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Pavia National High School

SENIOR HIGH SCHOOL DEPARTMENT


TVL Track - Information and Communications Technology Strand
Pavia, Iloilo

EFFECTS OF ONLINE GAMES TOWARDS THE STUDIES OF ICT LEARNERS OF

PAVIA NATIONAL HIGH SCHOOL

A Concept Paper

Presented to the Faculty of

Senior High School Department

Pavia National High School

Pavia, Iloilo

In Partial Fulfillment of the

Requirements for the Strand

Information and Communication Technology

By

Tresha Gael Bediones

John Paul L Camarig

Franz Louis G. Corpuz

Joshua V. Fajardo

Ryan Vincent B Sotero

Sybel Marie M Villarma

October, 2019
Pavia National High School
SENIOR HIGH SCHOOL DEPARTMENT
TVL Track - Information and Communications Technology Strand
Pavia, Iloilo

Background of the Study

Nowadays many of the people play online game. We used these online games

for entertainment, social communication and many more. But the only study that the

researchers will be tackle is the effect of online games in studying. Nowadays students

are more active playing online games that can affect to their academics. This research

will be more interesting for the researchers make their topic for all the Grade 11-ICT 1

students in Pavia National High School – Iloilo.

Online games nowadays almost everything used by students. The rise in the use

of the Internet has led to many changes in our daily life. Particular, this rise has also led

to the rise of online gaming. Online games can refer to any type of games that someone

can play through the Internet or over a computer network. Most of the time, online

gaming refers to the video games played over the Internet, where multiple players are

in different locations around the world. In most cases, online games are freeware

programs that can be used for an unlimited time and are available for free. Most

percentage of web games available nowadays is written in flash, shockware Java

languages. Some online games required specific piece of controlling hardware such as

joystick or game controller, but these days gaming technology has progressed to an

amazing extent. Things like streaming 3-D animation graphics with superb surround

sound. Nowadays the learners playing online games for their happiness because they

want to enjoy their life in playing online games.

The research is all about the negative and positive effect of online games to the

students. There are so many things when we say ‘online games’ but we only focus on

the effects of online games to the studies of an individual student. Online games also

helps to motivate the learners.


Pavia National High School
SENIOR HIGH SCHOOL DEPARTMENT
TVL Track - Information and Communications Technology Strand
Pavia, Iloilo

Statement of the Problem

This study aims to know the effects of online games towards the study of ICT

learners of Pavia National High School.

Specifically, this study attempts to answer the following questions:

1. How do online games affect the studies of the learners?

2. What are the negative effects of online games to the studies of the learners?

3. What are the positive effects of online games to the studies of the learners?

4. How can make the learners get hooked on online games?

5. What is the total impact of online games


Pavia National High School
SENIOR HIGH SCHOOL DEPARTMENT
TVL Track - Information and Communications Technology Strand
Pavia, Iloilo

Review of Related Literature

According to Payne et al (2000) studied the role of computer games on social

isolation, low self-esteem and violence. The results showed no relationship between

playing computer games and self-esteem in girls, but there was a negative relationship

between the two in boys. Also, the scores of violence had a positive correlation with

amount of exposure to computer games. Other results showed that in spite of children's

attraction to games, there was no evidence that computer games cause social

isolation.17 Since in computer games, players conform to the characters in the game, in

creating the new situations that occur in the game, the theory of participatory modeling

and active conditioning can be used in explaining data on violent behaviors and possible

rewards they get in response.

Azad Fallah et al (2001) in their study investigated the relationship between

games and social skills of 258 male students of first grade of high school. The results

showed a significant relationship between the game-type and presence of others in the

game location with social skills of adolescents. Selecting home as the place of game had

a significance negative relationship with social skills and those adolescents who were

mostly playing at home, had less social skill (cited from Doran).7However, in the present

study, there was an inverse relationship between addiction to computer games and

social dysfunction. It means that as the addiction to computer games increases, social

dysfunction will decrease.

Ahmadi (1998) studied the effects of computer games on adolescents of the city

of Isfahan. The aim of his study was to find out if computer games have social effects.

The results showed that violence and aggression in students who played these games

was higher than those who did not play. Also, social participation of students who were

playing computer games was low.


Pavia National High School
SENIOR HIGH SCHOOL DEPARTMENT
TVL Track - Information and Communications Technology Strand
Pavia, Iloilo

According to Alberto Posso when you play online games you’re like solving the

numbers in math, solving the puzzles because you’re using your mind to think and

you’re using your general skills. It tells that when you play online games every day it

helps to improved your academic performance. It also helps the mind of the kids to

explore new things.


Pavia National High School
SENIOR HIGH SCHOOL DEPARTMENT
TVL Track - Information and Communications Technology Strand
Pavia, Iloilo

Methodology

Research Design

This study uses a descriptive survey method used to assess the different

effects of online games towards the study of ICT learners. The researchers will gather

the data to the ICT learners of Pavia National High School-Iloilo. Researchers involve the

recording description analysis and the presentation of the present system, composition,

or process phenomena.

Participants of the Study

The researchers study is conducted in Pavia National High School-Iloilo. The

researchers choose to conduct the study there because the resources are contented and

accessible. The participants of the study are the Grade 11 who are taking the strand of

ICT in Pavia National High School-Iloilo because researchers topic is related in

technology that's there are the best respondent.

Gathering Instruments

The researchers use to survey questionnaire to gathered information can

relate. The answer of respondents can be the possible solution in those problems. It

mainly shows the information needed in the study and the things that the respondents

must answer.

Data Analysis

The study uses a one way process of collecting data from the respondents.

The researchers prepare a self-made questionnaire that was critique before it was

distributed to the respondents. It will be then answered by the respondents and those

answers were tallied by the researchers.


Pavia National High School
SENIOR HIGH SCHOOL DEPARTMENT
TVL Track - Information and Communications Technology Strand
Pavia, Iloilo

Action Research Work Plan and Timeline

To achieve this research work’s objectives, the researches will

religiously follow the activities, timelines, and activity duration presented below.

Table 1.

Schedule of Research Activities


Activity Timeline Duration
A. Planning
1. Preparation of Concept Paper September 9-20, 2019 15 days
2. Checking and Editing of the
September 23-25, 2019 2 days
Paper
3. Proofreading and
September 26,2019 6 days
Consultation
4. Finalization of Concept Paper October 7-11, 2019 4 days
B. Implementation
1. Administration of Survey
October 6-21, 2020 15 days
Sheets
2. Interpretation of Pre-Test
November 4-15, 2020 10 days
results
3. Finalization of the Results of
December 28,2020 10 days
the Collected Paper
4. proofreading of interpreted
December 16-20, 2020 5 days
Results
C. Dissemination
1. Preparation of Final Write-up January 6-10, 2021 5 days
2. Proofreading of Final Paper January 27-28, 2021 2 days
3. Finalization of Paper January 30-31, 2021 2 day
4. Presentation of Results in
February 3, 2021 1 day
school
5. Submission of Final Paper February 10, 2021 1 day
Total no. of Days: 78 days

References

https/www.ncbi.nlm.nih.gov/pmc/articles/PMC3905489/

CONCEPT PAPER HAS NO ENOUGH REFERENCES. THEY GOT A RATING OF 1 IN

THE RATING SHEET.

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