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Caloocan city high school

Sikatuna Ave, Barangay 172, Caloocan, Metro Manila

SENIOR HIGH SCHOOL

Effect of online games on the cognitive

skills in tvl strand

Presented to the faculty of senior High School in


Caloocan city business high school

In practical fulfillnment of the requirements in

Practical Research 1

SUBMITTED TO:

Mr. RizaldoCaliso

SUBMMITED BY:

Delrosario, Raeanne

Galang. Sophia Jermae

Valdez , Angelica

Effects of online games on the cognitive skills in TVL strand


TABLE OF CONTETS

CHAPTER PAGE

I. INTRODUCTION

Background of the study ………………………………………….. 1

Theses statement ………………………………………….. 3

Purpose of the study ………………………………………….. 4

Statement of the problem………………………………………….. 5

Significance of the study ………………………………………….. 6

Hypothesis ………………………………………….. 7

II. REVIEW OF RELATED LITERATURE

Foreign literature ………………………………………….. 8

Local Literature ………………………………………….. 9

III. METHOD OF RESEARCH

Research design ………………………………………….. 10

Selection of co-researchers. ………………………………………… 11

Research instrument ………………………………………….. 12

Effects of online games on the cognitive skills in TVL strand


CHAPTER I

(Problem and It’s Background)

BACKGROUND OF THE STUDY

Today’s generation is subject to emerging technology, where it can no longer be

separated from them because it has become part of human life. It became the source of

entertainment to everyone since they can surf the internet, watch videos, use social

media, and play games. Humans are the reproductive organs of technology (Kevin

Kelly). A lot of teenagers today use technology, such as computers, mobile phones and

other gadgets to play games. There are two types of games you could play; its either

offline games or online games. Both of them can be played using computers, and any

other gadgets. The difference of the two games is that the offline games can be played

without the use of the internet, and that you can play it anywhere. While the online

games need a fast internet connection. One of the most played game categories that

became famous is MOBA or Multiplayer Online Battle Arena. Valorant is the most

popular and addictive game under the said genre. Online gaming is not a way to be

Effects of online games on the cognitive skills in TVL strand


social, it come up with the conclusion that they play games to interact with others

(Landers, 2012).

Mobile Legends, Call of Duty, Counter Strike, DOTA etc. are just some of the computers

and/or mobile games that were played by students. Computer games become a

problem last time because a lot of computer shops starts their business and there are

students that go to computer shops to play online games during school hour. There are

also some students that uses their phones to play online games while in class or school.

Schools around the world encounter this kind of situations wherein some students start

to fail their grades because they are more focused on the online games than their

studies. But, in a larger sense there are also students that maintains their grades some

of them improves their grades due to time management and knowing their limits. Online

games can also provide positive benefits, like attentive mind, strong memory, better

critical thinking etc.

Effects of online games on the cognitive skills in TVL strand


THESIS STATEMENT

Effects of online games to cognitive skills of TVL students are not just about negative

effects such as, addiction, unnecessary physical function and poor time management.

Also, pointing on the benefits that includes the development of better critical thinking,

strong memory, attentive mind and comprehension skills.

Effects of online games on the cognitive skills in TVL strand


PURPOSE OF THE STUDY

The purpose of this study is to identify what could possibly be the effect of online games

on the cognitive skills in TVL strand/students. This also will help us prevent the

aggravation of students being addicted to online games.

Effects of online games on the cognitive skills in TVL strand


STATEMENT OF THE PROBLEM

This study is concluded to be able to know and describe the students who are more

prioritized their games over modules.

Questioner:

1. How many students in tvl track that play online games?

2. What are the possible future for those students who prioritized online games?

3. What are the reaction of their parents?

4. is there any solution from those students who failed their exam because of online

games?

5. what are the teachers say about those students?

Effects of online games on the cognitive skills in TVL strand


SIGNIFICANCE OF THE STUDY

This study conducted to futher understand, clarify the readers and

opinions about playing online games. It represents the effect and influence of the study

on other people lives.

Fellow students they enlight their mind or clarify their selves to prioritized about games

and studies.

Professors for them to be aware of what their students are going through, so they will

be able to conquer it.

Future researchers for them to have a well founded information about the effects of

online games in TVL strand and be able to conduct deeper studies and gather deeper

information.

Effects of online games on the cognitive skills in TVL strand


HYPOTHESIS

Senior high school students waste, or spend their time too much on online games

every week to suffer aggrevatedlearing ability, concentration, problems, pooor academic

performance, and decreased interactions with other people.

