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CHAPTER 1

THE PROBLEM AND ITS BACKGROUND

INTRODUCTION

The 21st century is a century innovated with technologies that help

improve the daily lives of people. These technologies include computers,

cellphones and other devices. These are used by the society especially the

youth. The youth are the children of this century. Thus, they are the most

exposed to said technologies. Everything has its pros and cons and so is

technology. Since the youth are the most exposed to these, they are also the

most affected.

Majority of the youth are enthusiastic when it comes to playing online

games. This is because of different features such as realistic graphics, thought-

provoking sequence of events, goal-oriented quests, and interaction with people

locally and globally. These online games are under the umbrella of technology.

Thus, it also has its pros and cons. Unfortunately, not all people engaged in

these games are aware of all these. In fact, most gamers are not aware of the

negative effects of these games to them, whether socially, intellectually, and

physically. This study aims to gather and impart knowledge of the pros and cons

of online games concerning the academic performance of BS Marine

Transportation (BSMT) students of the Asian Institute of Maritime Studies

(AIMS).
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Background of the Study

The academic performance of students reflects a student’s daily routine

and study habits. According to the University of New South Wales of Australia,

academic performance indicates your current progress toward completion of your

program. The purpose of specifying your academic performance is to alert you

and your program office as early as possible to any problem that may prevent

you graduating in minimum time or in more extreme cases may prevent you

graduating at all. According to Rice University of Texas, remaining in good

academic performance is similar to remaining in good health. Proactive,

preventive measures – good study habits, self-discipline, efficient time

management, committed attendance – can help a student thrive academically.

Now, most of the youth are hooked on online games. Majority of the online

players are male though there are players who are female. Online games are

addicting and thus may affect daily routines of students.

The early 70’s gave birth to online gaming systems. At this time, people

only use dial-up connections and uses bulletin boards as a means of

communication with other players. This is the mother of what we now know as

MMORPG (Massively Multi-player Online Role-Playing Games).

As time goes by, technology progresses and new forms of programming

languages were used by programmers in making their games. In the year 1990s,

flash and java were utilized in making such games. This is the start of the mania

of online games to young players. Some of the sites are accessed through

subscription but most are free-to-play. Up until now, free-to-play games are
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available. In fact, most of the MMORPGs are free-to-play and makes their

revenue out of various advertisements. Because of this, young players had easy

access to the games.

Statement of the problem

The main objective of this research is to know the effects of online games

to the academic performance of BSMT students studying in AIMS. In order to

know these said effects, the proponents also seek to answer the following

questions:

1. What are the games commonly played by the students and why do

they like playing those games?

2. In which activity do they spend more of their time with? In studying or

in playing online games?

3. What are the effects of online games to the students in terms of:

3.1. Mental Health

3.2. Physical Health

4. What is the academic performance of the students last Y-Term 1 st

Semester, School year 2015-2016?


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SIGNIFICANCE OF THE STUDY

In an increasingly technology-dependent based society, people use

computers not only for business, but also for pleasure. Computers have become

a social and economic necessity that permeates every part of our lives. It is

plausible that in the future, every person in the world may own or use a

computer.

The proponents conducted this research to know the effects of playing

online games concerning the academic performance of the students of AIMS

under the program BSMT. In view of this, the results of this study may be

beneficial to the following:

Gamers and non-gamers. This would share knowledge about the effects

of online gaming to the physical and mental aspects of the students which in turn

may affect their academic performance.

Students. The study seeks to raise the awareness of the said students

regarding the advantages and disadvantages of playing online games.

Student gamers. This study is to teach students how to create a balance

between social, leisure, and academic activities. It also seeks to be an eye-

opener to how greatly the life of being a student is affected whenever they play

online games and how it may affect their academic standings.

Gamer’s parents. This study seeks to instill discipline on students. Also, it

provides some ways to prevent their children from getting hooked on online

games.
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Other researchers. This study may be used as reference and additional

source of information while conducting their own research related to online

gaming.

Conceptual Framework

Online
Online Games
Games

1.
1. Mental
Mental
2.
2. Physical
Physical

Academic
Academic
Performance
Performance

Online games are the core of this study. Under the online games, we have two

factors which are the physical and mental health. It means that the effects

searched for. Under these is the academic performance which means that the

said effects pertain to their academic performance.


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Scope and Limitations of the Study

This study seeks to know the effects of online games to the academic

standing of marine transportation students of AIMS. Also, it seeks to know the

approximate percentage of students who play games. Another objective is to

know what the games commonly played by the students. Another is to know the

frequency of playing of the students and how many hours do they put into

playing. Lastly, it seeks to know their average grade and, how many hours do

they put into studying and its frequency.

Definition of Terms

As used in the study, the following terms are operationally defined:

Online Games – is a kind of gaming is the running of specialized application

known as electronic games, especially on machines designed for such

programs and, in a more recent trend, using personal computers on the

Internet in which case the activity is known as online gaming.

Academic Performance – is the outcome of education, the extent to which a

student, teacher or institution has achieved their educational goals.

Academic performance is commonly measured by examinations or

continuous assessment but there is no general agreement on how it is

best tested or which aspects are most important — procedural knowledge

such as skills or declarative knowledge such as facts.

BS Marine Transportation - is a four-year undergraduate degree program which

leads to a professional career in the maritime industry, as a marine deck


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officer. Through this program, the students will be able to acquire the

necessary skills and knowledge needed to accomplish their future duties

and responsibilities of a marine officer, and will be exposed to theories

and practices in seamanship, navigation, ship business, meteorology, and

marine laws. They serves as the respondents of this research.

Mental Health – is a level of psychological well-being, or an absence of a mental

disorder. It includes person’s emotional, psychological, and social well-

being. It affects how people think, feel, and act. It also helps determine

how people handle stress, relate to others, and make choices. Mental

health is important at every stage of life, from childhood and adolescence

through adulthood.

Physical Health – an essential part of overall health of an individual, which

includes everything from physical fitness to overall well-being. Health can

be defined as a state of complete well-being and physical health as a state

of physical well-being in which an individual is mechanically fit to perform

their daily activities and duties without any problem.

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