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INTRODUCTION
our daily lives , and few can imagine living without it. Human can do more with
the help of technology , for example man have the possibility to travel, to keep in
touch with their relatives or on their friends and technology can cure many
illnesses. Rishan (2017) stated that the technology is used by adult generally for
business purposes only, while the youngsters used it for leisure time or for fun
people were hooked to computer games, especially the teenagers. Many of the
students skip school just to play another game on computer. One of the game
that the teenagers or the students love or play the most is league of legends
(LOL) , It is the most popular computer game in the whole world especially for the
rather than doing their school stuff (Rishan, 2017). Gaille (2012) said that
“Players immerse in the game so much that gamers completely separate from
their surroundings”. This game addiction may cause physical and emotional
1
According to Walker (2015), almost half of all 14- and 15-year-olds feel
they are addicted to the computer games, with more than three-quarters of
similarly aged pupils taking a web-enabled laptop, phone or tablet to bed at night,
according to a survey. The peak age for feelings of addiction was year 10, where
pupils are aged 14 or 15, with 49% of those pupils reporting this. The greatest
use of devices in bed comes a year later, with 77% of year-11 pupils.
computer games in SHS in San Nicholas III , San Nicholas III Bacoor , Cavite
playing of computer games among the Grade 11-ICT learners of SHS in San
Nicholas III. The main goal of this study is to know what causes Grade 11-ICT
and understood their daily habits being an excessive computer game player .
And also encourage them to seek immediately way to prevent excessive playing
of computer games.
playing of computer games on the way of living of a Grade 11-ICT learners that
2
1. What computer games do the participants play?
games?
Theoretical Framework
Uses and gratifications theory attempts to explain the uses and functions
of the media for individuals, groups, and society in general. There are three
with the media”. 2) to discover underlying motives for individuals’ media use. 3)
to identify the positive and the negative consequences of individual media use. At
the core of uses and gratifications theory lies the assumption that audience
members actively seek out the mass media to satisfy individual needs.
3
this study, the UGT concept has four functions: (1) it forms a background
actions; (2) it acts as an indicator for teaching and learning process; (3) it can be
seen as an inertia force that may constrain students’ uses for electronic media in
Research Paradigm
GRADE 11 BENEFITS
EXCESSIVE
GAMES GAINED
– ICT GAINED BY PLAYING OF
PLAYED SATISFAC
LEAENERS PLAYING COMPUTER
TION GAMES
The above figure is uses gratification theory model. It show how ICT
learners seek out the use of computer games become the benefits that gain from
it. In effect due to gained satisfaction form excessive playing of computer games
4
Significance of the Study
Computer Gamers .The results of this study will inform the computer
gamers about the impacts and the bad effects of playing the computer games
excessively to their self. In effect the research will be their guide to avoid playing
Parents . The result of the study would provide the parents an idea on
computer games. In effect , this would help them to understand the situation of
their child playing computer excessively and how would they approach their
who will conduct research about the excessive playing of computer games
among the teenagers. In effect the research would help them to confuct a
participants and how does the playing of computer games excessively affects
their academic performance. The research also investigates the benefits that the
5
The participants of the research study are the grade 11- ICT learners
of Senior High School in San Nicholas lll, San Nicolas lll, Bacoor City .The study
Definition of Terms
Since the 1980s, video games have become an increasingly important part of the
entertainment industry, and whether they are also a form of art is a matter of
dispute.
the study , and the one who answer the interview guide of the researchers.
6
Internet. A global computer network providing a variety of information
Online Computer Games. Are games that are played online via the use
of Internet. They are distinct from video and computer games in that they are
7
CHAPTER 2
This chapter presents related literature and studies that the researchers
Related Literature
Social Skills” . That in this new age of smart phones , millennial , and even older
tremendously. Some users are passive and some are active that leads to
thereby building social capital and community capacity. Using computers can
encourage local decision making and dialogue between groups, and support
8
communication with disenfranchised groups, such as women, people of color,
for Jet Delivery Services),“In order for us to maintain consistency and quality,
people must make use of the new technology that is not widely used by different
Foreign Literature. Lepper and Gunther (2001) state that prolonged and
excessive use of these computer games can cause , mainly upon children , a
tendonitis )development of anti-social behavior and lose of free thinking and will .
