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Chapter 1

INTRODUCTION

Background of the Study

"As the technology improvement cases the possibility of many things, it

has made some wanted and unwanted significant change in people's daily life".

Life has gotten so used to have technology that some individual can't imagine

their live without them.

Today's modern times, computer gaming is very common and is becoming

essential to human's lifestyle. Some types of computer games are DOTA 2,

COC, ROS, and many more. Teenagers and adults are attracted easily with

these games because it gives them enjoyment. Additionally, they have

considered it as part of their normal leisure activities and spend a lot of time

playing them.

Computer gaming is naturally good. According to some researches it

enables the mind of the gamers to be more active, especially those puzzle-based

games. It help them to come up with decisions in tight situations. However, when

they spend too much time for these games, it might lead them to computer

addiction. And if that's the case, there's a tendency that they will ignore other

activities such as school works, projects and worst they won't find time to study

and ignore their academic performance.

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Although, computer gaming brings advantage especially to the students, it

is undeniable that it affects negatively on the student's academic performance.

But, if one chooses the right educational computer games, he/she will excel in

his/her studies. Unfortunately, people find it hard to control their behaviours upon

playing computer games. After all, it's all about how people managed/balanced

time well and put limitations to their actions.

Researchers have chosen this topic because based on their observations,

students from Cantabaco National High School have poor academic performance

and the reason behind it is Computer Gaming.

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Statement of the Problem

This study examines the effects of computer gaming towards the

academic performance of the students of Cantabaco National High School, S. Y.

2018-2019.

Specifically, it aims to provide answers to the following questions:

1. How many hours do students spend on computer games per week?

2. How many students have poor academic performance? Better

academic performance?

3. What is the relationship between computer gaming and students’

academic performance?

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Review of Related Literature

Many researchers have stated that computer gaming has positive effect of

student's academic performance. Zapp(2006) Stated that computer games are

useful tool for developing children's cognitive and problem-solving skills. Another

study by M. Scifi, et al, showed that computer gaming has no significant effects

on student's disposition to critical thinking and their educational achievement.

The result of this research showed that computer games have affected on the

reduction of authenticity and expansion dimensions of students are meaningful.

Other researches showed that computer gaming has negative effect on

student's academic performance. Gelfond(2005) Concluded that computer

games, offer diverse methods for problem studies. Moreover, Somaiya(2009)

stated that computer games could lead students in dropping-out from school.

Students can become obsessed with these games and become disengaged from

schools, friends and life in general.

Hypothesis

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The previous review of research supports linkages between computer

gaming and academic performance of every student. Thus, lending support to a

set of testable hypotheses.

H​o​: Researchers suggest that there is a significant relationship between

computer gaming and academic performance.

H​a​: ​Researchers suggest that there is no significant relationship between

computer gaming and academic performance.

Significance of the Stud

The students will be given an idea whether computer gaming is good

for them or not. They will be able to know on what way do computer gaming

affects their academic performance. Thus, they will be able to learn on how

to put limits to their actions.

Parents will serve as basis to share the information or ideas about

computer gaming with other parents . It will also help them to understand the

behavior of their children when they are engaged into such activity.

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Teachers will be able to guide the students. It will also provide

additional knowledge on what strategy to use to educate students about the

effects of computer gaming to students’ academic performance.

Community will be aware about the effects of computer gaming. Thus,

it will give them an idea or insights if computer gaming is good or not.

RESEARCH METHODOLOGY

Research Design

This study utilizes the Quantitative Research. It is a correlational type

of research.

Research Environment

This study was conducted at Cantabaco National High School,

Cantabaco, Toledo City.

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Research Respondents

Since this study uses Purposive Sampling in collecting data, the

researchers have set criteria of how research respondents are being

chosen.

CRITERIA:

● Respondent is currently enrolled at Cantabaco National High School.

● He/She spends 11 hours above per week in computer gaming.

Research Instrument

● Survey Questionnaires

● Documents Review

-the First Grading General Average was used as a basis in identifying the

Effects of Computer Gaming to the chosen respondents of Cantabaco

National High School.

