Professional Documents
Culture Documents
Final Research Mathed103 1
Final Research Mathed103 1
Group 9
Many of people have stayed up late or having overnight for a number of times
just to play computer games online. Few of them have even heeded complaint from
their parents or close friends about the pack of time they spend on it. Maybe some of
them have even sneak in a game while they we’re on class or office work, and this is
Psychologists and Scientists are starting to observed or noticed that playing too much
Video gaming has become entrenched in the lives of many youth, especially
boys (Charlton & Danforth, 2009). Over 90% of children play video games (Hagedorn &
Young, 2011). Researchers have found relationships between video gaming and school
activities.
Video game usage tends to drop significantly during the first year of college.
Over 7% more students report playing no video games at all after the first year than
they did at the start of their freshman year. The same trend is seen at the extremes,
with around 25% fewer males admitting to playing more than 20 hours of videogames
The trend towards increased online games and other interactive digital media
usage does not appear to be going away. The upcoming college students are even
more likely to be tightly tied to their technology than students are today. The current
especially the millennial. One study noted that the average American youngster now
spends one-third of each day with some form of electronic media (Escobar-Chaves &
Anderson, 2008). One of the highest rating or popular online gaming this year is not
only DOTA (Defense of the Ancients) but also they have the ROS or Rules of survival,
basically this game has been released after the playerunknown’s battlegrounds game
Games-like battle to the death. On playing a mobile, this game is pretty cool for those
players who are constantly on the go and can’t stay tethered to a PC or Xbox for long,
although many argued that if you’re in it for the win, you’re in it for the long haul. But
while they use a variety of guns, grenades, and vehicles, as well as their fists and
moving vehicles, to kill other humans, there's no blood or gore. Using in-game currency
earned or bought with real money, players can purchase various outfits, include some
for female avatars that are skimpy, fetishistic, or incapable of covering their ample
bosom.
The rules of survival are simple. Survive at any cost. 120 players will enter a
large desolate area. Once your parachute in, scour the area, abandoned the buildings,
and huge expansive HD map for weapons and other items. As your safe zone begins
expanding, the fight to survive becomes even tougher as players are forced into tight
quarters and combat is ensured. Playing rules of survival alone with friends are fun in
which you can choose multiple game modes as you use a wide variety of weapons,
heals and other items to be the last person standing in the massive battle royale. You
just need to boost a number of vehicles to help you to find safety or danger in Rules of
The teens or minority of today’s society no longer seem to spend their downtime
same as their olden days, such as outdoor games or with toys. Alternatively they tend to
spend their free time on computer games or video games at their homes and computer
shop. Playing ROS game become their habit, like it so hard for them to avoid that game.
It has such an intense impact on not only for the students but also for all. As addiction of
ROS arises, many issues also arise. It may be about on peers, family, relationships, and
substantially education.
I. Defining the Problem
This study sought to find out the impact of playing ROS to the academic performance of
students in MSU-IIT.
a. Frequency of ROS
2. How does playing ROS affect the academic performance of the students in relation
with?
a. Class Participation
the students?
ROS game has a big impact in the academic performance of engineering students of
MSU-IIT.
Figure 1
Scope and Limitation of the study
A survey was conducted about the evaluation of the respondents regarding in the
to get information that were needed in the study. This study was conducted to
Definition of Terms
course.
METHODOLOGY
This part presented the procedures in conducting the study. It included the
subjects of the study, the instruments used, and the data gathering procedure.
The study was conducted to the selected 30 college students of Mindanao State
The researchers used qualitative research method to collect and analyse the
details or data received. As the population for the entire population in MSU-IIT, the
in playing ROS and various other aspects were being asked in order to achieve the goal
of this research. The data collected were primarily from those who were playing ROS
only as this study sought to find out the impact of playing ROS to the academic
Instruments Used
survey. The researchers chose the online survey due to the fact that people may be
Different types of statistical tools are used in this study in order determine the impact of
playing ROS to the students’ academic performance. Making a contingency table, pie
charts, line graph and linear correlation are used to measure academic performance in
relation to time spent playing ROS. The researchers used a number of pie charts and
V. The Results
This chapter presented findings and analysis regarding the research question of
the study. The questionnaire used in this study consisted of two parts; demographics
and motivation. In this chapter, demographics of the subjects were used first and then
5.1 Demography
of 18 years old, 19 (63.3%) of them were in the age of 19 years old, 4 (13.3%) of them
were in the age of 20 years old, 2(6.7%) were in the age of 21 years old while 1(3.3%)
were 22 years old. Majority of the respondent were from the age of 19 years old.
