from

https://scholar.utc.edu/cgi/viewcontent.cgi?
article=1197&amp=&context=mps&amp=&sei-redir=1&referer=https
%253A%252F%252Fwww.bing.com%252Fsearch%253Fq%253Deffect
%252Bof%252Bvideo%252Bgame%252Bplay%252Bon%252Bacademic
%252Bperformance%2526form%253DEDGTCT%2526qs%253DPF
%2526cvid%253D8a8e217e1fa44b478ba491b994347e33%2526refig
%253D3aabdbd8b60e4de8efb96baed99d465f%2526cc%253DPH
%2526setlang%253Den-US#search=%22effect%20video%20game%20play
%20academic%20performance%22

Ahn and Randall (2008) Causes of Internet Addiction. Retrieved from

https://upangshspm9group4blog.wordpress.com/addiction-to-online-
gaming/?
fbclid=IwAR096YUofTQjMYCilIncO76PtKQSqxsxzKH28HstI2gbLbrkga
LkFdE5kRk

chou et al. (2005) the effects of Internet Addiction in the educational arena.
Retrieved from

https://files.eric.ed.gov/fulltext/EJ1137201.pdfCroft (2016)
InternetAddiction FAQs Retrieved from.
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https://www.healthyplace.com/addictions/center-for-internet-addiction-
recovery/internet-addiction-faqs

Cherry (2008) Incentive Theory of Motivation retrieved from

https://www.verywellmind.com/the-incentive-theory-of-motivation-2795382

dzBB Radio (2010) Deped to watch Internet shops for class-cutting pupils.
Retrieved from

https://www.gmanetwork.com/news/scitech/content/193294/deped-to-
watch-internet-shops-for-class-cutting-pupils/story/?
fbclid=IwAR0Q6YBP3ijej3h4hj32sZelGDqtQ77NEKzHgw4XQSnHkfV42
Y7ZW9a3xpQ

Dr. Brent Conrad (2018) Child Video Game Addiction. Retrieved from

http://www.techaddiction.ca/child-video-game-addiction.html

Hall et al. (2001) The Effects of Video Game Play on Academic


Performance, Retrieved from

https://scholar.utc.edu/cgi/viewcontent.cgi?
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%2526cvid%253D8a8e217e1fa44b478ba491b994347e33%2526refig
%253D3aabdbd8b60e4de8efb96baed99d465f%2526cc%253DPH
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%252Bof%252Bvideo%252Bgame%252Bplay%252Bon%252Bacademic
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Klaus et al. (2008) Effects of online Game Addiction to the Students of the
Senior High School Students of Southern Christian Collage

https://www.thieme-connect.com/products/ejournals/abstract/10.1055/s-
0030-1248442

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0030-1248442

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to-the-Academic-Performances-of-Mapua-Institute-of-Technology-First-
Year-Students?fbclid=IwAR3TWKSfOEjjYA-
M8PVdhoB43SG8t_HL1PrPHQZNwns2XVVS3MY_4gsOUnE

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phenomenology, comorbidity, etiology, diagnostics and therapeutic
implications for the addictives and their relatives. Retrieved from

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0030-1248442

University (2007) Science Daily Website. Retrieved from


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https://www.divaportal.org/smash/get/diva2:602320/FULLTEXT01.pdf?
fbclid=IwAR3_WwAAuFgIShlvKnh8-
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en-US
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CHAPTER 4
PRESENTATION, ANALYSIS AND INTERPRETATION OF DATA
This chapter presents the data gathered by the researchers about the

Academic Issues of Computer Addict Students. The researcher’s data are

presented in percentage and tables to ensure a clear view of the outcome of

the study.

Table 1
ACADEMIC ISSUES FREQUENCY PERCENTAGE (%) RANK

1. Do you need to play online games with increasing amounts of time


58 58% 2
in order to achieve the desired excitement?
2. I have prioritized playing or using computer than school works. 32 32% 15
3. I tend to sacrifice academic activities just to go to computer shops
33 33% 14
and play.
4. I do not notice the time when playing computer games. 58 58% 2
5. Are you preoccupied with gaming (thinking about it when offline,
47 47% 4
anticipating your next online session)?
6. I’m influenced by my peers to play computer games. 46 46% 5
7. Do you spend a large amount of time using the computer doing
37 37% 11
unnecessary things like visiting porn sites?
8. Have you lied to friends and family members to conceal extent of
40 40% 8
your online gaming?
9. My school performance have decreased due to computers. 35 35% 13
10. I have failed grades due to my online game addiction. 36 36% 12
11. Do you feel restless or irritable when attempting to cut down or
39 39% 9
stop online gaming?
12. Have you made repeated unsuccessful efforts to control, cut back,
43 43% 7
or stop online gaming?
13. Do you use gaming as a way of escaping from problems or relieve
59 59% 1
feelings of helplessness, guilt, anxiety, or depression?
14. I have experienced depression due to my Online Game addiction. 31 31% 16
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15. I skip class to play computer games. 31 31% 16


