Professional Documents
Culture Documents
The Effects of Computer Games in Academic Performance
The Effects of Computer Games in Academic Performance
Introduction
something individual and static into something with the potential to be interactive and
social. In the past few decades, interactive electronic media has grown from essential
non-existence to one of the primary means of entertainment for high school students.
One of these form of technology that entertain people are the computer games. When
these computers are used too much by these teenagers, they will develop a kind of
defined as such a strong involvement with a machine or what can be displayed on it that
the usual criteria for impairment through addiction are met (Lowinson, 2005). The term
computer game is in sharp competition with video games, console games, and arcade
games. On the other hand, computer games are infrequently used to mean games
played on a personal computer. This article examines the effects of increased student
usage of computer games as well as online games. However, since all of these sectors
have been developed in close parallel and because all of these games are played on
computers, most researchers use the term computer game to represent all of these
areas as a whole. This paper will also look at the potential education utility of computer
1
Computer games first came into existence in the 1960s with the introduction of a
shoot-up game. Dempsey as cited in Zhao (2006) defines a game as a set of activities
involving one or more players. It has goals, constrains, payoffs and consequences. A
game is rule-guided and artificial in some respects. Since the computer games have
become a regular part of life for many people due to its enlarged popularity.
Throughout the years technology and its other forms improved to help people in
social development. It becomes the highest means of entertainment for high school
students. Computer games are one of the forms of technology that entertain people.
Playing online games is valuable it exercises the mind of the gamer to be clever in
challenging situation, it keeps the gamers active. But it takes much of the gamer’s time.
one of the widely used leisure activities by many people. Teenagers who are playing
these online games said that they are playing these games just for fun, to keep away
from the heat of the sun, without knowing that there are a lot of effects of playing these
games that are more than what they think.The youth of today no longer seem to spend
their leisure activities like in the olden days; outdoor games or playing with toys, instead,
they spend their free time in their homes, internet cafés or computer shops simply to
2
Online gaming has such a profound impact on not only the young, but
dynamically every age group as well. It enables the mind of the players to be more
energetic, especially those puzzle-based games. It helps the player to come up with
decisions in tight situations, especially those adventure games that keep the players to
be alert, active and strategic. Playing these types of games makes the player
experienced different feelings because it is as if the player is really the one taking the
challenges. In spite of those benefits, playing these computer games also bring
negative effects. Computer games have changed from being primarily played at an
So far, virtually anyone is able to go on a computer and punch through the keys
and click mouse in order to get a high score, chat with players, get the rarest items, and
what online gaming can extend to. Computer games have appeared as a popular and
successful derivation of entertainment and play for people of all ages, especially for the
students. It refers to the games that are played over some forms of computer network,
typically on the internet. It is normally platform independent, relying on the web browser
3
According to Garris et al. (2002), he defined game play as “voluntary,
nonproductive, and separate from the real world” (p.459). Computer games can be
played individually, against the computer, or against other people face-to-to-face or on-
line (Asgari& Kaufman, n.d.). During the past 40 years, computer games have been
played from a floppy disk, CR-ROM, with the use of email, or online through the
internet.Gorriz and Medina (2002) also examined children using computer games,
finding that girls prefer collaboration, non-closure and exploration, and games that
require both thought and puzzle-solving skills while boys prefer competition. (C.O.P.E.,
n.d.)
