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PROBLEM STATEMENT

Lately, playing video games has become a part of our lives while video games are meant for
entertainment. According to Sara Prot, Craig A. Anderson, Douglas A. Gentile, Stephanie C. Brown, and
Edward L. Swing (2014) as cited by Rideout, Foehr, and Roberts (2010) mentioned that video games
have become an incredibly popular and pervasive form of entertainment. Playing video games has a
great vibe in entertaining value and can help us plan, solve, or teach certain skills. It has been proven
that video games have great positive potential and their entertainment value ( Dr. Mark Griffiths, 2002).
Nowadays, playing video games likes shooting game can develop critical thinking and increasing the
concentration in learning. In another study by Kurt Squire (2003) as cited by Thiagarajan (1998) has
found that simulations and drill and practice games are already used in the military, schools, and
industry for learning. This shows that video games have been a learning platform over the years.

While video games are meant for entertainment, people are starting to show the addictive nature of
video games. it becomes an anxiety for parents, especially when they see their children are too
obsessed with playing video games. According to Muhannad Quwaider, Abdullah Alabed, and Rehab
Duwairi (2019) as cited by J. J. Arnett (2002), video games can impact on developing certain human
behaviors, whether these behaviors are good or bad. Addiction in playing video games can also trigger
disruptions in life. It has been proven that video games addiction to be associated with a variety of
comorbid disorders (Griffiths, 2012). Most of the bad effects of video games are blamed on the violence
they contain. They worry the violence shown in video games could affect players, especially children. In
another study by Sara Prot, Craig A. Anderson, Douglas A. Gentile, Stephanie C. Brown, and Edward L.
Swing (2014) as cited by Anderson and Dill (2000), laboratory experiments have shown that even a brief
episode of violent video game play leads to more aggressive thoughts.

Despite the huge impact of video games on youth culture, there is not a lot of research available in this
area, and few of the existing studies stand up to critical examination. Our current study intends to
examine the student’s perception of improving learning abilities by playing video games. If we do not do
this study, there will be many bad perceptions about video games, especially from the parents. They
think that playing video games can disturb their children's learning process. We want to prove video
games can help the learning process and improve people's perception of playing video games. That why
the main goal of this research is to show that playing video games can improves the learning ability to
the student.

RESPONDENT

This research had consisted of 59 respondents who are students that study
at Universiti Technologi Mara Pulau Pinang. Thirty-two were female and twenty-seven were
male. Both were male and female who are 18 and above. The respondents
are UiTM Pulau Pinang undergraduate students in the Civil Engineering Faculty and Mechanical
Engineering Faculty. We reached them by social media since nowadays all students have social
media like Instagram, Facebook, Telegram, and WhatsApp. We posted on Civil Engineering and
Mechanical Engineering Instagram’s about our topic and provided links for them to answer our
questionnaire.

FINDING
To investigate if playing video games improves a student's learning abilities.

This section will access the perception of student if playing video games improves a student's learning abilities. We want to find out
that playing video games can help them as a student to improve their learning abilities. This section confirms our second Research
Objective and all questions were answered using 5-point Likert scale.

4.4.1

Based on the chart above, there are 37 respondents who agreed that playing video games can help them enhance their learning
abilities and 19 respondents interpreted this statement as neutral. However, 3 out of 59 respondents were disagree about the
statement.

4.4.2

Based on the chart above, it shows that 47 respondents acknowledged that playing video games related to engineering subjects can
improve their skills and help them in the engineering field while only 1 respondent disagreed with the statement.

4.4.3

The chart shows that a total of 51 respondents conceded that video games can help them to think critically. However, 1 out of 59
respondents were disagree with the statement.

4.4.4

By looking at the chart above, most respondents recognized that playing video games can allow them to improve organizational skills
such as decision-making and planning skills as an engineering student and help them in the future as there are 50.8% who agree and
22% strongly agree with that.

4.4.5

Referring to chart above shows that 26 respondents agreed that video games could improve understanding of Engineering subjects and
that 26 of them were feeling neutral. However, 8 respondents disagreed with the statement.

4.4.6

The chart above shows that 40 respondents acknowledged that video games can allow them to enhance their social skills. However, 15
respondents were neutral or unbiased and 4 respondents disagree with the statement.
Figure 4.4.2 shows that, since the respondents came from an engineering student, 47 respondents agree
that playing video games related to engineering subjects can improve your skills and help you in the
engineering field while only 1 respondent disagrees with the statement. Thus, we very much agree with
the statement from Dr. Mark Griffiths (2002) as Okolo, C. (1992) mentioned that other researchers have
offered comments on how best to use computer technology for improved achievement and enhanced
motivation among the learning disabled. There are two respondents who disagree with playing video
games to help them think critically and allow them to improve organizational skills. Based on the results
obtained, we can identify that 99 percent of people who play video games can take input from games
and only 1 percent can not take input from the games. 

Based on figure 4.4.1, the data shows that most of the students agreed that playing video games can
improve their learning abilities. Video games contain knowledge that can help them in studies.
According to Dr. Mark Griffiths (2002), as cited by Gaylord-Ross, Haring, Breen, and Pitts-Conway (1984)
mentioned that videogames have been used in comprehensive programs to help develop social skills in
children and adolescents who are severely retarded or who have severe developmental problems like
autism. Figure 4.4.2 shows that, since the respondents came from an engineering student, 47
respondents are agree that playing video games can increase engineering skill while only 1 respondent is
disagrees with the statement. In another study by Dr. Mark Griffiths (2002) as cited by Okolo, C. (1992)
mentioned that other researchers have offered comments on how best to use computer technology for
improved achievement and enhanced motivation among the learning disabled. Thus, we very much
agree with the statement.

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