You are on page 1of 11

Maryhill College, Inc.

Higher Education Department


Lucena City
COLLEGE OF ARTS, SCIENCES, AND EDUCATION

Name:
Researcher 1: Dhea Lhyn F. Roxas
Researcher 2: Arianne Baracca
Researcher 3: Adelfa Genio
Course & Major: BEED III

RESEARCH TITLE
● Effects of online gaming to the academic performance in selected students of MC
● The Impact of New Normal learning on Reading Comprehension in the selected Grade
5 students of Maryhill College SY: 2022-2023
● Impact of Gadget use on the learning process of the College students of Maryhill
College
RESEARCH PROBLEM: RESEARCH SUBPROBLEMS:
1. Effects of online gaming to the 1. Effects of online gaming to the
academic performance in academic performance in selected
selected students of MC students of MC

● What are the effects of online ● What are the effects of online gaming to
gaming to the academic the academic performance of students?
performance
● How does online gaming influence
students' academic performance?

● What are the advantages and


disadvantages of online gaming to
students?

2. The Impact of New Normal 2. The Impact of New Normal learning


learning on Reading on Reading Comprehension in the
Comprehension in the selected selected Grade 5 students of
Grade 5 students of Maryhill Maryhill College SY: 2022-2023
College SY: 2022-2023
● What are the effect of the new normal
● Do the students already know how learning to the students to enhance their
to read nowadays because of the reading comprehension?
new normal learning? ● What are the advantages and
● What are the difficult factors that the disadvantages of new normal learning
students faced in reading to the reading comprehension of the

Maryhill College, M.L. Tagarao St., Lucena City, 4301 Philippines. Tel. No. (42)373-0165
Email: mc.case@maryhillcollege.edu.ph Website: www.maryhillcollege.edu.ph
Maryhill College, Inc.
Higher Education Department
Lucena City
COLLEGE OF ARTS, SCIENCES, AND EDUCATION

comprehension? students?

3. Impact of Gadget use on the 3. Impact of Gadget use on the


learning process of the College learning process of the College
students of Maryhill College. students of Maryhill College.
 Does gadget affect the level
● Does the gadget contribute of academic performance
significantly to your learning among the students
process?  What are the advantages
● Are you also using the gadget as a and disadvantages of using
device for Mid Semester Gadget in education?
Assessment and Final Semester
Assessment?
BACKGROUND OF THE STUDY
Reminder:

● Use the APA 7th Format:

https://millikin.edu/sites/default/files/2020/documents/apa7th_edstyleguides2020_0.pd

● Pointers in writing the Background of the Study:

● Discuss what is currently happening in one’s field

of interest with respect to the topic in question.


Trends in your
● Discussion should include societal movements,
field of interest
new developments, current changes, and the

like.

Issues arising ● Discuss the things that have become problematic

from the trend in the field with respect to the existence of the

trend.

● Present the rationale why there is a need to do

Maryhill College, M.L. Tagarao St., Lucena City, 4301 Philippines. Tel. No. (42)373-0165
Email: mc.case@maryhillcollege.edu.ph Website: www.maryhillcollege.edu.ph
Maryhill College, Inc.
Higher Education Department
Lucena City
COLLEGE OF ARTS, SCIENCES, AND EDUCATION

research on the topic selected.

● Identifies the research gap.

Objectives of the ● Discuss the things that the researcher(s) plan to

Paper do to resolve the issue(s) presented/ highlighted.

● Discuss the things that will happen once the

Contribution of issues area addressed.

the Paper ● Involves the persons to whom the results of the

paper will be relevant.

● Integrated in the development of the introduction.

● Present the synoptic and argumentative part of

the study.

⮚ Synoptic part – contains the operational

Review of definition of the variables used in the study

Related and its relationship with other variables (e.g.,

Literature and correlations, differences, effects) and/or its

Studies historical background/ development as

revealed by previous and existing literature.

⮚ Argumentative part – contains the need for

the study to be conducted, as well as its

projected impact to the locale.

Maryhill College, M.L. Tagarao St., Lucena City, 4301 Philippines. Tel. No. (42)373-0165
Email: mc.case@maryhillcollege.edu.ph Website: www.maryhillcollege.edu.ph
Maryhill College, Inc.
Higher Education Department
Lucena City
COLLEGE OF ARTS, SCIENCES, AND EDUCATION

Start writing here:

Effects of online gaming to the academic performance in selected students of

MC

Background of the Study

The term computer game is in sharp competition with video games, console

games, and arcade games. Video games and console games usually mean games

connected to a TV, whereas arcade games means games placed in public spaces. Computer

games on the other hand, are occasionally used to mean games played on a personal

computer. However, since all of these areas have been developed in close parallel and

because all of these games are played on computers, most researchers use the term

computer game to represent all of these areas as a whole. Computer games first came into

existence in the 1960s with the introduction of a shoot-up game. Since the computer games

have become a regular part of life for many people due to its increased popularity. The

computer game has changed from being primarily played at an arcade to be primarily played

in the home.

