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According to Bandura (1986), there are four potential sources that may impact selfefficacy:
Actual experiences, emotional arousal, vicarious experiences, and verbal
persuasions. Although all sources may contribute significantly to perceptions of selfefficacy,
actual experiences are considered the most powerful source of self-efficacy
information (Tschannen-Moran et al., 1998). As seen by Bandura (1986), the perception
that performance (as an actual experience) has been successful raises efficacy beliefs while
the perception that performance has been unsuccessful lowers efficacy beliefs. Selfefficacy
toward computers (or computer self-efficacy) is necessary to make effective use
of computer technologies to gain momentum in the different aspects of education.
According to Zhang & Espinoza (1997), self-efficacy and attitudes towards computers are
significant predictors of a student’s perceived need to learn computer skills. In fact, studies
show that self-efficacy toward computers is a critical predictor for the use of computer
technology (Delcourt & Kinzie, 1993; Ertmer , Evenbeck, Cennamo, & Lehman, 1994;
Jorde-Bloom, 1988; Kinzie, Delcourt, & Powers, 1994; Olivier & Shapior, 1993; Zhang &
Espinoza, 1997). Therefore, Compeau and Higgins (1995, p.192) define computer selfefficacy
as “a judgment of one’s ability to use a computer”.
III.Computer Literacy:
Liu, Reed, & Phillips,. (1992), Sheffield (1996), and Summers (1988) indicated that
pre-service teacher education students had little prior experience and knowledge of computer
technologies when entering education programs. Therefore, introductory
computer literacy courses are needed to provide students with actual experience about basic
computer concepts and skills (Kim & Peterson, 1992). In comparison to the more
traditional courses, pre-service teachers’ computer self-efficacy and achievement rise when
these teachers are involved in technology rich content lessons (Hacker & Sova, 1998). In
fact, the longer a pre-service teacher participates in a course integrating technology, the
more confident he/she feels toward technology (Bohlin & Hunt, 1995; Milbrath & Kinzie,
2000). Moore (1994) indicated that computer based learning highly motivates learners.
Therefore, the use of computer technologies and time using these technologies in computer
literacy courses are believed to be determining factors of increasing computer self-efficacy.
Student engagement is defined by Fredricks et al., (1994); Wimpenny & SavinBaden, (2013);
Zepke & Leach, (2010), it is a broad qnd complex phenomenon for which
there are many definitions grounded in psychological, social, and/or cultural perspectives.
Review of definitions revealed that student engagement is defined in two ways. One set of
definitions refer to student engagement as a desired outcome reflective of a student’s
thoughts, feelings, and behaviors about learning. For example, Kahu (2013) defines student
engagement as an “individual psychological state” that includes a student’s affect,
cognition, and behavior (p. 764). Other definitions focus primarily on student behavior,
suggesting that engagement is the “extent to which students are engaging in activities that
higher education research has shown to be linked with high-quality learning outcomes”
(Krause & Coates, 2008, p. 493) or the “quality of effort and involvement in productive
learning activities” (Kuh, 2009, p. 6). Another set of definitions refer to student
engagement as a process involving both the student and the university. For example,
Trowler (2010) defined student engagement as “the interaction between the time, effort
and other relevant resources invested by both students and their institutions intended to
optimize the student experience and enhance the learning outcomes and development of
students and the performance, and reputation of the institution” (p. 2). Similarly, the NSSE
website indicates that student engagement is “the amount of time and effort students put
into their studies and other educationally purposeful activities” as well as “how the
institution deploys its resources and organizes the curriculum and other learning opportunities to
get students to participate in activities that decades of research studies
show are linked to student learning” (Center for Postsecondary Research, 2017, para. 1).
Moreover, Kahu, (2013); Lam et al., (2012); Nora et al., (2005) emphasized that
many existing models of student engagement reflect the latter set of definitions, depicting
engagement as a complex, psychosocial process involving both student and university
characteristics. Such models organize the engagement process into three areas: factors that
influence student engagement (e.g., institutional culture, curriculum, and teaching
practices), indicators of student engagement (e.g., interest in learning, interaction with
instructors and peers, and meaningful processing of information), and outcomes of student
engagement (e.g., academic achievement, retention, and personal growth). In this review,
we examine the literature to determine whether technology influences student engagement.