available help even if they have problems playing the game. All of this issue
Playing computer games is a natural part of growing up. Kids learn to socialize
and compete through gaming. Computer games is not dangerous than the games that
kids play. But sometimes computer games became an addiction. It can damage the way
4
Background of the Study
The purpose of the study is to know the idea behind the computer games
that some students cannot understand. Many of the students have stayed up more than
once playing their favorite computer games. Maybe some of them wished they could
sneak in a computer game. They have even heard complaints from their parents and
significant others about the amount of time they spend playing computer games rather
have been around since the late 1940s. Probably the earliest was a Cathode-Ray Tube
Amusement Device that had a game built in where the point was to guide a missile
towards airplanes in an effort to shoot them down (Allen B Du Mont Laboratories, Inc
5
Marc Prensky (2001:05-1) gives twelve reasons why he believes that computer
and videogames are potentially the most engaging pastime in the history of
mankind:
First is games are a form of fun that gives us enjoyment and pleasure. Games
are form of play that gives us intense and passionate. Games have rules that give us
structure. Games have also goals that give us motivation. Games are interactive that
gives us doing. Games are adaptive that gives us flow. Games have outcomes and
feedback that gives us learning. Games have win states that gives us ego
adrenaline. Games have problem solving that sparks our creativity. Games have
interaction that gives us social groups. Games have representation and story that
gives us emotion.
And he adds to that that “Nothing else provides all of these. Books and movies,
which perhaps come closest, gave many of these characteristics, but they are not
interactive, and are typically experienced alone. Games, at their best, are highly social,
6
Statement of the Problem
students of Our Lady of the Angels Academy. The main purpose of the study was to
assemble information for the male students concerning the effects of computer games
on the academic performance in order to find out solutions for the existing problems
A) 1-3 hours
B) 4-5 hours
C) If it exceeds
2) What are the effects of computer games towards the academic performance
of grade 9 students?
3) What are the particular games that the respondents most play?
7
Objectives of the Study
The main objective of this study is to determine the effects of computer games in
Assumptions
related activities.
8
Significance of the Study
Students. This study will help the students have discernment on the impact of
students like us because it can use the proper for our future. Through scattered, we can
learn more and we can motivate skills in our daily activities and another element also is
that we can simplify our learning’s to those who has taken lack of education, studying is
an important notion to each individuals because this will be basement on how other
people will interact if we are educated or uneducated. It also gives us power though
were not that formed; still we can express ourselves for our rights as an individual.
Parents. It will serve as the foundation to help share with other parents the
information about definite games or ideas to help each other in parenting. Also it will
help them understand the behavior and study habit of their children when they’re
engaged into such activity. It is a benefit in our parents because without this thing they
would not disturbed us up life like this if they do not have the formal education. As a
parent have a proper education, they though to us the proper content, regarding in our
9
Teachers. It will provide additional knowledge on what strategy to use to instruct
Readers. This study will help the readers to have the understanding about the
Researchers. This may serve as a foundation for the future research that they
will conduct.
The study only focuses on computer games and its correlation to the
The researchers interview the selected respondents it limits the ability of the
study to be generalized. This scope of our study is to find the effects of playing
computer games to the academic performance of students in Our Lady of the Angels
However, the study excludes the effects of computer games to their behavior.
10
Definition of Terms
Academic Performance -is measured by taking written and oral tests, performing
Teachers evaluate in the form of letter or number grades and side notes, to describe
how well a student has done. (2017 Charles Gbollie and Harriett Pearl Keamu).It is
distributed via standard storage devices such as CDs and DVDs and are usually read-
players interact with objects displayed on a screen for the sake of entertainment.
(2010 by Houghton Mifflin Harcourt) is a person or thing that makes it more difficult for
you to do something.
11
Phenomenon – a fact or situation that is being observed to exist or to happen,
This meaning contrasts with the understanding of the word in general usage, as
creatively applied to organized tasks involving people and machines that meet
sustainable goals. (Andy Lane 2005) Technology can be a process or materials use to
12
Chapter 2
This chapter includes the review of related literature and studies which
Related Literature
Stated by Hassan (2011), computer games is good and bad. Good for
those who know their limits and bad for those who fix themselves in the seats for long
hours and cut off the interaction with the rest of the world. French & Wyer (2002)
claimed that online games in order to cover feelings of anger, depression and low self-
esteem.
that aimed at explaining the reason. According to Diao (2003), everyone needs to
express their feelings and thoughts. As such, when a person cannot express himself or
herself adequately he or she may get depressed. Therefore, one way to release this
which enables gamers to chat and play with other friends and players on internet.