According to the ICD-11, people with gaming disorder have trouble controlling the

Maryhill College, M.L. Tagarao St., Lucena City, 4301 Philippines. Tel. No. (42)373-0165
Email: mc.case@maryhillcollege.edu.ph Website: www.maryhillcollege.edu.ph
Maryhill College, Inc.
Higher Education Department
Lucena City
COLLEGE OF ARTS, SCIENCES, AND EDUCATION

amount of time that they spend playing digital or video games. They also prioritize gaming

over other activities and experience negative effects from their gaming behaviors.

According to the WHO’s definition, a person who has a gaming disorder will having

sign and symptoms like lacking control over their gaming habits, prioritizing gaming over other

interests and activities continuing gaming despite its negative consequences.

The main objective of this study is to identify the effects of online gaming on the

academic performance of selected students of Marry hill college. Study the effects of playing

computer games on the academic performance of the student. Investigate the relation

between exposure to online gaming and the academic performance of the students.

According to some research, gaming addiction may co-occur with other mood

disorders, such as anxiety disorders, depression, and stress. People who remain physically

inactive for extended periods due to gaming may also have a higher risk of obesity, sleep

problems and other health issues. As with other addictions, gaming disorder can have a

negative impact on family life, relationships, work and education. This may lead to irritation

with those who criticize gaming, or it may cause feelings of guilt. In previous time, kids were

involved playing with other children, but now a days children spend most of their time on

online gaming as soon as they understand and enjoying, familiarize with them.

Playing video games is often associated in our society with poor academic

performance. This anecdotal idea is supported by some research. A 2000 study found a

negative correlation between GPA and time spent playing video games (Anderson & Dill,

Maryhill College, M.L. Tagarao St., Lucena City, 4301 Philippines. Tel. No. (42)373-0165
Email: mc.case@maryhillcollege.edu.ph Website: www.maryhillcollege.edu.ph
Maryhill College, Inc.
Higher Education Department
Lucena City
COLLEGE OF ARTS, SCIENCES, AND EDUCATION

2000). The correlation was relatively small. Time alone accounted for a 4% variance in GPA,

yet the findings are significant. However, several older studies contend that the results of

research have been mixed. A 1997 study suggests that “there is no clear causal relationship

between video game playing and academic performance” (Emes, 1997, p. 413). It goes on to

say that the research is “sparse and contradictory” (Emes, 1997, p. 413).

The effect that interactive digital media has on the learning process is not completely

negative. It is not that the medium itself is inherently flawed, but much of the information that

gets transmitted through it may be.

The Impact of New Normal learning on Reading Comprehension in the selected Grade

5 students of Maryhill College SY: 2022-2023

Blended learning or the integration of face-to-face and online instruction (Graham

2013), is widely adopted across higher education with some scholars referring to it as the

“new traditional model” (Ross and Gage 2006, p. 167) or the “new normal” in course delivery

(Norberg et al. 2011, p. 207). New normal learning is the new way of teaching to the students

now a days they use technology , to have interact to the teachers and students. Because of

new normal learning their reading comprehension affect their critical thinking, reading

skills,and knowledge skills.

Reading comprehension is crucial to human existence. It serves as seen as

extremely significant since it provides individuals with new knowledge. The objective is to

learn information from the writer's message in a text and utilizes this knowledge to enhance

his or her experiences and to intellectual ability. And it is the process of constructing meaning

by coordinating a number of complex processes that include word reading, word and world

Maryhill College, M.L. Tagarao St., Lucena City, 4301 Philippines. Tel. No. (42)373-0165
Email: mc.case@maryhillcollege.edu.ph Website: www.maryhillcollege.edu.ph
Maryhill College, Inc.
Higher Education Department
Lucena City
COLLEGE OF ARTS, SCIENCES, AND EDUCATION

knowledge, and fluency (Harris and Graham, 2007). Readers comprehend a text when they

are able to communicate with a text. They are able to draw the information from written text

and interpret this information appropriately. In other words, reading comprehension is a kind

of interaction between the readers and the text through written symbol in order to grasp the

information from written text.

Although reading comprehension is crucial, most people still struggle with it. Some

individuals who can read aloud some texts with the necessary information however, they

have no idea what they are reading about. Because they don't read in English the same way

they read in their mother language. They are learning another language. Just their time was

invested to acquire the meaning. word by word, then look up any unfamiliar words, then carry

on with the meaning every sentence.

The main purpose of this study is to know the impacts of new normal learning to the

reading comprehension of the selected grade 5 students in Maryhill College. And the goal of

this study is to know how many students know how to read even if we are in a new normal

learning or blended learning. And the advantages and disadvantages of the new normal

learning in the reading comprehension of the students.

Impact of Gadget use on the learning process of the

College students of Maryhill College

The use of electronic software such as smartphones, iPad, and tablet helps users

Maryhill College, M.L. Tagarao St., Lucena City, 4301 Philippines. Tel. No. (42)373-0165
Email: mc.case@maryhillcollege.edu.ph Website: www.maryhillcollege.edu.ph
Maryhill College, Inc.
Higher Education Department
Lucena City
COLLEGE OF ARTS, SCIENCES, AND EDUCATION

perform various activities such as sharing of information, internet surfing, document

writing and other activities (Khan et al., 2013). The study by Haque et al. (2016) states

that with the availability of various applications on this technological device, it enables

users to socialize, communicate, take pictures, record videos and some other

sophisticated applications making it easy for users to perform an activity.

