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CHAPTER 2
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Review of Related Literature and Studies

Related Study (Foreign)

As of today, most people relate online games to low academic

performance. Through the years, studies have yielded different results. Some of

them say that they are co-related when some say that they are not.

According to Anderson and Dill (2000), there is a negative correlation

between the two. Thus, meaning that there is no relation between the number of

hours played by a player and his grades.

At times, the students defend the games they are playing by saying that

they do learn something from it. A paper from EDUCAUSE backs these students

up by suggesting that the faculty learn and know about these games so as to

help students in in class learning experience (Hitch and Duncan, 2005).

Furthermore, another paper claims that these games are not just for

entertainment (Shaffer, Squire, Halverson, & Gee, 2005). They claim that these

games may be used to learn and experience different things and interact with

other people and belong to a virtual community.

Related Literature (Foreign)

Online games have both positive and negative effects on people,

especially students.

One of the negatives is this. Many cases among students are addiction.

And this addiction may lead to worse problems. The students might steal money.
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They may become lazy when it comes to studying and prefer playing the whole

day long. Some may even skip school in order to have more playing time. (Sujat

Ali Hamzah)

Addicted gamers spend so much time playing that their personal

relationships get neglected and sometimes disappear altogether. Among

addicted gamers who are married, up to 50 percent report a strain in their

marriage as a result of their addiction. Addicted gamers also neglect the

responsibilities of everyday life such as school and work. (UNC-OASIS).

In the world of today, there are different genres of online games. First are

the console games. Console games are more commonly referred to as video

games. They are played on a device specially made for game play called a video

game console. The player interacts with the game through a controller, a hand-

held device with buttons and joysticks or pads. Video and sound are received by

the gamer though a television. Examples of consoles include the Microsoft Xbox,

Sony Playstation, Nintendo GameCube, and Nintendo Wii.

Second are the real-time strategy games. This is a type of video game in

which players exercise strategy along the way, typically to conquer enemies and

reach a final destination without being eradicated. For example, to win, players

decide which routes to take, what needs to be done and how to do it. Contrast

with first-person shooter.

Third are the cross-platform online games. Developing software for, or

running software on, more than one type of hardware platform. The most

universal cross platform application is the Web browser. Written for every
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desktop computer and mobile platform, Web browsers render Web pages

"almost" the same no matter which computer they run on.

These online games have general effects both positive and negative.

Some of their positive effects are the following:

1. STRESS REDUCTION offers you an outlet for reducing stress

levels by relieving you of the pressures you face in the outside world.

2. SOCIAL SKILLS a lack of social skills and the ability to interact with

others on a regular basis can be detrimental to a child's development and can

even lead to depression. Children who are shy and lack confidence when

socializing with their peers may have an easier time opening up while playing

online games. With online gaming, children can even interact with a multitude of

individuals, even complete strangers. Approaching someone you hardly know,

like a new classmate or coworker, and striking up a conversation can be quite

challenging in real life, but in a video game setting, there is a sense of anonymity

and security that enables people to overcome their fears of interacting with

someone they don't know.

3. IMPROVED LEARNING ABILITY the complexity of most online

games gives you a chance to enhance cognitive skills like problem solving,

decision making and reasoning.

4. ONLINE GAMES MAKE YOU HAPPY one of the biggest positive

effects online games can have on a person is the fact that they make people

happy.
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5. Online games introduce your kid to computer technology. You

should recognize that we are now living in a high-tech, sophisticated world.

Online games make your kid adapt and be comfortable with the concepts of

computing. This is particularly important for girls who typically are not as

interested in high technology as much as boys. Online games allow you and your

kid to play together and can be a good bonding activity. Some games are

attractive to kids as well as adults, and they could be something that they share

in common. When your child knows more than you, he can teach you how to play

and this allows you to understand your child’s skills and talents.

But as has been said, they also have negative effects. Some of them are

the following:

1. Many cases that occurred among students because of the effects

of online gaming. Such as gaming addiction, when a student is the opiate of the

game then it is very difficult to stop. There is no money when you want to play

the game cause they can do anything to fulfill his desire might be able to steal

money or his parents or other objects. Lazy learning is also one case of students

who like to play games often we see students who hobby to play game for the

lazy learn and play games rather than on learning is impacting on the quality of

the students could have a lot of red marked in his report card.

For every online game players certainly have the effect of habit such as in

terms of education decreased performance, lazy learning habits cause cheating

and causing violence in the world of students. Linger long in front of the monitor

screen (LCD) from a health standpoint is certainly not good could minus their eye
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and can cause health the other problems and financial terms is also included

waste because burst wasting money just for the novelty. In terms of this time

playing online games for too long are also included in the category of wasted

time. Time should we use for things that are useful for our future.