Another explanation of why young people especially students become addicted to the
internet was proposed in that they were trying to avoid societal pressure.
13
Foreign Literature
both play and fun. He also identified game as an organized play that gives us pleasure
and enjoyment. However, Garris (2002) define game play as “voluntary, nonproductive,
semiosis, an interaction of signs. However Sheri Graner Ray (2004) gives the reader an
overview of what she sees as some of the central game design issues developers need
to take into account if they want to really tap into a larger, more diverse market for their
products. She suggests that there is an unseen female audience basically waiting for
developers to wise up and start providing a wider range of titles that cater to a variety of
tastes.
The concept that education should meet students “where they are” is not a new
14
In order to understand this interaction properly, we must take into account
seems obvious that computer games fall into the category of games, which is not
notoriously hard to define, many of them transcend this category by virtue of their ability
to tell a story. Therefore, games must be seen as part of the tradition of narrative
literature as well as that of games. Furthermore, games can be seen as media, i.e. as
devices that enable players to interact meaningfully with each other (Julian Kücklich is a
Ph.D. student of German and American Literature and the author of an MA thesis on
Furthermore, a key question that appears from the literature is how parent
and teacher training in “guided play” may influence literacy. Singer and colleagues
2003).
15
Local Literature
out that both genders can improve spatial skills by practicing video games.
Many imply that girls are disadvantaged in the long run by playing far less games
(SWS, 2007; AMA Poll, 2008). Regardless of the element of violence, online games
The continuous growth of technology and its invasion of the world is unavoidable.
The package of computer technology comes with a lot of forms that influence many
aspects of life. Time and time again, computer technology has shown to us and made
us experience its good and bad effects. Computer gaming is one of the fast-developing
sectors of this generation of computer technology. Computer games offers people of all
Philippines rose from 21 million in 2012 to 28.72 million in 2014, most of them are
students. Because of this computer games receives a negative reception from parents,
for them there are wastes of time. Additionally, researches have linked computer
16
Academic achievement may be negatively related to over-all time spent playing
video games (Gentile, Lynch and Walsh, 2004). Studies have shown that the more time
a child spends playing online games, the poorer is his academic performance. However,
there are also researches that support the positive effects of video games, especially on
the brain. According to C. Shawn Green, “Video games change the brain”. It changes
the structure of the brain and help release beneficial neurotransmitter surges that can
In the Philippines, the population of gamers is very huge. Beginning from the
simple cartoon games played by the toddlers up until the riot playing games played by
the high school and college students and the older ones too. An article posted in Phil
Care in 2014 pointed out that researchers found that video games have the tendency to
strengthen the cognitive skills of their test subjects, especially in the areas of reasoning,
Computer games are not bad for the health as well as the well-being of the
individual. It may also give some benefits depending on the frequency of the gaming of
the person. In proper supervision, gaming might be a tool for enhancing the cognitive
and social skills of an individual. Technology aims to be helpful to us and the world. It is
really up to us how we will use technology while its features to our advantage, and how
17
Related Studies
computer games 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 homework, children spend their time on playing computer
games.
Foreign Studies
In connection with game, Bateson (2002) describes play as acomplex act, even a
paradox act of and for communication. His definitional frame stats with the
aforementioned new, assimilated boundaries, and with the player searching for
Furthermore, Gorriz and Medina (2002) also examined children using computer
games, finding that girls prefer collaboration, exploration, and games that require both
Moreover, some parents and teachers feel that substantial and useful learning
from games will occur purely through providing a child the opportunity to play games.
However, Conati and Klawe (2002) indicate this is not enough. The Conati and Klawe
research helps to make clear important roles of teachers when teaching in a computer
game environment.
18
Kirschner et al.(2006) with the help of teachers, students can learn to be more
reflective in such learning environments, and learning goals can be made more explicit.
