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Effects of Video Games on the Academic Performance of Selected Bosconians

Background of the Study

Children unknowingly create anything they do into a game. In reality, for children's life is

simply an extended group of recreations, from the minute they wake up in the morning, when

they play with their hands or their creative ability, making into a beast or pixies the gleam of

leaves in the sun or the shades vacillating at the windows or the outlines jumping here and there.

The day develops with the more genuine diversions that they can now entertain

themselves with their peers, playmates, bodies, imaginations, these developments just about an

incomprehensibly important issue. All children take off high with their fantasies, as they "slip

out of this world and into the wonderland place that is known for play". A few recreations are

testing. Some are provocative. Some are physical, some are mentally challenging. Some are

occupied with and delighted in by the youthful and the old, the individual and the group, some

played discreetly and some rambunctiously. There could be winners and losers, yet the measure

of the accomplishment of an amusement is in the grin on children’s faces.

In particular, however, playing provides social, good, family and group situated qualities.

Playing, as well, gets to be a preparing reason for the excellences and indecencies of adulthood.

Playing has for the most part advanced into innumerable structures – from basic toys, minimal

effort, if not no cost by any means, but rather regardless thrilling diversions of yesteryears,

especially dissimilar to today where the "in" things are content informing, web visit, computer

games and opening machines, with the electric, electronic and computerized ornamentations,

which require some fortune or additional cash to profit of them.


Obviously, indigenous diversions keep on being the satisfaction and interest of children

in the rustic regions. Unfortunately, Children, living in the urban regions, have taken to sitting

and gazing at Television (TV) projects and Personal Computer (PC) amusements. Conventional

amusements have turned into a 'vanishing legend' in the Philippines, with the coming of the

electronic and advanced, computer age. Playing amusements is one file to Filipino amiability.

However, children’s' movement could either be characterized as play or diversion in the

Western build. "Laruan" relates to anything unmistakable that a child plays with. "Labanán", the

nearest colloquialism to focused amusement, alludes to strife, battle, contention, and challenge.

"Palaro" alludes to a gathering of exceptional event diversions that occur amid wakes,

celebrations and town holidays. It can likewise be noticed that internet cafes are interested in

people in general and offer gaming and Web administrations to the clients who are unmonitored

and controlled.

Reyes (2010) demonstrated that clients over and over came back to internet cafes due to

Computer diversions. The gaming administrations gave by internet cafes postured dangers to

custom and social estimations of the clients. Tuzun, Yilmaz-Solyu, Karakus, Inal, and Kizilkaya

(2008) said that internet cafes likewise offer criminal open doors that can pull in understudies

who wish to evade school, teenagers who wish to participate in on-line betting and erotic

entertainment, hoodlums who wish to offer medications, programmers who wish to spread

secondary passage Trojan stallions or infections, and even youthful females who wish to

exchange their bodies. It was additionally uncovered that some invest more energy in playing in

internet cafes than they do in school or on school-related exercises. The risk of playing often is

additionally present in the Philippines as Bringula, Basa, Enriquez, Bonifacio, Manuel, and

Natanauan, (2013) said that the Philippines positioned first as the top market in Asia in web
based gaming. Reyes (2010) effectively noticed the impacts of playing often on Filipino youth.

They discovered that unreasonable utilization of PCs effect slyly affects understudies, for

example, unsettling influence in study periods, quality time not devoted to family, sluggishness

to do family tasks, unyielding quality, idealism from house work, missing of classes, and

neglecting to submit assignments on time. The execution of a computer entertainment for getting

some answers are concerning.

In a research done by Jackson, Eye, Witt, Zhao, and Fitzgerald (2011), the effects of

internet use and videogame playing on children’s academic performance were examined and

their results indicated that video game playing was associated with better visual-spatial skill,

meaning that they can generally think or manipulate figures mentally but also with lower grade

point averages.

Sharif, and Sargent (2006) tested the relative effects of television, movie and video game

screen time and content on adolescent school performance. Their findings were the odds or

chances of poorer school performance increased with increasing video game use. They conclude

that content exposure and screen time had harmful or more of negative effects when it comes

with school performance and that they recommend to come up with limits to enhance school

performance.

On the other hand, Buckley, and Anderson (2006), find that computer games have been

effectively used to teach subjects like Algebra or Geometry. They also mentioned that The

Pennsylvania Department of Migrant Education used a video game format to teach migrant

children subjects like Math, Reading, English, and also critical thinking skills.
This experimental study done by Chuang, and Fan (2007), focused on whether computer-

based video games help children's learning. Their results indicate that computer-based video

game playing not only improves participants’ recall processes, but also promotes problem-

solving skills by recognizing multiple solutions for problems, in other words, it helps children

learn because they see the variety of ways or approaches to a problem.

These research findings from the same field of study give an insight on this particular

study, and that what would be the results of this study may vary from the population of the

researchers’ choosing.

These advantageous results on learning and motivation, and the elevating auras of

understudies and educators prescribe that computer preoccupations can be used as a device as a

piece of formal learning circumstances to support understudies in practical topography learning.

The researchers chose this topic because they, themselves, are gamers and have

experience in playing video games as students and have already experienced being affected by

playing video games academically and physically. It is on this context, that the researchers would

like to explore the effects of playing video games to the academic performance of selected

Bosconians.
References

Bringula, R. P., Basa, R. S., Enriquez, J. B. R., Bonifacio, J. P., Manuel, M. D., & Natanauan, A.
C. (2013). Development of Scales on the Effects of Gaming in Cyber Cafés in Manila.
The Asian Conference on Society, Education, and Technology Official Conference
Proceedings: Osaka, Japan.

Reyes, C. A. D. (2010). From physical recreation to digitisation: A social history of children’s


games in the Philippines. Negotiating childhoods, 99-109.

Tuzun, H., Yilmaz-Solyu, M., Karakus, T., Inal, Y., Kizilkaya, G. (2008). The effects of
computer
games on primary school students’ achievement and motivation in geography learning.
Elsevier Ltd.

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