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The Relationship Between the Time Spent Playing Computer Games and Studying Among

the ICT Students of STI College Fairview

A Thesis Project Presented To

The Faculty of STI College Fairview

In Partial Fulfillment of the Requirements for the Degree of

IT in Mobile App and Web Development

by

Barbosa, Andrea Nichole

Bogayao, Anjie

Ceredon, Justin Carriel

De Vera, Kenner Rey

Sicam, Myrfe Janine

Mrs. Angielyn C. Villablanca

Thesis Adviser

March 2018
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ABSTRACT
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TABLE OF CONTENTS

ABSTRACT

CHAPTER 1 – THE PROBLEM AND ITS BACKGROUND

Background of the Study …………………………………………………………………. 6-

Statement of the Problem ……………………………………………………………………

Significance of the Study …………………………………………………………………. 7-8

Hypotheses …………………………………………………………………………………... 9

Definition of Terms ………………………………………………………………………..... 9

CHAPTER 2 – REVIEW OF RELATED LITERATURE

Local Study ……………………………………….…………………………..………… 11-13

The Relationship of Gaming and Studying ..………………………………………. 11-

12

Online Gaming as a Mental Helper ………….....………………………………………

12
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Online Gaming as an Addiction ……………………...…………………………………

12

Online Games as an Outlet of Stress ……………………………………………….. 12-

13

Foreign Study …………………………………………………………………………… 13-

14

Gender ………………………………………………………………………………. 13-14

CHAPTER 3 – RESEARCH METHODOLOGY

Research Design

Locale of the Study

Population or Sample of the Study

Research Instrument

Control of Extraneous Variables

CHAPTER 4 – PRESENTATION, ANALYSIS, AND INTERPRETATION OF THE

STUDY

Results of the Study

CHAPTER 5 – SUMMARY, CONCLUSIONS, AND RECOMMENDATIONS


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Summary of Findings

Conclusions

Recommendations

BIBLIOGRAPHY

PERSONAL VITAE
CHAPTER 1 - PROBLEM AND ITS BACKGROUND
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CHAPTER 1 - PROBLEM AND ITS BACKGROUND

Background of the Study

Most of the Senior High School students of STI College Fairview are greatly seen inside

computer shops with their uniforms on. There are two possibilities in this situation. First, the

students are likely to go to computer shops even if they still have classes. On the start of the first

semester of the academic year 2017-2018, the number of the students, who cut classes, that we

encounter are greatly seen inside the computer shops near the campus of STI College Fairview.

Second, the students go directly to the computer shops on their free time. Students who stay

long enough inside the computer shops and use the computers are more likely to be late on their

next subject which is causing them low grades. Also, the students who go to computer shops to

play on their vacant days have a hard time to excel in their studies because they are spending

more time in front of the computer screens rather than bonding with their books, notes, and

handouts.

And lastly, the students go to the computer shops after their classes and tend to go home late.

Students who take too much time inside the computer shops after their classes have less time to

do their school work or to study which results to poor grades.

More professors are doubting about their students' level of seriousness when it comes to their

academics and extra-curricular activities at school because of this. The level of involvement of

the Senior High School students to the school activities are sinking as the time goes by.

The agenda of this research is to uncover the time management of the STI College Fairview

students. This research would be able to state whether they prioritize their priorities as a student

or not.
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The study to be made by the researchers was formulated on June 2017 and approved by Mrs.

Angielyn C. Villablanca on July 2017.

Statement of the Problem

The agenda of this research is to unveil the relationship of the time spent on playing computer

games and studying the lessons of the curriculum of the respondents. The following questions

are to be answered as the research process is being done:

General Problem:

How often do ICT students from STI College Fairview spend more time on playing computer

games rather than studying?

Specific Problem:

1. How often are the students being late because of playing computer games?

2. How often do the students cut classes because of computer games?

3. Which do students prefer, playing computer games or studying?

4. Which do the students prioritize, playing computer games or studying?

Significance of the Study

A lot of students are obviously playing computer games than studying. Some students study

because that is what they want or because of the examinations. Some are not totally studying.