Students can be taught to do metacognition (thinking about their thinking) and use this
For Conati and Klawe (2002) one reason could be that even the most carefully
designed game fails to make students reflect on the underlying domain knowledge and
constructively react to the learning stimuli provided by the game. Insightful learning
requires meta-cognitive skills that foster conscious reflection upon one’s problem
solving andperformance, but reflective cognition is hard work. Besides, Conati and
Klawe (2002) propose to devise socially intelligent agents to improve the educational
game characters that can generate tailored interventions to stimulate students’ learning
and engagement. The agents’ actions are based on the students’ cognitive states (i.e.
Knowledge, goals and preferences), as well as the student’s meta-cognitive skill (i.e.,
learning capabilities) and emotional reactions during the game, as they are assessed by
19
In support of this study, The Fall (2005) article discusses Cohen’s work, they
have found that sleep and mood disorders can be reduced by stimulating the brain; that
vocabulary expands into the 80’s among people who continually challenge themselves
through word games and that an active lifestyle can boost the immune system.
How do good games designers manage to get new players to learn their long, complex,
and difficult game-not only learn them, but pay to do so? It won’t do simply to say
games are “motivating”. That just beg the question of ‘’Why?” Why is a long, complex,
and difficult game motivating? I believe it is something about how games are designed
Flitner (2002), dedicated game and toys have been used for educational
purposes, for the experience of and the experiment with objects and rule systems. The
notion of playing as activity well suited for the directed development of physical and
cognitive skills may be as old; Erasmus von Rotterdam, Comenius and Locke all agreed
that the natural joy of playing could be used to facilitate learning in children.
20
Although the interest in educational games at the beginning of the 21 st century is
greatly driven by the possibilities and attractiveness of digital media and simulations, it
is also grounded in a long tradition of educational and scientific interest in games and
may be the only way to create new paradigms, rather than just differentiating existing
games industry, e.g. game outlets, developers, academics, web review sites, use
Orwant (2002), who also illustrates the system employed by Herz (1997) which closely
resembles that used by many in the contemporary games industry simulations- where
the player has to succeed within some simplified Beentjes (2001) and Feirebend and
Klingler (2001) showed that playing games was the most prominent PC related activity
21
Additionally, Koster (2005) says that playing is a goal-oriented game involves
another one. Both deservedly belong in the same category of “codified representation of
human experience that we can practice with and learn patterns from” (Koster, p.36).
However, for Johnson et al (2011), there are games foster collaboration, problem-
solving, and procedural thinking which are important 21st century skills. Multi-player role
playing games can also support problem,-based learning ,allowing players to see the
results of their actions play out much faster than they could in real time (Khoo and
Gentile, 2005) and allowing them to experience situations rather than simply reading
descriptions (Shsffer,2004).
According to Gee (2007), a high quality immersive game requires players to think
systemically and consider relationships instead of isolated events of facts. This helps to
Although games can provide learning of these important 21st century skills, teachers
may be less interested in using them in the classroom because those skills are not
22
Local Studies
games and students’ profile in the socialization and academic performance of selected
students in Kapayapaan National High School Canlubang, Calamba City. The study
concluded that 18 most of the students playing computer games and the students’
computers are used too much by these teenagers the will develop a kind of addiction
such a strong involvement with a machine or what can be displayed on it that the usual
criteria for impairment through addiction are met (Lowinson, 2005). Internet addiction
disorder refers to the problematic use of the internet; including the various aspects of its
technology, such as e-mail and the World Wide Web (American Psychiatric Association,
Addiction Disorder). They may not be able to know that they have this disorder until they
realized that playing or using computer is more prioritized than doing school works.
They tend to sacrifice their academic sides just to go to computer shops and play not
noticing the time while using the computer (Sharples, 2009; Self-Help: Computer
Addiction, 2008) (Mapua Institute of Technology First Year Students Thesis 2009).