From the data gathered, majority of the respondent which was 26 or 86.7% of
them were from third year level, 3 or 10% of them were from fourth year level and the
The pic chart above showed the gender of the respondents. A total of 53.3% or
16 of the respondents were male while a total of 46.7% or 14 of the respondents were
female.
Grade Point Average of Students
1.8
1.6
1.4
1.2
1
0.8
0.6
0.4
0.2
0
1 2 3 4 5 6 7 8 9 10
Before 11 12 13 14 15 16
After
Figure 5 showed the GPA (Grade Point Average) of the first 16 respondents. The
blue line represented the grades where respondents have not yet played the game
while on the other hand, red line represented the grades where students had indulge
themselves playing the said game. By observation, it was apparent to say that
Figure 6 showed the GPA (Grade Point Average) of the 17-30 respondents. The
blue line represented the grades where respondents have not yet played the game
while on the other hand, red line represented the grades where students had indulge
themselves playing the said game. By observation, it was apparent to say that
desktop/laptop to play ROS while 12 (40%) used smartphone and 4 (13.3%) used
tablet respectively.
From the 30 respondents, it was clear to say that 46.7% of them liked to play the
game always while 40% liked to play it sometimes and 13.3% rarely play the game
respectively.
Figure 9 Chart for result on Question 3.
The other questions asked by the researchers were how many hours the
respondent spent their time on playing ROS and the highest answer are 7-9 hours per
43.3% that were playing ROS game for 4-6 hours per day followed by 3 or 10% of them
playing within 1-3 hours per day while none of them are playing for 10 hours or more.
The researchers try to find out whether the respondents that participate in this
questionnaire fully engaged by the game or feel a sense of flow while playing the game.
For this question, the researchers has made an expectation that the most of the
Figure 11 showed that 80% of the respondents were most likely to play the game
with their family members. Only 20% of them chose to be alone when playing the said
the game.
86.7% among the respondents said that playing the game kept them stay in touch with
When asked about their opinion on the question if they feel more extroverted
when they play, a total of 24 or 80% of the respondents answered yes while only a total
A total of 28 (93.3%) of the respondents answered yes about the question if they
contribute on wikis or making a demo video in playing the game while the remaining 2
When asked about the accomplishment they feel upon playing the game, 93.3%
Figure 17 showed that 86.7% of the total respondents answered yes when asked
about the resiliency they feel towards the game while 13.3% answered no.
Figure 18 showed that 25 or 83.3% had skipped classes just to play the game.
Figure 19 showed that 60% of the respondents skipped 1-2 days on classes
Figure 20 showed that 22 or 73.3% of the respondents answered yes that they
feel eagerness to listen in a class discussion after playing the game while 8 or 26.7%
answered no.
Figure 21 Chart for result on Question 15.
After the respondents were asked about the impact of the game towards their
grades, 90% strongly disagree that their grades suffered because of the time they spent
in playing ROS while 10% disagree. There were no students who answered that their
When asked if the respondents gained friends through playing ROS game,
76.7% were agree, 13.3% answered neutral and 10% strongly agree respectively.
Figure 23 Chart for result on Question 17.
