Professional Documents
Culture Documents
SUBMITTED TO:
Edna B. Bagcal
Instructor
SUBMITTED BY:
Parohinog, Jalyn
BTLEd 3-(Section)
Chapter I
INTRODUCTION
Both educated and unskilled people use technology to enjoy and benefit from
it. Over the past two decades, with the proliferation of high-tech devices (e.g.
Smartphone, tablets and computers), both the internet and electronic games
have become increasingly popular with people of all ages, but particularly with
them to many regions of the world. These high tech gadgets introduce
Technology has become an integral part of everyday life, and man strives to
social and economic force. It is a requirement that pervades all aspect of our
lives.
Many schools around the world have used social networking sites for
on not only the young, but dynamically every age group as well. So far,
virtually anyone is able to go on a computer and punch through the keys and
mouse in order to get a high score, chat with players, get the rarest items, and
students. That’s why it not very surprising that online gaming is one of the
classes.
way is used to describe it, online learning is a popular and productive way in
learning is a powerful tool, which provides direct access to get information and
even knowing it students “learn how to learn” and develop their own learning
strategies that can last a life time. However, learning independently through
the guide of computers and internet contents might expose the learners to a
games.
This study attempts to explore the correlation of online gaming and the
relevant and timely since almost all the students of DORSU-BEC are playing
online games even girls. This study will examine if there is a significant
that was tested as one of the few theories about academic achievement. This
approaches, the main point is that there are circumstances that can influence
that these variables have a certain effects that might cause problems with the
importance with a certain variable can mean a big impact with the student's
media outside of school like playing online games. Mass media has evolved
could affect the performance of the students negatively for the reason that
mass media is widely used by the students nowadays. Because of this, many
children and adolescents are taking most of their time in mass media that
Performance Online
Approach Gaming
Skills Performance
acquisition towards E-
Learning
Student
Evaluation
Moderating Variable
1. Gender
2. Course
3. Year level
Figure 1.
The above figure shows the flow of conceptual framework in the research
Approach, Skills Acquisition) pointed out into how online gaming affect the
Level, Course) which stands as the moderator for the two variables.
to gather necessary data from the respondents. The research survey form will
some other questions in line with the online gaming and academic
1.1 Course
1.3 Gender
2. How does the habits of playing online games of the respondents affects
online classes?
Null Hypothesis
attitudes of the respondents and their academic performance, the study will
learning.
gain an idea with regards to the correlation of online gaming to their academic
To the Teachers, this study will serve as their guide in order for them to have
knowledge with regards to the things they will do to help students understand
how can they prevent their children from getting low academic performance
To the Students, this will serve as their basis on how they can manage the
time between playing online games and their time for academic purposes.
Other beneficiaries, this research study will help as their basis in dealing.
specifically those students who plays online games. This research study did
not limit the type of online games being played by students. The researcher
will gather the information with regards to the correlation of online games to
Definition of terms
has long been a part of the American education system, and it has become
the largest sector of distance learning in recent years (Bartley& Golek, 2004;
networks, most often the internet. Online games can range from simple text-
These studies will be used as a guide and support to our research. Our
our investigation and include other factors and problems that associates with
Online gaming is one of the major trends today and is one of the most
have been developed in close parallel and because all of these games are
represent all of these areas as a whole. Playing online games is one of the
Virtual or cyber games over internet are direct personally to each individual
the online games are easily accessible everywhere and anywhere and
affordable days. The effective advertisement and promotions of online games
on-line video games continues to grow as research shows that the age of
teens enjoying video games is nonetheless younger and the use of the
the 1990s, web get right of entry to has end up widespread, affecting the
Video Games and Internet Overuse Create Problems with College Students,
there are several factors that pushed adults, especially students to play video
games. These factors are: the unlimited access of internet which means that
they could play to their heart’s content, they find freedom in the virtual world
from their parent’s restrictions in the real world, the lack of monitoring and
censoring in the virtual world which makes them safe from gossips and other
judgments in the virtual world, and lastly, they are intimidated by their circle of
firing a weapon. Evidence in the study revealed that video games of this
targeting habits of gamers who target heads in a video game would also aim
at the heads of targets. Computer games’ impact is developing continuingly
as research indicates that the age of children enjoying video games proceed
Moreover, the web get right of entry to has come to be enormous seeing that
Student's Performance
rresults ddespite the old stereotypes about video games rotting your brain, a
new study provides the latest evidence to the contrary, with the data showing
(Peter Dockrill, 2016). According to Alberto Posso (2016), when you play
online games you’re solving puzzles to move to the next level and that
involves using some of the general knowledge and skills in math, reading and
science that you’ve been taught during the day.Researchers have found
play online games almost every day scored 15 points above average in math
and reading and 17 points above average in science. Although this may also
be true of video games, game play appears to equip students to apply and
sharpen knowledge (Liz Finnegan, 2016).Playing online games is not that bad
for students because there are still few games that can be both for
especially those adventure games that keep the players to be alert, active and
strategic.