23
Theoretical Framework
This study was anchored on the theory of Mark Danger Chen. To describe
the computer game as a subject for theoretical study, with a special focus on its
relationship to narratives.
players to make choices to precede a narrative, and this choice-making process has the
potential to challenge people to think reflectively about moral, ethical, and social
problems. Previous research has focused on games from a game theory perspective
(Smith, 2005, Zagal, Rick, &Hsi, 2006), where an examination of game rules leads to
ideas about how people will behave and therefore how designing in certain ways can
from an experience I had while playing through Star Wars: Knights of the Old Republic
(KotOR) (Bioware, 2003) twice a few years ago (in a galaxy far, far away).
which lets players make moral options as a Jedi Knight. I wanted to play once making
all the Light Side choices and once making all the Dark Side choices, so I could see the
whole set of outcomes for the progression of the story that the developers designed into
the game. While I was playing a Dark Jedi, I noticed that sometimes the choices I made
were the same ones I made as a Light Jedi. For example, in the game, I was presented
with the classic game theory model, the Prisoner’s Dilemma (Felkins, 2001, PD), only
24
Making a selfless and selfish choice actually lead to the same conclusion.
modelling iterated versions of the Prisoner’s Dilemma (Felkins, 2001, PD). In this model,
it has been demonstrated that the most benefiting choice is to initially cooperate with the
other person with no betrayal. Then, in all subsequent iterations, the choice should be to
penalize the other person by either cooperating or betraying him or her depending on
what the other person did in the previous iteration. If both parties were to do this, they
would never betray each other. Yet, KotOR did not present this scenario as a
reappearing one. My choices were motivated by how I saw myself playing a particular
literature. My point here is that the choices I made while playing KotOR were more
complex and tied to how I saw myself playing a particular person in a socially situated
world than the reasoned choices I would have made in an abstract construct. This
mirrors Gee (2003) when he writes about players role-playing what they want their
characters to be.
and game theorists call “social dilemmas” (Felkins, 2001, SD) only most social
serving choice is not the same as the choice he or she would make to benefit the
community as a whole.
25
The body of literature from people looking at social dilemmas in games has
mostly focused on how different games support cooperation through diverse game
mechanics and rules. If a team of players is trying to figure out how to most efficiently
beat another team of players or a set scenario in the game, they will choose to do such
and such because of certain game rules and how the game works. I found, however,
that my experiences with games, in general, and with World of War craft, in particular,
showed that the choices being made in certain situations even ones which could clearly
map onto social dilemma models weren’t so “dry” and “rational.” One could argue about
game mechanics all one wanted, but a sense of actual game playing behaviour in a real
game context rather than some sort of construct will never be realized. Smith (2005, p.
7) made this same comment when he said, “One challenge for video game studies,
which has so far been largely neglected, is the examination of the relationship between
game design and actual player behaviour.” I would take that argument further by saying
real social situations like the ones I experienced in World of Warcraft are
messy.Rationality does not equal emotional, self-identification, nor does intention equal
action, and even if it did, a lot of decisions are being made without full knowledge of
26
Conceptual Framework
This study indicates that there are many impacts of playing computer
games among the grade 9 students of Our Lady of the Angels Academy. The
researchers will gather all the information about the effects of computer games among
the grade 9 students. To carry out this research, the researchers conducted a survey
amid the grade 9 students. Studies have been conducted assessing the impacts of
Figure 1.
Figure 1 illustrated the paradigm of the study. Playing Computer Games is the
variable. Wasting more time playing computer games may affect the student’s academic
performance.
27
Input Process Output
Understanding the
information gathered and
Organize some questions Collection of Data through having a conclusion about
about the effects of interviews. the answers of the
playing computer games. respondents.
Analysis of Data
Conduct an interview To help them balance
about playing computer their time on playing
games with the selected computer games and
grade 9 students of Our making school works.
Lady of the Angels
Academy.