Figure 23 showed that 53.3% of the respondents were neutral when asked if they
feel incomplete when they could not play games. Also, 36.7% of them answered agree
Figure 24 showed that 66.7% answered yes and 33.3% answered no when
asked if does it affect their daily life and mood when playing ROS, they lose equipment,
For this analysis, linear correlation is used to evaluate the relationship in academic
performance between students who play ROS/gamer and students who quietly play
ROS in their leisure time. The researchers arrive at the following expression for the
linear correlation:
x = (GPA)
𝑛 ∑ 𝑥𝑦 − ∑ 𝑥 ∑ 𝑦
𝑟=
√[𝑛 ∑ 𝑥 2 − (∑ 𝑥)2 ][𝑛 ∑ 𝑦 2 − (∑ 𝑦)2 ]
30(372.57) − (51.15)(213)
𝑟=
√[30(88.19 − (51.15)2 )][30(1629) − (213)2 ]
r = 0.88
This chapter presents the summary or the research work undertaken and the
conclusions drawn from this study. This study focuses on the impact of playing ROS to
The students’ demographic profile, the effect of playing ROS on their academic
between students who play ROS/gamer and students who quietly play ROS in their
a. Frequency of ROS
- From the 30 respondents, 46.7% have answered always while 40% sometimes and
- From the gathered data, 46.7% of the respondents spend 7-9 hours playing the game.
Meanwhile, 43.3% spend 4-6 hours and 10% spend 1-3 hours respectively.
2. How does playing ROS affect the academic performance of the students in relation
with?
a. Class Participation
listen in a class discussion after playing the game while 8 or 26.7% answered no.
- The students were asked if they have skipped classes just to be able to play the
game, 25 or 83.3% of them answered yes. For those who answered yes, a follow up
question was asked and from their responses, 60% skipped 1-2 days while 40% of them
the students?
- based on the calculated result in linear correlation, it can be seen that the correlation
coefficient (r) equals 0.88, indicating a strong relationship and indicates that the
Conclusions
Based on the findings of the study, the following conclusions were drawn:
1. The researchers concluded that playing ROS can affect the focus and eagerness of a
student towards its study. Though it showed that most of the respondents were eager to
listen to the class after playing but the results were shown in their respective GPAs.
2. Playing ROS can make the students lazy, skipping from class was one of the clear
3. Playing ROS also developed person’s social activity. It limited a person’s ability act
socially. Most of them prefer to stay at home or somewhere else where internet
connection is available just to play the game instead of going out with their friends. They
4. Based on the calculated result in linear correlation, it can be seen that the correlation
coefficient (r) equals 0.88, indicating a strong relationship and indicates that the
“Modern Psychological Studies: Vol. 17: No. 1, Article 6. Retrieved April 17,
2018.
NetEase, G. (2017). Play rules of survival on PC. Retrieved April 17, 2018,
from https://www.bluestacks.com/apps/action/play-rules-of-survival-on-
pc.html#gref.
Yusmar, Z. (2015). The effects of online game: a study on online game addiction among
Unisel’s shah alam campus students. Retrieved April 20, 2018. From
https://www.scribd.com/doc/251501796/The-Effects-of-Online-Game-A-study-on-
Online-Game-Addiction-among-UNISEL-s-Shah-Alam-Campus-Students.
performance
From https://group1textandbeyond.wordpress.com/2017/03/09/effects-of-online-
gaming-on-the-academic-performance-of-grade-11-students-in-southern-
christian-college-research-report/.
APPENDIX
Name (optional)
__________________
Age
___________________
Year
o 1
o 2
o 3
Sex
o Female
o Male
What was your Grade-Point Average (GPA) during 2nd Year, 2nd semester?
___________________________
1. In the past 30 days, which of the following devices have you used to
play ROS? (Please select all that apply)
o Smartphone
o Desktop/laptop Tablet
o I have not used any of these devices to play ROS
3. In the past 7 days, roughly how many hours do have you spent
o None
o 1-3 hours
o 4-6 hours
o 7-9 hours
o 10 hours or more
4. Do you feel fully engaged by the game? Do you feel a sense of "glow"?
o Yes
o No
12. Have you ever skipped a class just to play the game?
o Yes
o No
13. If you answered yes on item #12, how often do you skip classes?
o 1-2 days
o 3-4 days
o 5 or more days
14. Do you feel eagerness to listen in class discussion every time you
play the game?
o Yes
o No
18. If you played ROS to lose your equipment, or and in game's partner
or squad has left you, does it affect your daily life and mood?
o Yes
o No