Professional Documents
Culture Documents
Chapter I
Chapter I
Philippines
INTRODUCTION
The rise in the use of the internet has led to many changes in our
daily life. In particular, this rise has also led to the rise of online gaming.
Online gaming can refer to any type of game that someone can play through
the internet or over a computer network. Most of the time, online gaming
refers to the video games play over the internet, where multiple players are
Playing computer games may not be all that bad for your children.
Peng Wei states that educational games can be effective assisting tools in
the right educational computer games your child may learn better problem-
solving skills and eye-hand coordination. Your child may also get the ability
to think fast and think of multiple things all at once. (Anonymous, 2016)
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especially students. One of the negative effects is this many cases among
students are addiction and this addiction may lead to worse problems. The
students might steal money. They may become lazy when It comes to
studying and prefer playing the whole day long. Some may even skip school
considered as a serious threat to mental health and the excessive use of the
consequences.
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THEORETICAL BACKGROUND
2011).
other disorders such as depression, anxiety and social phobia (Billieux et al.,
2015).
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THEORETICAL FRAMEWORK
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THEORETICAL FRAMEWORK
FANTASY CONTROL
CHALLENGE CURIOSITY
Present Present
tasks of suprising
intermediate information
difficulty
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worlds: the business and culture of Online Games described Online Games
using the internet. Nowadays online games have been extremely popular
among the young generation thus leading to the rise of online game
(Herro & Clark et al., 2016) stated that college and university
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Lan Ving Huang (2015), by playing the online game features online
The study of Brian (2014) stated that game addiction shows the bad
effect among the people nowadays. Addiction to the internet shares some of
retention.
all that bad for your children. Peng Wei states that educational games can be
and science. If you choose the right educational computer games your child
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child may also get the ability to think fast and think of multiple things all at
once. Skills obtained from playing computer games may help your child
learn quickly when it comes to his studies. Online Games can be both fun
money each team has secured for a single minute of their play-time during
their most successful The International runs. The format of the tournaments
has changed several times. During the International 2011, the winner – team
Natus Vincere, had to play only 11 maps and spend less than 7 hours of
playtime to claim unthinkable for that time one million dollars. Three bo1’s
in upper bracket finals and then Bo’5 final. This tournament has changed
Esports and gave the birth to the competitive scene we have right now.
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option to measure student progress over extended periods of time due to the
university level, digitals games must align with the course content and
course objectives.
Games addiction, the physical symptoms internet and online game addiction
injury caused by having the same sitting position for hours while playing
This causes sleep sensitivity and disorders which induce addicted players to
wake up several times during the night and as such this leads them suffering
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from insomnia which can cause mental anxiety and eventually result in
(Vorou et al., 2014) stated that video game playing is popular among
college students take online course, use social network website for social
activities by many people. For some people it is said that playing video
et al., ACLC Taguig October 2013) the project has different categories:
different shapes, math games, coloring games, typing games and more by
creating various games that are fun yet educational, kids learn skills like
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before they go to school. By letting the kids play educational games. They
will be able to acquire new skills or improve what they already have.
Sujat Ali Hamzah (2016) online games have both positive and
many cases among students are addiction and this addiction may lead to
worse problems. The students might steal money. They may become lazy
In the study conducted by Wood, Gupta, Devevensky & Griffiths (2004), online
gaming can be addictive. The research has tended to concentrate on negative aspects, such as
excessive play and addiction. Instead of spending their hours on studying and doing their
Gentile, et al. (2004) said that the majority of these studies have shown that online
games can be addictive and that some online games have been associated with aggressive
behavior. However, these studies have been relatively controversial as they examine these
factors using self-report methods and artificial scenarios. This type of research is fraught with
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CONCEPTUAL FRAMEWORK
The figure shows the input variables and the process variable of the study.
The process variables talks about online which there are a lot
of kinds of games where depend the numbers of hours they spend playing
online games and they manage the time and the input variable of this study
tackle how the students manage playing online games towards to their
academic performance if it affects or not to their studies.
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City.
1.1 Age
1.2 Gender
1.5 Length of money the respondents play online games (Per day)
1.6 Amount of money the respondents play online games (Per day)
1.7 Do you believe that the following can make an impact to your studies?
2.1 Health
2.2 Behavior
2.3Academic Function
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School. This study is limited to the students of grade 10 who are playing
online games. The researcher will gather information about the possible
information that will be needed in the study. This study will be conducted to
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Students - this will provide us with some knowledge regarding the effects
Teacher - the given data will guide the teachers on how to handle students
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RESEARCH DESIGN
Since the researcher found that there were many studies on student
present study.
requires expertise of careful and investigation (Best & Kahn, 2007). Survey
RESEARCH ENVIRONMENT
School from grade 10 and who are currently playing online games.
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RESEARCH RESPONDENTS
respondents range from grade 10. The researchers made use of 200 Students
398 and after choosing the respondents, each of them were given a survey
questionnaire to answer.
Where:
Sample size = N N = Whole population e = Margin of error
1+ Ne2
= 398
1+398(0.05)2
= 398
1+398(0.0025)
= 398
1+0.995
= 398
1.995
= 199.5 or 200
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RESEARCH INSTRUMENT
doing a research and intensive reading from the internet and asking opinions
adviser and prepared a second draft of the questionnaire. After that, revision
questionnaire has four parts. That contained the profile of the respondents in
terms of age, gender, and educational status the second part focused on that
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what online games mostly played by the students, how long they spend their
time playing online game and how much money they spend playing online
games. The third part is focused on the effects of online games. The last one
is kind of game that you are playing while feeling this kind of emotions.
responses were analyze and interpreted through the use of percentage and
ranking.
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RESEARCH PROCEDURE
help them in their study. They did an intensive reading from the internet and
asked opinions from the online game players. From these, they were able to
The researchers clearly explained all the directions and items to the
responses.
instruments.
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numerical date gathered from the questionnaire. Only tallying, getting the
summary of the data gathered was used to explain further the results of the
FORMULA:
%= f x 100
N
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Where in:
% = Percentage
percentage.
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grades and side notes, to describe how well a student has done.
Online Game - is any game that is played online, based online, or has a
school but that are not part of the academic curriculum. They often involve
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Cervical spondylosis - is a general term for age-related wear and tear affecting
the spinal disks in your neck. As the disks dehydrate and shrink, signs of
osteoarthritis develop, including bony projections along the edges of bones (bone
spurs).
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