In addition, we will use Fredricks et al. (2004) typology of student engagement to organize
and present research findings, which suggests that there are three types of engagement
(behavioral, emotional, and cognitive). The typology is useful because it is broad in scope,
encompassing different types of engagement that capture a range of student experiences,
rather than narrower typologies that offer specific or prescriptive conceptualizations of
student engagement. In addition, this typology is student-centered, focusing exclusively on
student-focused indicators rather than combining student indicators with confounding
variables, such as faculty behavior, curriculum design, and campus environment (Coates,
2008; Kuh, 2009).
An online game has swiftly become a popular source of entertainment for all ages,
particularly among young people. It is becoming a regular source of entertainment globally,
spreading in conjunction with the constant improvement of internet access. According to
Linda Jackson (2011), both boys and girls who play video games tend to be more creative,
regardless of whether the games are violent or nonviolent. A professor of brain and
cognitive sciences, Daphne Bavelier (2010) video gamers show improved skills in vision,
attention and certain aspects of cognition. And these skills are not just gaming skills, but
real-world skills. They perform better than on-gamers on certain tests of attention, speed,
accuracy, vision and multitasking.
Besides being a source of entertainment, the online games also have potential
problems such as aggression, physical injury, and addiction. But among all problems
related to online game use, addiction is arguably the most worrying. Online game addiction
has been recognized internationally and steps have been taken.
Lepper, M. R. & Gurtner, J (2000), stated that prolonged and excessive use of these
games can cause, mainly upon children, a number of physical and psychological problems
which may include obsessive, addictive behavior, dehumanization of the player,
desensitizing of feelings, personality changes, hyperactivity, learning disorders, premature
maturing of children, psychomotor disorders, health problems (due to lack of exercise &
tendonitis), Development of anti-social behavior and loss of free thinking and will.
On the other hand, Koo, et al. (2007) discussed the different factors to engagement
with an online game: (i) concentration; (ii)enjoyment; (iii) escape; (iv) epistemic curiosity;
and (v) social affiliation. Young (1996) posited that high-volume users of online chat
rooms tend to suffer from increasing weak real-world interactions with their friends,
families, and social activities (e.g., Clubs and social organizations). Griffiths, et al. (2004)
found online game is essentially played for leisure and pleasure. Babin, et al. (1994)
indicated that hedonic values reflect the potential entertainment value and enjoyment that
shoppers perceive in the experience of shopping. Hsu and Lu (2004) have implied that the
extrinsic dimensions might not reflect the salient motives of players. In addition, the
psychology of players is more inclined to be addicted to online games, such as low
agreeableness, high loneliness and shyness and low self-esteem (Bianchi & Phillips, 2005).
Hsu and Lu (2004; 2007) also concerned the cognitive and perceptual factors affecting
attitude and behavior with online game users. Kraut, et al. (1998) used statistical methods
to show a negative correlation between Internet usage and communication with relatives and
friends. Morahan-Martin and Schumacher (2000) found that in the USA, pathological
Internet undergraduate users were more likely to play online games.
According to Asdaque (2010) the use of the Internet is one of the major factors
affecting the academic performance and social life of university students. The number of
hours spent on the internet will affect the CGPA, of students unless the Internet is used for
study purpose. The students achieve good CGPA, who used the Internet for academic
purposes. The graphical representations about the use of the Internet and its impact on the
social life of university students indicate that the maximum use of the Internet, minimize
the social activities of university students. The study showed that use of Internet for study
purpose and academic achievements are directly proportional to each other while inversely
proportional to the social life of university students.
Moreover, Thomas and Martin (2010) added that the basis of any addiction is the
negative consequences that come with using a substance or doing an activity. With
pathological gaming, criteria for it includes resorting to crimes to fund one’s own activity
or pay off debts one has accumulated. However, articles in the media indicate a trend that
many crimes may occur either due to frustration surrounding the game, or to copycat
violent acts from the game.
Arntz (2006) and Griffiths (2010) said that emotional stability is dependent on a
secure attachment to a person or thing. Computer players may use computer games as a
way to solve emotional problems, and to get away from reality. This may create a self-repeating
cycle, as the problem is not solved and only delayed, which creates more conflict
for the individual and cause them to play more.
As revealed in the foregoing studies, it could be discern that no study was ever
made on the level of computer literacy. An intensive literature review did not yield much
research that investigated and compared subjects’ both performances, attitudes and impacts
of websites for being computer literate. Moreover, no study has been found that
investigated the same issue in Philippines. Thus, the present study is focused on appraising
impacts to computer literacy and utilization. Therefore, the current research work is worthy
of pursuing a noble cause of having a deep literacy about computers. Furthermore, the
findings herein can be added to a rich source of information for related studies and literature
and eventually for another investigation using other variables or predictions.