Professional Documents
Culture Documents
INTRODUCTION
Rationale
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
We conducted this research so we can know what are the possible effects of
online to school performance of a student and so they can be aware and know
what are the effects of online gaming towards their school performance.
Speaking of online gaming,students now a days have their time to play online
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Our purpose and objectives on this study is to they can be aware and to knows
what are the all the negative and positive effects of online gaming towards their
school performance
Development in technology brings many things that people don't have many
years back. One of these things is online gaming that is provided by the internet.
Online gaming is 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
the mind of the players to be more active, 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
Despite those benefits, playing these games also bring negative effects. It
requires much of the player's time, leaving school activities and home works
unattended.
Many students nowadays wants to play online games for an hours or days than
studying their notes thus they don’t know what are the effects of online gaming
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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 satisfy their
hunger; and that hunger is Online Gaming. Online gaming has such a profound
impact on not only the young, but dynamically every age group as well. So far,
virtually anyone is able to go on a computer and punch through the keys and
mouse in order to get a high score, chat with players, get the rarest items, and
level up as fast as possible. Yes, there seems to be no restriction as to whom, how
or what online gaming can extend to.
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STATEMENT OF THE PROBLEM
In this research we aims to know what are the negative and positive effects of
1.) What are the effects of online gaming to student’s school performance?
2.) How does online gaming affect the physical health of students?
4/) What are the good effects of playing online game to the school performance of
students?
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SIGNIFICANCE OF THE STUDY
This study will help the students have an insight on the impact of online
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
spatial visualization.
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SCOPES AND DELIMITATIONS
The general intent of this study is to know the effects of online gaming to the
school performance of grade 8 students, this study will mainly identify the effects
of online gaming towards their school performance and so they can be aware of it.
This study is conducted in Pajo National High School and only for the
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DEFINITION OF TERMS
machine.
Impact-the action of one object coming forcibly into contact with another.
task, or function.
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Restriction-the limitation or control of someone or something, or the state of
Split-a tear, crack, or fissure in something, especially down the middle or along
the grain.
Virtually-nearly; almost.
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CHAPTER 2
REVIEW OF RELATED LITERATURE
Playing video games is often associated in our society with poor academic
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 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
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
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Student Engagement and Sociological Effects
Wahlde, Shockley, &Gabbard, 2006). Some studies have found that video games
are similar to addictions such as gambling which create negative social effects.
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
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
research on this topic is mixed, there is evidence that games which focus on
Intelligence Benefits
be all that bad for your children. Peng Wei states that educational games can be
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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
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
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
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Research also suggests that people can learn iconic, spatial, and visual attention
skills from video games. There have been even studies with adults showing that
experience with video games is related to better surgical skills. Also, a reason
given by experts as to why fighter pilots of today are more skillful is that this
management and logistics. The player learns to manage resources that are
limited, and decide the best use of resources, the same way as in real life. This
skill is honed in strategy games such as SimCity, Age of Empires, and Railroad
urban planners and Maxis, the game creator, have claimed that SimCity has
inspired a lot of its players to take a career in urban planning and architecture.
unexpected surprise like an enemy might emerge. This forces the player to be
Quick thinking, making fast analysis and decisions. Sometimes the player
does this almost every second of the game giving the brain a real workout.
battle or action games could be a training tool for real-world situations. The study
suggests that playing action video games primes the brain to make quick
decisions. Video games can be used to train soldiers and surgeons, according to
the study. Importantly, decisions made by action-packed video game players are
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no less accurate. According to Bavelier, "Action game players make more correct
decisions per unit time. If you are a surgeon or you are in the middle of a
battlefield, which can make all the difference." Accuracy - Action games,
Johnson, author of Everything Bad is Good For You: How Today's Popular
Culture is Actually Making Us Smarter, calls this "telescoping." The gamer must
deal with immediate problems while keeping his long-term goals on his horizon.