Payne et, al. (2000) the role of computer games on social isolation,
playing computer games and self-esteem in girls, but there was a negative
relationship between the two in boys. Also, the scores of violence had a positive
9
that in spite of children's attraction to games, there was no evidence that
conform to the characters in the game, in creating the new situations that occur
in the game, the theory of participatory modeling and active conditioning can be
used in explaining data on violent behaviors and possible rewards they get in
response.
of the computer which continues against serious negative corollary for personal,
separated into two main types, especially offline and online Computer Addiction.
The word offline Computer Addiction is generally used when talking about
excessive gaming addiction, which can be practiced both offline and online. In
the other way online computer Addiction is also called as Internet addiction and
will gets in general more attention from scientific research than compared
Addiction are related to the excessive use of the internet (Dr. Umesh
Kumar,2015).
computers, and game consoles. Recently, studies about digital games in these
areas have begun to appear. Some educators have a vision that these games
have the potential to become powerful motivating digital environments and they
10
study digital games in order to determine how motivational components of
popular digital games might be integrated into instructional design. This study
Tainan City, Taiwan participated in the study. Results indicate that digital game
playing not only improves participants’ fact/recall processes, but also promotes
Chen,2007).
order. According to Nielsen, the average U.S. gamer age 13 or older spent
6.3 hours a week playing video games during 2013. That’s up from 5.6
hours in 2012, which was up from 5.1 hours in 2011. If you like fun, we’re
trending in the right direction. Also of note is that people who play games
on consoles are starting to play games on their phones and tablets more,
too. Half of Nielsen’s console respondents for the 2013 study said they also
played games on mobile devices; that’s up from 46% in 2012 and 35% in
11
also provides proof on the research study it’s like an evidence to support the
ideas of the research study. The articles that are composing this related foreign
Related Studies
Through the internet in the computer a student will easily have an access to the
gambling sites by faking his or her identity .According to the survey conducted at
Mapua Institute of Technology, they have discovered that five to eight percent of
their students are in the danger zone in developing an addiction to the internet
gambling because of the great number of computers, easy access and it is yet
easy to get hooked. With these factors, students neglected their study habits and
this kind of program leads them to financial problems which will eventually
The study point out that both genders can improve spatial skills by
practicing video games. Many imply that teens disadvantage in the long run by
12
The study found that, in general, there is at least a modest link between
videogame violence in teens. The research in this study concluded that the
are found on every street in major cities and there is at least one in
most municipalities or towns. There are also interne tcafés in coffee shops and
malls. High-end restaurants and fast food chains also provide free broadband to
first year students in Mapua Institute of Technology. The results of the survey
per day in front of computer. Nine of them failed on their major courses and
was not satisfied with their grades during the first semester .Five students
admitted that they do not always study and always use computer. 15 of the
students ,Rabacio(2018).
13
Foreign Studies. There are lots of students that develop bad habits in
their computer use that cause so many problems in their study. They spend large
amount of time in front of the computer doing unnecessary things like: visiting
playing violent video games will increase aggressive behavior. A Meta analytic
review of the video-game research literature reveals that violent video games
non-experimental studies with males and females in laboratory and field settings
support this conclusion. Analyses also reveal that exposure to violent video
feelings. Playing violent video games also decreases pro social behavior,
on Physical and Mental Health of Female and Male Students of Guidance School
in City of Isfahan ) are in agreement with the findings of other studies around the
14
The study entitled (Computer Game Addiction : A Field Study on
addiction among the adolescents. The research was tackled within the frame of
screening model and data was collected in accordance with it. The questionnaire
high school which are considered to have the capacity of representing the
the analysis, it was determined that the average of the boys as for game
addiction were higher than those of girls. Moreover, the boys were observed to
status of parents, the number of siblings, having computers and having a private
related to addiction was observed among genders and stages. The research
seeking, self-control, neuroticism, aggression, state anxiety, and trait anxiety’ the
online gaming has steadily increased over the last decade, although relatively
little research has examined the relationship between online gaming addiction
and personality factors. The study examined the relationship between a number
state anxiety, and trait anxiety) and online gaming addiction. Data were collected
15
over a 1-month period using an opportunity sample of 123 university students at
an East Midlands university in the United Kingdom. Gamers completed all the
study suggests that certain personality traits may be important in the acquisition,
M.,2010).