Their focuses are on their favorite game’s update, new skins, new heroes, and such. Those
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students who are not studying are only hoping for their seatmate’s answers. This research would

uncover how often do these students prefer to play their favorite games rather than studying.

The significance of this research is to unveil the priorities of the Grade 12 students of STI

College Fairview.

For the Parents

This is for the awareness of the parents about the daily activities of their children. Seeing the

results of this study may result in revealing the areas that they need to work on with their

children’s lives, helping them to manage and discipline their children.

For the Class Representatives and Class Advisers

This study may also help the class representatives and the class advisers to be aware of their

class’ behind the scenes. This research may help them to know what strategies they may think of

having the results of this study in mind.

For the School Management

The school management may also benefit from this research for they may know where the

students are and that they may set corresponding laws that may help on preventing below

average grades of their enrollees which may help on keeping the school’s reputation neat. This

may also help them to know what steps they may do to help those students who go to the

computer shops to do their school works.


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Hypotheses

The following are some of the researchers’ hypotheses about the frequency of the time spent

between playing computer games and studying:

 Majority of the ICT students from STI College Fairview are spending much time on

playing computer games rather than spending it for their top priorities as a student.

 A great number of students tend to cut classes and end up in front of the computer’s

monitor screens and get below average final grades.

 Few students prioritize their school works and responsibilities in school. These students

put their focus on their students and have a clear vision of their future.

 An estimate of 4/10 students put their studies first before their recreation.

Definition of Terms

ICT – Information and Communications Technology, refers to the integration of

telecommunications, computers, middleware and the data systems that support, store, and

transmit UC (Unified Communication Technologies) communications between systems.

(Murray, J., 2011, Para. 3)

Extra-curricular activities –  is a combination of the Latin prefix extra- meaning "on the

outside" and the word curriculum, meaning "a running, course, career." Something that is

extracurricular is on the outside of your course or career. (Vocabulary Online Dictionary)

Skin – a graphic or audio file used to change the appearance of the user interface to a program

or for a game character. (Rouse, M., 2005, Para. 1)


CHAPTER 2 – REVIEW OF RELATED

LITERATURE
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CHAPTER 2 – REVIEW OF RELATED LITERATURE

Online gaming has invaded the lives of the students nowadays (Kirriemuir, J. & Mcfarelane

A., 2004). In our emerging world, the interests of children are shifting and coping with

technology. The leisure and recreations of most teenagers are inclined with digital devices. As

for Aristotle, everything else in life is related to leisure. When leisure takes much of the person’s

time, he is neither a tradesman nor a merchant (Bammel, G. & Bammel, L., 1996). We should

balance our time between our priorities and our leisure.

Local Studies

Based on the report from the GMA News (April 2, 2015), gaming has different effects on the

person’s body and behavior depending on the time spent on it. Less hours spent on online games

may gain positive results on the person’s behavior and mental health (Oxford University) while

spending excessive time on internet games may lead to destruction (Cuneta, 2011).

The Relationship of Gaming and Studying

As said by Jonathan Craton, playing online games is often seen in our society as linked with

poor academic performance which was supported by some research. Gaming may either help the

person or destroy the person. Its effects may not be on-the-spot but may manifest in the future.

According to the GMA News (2015, Para. 8), the researchers found out that playing video

games for more than three hours a day would lead to hyperactivity, getting involved in fights,

and being uninterested in school. Being provided with this fact that children are starting to lower
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their interests in their studies when they are inclined to gaming. Spending too much time on

computer games may lead to destruction in their studies. They may prioritize their addiction

before their studies.

Online Gaming as a Mental Helper

According to the GMA News (2015, Para. 3), the visual training that the gamers receive

through their gaming may contribute to building their mechanisms in the brain, especially their

visual skills. The Oxford University researchers stated that gaming for less than an hour might

help on honing the child’s behavior.

