The Addiction of Grade Five Pupils to Computer Online Games that Affect the Academic Performance Among Elementary Pupils of Oton Central Elementary School from School year 2012 – 2013 Objectives of the Study
The main objective of the study is to ascertain the factors that contribute to the Addiction of Grade Five Pupils to Computer Online Games that affect the Academic Performance among elementary students of Oton Central Elementary School from School year 2012 – 2013. Specifically, the study aims for the following objectives:
1. To determine the factors contributing to the grade five pupils age, gender and grade level. 2. To determine the pupils classroom interaction and lack of socialization on the level of academic performance. 3. To identify the grade five pupils addiction to computer online games that affect the elementary students of Oton Central Elementary School.
The study found that children who received and began using video games immediately spent less time doing homework and other academic activities after school than children who did not have video game systems. The researcher identify computer game playing as a relatively high frequency activity among elementary students. Study has indicated gender differences in computer game playing habits, with males playing more frequently than females (Kaplan, 1983). Morlock, Nigolean and Yanto (1985) find reasons for this include: the game content, in that games tend to contain more masculine than feminine characters. This Framework Plan makes recommendations for the appropriate and effective use to broaden access to basic education, improve the quality of learning, enhance the quality of teaching, and improve educational planning and management. Underlying these recommendations are strategies for sustainability. Technology has developed so much that it is almost crucial to have electronic devices particularly the personal computers at home,...