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Online Games .Copy (2) With Instrument
Online Games .Copy (2) With Instrument
Online Games .Copy (2) With Instrument
THE PROBLEM
one of the most important habits of our daily lives. Previously, obtaining
developing and affecting us. Day after day internet became a medium
cheaper for people to reach information on the internet, and yet caused
relationship problems and spend limited time with others around them. In
1996 Young used the term “internet addiction” for the first time.
users. The Internet acts not only an entertainment tool but also an
entity. It can send and receive all kinds of information in the form of
played through the internet. The design architecture varies from text-
graphics with superb surround sound stereo now can make all addicted
a similar skill level when playing a head-to-head game over the internet.
most efficient strategic tool for enabling himself to take charge and cope
enabling himself to take charge and cope with the fast growing
technology.
Statement of the Problem
a. Age;
b. Gender; and
a. Behavior
c. Academic Performance?
the study?
Scope and Delimitation
not be included.
This study aims to help and provided legal information to give additional
knowledge about this research. The following are the beneficiaries of this
study.
STUDENT. This study may give information to the student about how
are interested in this study. It will serve as their basis and their
https://files.eric.ed.gov/fulltext/EJ1124399.pdf
2019 https://www.researchgate.net/publication
CHAPTER 2
presentation investigation.
Related Literature
settings.
developing with advanced technology, the old school thing was forgotten
by the new generation. There are several improper habits and behavior
game towards the doer. The study is to show how even an online video
explore and identify online game addiction among UNISEL’s Shah Alam
commitment to playing online video game, the gamers health issues, the
situation that they use their mouse or keypads to move in the monitor,
technologies that caught attention over the last decade. Despite the
study looked at the correlation Between academic score and the children
communication said ‘’ the analysis shows that those Students who play
online video games obtain higher score on Pisa tests, all other thing
being equal ‘’ when you play online games you ‘re solving puzzles to
moveto the next level and that involves using some of the general
knowledge and skills in math reading and science that you’ve been
taught during the day ‘’ the cause of the association between game
Related Study
paper further explains how the frontend analysis aided the design and
of increasing research interest. Since the early 2000s, there has been a
significant increase in the number of empirical studies examining various
(3) the factors associated with problematic online gaming and online
trends in the field and a consideration of what the future of online gaming
Since the early 2000s there has been a significant increase in the
evidence that such behavior can include all the core components of
centers in South-East Asia, the US, and Europe reflects the growing
between excessive gaming and gaming addiction, and the game context
and the creation of an incentive for public health care and insurance
technologies that caught attention over the last decade. Despite the
enrolled during the first semester of the school year 2017-2018 served
assess and find out the impact of online gaming on the academic
students. The study revealed that boys are more of a player compared to
girls who often play games that require three or more players like
mention. It is also stated that those who play online games are around
14-15 years old who are believed to be in the Grade 8 level. These
101 pesos to 500 pesos. Playing online games do not affect their grades
badly for they know how to limit themselves. They know that they need
they only play games during vacation and weekends with a lot of time
compared when they have classes. Even though they play online
games; they know how to socialize well and they can perform very well
play even for half an hour especially when they are accustomed to it.
Online games are one of the highly addictive software that made
around the word. Although Griffiths (2014) stated that online gaming
online gaming addiction, Kuss S. (2013) argue that in the 2000s, online
efficient strategic tool for enabling himself to take charge and cope with
analyse data from high school students across Australia taking the 2012
Malaysia (IIUM). The survey was a part of a front-end analysis for the
assess and find out the impact of online gaming on the academic
those who play online games are around 14-15 years old who are
Playing online games do not affect their grades badly for they know how
to limit themselves.
The related literature and study present the different research about
This study aims to determine the effects of online games; positive and
performance and inform them about the impact of online games to their
life.
This study will give information to the grade 11 and grade 12 ICT
online games to their study and the possible effect of this to their life.
Hypothesis
students and the effects of online games; positive and negative effect to
the students.
Conceptual Framework
This research aims to know how online games affect the
the profile of Senior High Student in terms of: Age, Gender and the No.
of hours playing online games, the effect of online games to the Senior
of the study. The process will be survey and questionnaire. The output is
video presentation. This part of research shows the Input, Process and
of:
a. Age;
b. Gender; and
c. No. of hours
playing online
games.
a. Behavior
b. Daily
routines; and
c. Academic
Performance.
3.The intervention
maybe proposed
of the study.
Definition of terms
https://knepublishing.com/index.php/Kne-
Social/article/view/2447/5372
http://ejournal.ukm.my/gema/article/view/46
https://doi.org/10.1002/9781118767771.wbiedcs044
Kuss D. (2013) Internet gaming addiction: current perspectives. Retrieve
https://doi.org/10.2147/PRBM.S39476
2019 from
https://www.coursehero.com/file/p4954am/The-theory-
of-intrinsic-4-motivation-is-by-far-the-dominant-source
https://www.scribd.com/doc/251501796/The-Effects-of-
Online-Game-A-study-on-Online-Game-Addiction-
among-UNISEL-s-Shah-Alam-Campus-Students#
RESEARCH METHOTODOLOGY
also includes the process we have used to collect information and the
data for the purpose of our study used by the researcher that can help
data gathering procedure and the statistical treatment are also included
in this chapter.
These respondent are the one who are knowledgeable to answer the
that the researchers gave them which supplies the information that the
researchers need.
Research Design
The researcher will use survey and questionnaire to gather the needed
information. The researcher will provide the permission letter that been
researcher will ask the grade 12 senior high student of Juban National
High School.
The instrument used in this study to gather data was the survey
respondents.
know.
5. Recording the data. The researcher will take note the information
SAMPLE INSTRUMENT
Name:
Age:
Gender:
Strand:
Grade:
3. How many hours you spend on online game for one day?
____________________________