Gaming Addiction”, over the last few years the teenagers increasing interest in
multi-player universe with an advanced and detailed world. One of the most
popular (and largest) of these is Everquest. The data for this study were taken
from a range of online gaming forums where individuals shared their experiences
analysis (IPA), a method for analyzing qualitative data and meaning making
activities. The study presents an IPA account of online gamers who perceive
themselves to play excessively. The aim of the study was to examine how
individuals perceived and made sense of EverQuest in the context of their lives.
‘addicted’ to Ever Quest in the same way that other people become addicted to
16
alcohol or gambling. Most of the individuals in this study appear to display (or
allude to) the core components of addiction such as salience, mood modification,
2006).
The relevance of those studies is it serves as the guide for the researcher
that they need to follow. The recent studies also provides information about the
The studies become the basis of the research study that conducted.
17
CHAPTER 3
This chapter discusses the research design, and data gathering procedure
of the study.
Research Design
methodology, typically seen in social and life sciences. It also can be defined as
generalize over several units “(Roberata Haele and Alison Twycross, 2017).
The participants of the study are Grade 11- ICT learners of SHS in San
Nicholas III .There are 30 subjects of the study who frequently play computer
Research Instrument
18
causes of excessive playing of computer games among the Grade 11-ICT
subjected to a dry-run with the GAS 11 learners on March 4, 2019 at SHS in San
Nicholas III.
principal of SHS in San Nicholas III, for the conduct of interview among the
participants of the study. Upon approval, The proponents of the study conduct an
interview to the Grade 11 ICT –ICT Learners of SHS in San Nicholas III, Bacoor ,
19
REFERENCE LIST
Books
Literature.
Mehroof M.(2010). Online gaming addiction: the role of sensation seeking, self-
Inc.
Students.Philippines:University of Mapua.
20
Zamani E.(2009). Effect of Addiction to Computer Games on Physical and Mental
Online References
online-game-addiction-to-the-students-of-the-senior-high-school-students-
of-southern-christian-college/.
https://plarium.com/en/blog/difference-between-mmo-and-mmorpgs/.
https://my.vanderbilt.edu/developmentalpsychologyblog/2014/04/effect-of-
video-games-on-child-development/.
https://www.researchgate.net/publication/260091813_Effect_of_Addiction
_to_Computer_Games_on_Physical_and_Mental_Health_of_Female_and
_Male_Students_of_Guidance_School_in_City_of_Isfahan.
Blumler J. (2014). Uses and Gratification Theory . Retrieved March 7, 2019 from
http://zimmer.csufresno.edu/~johnca/spch100/7-4-uses.htm.
21
Buchanan M.(2014).Technology. Retrieved February 1 ,2019 from
https://www.britannica.com/technology/history-of-technology.
https://www.futureacademy.org.uk/files/images/upload/63_4322.
web/academics/communications/research/vol6no1/02DragoEJSpring15.
Emelin V.(2013). Excessive Use of Internet, Mobile Phones and Computers: The
https://www.sciencedirect.com/science/article/pii/S1877042813027407.
https://www.researchgate.net/publication/229616875_Computer_games_s
elf-esteem_and_gratification_of_needs_in_adolescents.
Klein E.(2017). Technology is changing how we live, but it needs to change how
economy-future/technology-productivity.