Situational awareness - – Defense News reported that the Army include video
strategy games also require the player to become mindful of sudden situational
changes in the game and adapt accordingly. Developing reading and math skills –
The young gamer reads to get instructions, follow storylines of games, and get
information from the game texts. Also, using math skills is important to win in
Perseverance – In higher levels of a game, the player usually fails the first time
around, but he keeps on trying until he succeeds and move on to the next level.
Pattern recognition – Games have internal logic in them, and the player figures it
Madison, says that playing a video game is similar to working through a science
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hypothesis. For example, the gamer must constantly try out combinations of
weapons and powers to use to defeat an enemy. If one does not work, he changes
hypothesis and try the next one. Video games are goal-driven experiences, says
Gee, which are fundamental to learning. Mapping (The gamer use in-game maps
or build maps on his head to navigate around virtual worlds.) Memory - Playing
first person shooter games such as Call of Duty and Battlefield series enables the
memory and what can be discarded considering the task at hand, according to a
deficit disorder who played Dance Revolution improve their reading scores by
visual information - A study from Beth Israel Medical Center NY, found a direct
link between skill at video gaming and skill at keyhole, or laparoscopic, surgery.
courage to take risks. Most games do not reward players who play safely. How to
goals, Teamwork and cooperation when played with others – Many multiplayer
games such as Team Fortress 2 involve cooperation with other online players in
order to win. These games encourage players to make the most of their individual
Center, teachers report that their students become better collaborators after using
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such as Rollercoaster Tycoon and Zoo tycoon teach the player to make
management decisions and manage the effective use of finite resources. Other
games such as Age of Empires and Civilization even simulate managing the
simulations are flight simulators, which attempt to mimic the reality of flying a
plane. All of the controls, including airspeed, wing angles, altimeter, and so on,
are displayed for the player, as well as a visual representation of the world, and
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
computer addiction. Still, there are some signs and behaviors that are almost
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
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in previously enjoyed activities, Regular gaming "binges" of 8 hours or more
nonstop.
Psychological Effects
There is a large body of evidence which suggests that violent video games
lead to increased aggression and even violence. There is some mixed evidence on
the psychological effects of video game violence, but Craig Anderson (2003)
offers overall implications that can be reached by looking at all studies that relate
Some studies have yielded nonsignificant [sic] video game effects, just as
some smoking studies failed to find a significant link to lung cancer. But when
one combines all relevant empirical studies using meta-analytic techniques, five
separate effects emerge with considerable consistency. Violent video games are
several relevant conclusions were reached (Anderson, et al., 2003). It was found
that there are “sufficient studies with sufficient consistency” to back up several
important findings (Anderson, et al., 2003, p. 93). Video game violence is linked
to aggression in the short term. Cross-sectional studies have been able to show a
correlation between long term exposure to video game violence and real world
violence. A few longitudinal studies are also able to suggest that video game
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exposure has long term effects on aggression. It should be noted that Craig
Anderson, one of the authors of this study has been criticized for overstating the
data on video games and its link to aggression and violent behavior (Block &
Crain, 2007).
2008). The researchers looked at five major areas of risky behavior. These include
obesity, smoking, drinking, violence, and early sexual activity. These categories
were chosen because the Center for Disease Control and Prevention (CDC) has
identified these areas among the activities that “contribute to the leading causes of
death and disability in the United States among adults and youth” (Escobar-
The study found that, in general, there is at least a modest link between
electronic media consumption and obesity, smoking, drinking, and violence. The
study focused largely on TV and movies as the basis for the first three, but
violence in teens. The research in this study concluded that “brief exposure to
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Effects related to learning
Playing video games is often associated in our society with poor academic
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 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
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
process. A paper from EDUCAUSE suggests that faculty need be aware of games
that could be helpful to the in class learning experience (Hitch & Duncan, 2005).
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understanding and engagement with the material. It specifically mentioned using
Civilization IV, a game which focuses on empire building and economies of scale
A 2005 paper suggests that videogames are changing education and that
games are more than a simple form of entertainment (Shaffer, Squire, Halverson,
& Gee, 2005). It explains that student learning can be enhanced by experiences in
vast virtual worlds. These worlds can allow students to interact as a community.