2. Be a loving, attentive parent who disciplines your child well. An

aggressive child is more a product of dysfunctional parenting than anything else,

including violent games and TV. According to Los Angeles-based

psychotherapist Robert Butterworth, PhD, dysfunctional parenting, children with

little guilt, and accessibility to firearms with little parental supervision can create

violent children. “Most children who commit violent crime show an early

combination of personality and family factors that include having trouble getting

along with playmates in preschool,” Butterworth says. “By second or third grade

they’re doing poorly in school, and have few friends. By the age of 10 they’re

picking fights and getting labeled by their peers as social outcasts.” What’s more

“they typically come from families where parents are poor at disciplining because

they are indifferent, neglectful, and coercive or uses harsh physical punishment

with little love.”


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Justification of the Study

The intent of the study is to contribute to the overall knowledge

base about the pros and cons of online games concerning the academic

performance of students. Research involving games and their effect on growth

and development has been around for some time and there exists evidence that

computer games enhance reflexes and eye-hand coordination. The body of work

for the effect of computer games is rather small. However, computer games

consist of a powerful immersive component, often considered as the reason that

computer games can incite violent behavior in student. However, this same

immersion component involves and engages the player's mind, resulting in high

level of concentration and focus. In addition to all this, this study may be the

source of another research for other students regarding the pros and cons of

online games to other aspects of life concerning marine students or

professionals.
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CHAPTER 3

Methodology

Research Design

This is a descriptive study. The researchers furthermore considered the

research as qualitative. The researchers considered qualitative because it is

conceptually concerned with understanding the differences in responses and

grades of the students. In a methodological aspect, data are collected through

survey questionnaires. These data are called through measuring things and

analyzed through numerical comparisons and statistical inferences. Also, the

responses are documented and analyzed. All answers are taken into

consideration for conceptualization and the formulation of the conclusion of the

study.

Population, Samples & Sampling Techniques

The total number of BSMT students currently studying in AIMS is 2,263.

With the use of the Slovin's formula, the researchers computed the sample size

required to have a 93% accuracy. The sample size the proponents computed is

188. The sampling technique the proponents used was convenience sampling in

order to conserve time and cost.


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Research Instruments

The instrument used in the research is a questionnaire: a research

instrument consists of a series of questions and other prompts for the purpose of

gathering information from the selected respondents. The researchers used a

self-developed questionnaire that will be used to measure the effects of online

games to the academic performance of BS Marine Transportation students of

AIMS.

Data Gathering Procedure

The researchers advised the professors to permit the selected students to

answer the questionnaires that they made. The setting of answering of

questionnaire was held in their own classrooms. The answered questionnaires

were collected, the responses were computed. The answers and responses were

tabulated and organized. Furthermore, analyzation and finalization of the

responses will be made into action.

Statistical Treatment

The statistical techniques used in analyzing and interpreting the data, as

well as computing for the number of respondents, include the Slovin’s formula,

frequency distribution, weighted arithmetic mean and the standard deviation.

The Slovin’s formula was used to compute the number of respondents

relative to the total population of the BSMT students. The formula is as follows:

N
n=
1+ N e 2
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Where n stands for the sample size, N stands for the total population and

e stands for the percentage of error.

The weighted arithmetic mean was used to determine if the respondents’

views are the same as the others and if they have the same playing habits. This

involves the use of frequency distribution. The formula is as follows:

x=
∑ fx
∑f

Where x stands for the weighted arithmetic mean, ∑ fx is the sum of the
products f times x where f , is the frequency of each option and x, is the weight of

each option; and ∑ f , sum of the frequencies of subjects tested.

The standard deviation is used to know the result of the survey, and the

conclusion given in this study, where SD stands for the standard deviation;

∑ (x−x ¿)2 ¿, sum of the squared differences of the variable x and x; N is for the

total number of options.

∑ ( x−x ¿)2 ¿
SD=
√ N −1
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References

(n.d.). Retrieved January 27, 2016, from https://student.unsw.edu.au/academic-

standing

Shaffer, D. W., Squire, K. R., Halverson, R., & Gee, J. P. (2005). Video Games

and The Future of Learning. The Phi Delta Kappan, 104-111.

Hitch, L., & Duncan, J. (2005). Games in higher ed: When Halo 2, Civilization IV,

and XBox 360 come to campus. Educause Evolving Technologies

Commitee.

Anderson, C. A., & Dill, K. E. (2000). Video games and agressive thoughts,

feelings, and behavior in the laboratory and in life. Journal of Personality

and Social Psychology, 772-790.

Lets learn english together. (n.d.). Retrieved January 27, 2016, from

http://english-umb.blogspot.com/2011/11/normal-0-false-false-false-in-x-

none-x.html

Social Consequences of Online Gaming Addiction. (n.d.). Retrieved January 27,

2016, from http://onlinegamingaddiction.web.unc.edu/negative-aspects-of-

online-gaming/

The History Of Online Gaming. (2013). Retrieved January 27, 2016, from

http://www.digisecrets.com/web/the-history-of-online-gaming/

Academic Standing. (n.d.). Retrieved January 27, 2016, from

http://oaa.rice.edu/academic-standing/

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