16. Have you jeopardized a job, educational, or career opportunity
38 38% 10
because of your online gaming habit?
17. Have you jeopardized or lost a significant relationship, or even
45 45% 6
cause conflict to your family because of your online gaming habit?
Academic Issues of Computer Addict Students

Table 1 presented the academic issues of computer addict students in

accordance to its data, frequency, percentage and rank.

The first column in the table is the Academic Issues of students which are

the numbers of each questions in the research instrument which is 1, 2, 3,

5……17.

The second column is the frequency of the student’s answer to each

corresponding question.

The third column is the percentage of the students who answered yes to each

corresponding questions.

The fourth column is the total percentage of the students who agrees the

question that affects them the most.

The fifth column is the rank which helps to identify the questions from

highest to lowest academic issues that affects the students.


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CHAPTER 5

SUMMARY, FINDINGS, CONCLUSIONS AND

RECOMMENDATIONS

This chapter presents the summary of the study, the findings based on

the data gathered and the statistical treatment, conclusion and

recommendation based on the analysis of Academic Issues of Computer

Addict Students in University of Cebu-METC.

SUMMARY

The study determined the academic issues of computer addict students

in University of Cebu-METC SY 2018-2019, second semester. The findings

were the basis for an action plan.

Specifically, the study answered the following questions.

4. What are the Academic Issues?

5. What is the top most academic issue?

6. Based on the Findings, what action plan can be proposed?


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The study was conducted in University of Cebu- METC. This study

employed correlational survey method since it facilitates data collection

basically by the use of research tool. Data were gathered and analyzed using

statistical treatment and purposive sampling method. Data was analyzed

using descriptive statistics such as frequencies and percentages and

summarized tables. The analysis revealed a number of findings. These are

summarized on the research objectives.

FINDINGS

1. The Academic Issues are:

1.1 The students are playing computer games with an increasing amount

of time in order for them to achieve their desired excitement.

1.2 The students prioritized playing or using computer than school works.

1.3 The students tend to sacrifice their academic activities just to go to

computer shops and play.

1.4 The students do not notice the time when playing computer games.

1.5 The students are preoccupied with gaming (Thinking about it when

offline, anticipating your next online session).

1.6 The students are influenced by their peers.

1.7 The students spend a large amount of time using the computer doing

unnecessary things like visiting porn sites.


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1.8 The students lied to their friends and family members to conceal

extent of their online gaming.

1.9 The students school performance has decreased due to computers.

1.10 The students have failed grades due to their online addiction.

1.11 The students feel restless or irritable when attempting to cut

down or stop online gaming.

1.12 The students have made repeated unsuccessful efforts to

control, cut back, or stop online gaming.

1.13 The students use gaming as a way of escaping from problems or

relieve feelings of unhappiness, guilt, anxiety, and depression.

1.14 The students experienced depression due to their online gaming

addiction.

1.15 The students skip class to play computer games.

1.16 The students jeopardized a job, educational, or career

opportunity because of their online gaming habit.

1.17 The students jeopardized or lost a significant relationship, or

even cause conflict to their family because of their online gaming

addiction.

2. The topmost academic issue why students are being addicted to computer

games in S.Y. 2018-2019 second semester is the question number 13,


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Most of the senior high school students in the University of Cebu-METC

agreed that they use gaming as a way of escaping from problems or

relieve feelings of helplessness, guilt, anxiety, and depression that’s why

they became addicted to it.

3. The action plan can be proposed to this is that. The school must lessen

the number of projects, assignments, and other activities that the students

must accomplish outside the school during weekends to help them

prevent from being depressed.

CONCLUSION

Based on the findings of the study, the following conclusion were drawn:

The researchers conclude that most of the students in University of

Cebu-METC Excessively used computer to play online games to relieve

their stress, depression and anxiety due to their academic issues.

Furthermore, as these students play MMORPG and other online

games, they gain rewards by leveling up, completing every quest and

boasting their achievements in the game with other players.

Therefore, they tend to keep playing computer games, because they

feel rewarded and it is a way for them to relax, because of too much

activities and projects that are keeping them busy in the school.
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RECOMMENDATION

1. The researchers recommend that the research paper will be used as a

future reference in their study.

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