Top-Rated Free Essay
Preview

The Effect of Online Gaming to the Academic performance of GRC student (BSBA-Marketing Management) SY: 2012-2013

Powerful Essays
1843 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
The Effect of Online Gaming to the Academic performance of GRC student (BSBA-Marketing Management) SY: 2012-2013
The Effect of Online Gaming to the Academic performance of GRC student
(BSBA-Marketing Management) SY: 2012-2013

Jonah Mica Hernandez
Rochelle Banquiao
Annabel Arabes
Maricris Bristol
Jayson Madrid
Gherry Mark Odiada
Victor Dela Pena

Global Reciprocal Colleges
Cor.9th Avenue. Grace Park, Caloocan City

October 9, 2013

Ms. Carla Marie Marcelo
Professor

Table of Contents
I. Title page ……………………………………………………………..
CHAPTER 1
II. Acknowledgement ………………………………………………….
III. Introduction …………………………………………………………
III.A. Problem and Its background………………………………
III.B. Statement of the problem………………..…………………
III.C. Hypothesis…………………………………………………..
III.D. Theoretical and Conceptual framework………………….
III.E. Significance of the study…………………………………...
III.F. Scope and limitations of the study…………………………..
III.G. Definition of terms…………………………………………….
CHAPTER 2
IV. Review of Related Studies…………………………………………………
V. Review of Related Literature………………………………………………

II. ACKNOWLEDGEMENT The study aimed to introduce the effect of online gaming to the academic performance of GRC student (BSBA-Marketing Management) SY: 2012-2013. Nevertheless, this study wouldn’t be possible without the everlasting love, care and assistance from the researchers’ family, who supported them in the whole study and uplifted the researcher emotionally when they are taken back with discouragement. The researchers would never forget to acknowledge Ms. Carla Marie Marcelo, who extended her invaluable time and patience in explaining the whole course of the research, And the researchers would like to thank their classmates for the shared information during casual talk and discussions. Most of all, thanks to God, our Heavenly Father, the source of all our strength and wisdom. For without His unfaltering love and guidance this study would never be realized.

CHAPTER 1
A. PROBLEM AND ITS BACKGROUND

III. Introduction There was a time when an endless summer for a teenager referred to hours spent at the beach, on basketball and badminton courts, or even romping with the neighborhood teens. Teens still do these things, but today’s teens have more ways of having fun including hours and hours in front of computer games playing interactive game contest that can feature a lot of blood and gore. More than 200 million electronic games are sold each year and millions of teens play them as part of their normal, non-violent lives. Discussion on computer games and gaming culture has been vivid during the recent few years.
Unfortunately, most of the debate has been biased and based on hearsay instead of study. Surprisingly, decent analysis of games, games players and their culture is still rare in spite of the fact that the gaming industry has for several years been the fastest growing sector of the entertainment industry. It seems that there is a need for generation of academics that have grown up playing these games before the gaming culture gets proper attention. Unfortunately, then it will be too late. The revolution is happening now. The most important message of this is “People do not know enough!” Besides, several of the studies are outdated, superficial or even prejudiced one way or another. Electronic game is one of the newest time of games. Most of these games are controlled by a computer and connected at a viewing screen called a video screen. Many of these games are based on traditional board games or target games.

Some educators and parents charged that young people spend too much time and money playing video games. Some communities have passed laws limiting the hours spent by children and teenagers in different arcades. Other young people argue that playing electronic games helps them develop their reflexes and concentration. It also introduces them towards the use of computers. Thus, all of these address the growing problem of student’s attitude toward studying.

B. Statement of the problem The purpose of this study is to determine the effects of playing computer games on the academic performance and behavior of college school students especially, the study attempts to answer the following questions.
1. What is the academic performance of the respondents based on the grading period?
2. How is the academic performance affected by the following gaming factors?
2.1 Types of games
2.2 Numbers of hours spent 2.3 Frequency 2.4 Extent of playing 3. To what extent does playing affects the respondent’s behavior? 4. Is there a significant relationship between playing computer games and academic performance of the respondents in terms of the following gaming factor? 4.1 Types of games 4.2 Number of hours 4.3 Frequency of playing 5. Is there a significant difference between the academic performance and the extent of playing computer games?
C. Hypothesis
This study tested the following null hypothesis:
1. There is no significant relationship between playing computer games and online gaming to the academic performance of the respondents in terms of gaming factors such as:
1. Types of Games
1.1 Candy Crush
1.2 Farm Ville
1.3 Plants vs Zombies
1.4 Temple Run
1.5 Angry Birds
1.6 Tetris
2. Number of Hours
2.1 One Hour
2.2 Two Hours
2.3 Three Hours
2.4 Four Hours
2.5 Five Hours
2.6 Six to Ten Hours
3. Frequency of Playing
3.1 One time
3.2 Two times
3.3 Three times
3.4 Four times
3.5 Five times
3.6 Six-Seven times
4. Venue
4.1 Near school
4.2 In the house

