Professional Documents
Culture Documents
Review of Related Literature and Studies Related Study (Foreign)
Review of Related Literature and Studies Related Study (Foreign)
CHAPTER 2
6
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.
between the two. Thus, meaning that there is no relation between the number of
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
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
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.
9
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)
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,
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
running software on, more than one type of hardware platform. The most
universal cross platform application is the Web browser. Written for every
10
desktop computer and mobile platform, Web browsers render Web pages
These online games have general effects both positive and negative.
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
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
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
games gives you a chance to enhance cognitive skills like problem solving,
effects online games can have on a person is the fact that they make people
happy.
11
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:
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
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
12
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.
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
base about the pros and cons of online games concerning the academic
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
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
professionals.
14
CHAPTER 3
Methodology
Research Design
survey questionnaires. These data are called through measuring things and
responses are documented and analyzed. All answers are taken into
study.
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
Research Instruments
instrument consists of a series of questions and other prompts for the purpose of
AIMS.
were collected, the responses were computed. The answers and responses were
Statistical Treatment
well as computing for the number of respondents, include the Slovin’s formula,
relative to the total population of the BSMT students. The formula is as follows:
N
n=
1+ N e 2
16
Where n stands for the sample size, N stands for the total population and
views are the same as the others and if they have the same playing habits. This
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
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
∑ ( x−x ¿)2 ¿
SD=
√ N −1
17
References
standing
Shaffer, D. W., Squire, K. R., Halverson, R., & Gee, J. P. (2005). Video Games
Hitch, L., & Duncan, J. (2005). Games in higher ed: When Halo 2, Civilization IV,
Commitee.
Anderson, C. A., & Dill, K. E. (2000). Video games and agressive thoughts,
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
online-gaming/
The History Of Online Gaming. (2013). Retrieved January 27, 2016, from
http://www.digisecrets.com/web/the-history-of-online-gaming/
http://oaa.rice.edu/academic-standing/