The conceptual paradigm of the study as shown in figure 2 presents the input,
28
Chapter 3
Methodology
This section presents the research design, locale, universe and sampling
Research Design
This study used the descriptive type of research used to assess the developing
objectives. This certain research activity will be conduct using guidelines of survey
method. To be able to come up with the answers to the questions posed by stated
problem, the researchers used detailed research design in their study. The objective of
detailed research design is to understand the relationship between the effects which
have been identified. This type of research will ultimately determine the type of
Research Locale
The researchers conduct their study in Town of Atimonan. The reason is that the
researchers place is in Atimonan and it is the easiest way to conduct their study. The
grade 9 students of Our Lady of the Angels Academy will be interviewed. There is 1
section in the grade 9 and some of them are the respondents of our study. Hoping that
they will give their full participation and cooperation with honesty and sincerity in
29
Research Universe and Sampling Technique
The respondent of the study is Grade 9 students of Our Lady of the Angels
Academy. The purposive sampling is the method used in the interview. Purposive
Participants
This study was done at Our Lady of the Angels Academy. The respondents are
under the department of Junior High School students. The grade level that will be
needed in this study are the grade 9 students. 10 selected students will be interviewed
in this study.
Research Questions
of playing computer games. The main questions are (a) how many hours do you spend
on playing computer games? a) 1-3 hours, b) 4-5 hours, c) if it exceeds (b) in what way
is the computer game affecting your studies? (c) What particular games that you play
most?
30
Data Collection
The researchers used the one-on-one interview method for them to be able to
record actual audio from the respondents and observe them. This study conducted in
the school of Our Lady of the Angels Academy. This study was also conduct interview
grade 9 students who will participate this study.These data gathering will be done
through personal interview. After the interview the collection data will be analyze.
Data Analysis
In this chapter, the data was gathered from the students of Our Lady of the
Angels Academy in relation to the research objectives. This chapter will discuss the
research study the significance, rationale and purpose of the study were provided
respondents. Furthermore, the respondents have also been given the assurance that all
the data they will give are used for the purpose of the research and the identities of the
31
Chapter 4
This chapter presents the data gathered in this study as well as the analysis. This
chapter will show and discuss the information that will answer the problems stated
previously and it will also explain the data gathered from the questions conducted by the
researchers. This part of the research shows this tabulation of the information per
questions. The title of this thesis and its main topic are furthered discussed in this
chapter where the researchers also consider this as the heart of the whole thesis. It is
where the researchers expressed our own thoughts about the study though contrast
and comparisons.
32
Extract Question Responses Codes
a) 1-3 hours
b) 4-5 hours R2 “3 hours” Not comfortable
c) If it exceeds
R6 “4-5 hours”
Straight Forward
33
R9 “1-3 hours” Straight Forward
time”)
Table 1
It presents the responses and codes of the respondents according to the hours they
This shows that most of the respondents consume 1-3 hours to play computer
games. One of the respondents answered that sometimes he exceed to the given
hours. A student must have a time management and a balance time for everything
including school works, family and friends but some student rather choose to spend
34
Extract Question Responses Codes
R2 “Nakakapag… nakakapagpababa ng
grades nagiging adik masyado” Not comfortable
35
R4 “ahmm ... no assignment .... always” Serious
36
R9 “nakakababa ng gra ..grades” Sure
(”lowers gra..grades”)
Table 2
Table 2 shows that computer games were affecting the studies of the respondents in a
way that they were being addict and do improper behaviors that also affects their
grades.
This shows that computer games were affecting the academic performance of
the respondents in a way that they were being addicted and do improper behaviors that
also affect their grades. They might get lower grades because of playing computer
games. According to the respondents they do everything they can just to play computer
games. They also don’t make their projects and some assignments because they spend
37
Nonetheless, one of the respondents can control and have limitation on playing
computer games which is good because he balance his time on having fun and
38
R3 “lol, league of legends, online games” Happy
39
Table 3
It shows that the most played game of the respondents was League of Legends.
