Professional Documents
Culture Documents
Impact of Online Gaming On The Academic Performance of College Students of Capiz State University Dayao Satellite College
Impact of Online Gaming On The Academic Performance of College Students of Capiz State University Dayao Satellite College
Impact of Online Gaming On The Academic Performance of College Students of Capiz State University Dayao Satellite College
General Objectives:
This study will be conducted to determine the Impact of Online Gaming on
the Academic Performance of College Students of Capiz State University Dayao
Satellite College.
Specific Objectives:
Specifically, this study sought to answers the following questions.
1. What is the socio demographic profile of the respondents in terms of
a. sex
b. age
c. Course
d. Year level
e. Monetary Daily allowance
2. What is the level of impact of the Online Gaming activity of the respondent in
terms of
a. Frequency of playing online games
b. Length of time spent playing online games
c. Online games commonly played
d. Amount of money spend for online gaming?
3. Is there a significant relationship between online gaming activity to the academic
performance of the respondent in terms of
a. Scholastic Attendance
b. Grade
c. No. of Subjects dropped?
4. Is there a significant difference on the level of students academic performance
and the extent
According to Wang (2011) gamers who play online games compulsively, resulted
to isolating themselves from social contact and focusing almost entirely on in-game
achievements rather than-out game life events such as academia. Players see the ingame life as more important than out-life. This means they spent play almost all the time
to online games.
Conceptual Framework
This conceptual framework is presented to guide the researcher in the conducting of the
study. It is based on the concept that the sociodemographic profile of the respondent
consisting sex, age, course, year level and monetary daily allowance will served as the
independent variables. Level of impact of Online Gaming which includes Frequency of
playing online games, length of time spent playing online, online games commonly
played and the amount of money spend for online games, are the intervening variables
that influences the academic performance of the respondents involving scholastic
attendance, grades and the number of subjects dropped in a school semester as the
dependent variables.
Independent
Variables
Socio Demographic
Profile
a.
b.
c.
d.
e.
f.
Sex
Age
Course
Year Level
Estimated Family
Monthly Income
Monetary daily
allowance
Intervening Variables
Dependent Variables
Online Gaming
Academic
Performance
a. Frequency of playing
online games
b. Length of time spent
playing online
c. Online games
commonly played
d. Amount of money
spend
for
online
games
a. Scholastic
Attendance
b. Grades
c. No. of Subjects
dropped