Professional Documents
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Introduction
Computer games are the most popular entertainments in modern societies and they
target a variety of people in different ages. The addiction to the rivalry and excitements of
the games make them the most common recreational programs for today's teenagers, so
that they do anything to reach a higher level of the game, they immerse in the game so
much that they completely separate from their surroundings. Challenging with the
obstacles and reaching a higher level in the game, make the players excited and losing the
game make them anxious. Computer games started in 1972 with Pang, a computer tennis
game, and then developed hardware and software systems. Improvement of quality and
variety of games increasingly spread it in the society especially adolescences. It is believed
that computer games like watching TV provides opportunities for visual learning.
Especially because these games are more active compared to watching TV, they are
considered more effective. Since these games are known as the second entertainment after
TV, opponents of these games emphasize on their negative effects such as stimulating
anger and violence, costing a lot of money and having negative effects of physical and
mental health, which are much higher than the positive effects of the games such as
increasing the coordination of eyes and hands. As Klein and Keepers mentioned in their
research reports in 1990, students who prefer computer games to other entertainments have
more behavioral problems that other students (cited from Patton).Currently in Philippines ,
a great part of students' leisure time out of school is spent on computer games. The reasons
for adolescents' attraction to these games include being excited and easily accessible while
authorities and families do not have any proper plan for students' leisure time and there is
not many options for their entertainments.
Playing computer games to some extent can be useful, but long-term playing leads
to various physical and mental complications. Long term involvement with these games
means the players have long term tension, restlessness and are worrisome and during the
game, physical tensions and real physical stimulations are experienced. By sympathetic
nervous system stimulation, this can gradually make this system sensitive and ready for
The term became more widespread with the explosive growth of the Internet, as
well the availability of the personal computer. Computers and the Internet both started to
take shape as a personal and comfortable medium which could be used by anyone who
wanted to make use of it. With that explosive growth of individuals making use of PCs and
the Internet, the question started to arise whether or not misuse or excessive use of these
new technologies could be possible as well. It was hypothesized that, like any technology
aimed specifically at human consumption and use, that abuse could have severe
consequences for the individual in the short term and for the society in the long term. In
the late nineties people who made use of PCs and the internet where already referred to the
term webaholics or cyberholics. Pratarelli et al. suggested at that point already to label "a
cluster of behaviors potentially causing problems" as computer or Internet addiction.
This study aims to explore the views of ICT students and the Impact of computer
addiction to students’ lifestyle. In particular, the objectives of the study are as follow:
This study is deemed significant to the following stakeholders for the following reasons:
To the students - in order for them to be fully aware of the impact of being hooked to
computers.
To the parents - In this study, parents will realize how important it is for them to know the
impact of computers to their children for them to be fully aware of the effects of constant
exposure to computers and to guide their children.
To the teachers - This study will give information to the teachers to give proper guidance
to students in using computers.
To other researchers - The process and outcome of this study can be bases for future study.
The study was conducted within the Senior High School students. This group of
students belong to Batangas Eastern Colleges. The questionnaire will be delimited to obtain
primary and secondary reasons of how computer addiction affects senior high school as
well as assessing related factors underlying therewith.
The researchers arbitrarily select the group of students for they represent a typical
student whose primary aim is to learn and excel in school. Moreover, the problem on the
impact of computer addiction to senior high school was very observable in this group of
students while they are supposedly being a model to other students.
Definition of terms
Cognitive Skills – Ke (2005) defined cognitive skills as the core skills your brain uses to
think, read, learn, remember, reason and pay attention. In this study, cognitive skills refer
to the process of incoming information and move it into the bank of knowledge.
Cyberholics – It refers to the mental condition in which users are more inclined or addicted
with computer gaming or any computer-related matters. In this study, Cyberholics users
were the focus or subject of the study.
Legitimacy – According to Leigh (2004), it refers to the conformity to the rules of the law;
ability to be defended with logic or justification. In this study, legitimacy refers to the
originality and genuine property of the computer games.
Rivalry – According to Zamani (2010), it refers to the competition for the same objective
or competition for the superiority. In this study, it refers to the factor which induces
computer addiction.
According to Zamani (2010), Computer games are the most popular entertainments
in modern societies and they target a variety of people in different ages. The addiction to
the rivalry and excitements of the games make them the most common recreational
programs for today's teenagers, so that they do anything to reach a higher level of the game,
they immerse in the game so much that they completely separate from their surroundings.
More than Years of Meaningful Existence
The effect of computer games is investigated without separating its different types.
This study attempted to close this gap. The present study aimed to investigate the effect of
war and sport computer games on performance of students in math.