Online Gaming as an Addiction

According to JC Cuneta (2011), the addiction to online games, specifically the massive

multiplayer online role-playing games (MMORPGs), have emerged as a threat to the public

health which is to be considered as a new epidemic. “Although they pose no direct physical

danger, they take a toll on the mental well being of players.” Addiction to online gaming may

result to losing interest in school, which was mentioned earlier, that can lead to lower grades than

usual.

Online Games as an Outlet of Stress

Increasing cognitive demands inside the school may cause stress to the teenager. According to

Bernabe G. (2016, p. 135), if this stress is not handled properly, it can impact the person’s mental
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health. This may make the person vulnerable to depression and anxiety. To avoid these serious

diseases of the brain, one outlet of teenagers is online gaming. Online gaming may help a person

to be relieved from stress, may reduce depression, and make a person feel better. (Dube, R.,

2015, Para. 1).

Foreign Studies

According to Zamani and Kadkhodaei (2011) computer games is a problematic behavior

that can endanger a child’s health, personal and social compatibility. Since it can also affect

educational performance of students, it has received great deal of attention. Some students have

neglected their studies due to their immersion in games. Spending too much time playing games,

can also put themselves at risk of social isolation when they spend most of their time playing

games. A gamer who spends so much time alone with no human contact can become withdrawn

and this will have a negative effect on their social skills. The time spend playing games has

affected the amount of time spent doing homework or in some cases actual attendances at school.

Some of their interest on school are decreasing because they want their time and attention on

their daily gaming.

Gender

According to Kirriemuir and Mcfarelane (2004), Gender has been a common subject of game-

related researches. With them specifying that, “focusing mainly on the image of females within

games, or the role of gender in influencing games play.” The number of females that are playing
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computer games are increasing which may be related to the growing number of offline

multiplayer options.

According to Dube R. (2015, Para. 6), 45% of women are gamers and the other 55% are men.

The number of men and women gamers are nearly going equal. He stated that, “This reality

means that people from every walk of life and every age group turn to video games for their

entertainment”.
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BIBLIOGRAPHY

Abedini, Y., Kheradmand, A., Rajabizadeh, G., & Zamani, B.E. (2012). Impacts of Mothers’

Occupation Status and Parenting Styles on Levels of Self-Control, Addiction to Computer

Games, and Educational Progress of Adolescents. Addict Health, 4(3-4): 102-10.

Bammel, G. & Bammel, L. (1996). Leisure & Human Behavior. Third Edition. Brown &

Benchmark Publishers. Leisure as the Goal of All Human Activity, 201.

Craton, J. Retrieved from. http://www.acsd.org/article/the-effect-of-videogames-on-student-

achievement/

Cuneta, J. Philippines PNP-CIDG: Addiction to Online Gaming is a Disease. Retrieved on

August 11, 2011, from. http://gameshogun.ws/philippines-pnp-cidg-online-gaming-is-a-disease/

Dube, R. Science Proves that Plaiyng Video Games Reduces Your Stress. Retrieved on

September 11, 2015, from. http://www.makeuseof.com/tag/video-game-stress-reduction-need-

start-playing-right-now/

GMA News Online. (2015). Retrieved on April 2, 2015, from.

http://www.gmanetwork.com/news/scitech/technology/463170/video-games-boost-skills-but-

also-harmful-studies/story/

Kirriemuir, J. & Mcfarelane, A. (2004). Literature Review in Games and Learning. A NESTA

Futurelab Research report – report 8

Murray, J. (2011). Cloud Network Architecture and ICT. Retrieved on December 18, 2011,

from. http://itknowledgeexchange.techtarget.com/modern-network-architecture/cloud-network-

architecture-and-ict/
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Rouse, M. Retrieved on April 2005, from. http://whatis.techtarget.com/definition/skin

Vocabulary.com. Retrieved from https://www.vocabulary.com/dictionary/extracurricular

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