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Atienza, Rechell Tormes & Balandra, Maria (October 2023).

Effects of computer games to the


mathematical competencies of HUMSS students. SHS HUMSS. La Purisima National High School.

CHAPTER 1
THE PROBLEM AND ITS BACKGROUND

The problem and background section of this chapter will explore the issue of how computer
games impact the mathematical competencies of HUMSS (Humanities and Social Sciences) students. It
will provide an overview of the current educational landscape and the increasing prevalence of computer
games among students. The section will highlight the need to understand the potential effects of these
games on students' mathematical abilities.

A. INTRODUCTION

The advent of technology has brought about several changes in society, including the way people
learn and how they spend their leisure time. One of the most popular forms of entertainment nowadays is
computer gaming. For many young people, playing computer games has become a form of relaxation
and a way to escape from the stresses of daily life. However, there has been a concern that excessive
gaming may have negative effects, particularly on academic performance. This study aims to investigate
the impact of computer games on the mathematical competencies of students taking the Humanities and
Social Sciences (HUMSS) strand.

The rationale of this research paper is to investigate the effect of computer games on the
mathematical competencies of Humanities and Social Sciences (HUMSS) students. The setting of the
problem refers to the educational context in which this study will be conducted, focusing specifically
on HUMSS students and their mathematical competencies.

The basic literature foundation of the study involves reviewing existing research and studies that
have explored the relationship between computer games and mathematical competencies. This review
helps to establish a theoretical basis and identify gaps in the current knowledge.

The chosen research problem is considered serious because it addresses the potential impact of
computer games on a specific academic skill, namely mathematical competencies. This is important in
the context of HUMSS students as they may not typically have a strong emphasis on mathematics in
their curriculum.

The general objective of this research paper is to examine whether computer games have any
influence on the mathematical competencies of HUMSS students. By studying this relationship, the
overall purpose is to contribute to a better understanding of how technology, specifically computer
games, can affect academic skills in the context of HUMSS education.
B. STATEMENT OF THE PROBLEM

The study aims to determine the effect of computer games on the mathematical competencies of HUMSS
students. Specifically, the study seeks to answer the following questions:

1. What is the extent of computer game usage among HUMSS students?

2. What is the level of mathematical competencies of HUMSS students?

3. Is there a significant difference between the mathematical competencies of HUMSS students who
play computer games and those who do not?

4. What are the factors that affect the mathematical competencies of HUMSS students who play
computer games?

C. SCOPE AND DELIMITATION OF THE STUDY

This study will focus on the HUMSS students of a selected senior high school in the Philippines. The
study will use a survey questionnaire to gather data on computer game usage and mathematical
competencies. The participants will be selected through stratified random sampling. The study will only
explore the effect of computer games on mathematical competencies and will not investigate other factors
that may contribute to academic performance. The results of this study will be limited to the selected high
school and may not be generalizable to other schools or populations.

D. SIGNIFICANCE OF THE STUDY

The study aims to contribute to the understanding of the potential impact of computer games on
academic performance, specifically on mathematical competencies. The findings of this study may be
useful in developing strategies to help students balance their leisure time activities and academic
responsibilities. Additionally, the results of this study may serve as a basis for further research on the
impact of technology on education.
E. REFERENCES

Gentile, D. A., Bailey, K., Bavelier, D., Funk, J. B., Garton, B., Green, C. S., ... & Young, K. (2017).
The state of the science of gaming and its potential for education. PsyArXiv Preprints, 25.

Granic, I., Lobel, A., & Engels, R. C. (2014). The benefits of playing video games. American
Psychologist, 69(1), 66-78.
Wouters, P., van Nimwegen, C., van Oostendorp, H., & van der Spek, E. D. (2013). A meta- analysis of
the cognitive and motivational effects of serious games. Journal of Educational Psychology, 105(2), 249-
265.

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