L i p a C i t y C o l l e g e s
The Affect of Online Games to the Student of AHRM 1F
THEORETICAL AND CONCEPTUAL FRAMEWORK
This part presents a review of some studies undertaken in the local setting andabroad. It also includes Literature and Theories, which serve as underpinnings of thepresent study. A discussion of the Conceptual Framework is also part of this part.
This study further concerned on cognitive ability of the students and theirperformance in the actual classroom interaction. The following are the three theories ofmotivation that supports the idea on how to arouse the attention of the students:1.Instrumental/operant learning: (Skinner) it states that the primary factor isconsequences: rein forcers are incentives to increase behavior and punishers aredisincentives that result in a decrease in behavior.(Stimulus => response => reward)
The desire of reward is one of the strongest incentives of human conduct; ... the bestsecurity for the fidelity of humankind is to make their interest coincide with theirduty. --Alexander Hamilton (The Federalist Papers)3.Observational/social learning: (Bandura) it suggests that modeling (imitatingothers) and vicarious learning (watching others have consequences applied to theirbehavior) are important motivators of behavior.
Figure 1 presents the paradigm of the study. Playing Online Games is theIndependent Variable while the Students Academic Performance is the DependentVariable. Spending more time playing online games may affect the student’s academicperformance.
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PLAYING ONLINE GAMES