Student's Development
(Muhammad Musaud Asdaque, December, 2010) The use of the net is one of
and discover out the correlation of online gaming on the tutorial overall
Student's Evaluation
pertaining to video gaming. A lot of research and work has been devoted to
negative effects of video games such as violence and addiction, but not as
much on the positive end of things (Griffiths. 1999; Kuss & Griffiths, 2011).It is
As with everything, there are two sides to the argument of the effect of video
games have on student performance. One of the arguments states that when
you play games online, you are solving puzzles in order to move to the next
level. This requires students to apply the skills in science, reading and math
that they were taught throughout the day. It may be surprising for somebody
to hear that online games may have a positive impact on college students.
That depends mostly on the type of games students prefer to play. There are
Playing those students get several benefits even not realizing actually that it
Student’s Addiction
has been derived from DSM IV criteria for dependency and obsession.
Young^^ coined the term "Internet Addiction Disorder" list diagnostic criteria,
consider that these issues lack a chemical dependence. Still, very little is
aggression which are the signs and symptoms that a man or woman is
2010).
disorder, which does now not involve use of an intoxicating drug and is similar
Research Methodology
provides the research design being used together with the research
instrument and its description. This chapter also presents the procedure in
Research Design
relationship between them and does so without the use of any other variables.
define and assess the degree of association between two or more variables or
sets of scores.
Research Procedure
participants. The first step that they conduct is identifying their research
participants. The second step is the researcher asked permission from the
participants and authorities through the use consent form. The third step is the
researcher gathered and tallied the answers from the participants. The last
Population Size
sample size. The target respondents are the students of DORSU – BEC. The
Slovin’s Formula:
N= N/(1+Ne2)
Where,
N= sample size
N= Population
n= N/(1 =+ Ne2)
n= 550/ (1+550(0.05)*2)
n= 550/(1+1.375)
n= 550/2.375
n= 231.5 or 232
Research Locale
The research locale of this study will be the students of DOSCST -BEC
BEC specifically those students that are fond of playing online games. The
questionnaire.
Research Instrument
The questionnaire that will be used is formulated and has been validated. The
technique.
This research study aims to precisely measures and analyze our target
concept. The data will be gathered through a survey questionnaire and will be
collected via google form. This research study is a survey research wherein it
Schutt, 2012. p. 160). The data collected from survey out from participant’s
results.
Mean - is used in this study to measure the overall result of the participants
interval scale.
Slovin’s Formula - is used in this study to determine the sample size
Research Questionnaire
Gender:
M___ F___
your response.
Legend:
1 2 3 4 5
Classes
studying?
3. Do your grades or school work
games?
4. Do your academic performance or
online games?
5. Do you feel preoccupied with
online classes?
Classes
discussions online?
3. Do you exchange resources (such
etc)?
5. Do you participate in online
instructor/s?
Student's Development 1 2 3 4 5
study?
5. Do you still have time to exercise,
Student's Evaluation 1 2 3 4 5
1. Do you think online games helps
performance?
2. Do you think online games is an
coordination?
4. Do you think playing online games
reading skills?
References
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Jiming Wu, D.L. (n. d.). THE EFFEC’S OF TRUST AND ENJOYMENT
Sciences, 74-86.
Wiemer-Hastings Peter and Brian D. NG, M.S, Ph. D, 2005) Addiction to the
r.org/73c7/3c1f154bef8db93a957fe32fc4f49a859e62.pdf