According to a topologist McQuail (1985) the uses and gratifications theory is a strategy

to clarify the satisfaction obtained by gadget users while searching for information such

as personal identity, social interaction and entertainment. The user satisfaction

strategy is regarded as a method of using the gadget starting with setting the

gadget’s objectives.

The gadgets are very useful, they help us connect to each other, they make us

learn new things and discover new things. The reason why computer technologies

are invented is to help make people’s life easier and to improve their way of life, especially

the students. Modern computer technologies make studying easier and fun to the students.

As long as students don’t become fanatics when it comes to gadgets, we don’t think that

they could have a bad influence or a bad effect on students. The gadgets make our life

better in many ways. Let’s take for example the cell phone, many of you are “lost”

without it and when it comes to students this device is more than just a cell phone, is a

chat opportunity, an Internet connection, a camera and more. Because mobile phones

have today a lot of f e a t u r e s a n d t h e y a r e n o t j u s t d e v i c e s m a d e f o r

c o m m u n i c a t i o n b e t w e e n p e o p l e . Development in the world is expanding to new

Maryhill College, M.L. Tagarao St., Lucena City, 4301 Philippines. Tel. No. (42)373-0165
Email: mc.case@maryhillcollege.edu.ph Website: www.maryhillcollege.edu.ph
Maryhill College, Inc.
Higher Education Department
Lucena City
COLLEGE OF ARTS, SCIENCES, AND EDUCATION

levels. Technology has made things more knowledgeable and convenient. Today, the

world turned into a world of electronic gadget. The electronic gadgets have advanced in

various ways. Today, you will find gadgets that fulfill your everyday needs. In the year

where electronic gadgets are not yet invented like computers, students are not

engage in activities using technologies student rely on books and visit library facilities to

study, read their notes and review their school lessons.

REFERENCES

https://akjournals.com/view/journals/2006/6/3/article-p267.xml Video games and aggressive

thoughts, feelings, and behavior in the laboratory and in life.

CA Anderson, KE Dill 

Is Mr Pac Man eating our children? A review of the effect of video games
on children
(Harris and Graham, 2007) Readers comprehend a text when they are able to communicate

with a text Ritrieved: .https://www.journals.uchicago.edu/doi/abs/10.1086/701720 Writing

Skills, Knowledge, Motivation, and Strategic Behavior Predict Students' Persuasive Writing

Performance in the Context of Robust Writing Instruction: The Elementary School Journal:

Vol 119, No 3

(Graham 2013), is widely adopted across higher education with some scholars referring to it

as the “new traditional model” (Ross and Gage 2006, p. 167) or the “new normal” in course

delivery (Norberg et al. 2011, p. 207) Ritrieved:

https://www.taylorfrancis.com/chapters/edit/10.4324/9780203803738-28/emerging-practice-

Maryhill College, M.L. Tagarao St., Lucena City, 4301 Philippines. Tel. No. (42)373-0165
Email: mc.case@maryhillcollege.edu.ph Website: www.maryhillcollege.edu.ph
Maryhill College, Inc.
Higher Education Department
Lucena City
COLLEGE OF ARTS, SCIENCES, AND EDUCATION

research-blended-learning-charles-graham Emerging Practice and Research in Blended

Learning: 28: v3: Handboo

1. Malaysia digital marketing statistics (2019) Keep up to date with Malaysia's latest trends

and statistics. Digital Influence

Lab, Malaysia.

2. Ramane DV, Kottapalle S (2016) Internet addiction in teenagers of India: Analysis

using fishbone methodology.

International Journal of Advances in Engineering & Technology 9(6): 696-704.

3. Tabotabo LMB, Duero KAP, Español ANE, et al. (2017). Factors contributing to

excessive use of screen gadgets and its

effect to social and emotional functioning. Asian Journal of Mathematical Sciences 1(2): 75-

110.

4. Muduli JR (2014) Addiction to technological gadget and its impact on health and lifestyle:

A study on college students.

Psychology.

5. Rabui H, Muhammed AI, Umaru Y, et al. (2016). Impact on mobile phone usage on

academic performance among

secondary school students in Taraba state, Nigeria. European Scientific Journal 12(1): 466-

479.

6. Jackson L, Zhao Y, Kolenic A, et al. (2008) Race, gender and information technology

use: The new digital divide. Journal

of Cyberpsychology & Behaviour 1(4).

Maryhill College, M.L. Tagarao St., Lucena City, 4301 Philippines. Tel. No. (42)373-0165
Email: mc.case@maryhillcollege.edu.ph Website: www.maryhillcollege.edu.ph
Maryhill College, Inc.
Higher Education Department
Lucena City
COLLEGE OF ARTS, SCIENCES, AND EDUCATION

Maryhill College, M.L. Tagarao St., Lucena City, 4301 Philippines. Tel. No. (42)373-0165
Email: mc.case@maryhillcollege.edu.ph Website: www.maryhillcollege.edu.ph

You might also like