Kumar S. (2015). The bad effects of excessive use of computers and smart
22
https://www.quora.com/What-are-the-bad-effects-of-excessive-use-of-
computers-and-smartphones-on-the-eyes.
https://msu.edu/~pengwei/Lee%20Peng.
https://techterms.com/definition/ict.
https://www.psychguides.com/guides/computerinternet-addiction-
symptoms-causes-and-effects/.
Rose L.(2012). What can uses and gratifications theory tell us about social
https://matei.org/ithink/2010/07/29/what-can-uses-and-gratifications-
theory-tell-us-about-social-media/.
https://www.myenglishpages.com/site_php_files/reading-computer-
addiction.php.
http://people.bu.edu/baws/brief%20computer%20history.html.
23
Valaitis , E(2005). Enabling youth participation in school-based computer-
https://journals.sagepub.com/doi/10.1177/2158244013518054.
https://www.ncbi.nlm.nih.gov/pubmed/15875758.
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APPENDIX A
RESEARCH INSTRUMENT
Interview Guide
performance?
25
APPENDIX B
VALIDATION LETTER
Respectfully yours,
Noted by:
DR. ALMA TERESA A. CORPUZ
Subject Teacher/MT II
26
Republic of the Philippines
Department of Education
Region IV-A CALABARZON
City Schools Division of Bacoor
SENIOR HIGH SCHOOL IN SAN NICHOLAS III
San Nicolas III , Bacoor City , Cavite
Respectfully yours,
Noted by:
DR. ALMA TERESA A. CORPUZ
Subject Teacher/MT II
27
APPENDIX C
PERMISSION LETTER
Sir,
We are currently conducting a study entitled “Computer Games Addiction of
Grade 11-ICT Learners: A Case Study” This is a requirement in our Practical
Research 1 subject
With this, may we request your good office to allow us conduct an interview
among the selected Grade 11- ICT Learners on March 8, 2019 To ensure that no
classes are disrupted, interview will be conducted during their break time.
Rest assured that all the information gathered will be treated with utmost
confidentiality and will only be used in this study.
Attached here is the interview guide for your reference.
Thank you.
Respectfully yours,
MILES JOHN S. LUNA
Noted by:
DR. ALMA TERESA A. CORPUZ
Subject Teacher/MT II
28
APPENDIX D
CURRICULUM VITAE
CURRICULUM VITAE
MILES JOHN S. LUNA
189 Molino II, Bacoor City, Cavite
Email Address: milesjohnluna@gmail.com
Cell No. 09381676352
EDUCATIONAL BACKGROUND:
Senior High School CBSHS in San Nicholas III
S. Y. 2018-Present San Nicolas III, Bacoor City
AWARDS/ACHIEVEMENTS:
Elementary 3rd place – Quiz bee
29
PERSONAL INFORMATION:
Birthday: September 27, 2001
Birthplace: Molino II, Bacoor City
Gender: Male
Civil Status: Single
Nationality: Filipino
CHARACTER REFERENCES:
Mr. Mark Joseph Orillo
Class Adviser/Teacher
SHS in San Nicholas III
09239292922
30
CURRICULUM VITAE
DEVE ANN LORAINE DE GUZMAN
Sunvar Queens Row West, Bacoor City, Cavite
Email Address: deguzmanloraine@gmail.com
Cell No. 09567149821
EDUCATIONAL BACKGROUND:
Senior High School CBSHS in San Nicholas III
S. Y. 2018-Present San Nicolas III, Bacoor City
AWARDS/ACHIEVEMENTS:
Elementary 1st place – Science Quiz Bee
Best in Social Studies
PERSONAL INFORMATION:
Birthday: September 19, 2001
Birthplace: Molino II, Bacoor City
Gender: Female
Civil Status: Single