It is widely believed that playing computer games will result in addictive behaviors
and thus bring a number of detrimental outcomes, such as irrational spending of money
and time on playing and decrease in healthy leisure activities. While there is some
anecdotal evidence of game addiction, such as the recent tragedy in Korea where an adult
gamer died after 36 hours of continuous playing, current literature does not provide a
consistent support for the game-addiction hypothesis. A general review of studies on
computer game addiction by Tejeiro (2001) reveals that most of them are based on either
a general survey with unrepresentative samples, or an experiment usually focusing on a
particular type of non-popular games. Therefore, generalizability of these studies is
somewhat limited. Some researchers correctly suggest not using the word “addiction” but
rather “dependency,” which applies to a particular category of person for whom playing
games is not simply a preoccupation, but also serves special social and psychological
functions in their lives (Shotton, 1989). Adopting the concept of “dependency” rather than
“addiction,” Griffith and Hunt (1998) conducted a survey with 387 adolescents (aged 2-16
yrs.). The analysis indicated that one in five adolescents were currently “dependent” upon
computer games. Boys played significantly more regularly than girls and were more likely
to be classified as "dependent." The earlier children began playing computer games it
appeared the more likely they were to be playing at “dependent” levels.
More than Years of Meaningful Existence
You may not think that using the computer excessively can have a negative impact
on your life but for those who become addicted to the computer, compulsive use can
actually lead to a number of lasting consequences in work, home and social life. If you or
someone you know is addicted to the computer, you may be experiencing the following
effects of compulsive computer use: inability to interact social except when on the
computer such as online in chat groups or social networking sites and inability to
experience pleasure when performing tasks that are not done on a computer. You may not
feel relief or gratification unless you are taking part in a task that involves using a computer
overspending on hardware, software or other computer items loss of relationships due to
spending too much time on the computer and not enough time with a friend or loved one
loss of a job due to a lack of productivity because time was spent on the computer
performing other tasks that provided you with satisfaction, giving up career goals in an
effort to spend more time on the computer ,lack of productivity on school assignment
because you are distracted by your desire to use the computer, feelings of failure because
you have tried to control your computer usage and despite your efforts have failed at your
attempts, poor self-esteem because you feel socially inept, poor self-hygiene because you
are too “busy” with your involvement with the computer to take time out to shower, eat,
brush your teeth and hair or otherwise take care of yourself.
Methodology
This chapter deals with the research design, participants and respondents, materials
and instruments, research site and data collection and analysis.
Research Design
This study was purposely designed using descriptive type of research design and
the Impact of Computer Addiction to students’ Lifestyle in Batangas Eastern Colleges
Senior High School (SHS).
All of them were asked to answer the prepared and distributed questionnaire and
survey. They were also provided the needed assistance for the study. The researchers
assured the respondents the confidentiality of their responses.
The researchers made the instrument through gathering information and other data
helped them to visualize and bring out to the readers the impact of computer addiction to
students through these questionnaires, the researchers easily determined the responses of
the students.
The questionnaire was composed of 25-itemed rating scale test. The rating scale
items were answerable by numbers from two (2) to five (5) with corresponding descriptions
as follows:
4 – Agree
3 – Disagree
2 – Strongly Disagree
The researchers respectfully asked permission from the school head to gather
information about the “Impact of Computer Addiction to students’ Lifestyle in Batangas
Eastern Colleges ’’.
In developing the instrument, the validation process were undertaken first before
administering to test if the item were valid. After that, the researcher seek permission from
the school head of Batangas Eastern Colleges so that the respondents can answer the
validated questionnaire. After the respondents answered the given questionnaire, they were
collected, tallied and tabulated by the researchers.
To analyze and interpret the data presented by the instrument the following
mathematical measures were used in the study.
Frequency: This was used to determine the population of the respondents indicating
different answers in each item.
Ranking: This was employed to reinforce results about the frequency in every response
on each item.
This chapter describes the analysis of data followed by a discussion of the research
findings. The findings relate to the research questions or statement of the problem that
guided the study. Data were analyzed to identify, describe and explore the impact of
computer addiction to students’ life style in Batangas Eastern Colleges, and to determine
the solutions that may help in this problem. Data were obtained from surveys, completed
by 50 senior high school ICT students from 4 sections (n = 50).
A total of 50 surveys were received from the ICT strand sections. 20 of which were
from the Fortran section, 10 from the Elixir section, 10 from the Java Section and 10 from
the Phyton section. The Fortran section represents the grade 12 senior high school
programming students, while the Elixir section represents the grade 11 senior high school
programming students. Phyton section represents the grade 12 senior high school CSS
students, while the Java section represents the grade 11 senior high school CSS students.
The survey comprised of two sections and data generated were presented as follows:
The first section comprises of data describing the impact of computer addiction to
students’ lifestyle.
