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Introduction
Definition of Terms
(www.techterms.com/definition/computer)
In this study, it refers to the device used in gaming.
(www.freedictonary.com)
(wikipedia.org)
(www.freedictionary.com)
(wikipedia.org)
(wikipedia.org)
(wikipedia.org)
(wikipedia.org)
Chapter II
History of Computer
your parents were probably around in 1951 when the first computer
While the modern computer is far better and faster than the
EDVAC of its time, computers of today would not have been
possible with the knowledge and work of many great inventors and
pioneers.
Computer Gaming
Computer gaming is a type of video game playing that is
played on a personal computer, rather than a dedicated video game
console. Computer gaming has shifted in popularity over the
years, as prices and performance fluctuated between consoles
and personal computers. In the modern day, it has largely settled
into its own, with a number of games lending themselves
exclusively to computer gaming, while other types of games are
better suited for consoles.
Early computer gaming largely revolved around text
adventures, as this was one area where they could differentiate
themselves immediately from arcade games. Although there were
early graphical computer games, such as Spacewar, which was
perhaps the first computer game ever, many of the most popular
were simple text inputs. The original, and perhaps most famous,
of these was the Adventure game, and later games built off of its
success. Eventually graphics were added to the idea of
text computer gaming, with text remaining as a command input,
even while simple graphics helped to build the scene.
In the early 1980s computer gaming saw a boom in popularity,
as the bottom fell out of the console video game market. A glut
of bad games for consoles, combined with lower prices for home
computers, made computer gaming an obvious choice for many
people. When the Nintendo Entertainment System was released, this
boom slowed somewhat, although it continued for many more years
in Europe.
With the addition of the mouse as an input device to
computers, graphical computer gaming began to make much more
sense. Graphical adventure games, such as the popular King’s
Quest series, made use of the mouse to allow a player to interact
with a static image environment. At the same time, a new genre,
the first-person shooter, began to emerge. One of the first of
these, Wolfenstein 3D, was released by id Software in 1992, and
helped to popularize the idea of first person shooters.
The next year, making use of the steadily increasing
processing power of computers, id Software released Doom, a
revolutionary first person shooter that was one of the most
popular games of the era. The industry would remain relatively
stable until 1996, when further innovations in video card
technology allowed for even more ornate and stunning games, with
Tomb Raider being an early third person shooter to take advantage
of the processing power of computers of the era. Beginning around
the turn of the millennium, computer gaming exploded into being
an even larger market than it had traditionally been, becoming
one of the mainstream uses of computers in most homes. Games got
even more complex, as technology advanced even further and as
game developers began to experiment with new methods of
interaction that differentiated the computer platform from the
console. Games like Warcraft and Starcraft, Command and Conquer,
Black & White, and The Sims are all examples of this type of
game.
Theoretical Framework
This study further concerned on cognitive abil
ity of the students and their performance in the
actual classroom interaction. The following are the three
theories of motivation that supports the idea on how to arouse
the attention of the students:
1.Instrumental/operant learning: (Skinner) it
states that the primary factor is consequences:
rein forcers are incentives to increase behaviour and
punishers are disincentives that result in a decrease in
behaviour.(Stimulus => response => reward)
3.Observational/social learning: (Bandura) it sugg
e s t s t h a t m o d e l i n g ( i m i t a t i n g others) and vicarious
learning (watching others have consequences applied to their
behaviour) are important motivators of behaviour.
Conceptual Framework
Research Methodology
Instrumentation
The data gathering instrument was a researcher-made
questionnaire containing the effects of computer gaming for the
purpose of the investigation.
5 - Always
4 - Often
3 - Sometimes
2 - Seldom
1 - Never
Score/WeightedMean
Description
4.21-5.00
Very Highly Implemented
3.41-4.20
Highly Implemented
2.61-3.40
Implemented
1.81-2.60
Moderately Implemented
1.00-1.80
Not Implemented
Descriptive Statistics
Frequency count and percentage were used to determine the
number of respondents who belonged to the different categories of
independent variable.
Mean was utilized to describe the effects of computer gaming
on the academic performance of BSMT 3 students.
Inferential Statistics
In order to determine the significance of the differences on
the participant’s perceptions about computer gaming among BSMT
students. The researcher used the One-Way analysis of variance
(ANOVA) test for independent sample. One-Way analysis of variance
(ANOVA) is a parametric method for testing equality of population
means among groups of 3 or more groups.
The significant level of all inferential tests was set at .
05.