Effects of Playing Online Games in Acade

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EFFECTS OF PLAYING ONLINE GAMES IN

ACADEMIC PERFORMANCE OF SELECTED GRADE


10 STUDENTS OF BAGBAG NATIONAL HIGH
SCHOOL

YEAR 2017 - 2018


CHAPTER 1
Introduction
The term computer game is in sharp competition with
video games, console games, and arcade games. Video
games and console games usually mean games
connected to a TV, whereas arcade games means games
placed in public spaces. Computer games on the other
hand, are occasionally used to mean games played on a
personal computer.
. However, since all of these areas 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. Computer games first came into existence in the
1960s with the introduction of a shoot-up game. Since
the computer games have become a regular part of life
for many people due to its increased popularity. The
computer game has changed from being primarily
played at an arcade to be primarily played in the home.
This research are help the student to overcome their
challenges and even the other researcher use this
research as reference.
Statement of the Problem
This study aims to know the perceived effects of online
games to the academic performance among the Grade 10
students in Bagbag National High School
Objectives of the study
The main objective of this study is to identify the effects
of online gaming on the academic performance of
students in Grade 10 and study the effects of playing
computer games on the academic performance of the
students. Investigate the relation between exposure to
computer games and the academic performance of the
students and analyze data collected from the
questionnaire using statistical method to devise
conclusions.
Significance of the study
This study will help the students have an insight on the
effects of playing online games in academic
performance of selected grade 10 students.

To the Parents, it will serve as basis to help share with


other parents the information about certain games or
ideas to help each other in parenting. Also it will help
them understand the behaviour and study habit of their
children when they’re engaged into such activity
To the Teachers, it will provide additional knowledge
on what strategy to use to educate students about the
well-known effects of online gaming to students’
academic performance, problem-solving strategy,
decision-making and spatial visualization.

To the future researcher, it will serve as reference.


Scope and limitation of the study
The study covers students of BNHS selected Grade 10
students. This study was limited to DOTA2, Clash of
Clans, and Counter Strike, League of legend. The
researcher will gather information about the possible
effects of the selected online games on students’
academic performance.
A survey will be conducted about the evaluation of the
respondents regarding in the study of the effects of these
playing online games on students academic performance
in BNHS Grade 10. In a random order, thirtyfive selected
grade 10 students in BNHS will be given questionnaires to
get information that will be needed in the study. This
study will be conducted to determine the effects of playing
online games to the students’ academic performance,
problem-solving strategy, decision-making and spatial
visualization. The problem-solving strategy, memorization
and decision-making capabilities will be measured
through a series of situations and identifications on the
questionnaire.
Definition of terms
Academic Performance - is measured by taking
written and oral tests, performing presentations,
turning in homework and participating in class
activities and discussions. Teachers evaluate in the
form of letter or number grades and side notes, to
describe how well a student has done.

Game Addiction - is an excessive or compulsive use


of computer games or video games, which interferes
with a person's everyday life.
Online Game - is any game that is played online,
based online, or has a majority of its content/gameplay
online.
  Gamer - is a person who plays a game or games,
typically a participant in a computer or role-playing
game.
Chapter 2
REVIEW OF RELATED LITERATURE
Online Games/ Video Games
Playing video games is often associated in our society with
poor academic performance. This anecdotal idea is supported
by some research. A 2000 study found a negative correlation
between GPA and time spent playing video games (Anderson
& Dill, 2000). The correlation was relatively small. Time
alone accounted for a 4% variance in GPA, yet the findings are
significant. However, several older studies contend that the
results of research have been mixed. A 1997 study suggests
that “there is no clear causal relationship between video game
playing and academic performance” (Emes, 1997, p. 413). It
goes on to say that the research is “sparse and contradictory”
(Emes, 1997, p. 413).
The effect that interactive digital media has on the
learning process is not completely negative. It is not that
the medium itself is inherently flawed, but much of the
information that gets transmitted through it may be. As
was noted in a 2008 study on media attention and
cognitive abilities, “content appears to be crucial”
(Schmidt &Vanderwater, 2008, p. 63). If the content
being consumed is positive, then positive results can be
expected. If the content is negative, then negative
results can be expected. The study examined research
from many sources in arriving at this conclusion.
Student Engagement and Sociological Effects
Research on the social effects of video games is also
mixed (Allison, Wahlde, Shockley, &Gabbard, 2006).
Some studies have found that video games are similar to
addictions such as gambling which create negative social
effects. Massively Multiplayer Online Role Playing
Games (MMORPGs) have been called “heroinware”
because they are “simultaneously competitive and highly
social” (Allison, Wahlde, Shockley, &Gabbard, 2006, p.
383). Other studies have noted positive aspects of the
games such as the ability to experiment with aspects of
individual identity which do not come out in public.
MMORPGs have been criticized for hampering academic
and job performance. The FCC has specifically accused
World of Warcraft, one of the most popular games, as
leading to college dropouts (Somaiya, 2009). Students can
become obsessed with these games and become
disengaged from schools, friends, and life in
general.Video games can also have positive social effects.
One measure of this which has significant research is that
of prosocialbehavior. Prosocialbehavior is defined as
when one person acts to help another. While research on
this topic is mixed, there is evidence that games which
focus on prosocialbehavior lead to prosocial results
(Schie&Wiegman, 1997).
Intelligence Benefits
According to All Academic Research, playing computer games may
not be all that bad for your children. Peng Wei states that educational
games can be effective assisting tools in the educational areas of
management, medicine and science. If you choose the right
educational computer games, your child may learn better problem-
solving skills and eye-hand coordination. Your child may also get the
ability to think fast and think of multiple things all at once. Skills
obtained from playing computer games may help your child learn
quickly when it comes to his studies. If your child is struggling in
one of his school subjects, there are many educational computer
games available for him. There are math and reading related games
that may help boost your child’s skills. These games can be both fun
and educational for your children.
Positive Effects of Video Games
When your child plays video games, it gives his brain a
real workout. In many video games, the skills required to
win involve abstract and high level thinking. These skills
are not even taught at school. Some of the mental skills
enhanced by video games include following instructions,
Problem solving and logic (When a child plays a game
such as The Incredible Machine, Angry Birds or Cut The
Rope, he trains his brain to come up with creative ways to
solve puzzles and other problems in short bursts), Hand-
eye coordination, fine motor and spatial skills.
In shooting games, the character may be running and
shooting at the same time. This requires the real-world
player to keep track of the position of the character, where
he/she is heading, his speed, where the gun is aiming, if
the gunfire is hitting the enemy, and so on. All these
factors need to be taken into account, and then the player
must then coordinate the brain's interpretation and
reaction with the movement in his hands and fingertips.
This process requires a great deal of eye-hand
coordination and visual-spatial ability to be successful.
Computer Game Addiction
Because there is no official diagnosis of computer game
addiction, there is obviously no universally agreed upon
list of symptoms. Psychologists and other mental health
professionals initially adapted the diagnostic criteria for
gambling addiction and used this as a rough assessment
tool for computer game addiction. This classification
approach is rarely used today and for better or for
worse, it is essentially up to the individual researcher or
clinician to define the symptoms of computer addiction.
Still, there are some signs and behaviors that are almost
always included in definitions of computer addiction, such
as: Significant interference with school, work, or
relationships. Often avoiding other commitments in order
to keep playing, Frequently turning down social
invitations in favor of gaming, Using most or all of one's
free time for gaming, Regularly playing late into the night
and which results in poor sleep habits, Loss of interest in
previously enjoyed activities, Regular gaming "binges" of
8 hours or more nonstop.

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