Virtual worlds are useful “because they make it possible to develop situated
understanding” (Shaffer, Squire, Halverson, & Gee, 2005, p. 106). This means
that students are able to actually experience and experiment with the things that
they are learning rather than simply being told them as facts or equations.
sources have noted positive impacts on student performance. One study of a game
(Coller&Shernoff, 2009, p. 315). Research on the subject has been mixed, but it
seems that video games can have a positive effect on learning when used in
particular ways.
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CHAPTER 3
RESEARCH METHOD
grade 8 students,they must required answer the following questions all about
RESEARCH ENVIRONMENT
The researchers began to conduct their research in one location only and
that is their school named Pajo National High School located in Lapu-Lapu City,
Cebu.
RESEARCH RESPONDENTS
who provide answers to written questions and our respondents are the grade 8
RESEARCH INSTRUMENTS
profile such as name,section and lastly the date of when they are answering the
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RESEARCH PROCEDURE
STATISTICAL TREATMENT
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CHAPTER 4
This chapter presents, analysis and interprets the data from the study. The
focus was the effect of online gaming to school performance of grade 8 students
GRADE 8 STUDENTS.
This part elucidate the percentage of each questions that being answered by our
respondents and that is the grade 8 students of pajo national high school.
Percentage
YES : 88%
NO : 18%
2. Do you think playing online games too often will bring health problems?
Percentage
YES : 66%
NO : 34%
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3. Do you think grade 8 students playing online games too often will hinder
their studies?
Percentage
YES : 56%
NO : 44%
Percentage
YES : 72%
NO : 28%
NO : 56%
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6. Do you think playing educational online games will increase your
knowledge?
Percentage
YES : 62%
NO : 38%
7. Have you ever tried sleeping in class or feeling tired because of lack of
sleep due to playing online games for almost 8 hours?
Percentage
YES : 34%
NO : 66%
8. Do you think playing online games for almost a day will affect your
school performance?
NO : 34%
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9. Have you ever tried to be absent because of playing online games for a
day?
NO : 80%
10. Have you ever tried skipping classes because of online gaming?
NO : 80%
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CHAPTER 5
This chapter presents the summary of the study, the presentation of the
findings and formulation and recommendations derived from the analysis and
interpretation of data.
SUMMARY
This study was aimed at assessing the effects of online gaming to school
SUMMARY OF FINDINGS
That the guidance office promote programs that educate children about the
Parents should continue the observance of time limit as for allowing their
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CONCLUSIONS
The results of this study are in agreement with the finding of the other
studies around the world.As the results show that they must responsible in playing
online games or need it balance in order to it can’t affect their school performance
and the parents must be responsible also for guiding them in playing online games
that not playing to much cause it will hinder their studies yet some other online
RECOMMENDATION
their knowledge and the teachers must conduct a lesson about what are the effects
of the online gaming to the students so they may aware of this problem.
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APPENDICES
BIBLIOGRAPHY
https://www.coursehero.com/file/12091458/Chapter-3-Thesis-Sample/
https://www.google.com.ph/search?biw=1366&bih=662&tbm=isch&sa=1&ei=Es
VQWrzIM4SA8gWugbf4DQ&q=how%20to%20make%20survey%20questions
%20for%20thesis%20&oq=how%20to%20make%20survey%20questions%20for
%20thesis%20&gs_l=psy-
ab.3...11193.11193.0.12062.1.1.0.0.0.0.143.143.0j1.1.0....0...1c.1.64.psy-
ab..0.0.0....0.4vDT7iuToSs#imgdii=AsOOdkSjFTbcIM:&imgrc=gYaD0MkGEzD
ZYM
http://www.my3q.com/research/natznet/85729.phtml
https://writing.wisc.edu/Handbook/thesis_composedraft.html
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GLOSSARY OF TERMS
or activity.
attack or confront.
Behavior-the way in which one acts or conducts oneself, especially toward others.
Gambling-
one played to the extent it interferes with the everyday life of the player.
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Honed-sharpen (a blade).
something.
Weaned-accustom (an infant or other young mammal) to food other than its
mother's milk.
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