2. There is no significant difference between the academic performance and the extend of playing computer games.
1. Types of Games
1.1 Candy Crush
1.2 Farm Ville
1.3 Plants vs Zombies
1.4 Temple Run
1.5 Angry Birds
1.6 Tetris
2. Number of Hours
2.1 One Hour
2.2 Two Hours
2.3 Three Hours
2.4 Four Hours
2.5 Five Hours

2.6 Six to Ten Hours

D. Theoretical Framework Since the end of the 1980s, research on the video games developed it a vertiginous rate. To understand this explosion, it is important to take into account what happened in the video game market at that time. For example in 1989 Nintendo launched his pioneering console, Game Boy and as a consequence researchers began to concern themselves with the plausible effects of video games on the children (Video game and education, 2003). The phenomenon of the video game as an agent of mental training is largely unstudied. One does not often think about videogames as a relevant to education reform. In this study, videogames or playing interactive computer games incorporate the principle of expertise, where in students or the players tend to encourage themselves to achieve total mastery of one level, only to challenge and undo the mastery in the next level and forcing them to adapt and evolve. This was carefully choreographed and has been identified by learning theorists as the best way to achieve expertise in any field.

Effect on the Academic Performance and Behavior

Playing Computer Games

Types Of Games Played

Gaming Factors

Type Of Games
Number of hours spent
Frequency
Independent Variable Dependent Variable t

Conceptual Framework INPUT PROCESS OUTPUT OUTPUT

E. Significance of the study
The researcher strongly believes that conducting this research study will be great importance to the following: School Administration. The study will help them look into the possible solutions to the problems of their students related to delinquencies. The Local Government Officials. In the event that the investigation finds violations on the part of the video rental/computer shops owners with regard to
STRICTLY NO POLICY of the City Ordinance, this study shall serve as benchmark to strictly impose the said policy. Teachers. The study will help them understand why their students are addicted to playing video/online games. Such understanding will lead to a more productive and harmonious relationships between them while learning in the part of the students and teaching on the side of the teachers.

Parents. They will be able to understand the behavior of their children with regard to their involvement to video/online games. This study will also remind the parents to provide proper guidance to their children and to avoid negative tolerations.

Students/Individual Learner. Students will be enlightened with the prevalent effects that the players are now facing in playing interactive games/online games. Such awareness may lead to better learning habits and attitudes, thus improve their academic performance in school. The Future Researchers. This study will help them to continue and gather new information relevant to playing video/online games, students’ behavior as well as academic performance related issues and use this research as a reference for their work. F. Scope and Delimitations The research is confined only to the factors that may affect the student
Academic performance and behavior while playing computer games. The venue, the hours spent, its duration of playing video games were investigated. The researcher utilized forty students enrolled during the school year 2012-2013 from 2nd year level of the Global Reciprocal Colleges (GRC) Major in Marketing
Management irrespective of their age , gender and final average on their academic subjects. The perceptions of the students regarding the benefits they get in playing computer games were also gathered, analyzed, and interpreted.

G. Definition of Terms In order to arrive at a common understanding, the following terms in used in the study are hereby defined operationally and conceptually. Academic Performance. It is the performance of the students in the academe using their grades as indicators of measuring its progress. The advisers of the Global Reciprocal Colleges provide grades with the permission from the
Principal.
Behavior. It is the manner of ones conducts demeanor, or deportment.
It is also an emotional response of an individual to internal or external stimuli. Action Game. It involves the human player controlling a character in a

virtual environment, usually running around and using deadly force to save the world

from the force of evil. This games vary in the perspective that the human has of their

characters, be it first person where the human sees what the character would see, or

third person where the player looks over the shoulder of the character (Leird and Lent.

2000). Adventure Games. Players must solve puzzles and interact with other characters, as they progress through an unfolding adventure that is determined in part by their actions (Castle. 2000). Computer Game. A computer is a computer controlled game. It includes games which display only text (and which can therefore theoretically be played on a teletypewriter) or which use other methods, such as sound or vibration, as their primary feedback device. A “computer game” or a “PC game” refers to a game that is played on a personal computer (Webster Dictionary 2000).

Console Game. Console game refers to a game that is played on a

device specifically designed for use of such, while interfacing with a standard television set (Bushman and Anderson C. 2000).

Frequency. Frequency for this research is defined as how often or how many times the students play the computer games. Number of Hours. The number of hours in this study pertains to how long play the respondents play the game session. Role-playing games. Humans can play different types of characters, such as warrior, a magician, or a thief. The player goes on quests, collects and sells items, fights monsters, and expands the capabilities of their character all in an extend virtual world (Frank, 1999). Strategy Games. The humans control many units (usually military units, like tanks, or the ever present alien war machines) to do battle from a god’s eye view against one or more opponents. Strategy games include re-enactments of different types of battles ( Laird and Lent, 2000). Video Game. A video game is a computer game where video displays such as monitor or television is the primary feedback device including, but not limited to, mobile phones, PDA’s, advanced calculators, etc. (Lynch, 2001).

You May Also Find These Documents Helpful

Related Topics