The second section comprises the data regarding the result of the
questionnaire/survey.
This section will discuss the respondents’ answers towards the surveys utilizing the
data analysis methods mentioned in the methodology. The researchers used Frequency,
Percentage, and Ranking in a table type to aid in the description of the survey answers.
Each of the questions were listed first per research question, then the discussion, following
the results. The table will show the percentage, frequency and ranking of all the
respondents’ answers in one question, according to the 5 – 2 scale used in the survey.
The following results were obtained indicating the advantages of technology to students:
Question 1 – On the first statement the majority answer based on the scale is strongly agree
that gained 34 of frequency or equivalent to 68%. It stated that the technology increases
the speed of computing and gain more information and it explains that it helps them to
finish their task easily and fast.
Question 2 – On the second statement the majority answer based on the scale is strongly
agree that gained 28 of frequency or equivalent to 56%. It stated that students are more
interested and engaged in using technology that helps them explore and easily finish their
research o assignments.
Question 4 – On the fourth statement the majority answer based on the scale is strongly
agree that gained 29 of frequency or equivalent to 58%. It stated that technology is
integrated into lessons, which it helps the students be more interested in the subject they
are studying.
Question 5 – On the fifth statement the majority answer based on the scale is strongly agree
that gained 36 of frequency or equivalent to 72%. It stated that technology provides great
opportunities for making the learning more effective and understandable to students.
The following results were obtained indicating the disadvantages of technology to students:
Question 1 – On the first statement the majority answer based on the scale is agree that
gained 23 of frequency or equivalent to 46%. It stated that technology literally hinders the
steps of learning.
Question 2 – On the second statement the majority answer based on the scale is agree that
gained 27 of frequency or equivalent to 54%. It stated that technology lead to
inappropriate contents.
Question 4 – On the fourth statement the majority answer based on the scale is strongly
agree that gained 20 of frequency or equivalent to 40%. It stated that using technology is
a major distraction that leads into a fail grades and low self-esteem.
Question 5 –On the fifth statement the majority answer based on the scale is strongly
agree that gained 25 of frequency or equivalent to 50%. It stated that people are largely
dependent on technology for their assignment rather than using their mental skills for the
thought process.
1. An individual needs to play computer games frequently to get satisfaction from the
activity.
2. Gamers feel bored, upset, restless, moody, and depressed when they cannot play
computer games.
3. Individuals get angry when he/she needs the computer or when others refuse to
share time.
4. People forget all about time when playing computer games.
5. You cannot stop playing computer games, no matter how hard you try.
The following results were obtained indicating the Factors leading to computer addictions:
Question 1 – On the first statement the majority answer based on the scale is agree that
gained 24 of frequency or equivalent to 48%. It stated that individuals need to play
computer games frequently to get satisfaction.
Question 2 – On the second statement the majority answer based on the scale is agree that
gained 29 of frequency or equivalent to 58%. It stated that gamers feel moody, and
depressed when they cannot play computer games.
Question 4- On the fourth statement the majority answer based on the scale is agree that
gained 20 of frequency or equivalent to 40%. It stated that people forget all about time
when playing computer games.
Question 5 – On the fifth statement the majority answer based on the scale is a tie it’s
agree and disagree that both gained 18 of frequency or equivalent to 36%. It stated that it
is hard to stop playing computer games.
1. Constant use of computers may lead to failure to finish off their task at home or school.
2. Computer games will only give more importance to virtual friends and withdraw from
real life friends and family.
3. If someone spends more and more time on gaming, they may give more importance to
event within the game than real life events.
4. Constant use of computer may lead to academic deterioration as they tend to not focus
much on their studies.
5. Someone constantly exposed to computers has the tendency to lose the desire for human
contact and communication and in a way that slowly breaks away from reality.
The following results were obtained indicating Effects of computer addiction to students:
Question 1 – On the first statement the majority answer based on the scale is agree that
gained 23 of frequency or equivalent to 46%. It stated that computers may lead to failure
to finish off their task at home or school because computer games is popular in the students
that may cause addiction in computers.
Question 2 – On the second statement the majority answer based on the scale is agree that
gained 25 of frequency or equivalent to 50%. It stated that computer games will only give
importance to virtual friend than the real life friends and family because many of the
student give more time in playing computer games that giving more time in family.
2. Make more activities for yourself to avoid spending too much time on computer games.
5. Balance your lifestyle, overcome your addiction and try to manage it.
The following results were obtained indicating Factors to prevent computer addiction:
Question 1 –On the first statement the majority answer based on the scale is strongly agree
that gained 29 of frequency or equivalent to 58%. It stated that limit the time spending in
playing computer games for you to finish the other works and to prevent computer
addiction.