R1 play games that have violence that make him entertain while games that
deals with the use of strategic and teamwork are his kind of games. The rest of the
respondents enumerated the following: “League of Legends” and rules of survival which
Students who play this kind of games may improve their language skills and
develop their vocabulary and spelling skills but it also can cause of having lower grades
40
Chapter 5
Summary
of Grade 9 Students of Our Lady of the Angels Academy” aimed to know what the
consequences are when you were being a computer player. The study used
the gamers. Specially, the study sought to: (1) to know how many hours they spent
playing computer games. (2) How spending time in computer games affects their
41
Findings
This study aimed to investigate the effects of addiction to computer games on the
academic performance. The descriptive method of research was utilized and the
purposive sampling technique was used for gathering data. The researchers conducted
one on one interview for them to be able to record actual audio from the respondents
and observe them. The Grade 9 students were the respondents. The research was
were gaming for 4-5 hours a day, and 1 respondent exceeds in the given time playing
The survey shows that the grade 9 students had a low grades. Only one respondent
stated that he controls himself and plays only every weekend. None on them used
of Legends.
42
Conclusions
Based on the results of the study, the following conclusions were drawn:
1. Overusing computer and internet is a very serious problem and it has many bad
2. It causes many physical problems and it is a real threat to the academic study.
3. There is no doubt that internet usage among the general population will start to
43
Recommendations
In the light of the foregoing findings and conclusions, the following are
recommended:
1. Limit Internet access and avoid having televisions and computers in bedrooms.
3. To the parents, during exam times or other times when kids need to avoid screen
time, delete games or programs or install passwords so the temptation isn’t there.
44
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http://www.schoolcharge.org/content/blogcategory/69/12/.
Ray, Sheri Graner (2004). Gender inclusive game design: Expanding the market.
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Appendix B
Questionnaire
b) 4-5 hours
c) If it exceeds
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Appendix C
Curriculum Vitae
Profile
Age: 15
Nationality: Filipino
Education
Skills
Dancing
Instagram: @ravenallen_
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Profile
Age: 16
Nationality: Filipino
Education
Skills
Playing Clarinet
Twitter: @beatriceaabuel
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Profile
Age: 16
Nationality: Filipino
Education
Contact
Social Media
Instagram: @reyes.criza
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Profile
Age: 15
Nationality: Filipino
Education
Skills
Volleyball
Biking
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Profile
Age: 16
Nationality: Filipino
Education
Skills
Basketball
Twitter: @princeashleyyy
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I wish to express my gratitude to all who contributed to the accomplishment of this thesis, by providing
me with professional insights as well as personal support. I would like to mention the following people
in particular. First and foremost I wish to thank the children and youth of Seeta Child Development
Centre, who were willing to share their lives with me and became to appreciate me as a friend. I am
extremely grateful to my Ugandan host parents, Kenneth and Miriam Mugayehwenkyi, who cared for
me as if I were their own daughter and provided me with valuable insights into Ugandan society. I would
like to thank the project staff at Seeta Child Development Centre, who assisted me with the planning of
my research activities and provided me with all necessary information about the project. In particular I
want to thank my ‘brother’ Solomon Mwije, who accompanied me on every home visit and has acted as
an interpreter whenever this was needed. I am grateful to the people at Compassion International’s
country offices in both Uganda and The Netherlands, who helped me carrying out this research in
diverse ways. My sincere gratitude goes to my supervisor Anne Trine Kjørholt at the Norwegian Centre
for Child Research. Your critical comments, helpful suggestions, and personal support have been
extremely valuable to me. I wish to thank all of my classmates, but in particular Ingvild, Janne and
Owusuaa, for their friendship and the constructive discussions we had in our reading rooms. Last but not
least, I am very grateful to my husband Guido and my mother Christa, who have supported and
encouraged me during the whole working process. I would not have been able to complete this work
without you.
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