The Effect of Online Games to the Academic Performance of First Year Students of Smcl in Year 2010-2011 (Completed from Chap. 1 to 3)

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1.1 Introduction

As time passes by, technology continues to evolve. Because of technology, new things were created that sustains and lightens human work. Computers were created because of technology. Computers were the greatest things ever invented by man itself. In the modern age, computers have become a part of man’s life. Computers with the aid of modern machines made almost all the things around us. From the edited books, computers made all design, special effects in movies, and televisions etc.

Along with the evolution of technology, computers continue to upgrade as well until the time that computer has now become a part of man’s everyday life that are hooked to computers. Computers can now edit documents to your PC, play mini games, search information you need using the internet, save documents to your PC and play online games. It’s like an all-in-one gadget that can do all the things you want anytime you need it.

Based on the facts on Wikipedia, from 1990 to the present year, online games had a big impact to us especially teenagers. Online games have many genres, including FPS games, MMORPG, Casual games and multiplayer games. A game will become an online game if it involves in using a computer or a series of computers with one player in each computer to battle it out with other players using the Internet depending on the game genre.

According to Wikipedia, an online game is a game played over some form of computer network. Online games can range from simple text based games incorporating complex graphics and virtual worlds populated by many players simultaneously. Many online games have associated online communities, making online games a form of social activity. Beyond single player games. That’s why online games are addictive to teenagers. This research focuses on how online gaming affects the academic performance of first year students of SMCL in year 2010-2011. In here, we will know the effects of online gaming to first year students of SMCL to their studies.

1.2 Problem/Purpose

The problem is to study on how online gaming affects the academic performance of first year students of SMCL in year 2010-2011’ This research aims to study if online gaming does a positive or negative effect on first year students. The purpose of the research is to get responses from first year students of SMCL in year 2010-2011 to get proofs and ideas on how online gaming affects their academic performance, whether it is positive or negative.

1.3 Conceptual Framework

This research’s framework covers about the effects of online gaming to first year students of SMCL in year 2010-2011 in their academic performance. By getting responses to first year students, data is gathered.

The research is illustrated using flowchart and explained using IPO method.

The Input is the first step to conduct the research. It is enclosed in an oval. The arrow next to it is called flow lines. It indicates the next step to be executed.
The Process in the flowchart is enclosed in rectangular boxes. This is the step-by-step method to collect information needed for the research. The process is divided into five rectangular boxes with flow lines indicating the next step to be doned. The Output is the last step if the research. After collecting information from correspondents, data is gathered about the effect of online games to the academic performance of First year students of SMCL in year 2010-2011 and encoded to computer.

1.4 Significance of the Study

The study is conducted to collect information on first year students of SMCL in year 2010-2011 regarding the effects of online games in their academic performance. This study is very helpful because those who responded to the survey can help relate their thoughts and ideas to the ff: To College Students: College students that do not play online games can get...
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