Effects of online games on the cognitive skills in TVL strand


CHAPTER II

(Review of Related Literature)


This chapter present some foreign and local literature related to student
maintenance. Relevance to present studies gave a big picture why this literature from
local to foreign are used.

FOREIGN LITERATURE

in the country of Australia, some of the children with the age of 11-17 years old in 1704
over allchildrens, they are examined every week ends about internet use and electronic
game-plays. The electronic devices are invented which is about 20yrs ago or pass 2
decates. Some of invented with that year are high-tech devices like smart phones,
computers and tablet. The internet and also the electronic devices have become growth
of popular of people of all ages, but peculiarly with teen or adolescents.

In the studies in US or United States tell of that teens are spend


their over 11hours in a day with their gadgets or media such as computer or internet
also the electronic games, unlike before that they more think about their school works or
friends.

According to HelsinginSalomat, the World Health Organization


study that 20% of students boys between 15-17 of age spend their more than three
hours at day at computer playing online games. While in the same age of girls grouped
between 2% or 3% who are playing games.

Effects of online games on the cognitive skills in TVL strand


LOCAL LITERATURE

According on my research, last May 2020 almost 250 millions of people here in
Philippines are playing online games, more on the players range their age about 14-
18 years old. Imagine in that year, or last year. It increases more up to today. If you
we’re thinking, we’ve got our lockdown on the exactly 13 th day of March last year 2020,
and it state that number of people on May last year also. In other word, those players
increased in almost 2months only, Its not include the month of june to September.

This school year 2020-2021 we do an online classes, we use ‘gadgets’ or high-tech


devices on study purposes. We use the app google meet or zoom meet. In that case,
you can turn off your cameras. In that situation, some people or some students take
some advantage to play their stuff or online games. They turn their cameras and micro
phones off so they can play. And if their teacher call their name to do an recitation, they
not participate because they are busy on playing.

Findings from the survey of AlleineD.r from ICT on Metro Manila College (MMC), when
she was in Senior High School, shesplaying online games specifically the Call of Duty
(COD).She said to us that there was a time that she almost forgot her school works or
assignments because of online game, she said that “I will do it later” and set sidea
schoolwork to play games. After a long hours, and let her self rest, her phone vibrate
and her classmates messege her that she remind her that she’s not part of the group
anymore because she’s not being active. After that she reminding her self that she
SHOULD finish first her school works before playing online games.

The effect of games and simulations on learning remains a controversial issue amongst
researchers in the field, as it will be further confirmed in this article. Some reviewed studies
indicate improved learning, while others show no positive effect on knowledge and skill
acquisition compared to traditional learning methods. The value of simulations can be examined
from the perspective of content change as discussed in Kovalic and Kuo’s study (2012).
Simulations are directly linked to the course content and students are given the opportunity to
apply and better understand theoretical concepts. Additionally, simulations provide an
environment in which students can experiment with different strategies, adopt different roles,
and take charge of their own decisions by assuming responsibility. The latter issue is discussed
at length by Liu et al. (2011), who find that, when solving problems, students are more likely to
learn via playing a game than via a traditional learning experience.

Effects of online games on the cognitive skills in TVL strand


According to Valaitis (2005) the use of computers and the
Internet can aid communities bysupporting communication
and access to information, thereby building social capital
andcommunity capacity. Using computers can assist the
community planning process, community participation, and
information sharing. Computer-mediated communication
can build communityawareness, encourage local decision
making and dialogue between groups, and
supportdisadvantaged communities. Status barriers can be
reduced, and online communication withdisenfranchised
groups, such as women, people of color, and those with
disabilities, can be promoted.

Effects of online games on the cognitive skills in TVL strand


CHAPTER III

(Method of Research)

This chapter present the method and procedures of research applied to gather the
needed data. It contains the research design, Selection of co-researchers, research
instrument

RESEARCH DESIGN

This stuidy will utilize quantitative research procedure,this procedure is a process of


naturalistic inquiry that seek in depth understanding of social phenomena within their
surroundings, Quantitative research use multiple system of inquiry for the study of case
study, historical analysis, discourse analysis.

Effects of online games on the cognitive skills in TVL strand


SELECTION OF CO-RESEARCHERS

In this study, the researcher interviewed two (2) information from those students who
play online games on TVL track. The researchers assured that the participants were
willing to share their honest and true experience with the best of their ability.

Effects of online games on the cognitive skills in TVL strand


RESEARCH INSTRUMENT

The researchers conducted interview by using the different instruments like surfing the
internet, interview protocol, relevant reading from books. Supporsing that these
instrument would caryy valid information from the answer of the effect of online games
in TVL strand.

Effects of online games on the cognitive skills in TVL strand

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