Nationality: Filipino
31
Father’s Name: Delio De Guzman
Mother’s Name: Venus De Guzman
CHARACTER REFERENCES:
Mr. Mark Joseph Orillo
Class Adviser/Teacher
SHS in San Nicholas III
09239292922
32
CURRICULUM VITAE
RICHARD GALLEGO
Las Pinas City, Cavite
Email Address: richgallego@gmail.com
Cell No. 09786539120
EDUCATIONAL BACKGROUND:
Senior High School CBSHS in San Nicholas III
S. Y. 2018-Present San Nicolas III, Bacoor City
AWARDS/ACHIEVEMENTS:
Elementary 2nd Honor
PERSONAL INFORMATION:
Birthday: April 4, 2000
Birthplace: Masbate
Gender: Male
Civil Status: Single
Nationality: Filipino
Father’s Name: Rey Gallego
Mother’s Name: Razel Gallego
33
CHARACTER REFERENCES:
Mr. Mark Joseph Orillo
Class Adviser/Teacher
SHS in San Nicholas III
09239292922
34
CURRICULUM VITAE
ROBERT GAMIL
Blk 10 L 11 Gawaran Extention City, Cavite
Email Address: robgamil@gmail.com
Cell No. 09121657821
EDUCATIONAL BACKGROUND:
Senior High School CBSHS in San Nicholas III
S. Y. 2018-Present San Nicolas III, Bacoor City
AWARDS/ACHIEVEMENTS:
Elementary Best in A.P
PERSONAL INFORMATION:
Birthday: May 17, 2002
Birthplace: Molino VII, Bacoor City
Gender: Male
Civil Status: Single
Nationality: Filipino
Father’s Name: Simon Gamil
Mother’s Name: Melinda Gamil
35
CHARACTER REFERENCES:
Mr. Mark Joseph Orillo
Class Adviser/Teacher
SHS in San Nicholas III
09239292922
36
CURRICULUM VITAE
DANILO JOEL GILDORE
Blk 17 Lot 5 jasmine st. Queen’s West Bacoor City, Cavite
Email Address: gildoredj@yahoo.com
Cell No. 09316565380
EDUCATIONAL BACKGROUND:
Senior High School CBSHS in San Nicholas IIIk
S. Y. 2018-Present San Nicolas III, Bacoor City
AWARDS/ACHIEVEMENTS:
Elementary 3rd Honor
PERSONAL INFORMATION:
Birthday: July 1, 2001
Birthplace: Manila
Gender: Male
Civil Status: Single
Nationality: Filipino
37
Father’s Name: Dennis Gildore
Mother’s Name: Joy Gildore
CHARACTER REFERENCES:
Mr. Mark Joseph Orillo
Class Adviser/Teacher
SHS in San Nicholas III
09239292922
38
CURRICULUM VITAE
RHONA MACALIT
Latero Green Valley San Nicolas III , Bacoor City, Cavite
Email Address: rhonamclt@gmail.com
Cell No. 09782316003
EDUCATIONAL BACKGROUND:
Senior High School CBSHS in San Nicholas III
S. Y. 2018-Present San Nicolas III, Bacoor City
AWARDS/ACHIEVEMENTS:
Elementary None
PERSONAL INFORMATION:
Birthday: June 11, 2001
Birthplace: Malitbog Southern Leyte
Gender: Female
Civil Status: Single
39
Nationality: Filipino
CHARACTER REFERENCES:
Mr. Mark Joseph Orillo
Class Adviser/Teacher
SHS in San Nicholas III
09239292922
40
CURRICULUM VITAE
RHECELIN MANZANO
Platinum Ville Green Valley San Nicolas III, Bacoor City, Cavite
Email Address: manzano21@gmail.com
Cell No. 09714562901
EDUCATIONAL BACKGROUND:
Senior High School CBSHS in San Nicholas III
S. Y. 2018-Present San Nicolas III, Bacoor City
AWARDS/ACHIEVEMENTS:
Elementary Top 9
PERSONAL INFORMATION:
Birthday: July 11, 2002
Birthplace: Poblacion III, Oriental Mindoro
Gender: Female
Civil Status: Single
Nationality: Filipino
41
Father’s Name: Teodorico Reyes
Mother’s Name: Rina Manzano
CHARACTER REFERENCES:
Mr. Mark Joseph Orillo
Class Adviser/Teacher
SHS in San Nicholas III
09239292922
42
APPENDIX E
DOCUMENTATIONS
44