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Flow of the Study

We sent a letter to the principal about our research and ask permission for

it. After the letter approved, we immediately proceed to the data gathering

process. After gathering the data, we analyzed and used the proper statistical

treatment for our study which is the Z-test Proportion. Then we made a

PowerPoint Presentation about our topic research. After all, we presented

Chapter 1 of our research to the teacher, class or the people who are involved to

our topic research.

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CHAPTER II

Presentation of Data

General Average

Fig. 1

Grades

79 below = poor academic performance

80 above = better academic performance

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X f fx x-x (x-x)​2 (f)(x-x)​2

66 1 66 66-79.7 -13.7 187.69 187.69

69 2 138 69-79.7 -10.7 114.49 228.98

71 1 71 71-79.7 -8.7 75.69 75.69

73 1 73 73-79.7 -6.7 44.89 44.89

74 1 74 74-79.7 -5.7 32.49 32.49

75 1 75 75-79.7 -4.7 22.09 22.09

79 5 395 79-79.7 -0.7 0.49 2.45

80 3 240 80-79.7 0.3 0.09 0.27

81 1 81 81-79.7 1.3 1.69 1.69

82 4 328 82-79.7 2.3 5.29 21.16

83 2 166 83-79.7 3.3 10.89 21.78

84 1 84 84-79.7 4.3 18.49 18.49

85 3 255 85-79.7 5.3 28.09 84.27

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86 3 258 86-79.7 6.3 39.69 119.07

87 1 87 87-79.7 7.3 53.19 53.29

n=30 ∑fx=2391 ∑f(x-ẋ)2​=914.3

x=​∑fx O=​∑f(x-x)​2 Mode : 79


n n Median : 80.5
=​2391 =​914.3 Mean : 79.7
30 30 Variance : 30.48
=79.7 =30.48 Standard Deviation : 5.52

Grades (General Average)

Fig. 2 ​Computer Gaming vs Grades

x f fx x-x (x-x)​2 (f)(x-x)​2

12 2 24 12-23.1 -11.1 123.21 246.42

15 3 45 15-23.1 -8.1 65.61 196.83

18 1 18 18-23.1 -5.1 26.01 26.01

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20 2 40 20-23.1 -3.1 9.61 19.22

21 5 105 21-23.1 -2.1 4.41 66.15

24 11 264 24-23.1 0.9 0.81 8.91

25 2 50 25-23.1 1.9 3.61 7.22

28 1 28 28-23.1 4.9 24.01 24.01

35 1 35 35-23.1 11.9 141.61 141.61

42 2 84 42-23.1 18.9 357.21 714.42

n=30 ∑fx=693 ∑f(x-x)​2​=1450.8

x= ​∑fx​ O2= ​∑f(x-x)​2 Median: 24


n n Mode: 24
= ​693​ = ​1450.8 Mean: 23.1
30 30 Standard Deviation: 6.95
= 23.1 = 48.36 Variance: 48.36

x y x-x y-y (x-x)(y-y) x-x​2 y-y​2


66 15 -13.7 -8.1 110.97 187.69 65.61
69 20 -10.7 -3.1 33.17 114.49 9.61
69 42 -10.7 18.9 -202.23 114.49 357.21
71 21 -8.7 -2.1 18.27 75.69 4.41
73 24 -6.7 0.9 -6.03 44.89 0.81
74 24 -5.7 0.9 -5.13 32.49 0.81
75 24 -4.7 0.9 -4.23 22.09 0.81
79 25 -0.7 1.9 -1.33 0.49 3.61
79 24 -0.7 0.9 -0.63 0.49 0.81
79 15 -0.7 -8.1 5.67 0.49 65.61
79 24 -0.7 0.9 -0.63 0.49 0.81
79 24 -0.7 0.9 -0.63 0.49 0.81
80 21 0.3 -2.1 -0.63 0.09 4.41
80 28 0.3 4.9 1.47 0.09 24.01
80 24 0.3 0.9 0.27 0.09 0.81
81 21 1.3 -2.1 -2.73 1.69 4.41
82 24 2.3 0.9 2.07 5.29 0.81
82 21 2.3 -2.1 -4.83 5.29 4.41