Question 2 – On the second statement the majority answer based on the scale is strongly
agree that gained 24 of frequency or equivalent to 48%. It stated make more activities to
yourself to avoid spending too much on computer for you to know more about yourself and
what you’re capable with.
Question 5 – On the fifth statement the majority answer based on the scale is strongly agree
that gained 33 of frequency or equivalent to 66%. It stated that balance your lifestyle to
overcome your addiction that will lead into a healthy lifestyle.
Technology is being used in almost everyone. Technology has changed the way we
work and it has brought some fan at school, it reduces on human errors which can be caused
by too much work or stress. There are Advantages in technology, one of it is that it
Improves communication, many students are using various communication technologies
to change the way their interactions and communication while at a particular place. There
are also disadvantages of technology to students. It also causes distraction at school. There
are so many ways technology can distract students at school. The use of social networks at
school can cause so much distraction and it affects the productivity of the students. Some
schools have decided to block access to specific websites like Facebook, Twitter and
YouTube, because of the unlimited distraction they cause. Other technologies which cause
distraction at school include smartphones, laptops and even computers in computer labs.
Otherwise, put it away. Limit where you can use the computer. Depending on the
nature of your computer addiction, you may benefit from limiting where you use the
computer. For example, if you only use the computer in a public place, you may refrain
from behaviors that are easier to do in private, such as cybersex, online gambling, or
watching movies. Create a plan for modifying your behavior. Overcoming an addiction
isn’t easy, and it requires a plan. You may try a simple plan, such as quitting cold turkey;
however, it’s more likely that a slower, more methodical plan will be successful for
computer addiction.
This chapter looks at the summary of findings, recommendations and suggestions for future
research.
Summary
Academic achievement is considered as key criteria to judge one’s total potentials and
capacities. Apart from academic achievement adolescents’ study habits and self-concept
equally keep importance in students’ academic spheres. This the study is a quantitative
study which was designed to investigate the influence on study habits of computer
addiction of students in Batangas Eastern Colleges. Data were obtained from surveys,
completed by 50 senior high school ICT students from 4 sections (n = 50). A total of 50
surveys were received from the ICT strand sections. 20 of which were from the Fortran
section, 10 from the Elixir section, 10 from the Java section and 10 from the Phyton section.
The survey comprised of two sections and data generated were presented as follows:
The first section comprises of data describing the impact of computer addiction to students’
lifestyle. The second section comprises the data regarding the result of the
questionnaire/survey.
The study reviewed literature regarding concept of study habits & attitude, effects of
computer addiction and academic performances and also, factors influencing these
variables.
On the basis of present study some recommendations for students in the schools are drawn
as follows:
• It would be worthwhile for all stake holders in education i.e. parents, teachers and
government to encourage students in their respective areas of responsibilities, such as
providing study materials, conducive place of study, recognizing excellence, appreciating
students hard work as soon as possible among others. These will help to motivate the
students positively towards their study and academic achievement.
• Students should be taught study skills so that they can cultivate good and effective study
skills.
• Parents should improve the level of control and care of their children, show more interest
and concern in the academic work of their wards by way of providing conducive
atmosphere for studies, proving materials for studies and helping students in their studies.
• It is necessary for parents and teachers to maintain a warm and cordial relationship with
their child and students irrespective to their gender differences.
• Study habits are important as they influence the academic performance of students so
parents and teachers must help in improving the study habits of students. Some
investigators have sought to determine what study habits are characteristically used by
students when left to work by themselves with little or no direction hence, teachers in
schools should be facilitators of learning. The finite treasure within every learner should
be discovered and nurtured for the purpose of improving effective study skills.
More than Years of Meaningful Existence
• It is important that the findings of this research are not generalized to all schools in the
country. The sample for this study though fairly large was from only one district in San
Juan, Batangas. Future research can be conducted with larger sample size from schools
situated in different area throughout the regions of country.
• Other factors that may influence the study habits of students such as academic motivation,
intelligence, parental socio-economic background etc. should also be considered for future
research in a different geographical location.
Bae, Hwallip, and Daeho Kim. “Desensitization of Triggers and Urge Preprocessing for
an Adolescent with Internet Addiction.” Journal of EMDR Practice and Research, 2012.
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an Adolescent With Internet Addiction Disorder. Retrieved from
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03 >.
https://www.researchgate.net/publication/260091813_Effect_of_Addiction_to_Computer
_Games_on_Physical_and_Mental_Health_of_Female_and_Male_Students_of_Guidance
_School_in_City_of_Isfahan – Patton
https://link.springer.com/article/10.3758/BF03207725 – Praterelli
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3905489/