You are on page 1of 7

Statement of the Problem

This study is conducted in order to find out the effects of the online games among

maritime students in University of the Visayas. This study seeks to answer the following

questions:

1. What are the effects of addicting online games?

2. What are the causes of addicting online games?

3. Based on the finding of study, what methods can be proposed to solve the above

problem.

Significance of the study

This study will be conducted in order to find out the effects of online games among

maritime students in University of the Visayas. Benefiting the study are the various sector

in the academic community such as the following:

The Students

The direct recipients of this study are the students. As a student , this research study

will serve as a guide to the Maritime students to minimize their online games habit,

instead of it, they must focus to study in order to pass the all subjects.

The Teacher

Since they are the second father/mother of the students. As a Teacher to a student, this

research study will teach the Teacher to encourage the students to study, instead of

playing online games. This will also enable them to advise the students to have a good

grade in all subjects.

The High School Principal

Since they are the persons holding the highest position of the department, they have a
right to implement changes that would increase the quality of the students. The result of

this study will help the Maritime college to move an up-to-date and quality education.

Future Researchers

This research study will serve as a guide for the succeeding students having the same

field.

Scope and delimitation

The main goal of this study is to find out the Effects of Online Games among the

Students. The logic behind in this study is to know the effects and causes of playing

Online Games and also to encourage the Students to focus on their study habits, to make

it more specific, this study will further formulate possible methods to produce a good

quality graduates, this will also a guide for those students wants to succeed in their life to

have a good future someday. The materials of this study are further from Library, Books

and Computer. this is conducted from October 14, 2014 to October 17, 2014.

Definition and Terms

A Book is a written or printed work consisting of pages glued or sewn together along

one side and bound in covers, and also Book is a bound set of blank sheets for writing or

keeping records in. In this study, book is use to write or records all the gathering data that

we have.

A Computer is a general purpose device that can be programmed to carry out a set of

arithmetic or logical operations automatically. Since a sequence of operations can be

readily changes, the computer can solve more than one kind of problem. In this study, this

is use to find the assignments answers, reports and making research paper and also use to

play games, sending e-mails, and type a documents.


The Internet is a global system of interconnected computer networks that use the

standard Internet protocol suite (TCP/IP) to link several billion devices worldwide

Internet is today one of the most important part of our daily life. There are large numbers

of things that can be done using the internet and so it is very important. You can say that

with the progress in the internet we are progressing in every sphere of life as it not only

makes our tasks easier but also saves a lot of time. In this study, internet is used for

different purposes depending upon the requirement like Communication, Research,

Educations, Financial Transaction, and Real Time Updates.

A Library is an organized collection of sources of information and similar resources,

made accessible to a defined community for reference or borrowing. It provides physical

or digital access to material, and may be a physical building or room, or a virtual space,

or both. A library’s collections can include books, periodicals, newspapers, manuscripts,

films, maps, prints, documents, microform, CDs, cassettes, videotapes, DVDs, Blu-rays

Discs, e-books, audio books, databases, and other formats. In this study, this very useful,

it can helps a student to research their topics through library and also library use to find

the assignments answers.


Chapter II

METHODOLOGY OF THE STUDY

Research Design

This study will follow a descriptive design because this is based on a scenario that is

happening in the status quo. Result from this research can in no way be applied as an

accurate answer or to disprove the hypothesis but if the boundaries are understand, result

can still be useful in many researches. Moreover, this study will also use in quantitative

method. Quantitative method will be used because there are test, queries, and

questionnaires that will be answered by the student which will serve as accurate

information and data to be analyzed in order to arrive with the result. These statistical

records will be utilized in order to obtain clear and accurate finding on the study.

Research Respondents

The Students who addicted in online games.

Gothong National high school will be the target respondents of the study are involved in

the study due to the fact that the information had gathered from them is vital for the

completion of this study.

Research Instruments

The Instruments that we use in this research study are the Books, Computer, Internet, and

Library. Books, we use this to record all the gathering data that we have, Computer, we

use this to type all data in Microsoft Office World, Internet, we use this in connecting an

internet to research all the topics in google.com, and Library, we use this also to get some

data in the library.


Research Locale or Research Invironment

The research will be conducted within the vicinity of the Gothong national High School, ,

located at C. Padilla Street, Cebu City.


References

http://www.igi-global.com/article/effects-online-interactive-games-high/73937

1. "IPTO -- Information Processing Techniques Office", The Living Internet, Bill Stewart

(ed), January 2000.

2. a Kempf, Karl (1961). "Historical Monograph: Electronic Computers Within the

Ordnance Corps". Aberdeen Proving Ground (United States Army).

http://ict123.wordpress.com/topics/introduction-to-a-computer/uses-of-computer/

http://top-10-list.org/2013/06/22/top-10-uses-of-internet/

1. "Book". Dictionary.com. Retrieved 2010-11-06.

http://english-umb.blogspot.com/2011/11/normal-0-false-false-false-in-x-none-x.html

http://uv.edu.ph/
Questions Directions: Please indicate your level of agreement or disagreement with each

of these statements regarding the Effects of Online Games among Maritime Students.

Place an “X” mark in the box of your answer.

1. Have you ever play online games? __ Yes __ No

2. Any good effects of playing online games that have happened to you ?

____________________________________________.

3. How much you spent money in Online Games? _________.

4. What would be the effects of online games to students?

_______________________________________________.

5. How long will you play online games in a day? _______________.

You might also like