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82 12 2.3 -11.1 -25.53 5.29 123.21
82 24 2.3 0.9 2.07 5.29 0.81
83 35 3.3 11.9 39.27 10.89 141.61
83 18 3.3 -5.1 -16.83 10.89 26.01
84 21 4.3 -2.1 -9.03 18.49 4.41
85 24 5.3 0.9 4.77 28.09 0.81
85 42 5.3 18.9 100.17 28.09 357.21
85 12 5.3 -11.1 -58.83 28.09 123.21
86 15 6.3 -8.1 -51.03 39.69 65.61
86 24 6.3 0.9 5.67 39.69 0.81
86 25 6.3 1.9 11.97 39.69 3.61
87 20 7.3 -3.1 -22.63 53.29 9.61
∑(x-x)(y-y)= ∑(x-x)​2= ∑(y-y)​2=
Mean=79.7 Mean=23.1
-77.1 914.3 1406.7

r= ​∑[(x-x)(y-y)]
√∑(x-x)​2 ​∑(y-y)​2

= ​-77.1
√(914.3)(1406.7)

= -​ 77.1
1134.08

= -0.068

Interpretation of Data

Fig.1 has shown that, (60%) 12 out of 30 students have poor academic

performance. Meanwhile, (40%) 18 out of 30 have better academic performance.

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As shown in Fig. 2, the graph falls randomly which indicates that there is

no linear relationship found between the two variables. Using Pearson’s

correlation coefficient formula, the researchers have found out that the range is

​-0.068. Hence, there is a zero correlation between the no. of hours spent of a

student in computer gaming and his/her academic performance.

Hypothesis:

The researchers decided to reject the null hypothesis (H​o​) and accept the

alternative hypothesis (H​a​).

CHAPTER III

Conclusion

60% of the selected computer gamers are not affected negatively in terms

of their academic performance. However, it is undeniable that 40% of them have

poor academic performance.

Researchers concluded that there is no significant relationship between

computer gaming and academic performance of the students of Cantabaco

National High School. Thus, computer gaming does not have negative effects

towards students’ academic performance.

Recommendation

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Researchers recommend that students must focus and spent more time

with their studies. But that doesn’t mean, that they won’t engage themselves in

other activities, such as computer gaming. In other words, one should learn how

to manage time properly.

The researchers of this study also recommend further research and more

samples of computer gamers must be solicited.

References

https://www.medicinenet.com/script/main/art.asp?articlekey=15912

https://www.igi-global.com/dictionary/academic-performance/42383

https://www.questionpro.com/blog/correlational-research/

https://www.sisinternational.com/wShat-is-quantitative-research/

https://www.vocabulary.com/dictionary/tardiness

https://www.healthline.com/symptom/drowsiness

https://www.statisticshowto.datasciencecentral.com/z-test/

https://www.statisticshowto.datasciencecentral.com/probability-and-statistics

/correlation-coefficient-formula/

Definition of Terms

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Academic Performance- ​the total score or grade point which is attained by

distance learners. It is measured using a trimester’s grade point

average (GPA) and an academic year’s cumulative grade point average

(CGPA).

Computer Addiction-​a disorder in which the individual turns to the Internet

. or plays computer games in an attempt to change moods, overcome

anxiety, deal with depression, reduce isolation or loneliness, or . . .

distract themselves from overwhelming problems.

Computer Gaming- ​a computer-controlled game where players interact with

objects displayed on a screen for the sake of entertainment.

Correlational Research-​is a type of non-experimental research method, in

. which a researcher measures two variables, understands and assess

. the statistical relationship between them with no influence from any .

. extraneous variable.

Gamer-​a hobbyist or individual that enjoys playing various types of digital or

online games. Generally, a gamer refers to any kind of gaming

enthusiast, but when used in IT, the term refers to those that utilize a

full range of electronic or digital games.

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-a person who plays games; especially: a person who regularly

plays computer or video games.

Pearson Product Moment Correlation (PPMC)​- shows the linear

relationship between two sets of data. PPMC will not give you any

information about the slope of the line; it only tells you whether there is a

relationship.

Purposive Sampling-​ a non-probability sample that is selected based on

characteristics of a population and the objective of the study. It is also

known as judgmental, selective, or subjective sampling.

Quantitative Research-​a structured way of collecting and analyzing data

obtained from different sources. It involves the use of computational,

statistical, and mathematical tools to derive results.

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