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“The Impact of Video Games on School Achievement”

A narrative study on the perspectives of the Grade 10 students of Camp General Emilio
Aguinaldo High School S.Y. 2018-2019 on researching whether the outcome of
addiction of video games is positive or negative.

A Research Paper Presented to:


English Department of
Camp General Emilio Aguinaldo High School

By:

IBALIO, JULIEN G.

ILUMIN, JOHN NIKKO L.

MANINGCAY, JOHN CHRISTOPHER C.

February 2019

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ACKNOWLEDGEMENT

We, the researchers, would like to express our heartfelt gratitude to


all those people who showed and gave their support to our research group.
This research paper would have not been made possible without the
following people:

First and foremost, to our English teacher, Mrs. Teresita J. Doctor, who
showed her dedication and passion to teach and guide us in the creation
and development of every chapter in our research paper. Without her
assistance, this research paper would never have been accomplished.

Second, our classmates and friends that gave us the data needed for our
research paper. This research paper was made complete because of the
data collected from them. Deeply appreciated

Third, our parents and guardians that supported every second of us making
this research paper.

Lastly, us group mates who showed and exerted best and sincere efforts
for the success of this research paper.

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DEDICATION

We dedicate this research to whom it may concern. We conducted


research on how the popularity of video games changes a student’s way of
studying.

We also dedicate this research to our family, friends, and all our
respondents who supported us throughout the process. We appreciate all
they’ve done especially about the data they’ve given us.

We dedicate this work and a special thanks to God, who gave us


strength and hope to finish this responsibility we have.

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TABLE OF CONTENTS

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CHAPTER 1: INTRODUCTION

1.1: Background of the Study

In the past few decades, interactive electronic media has grown from
virtual non-existence to one of the primary means of entertainment for high
school and college students. In more recent years, the Internet has
completely changed the landscape of electronic media from something
individual and static into something with the potential to be interactive and
social; one great example is online videogames.

Online video games allow people to play the same game in a session; it
is one of the reasons why it is so appealing to its users. Playing
videogames does have its positive views as for recreational purposes, but it
could also do the opposite and be a distraction instead. Since senior high is
different as the graduating students go towards their courses, they will
need more concentration than ever before. It could be possible that online
videogames might hold the students back from reaching their potential, but
as long as there are control and management, they could perform well in
college.

1.2: Rationale of the Study

The reason why we choose this particular research topic is to know


whether playing online videogames has an effect to the freshman students
in terms of their academic performance. We, researchers, shall conduct
surveys on our room this February. After summarizing all the data, we shall
reach to a conclusion and recommend ways to prevent the reduced
academic performances of students caused by online videogames.

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1.3: Statement of the Problem

The main aim of the study is to know the effects of playing online
videogames on academic performance of the students of Camp General
Emilio Aguinaldo High School.

The study will answer the following questions:

1. How often do the students play videogames?

2. Which platform to the most students play on the most?

3. Does playing online videogames affect the academic performance of


CGEAHS students?

4. What are the effects of online videogames to the academic


performance of CGEAHS students?

1.4: Objectives of the Study

1. To the students, they will be informed about the effects of


videogames in their academic performances.

2. To help the students on how to avoid said effects and focus on their
academic performances.

3. To develop an easy way on how to prevent addiction of video games


while keeping leisure activities available for students.

4. Help the students maintain their pace in school by avoiding too


much procrastinating thru video games.

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1.5: Significance of the Study

The Grade 10 students of Camp General Emilio Aguinaldo High


School should be able to find this study useful as it would present a
representation of the youth’s perspectives on video games, majority of
which they will contribute as the participants of the study, in order to
recognize the impact and effect of video games in school achievement.

Junior high school students of all schools around the Philippines,


public or private, would also find this study beneficial as the facts to be
presented are facts that would definitely apply to their age group of young
adolescents.

1.6: Scope and Limitations of the Study

This study will focus on the impact and effects of video games in
school works and achievement, and some that may relate to the topic.

The participants of the study are the Grade 10 students of Camp


General Aguinaldo High School, S.Y. 2018-2019.

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1.7: Definition of Terms

 Entertainment - form of activity that holds the attention and interest of


an audience, or gives pleasure and delight.
 Electronic Media - type of media that uses electronics to access the
contents
 Video games - a game played by electronically manipulating images
produced by a computer program on a television screen or other
display screen.
 Addiction - the fact or condition of being addicted to a particular
substance, thing, or activity.
 Perspective - a particular attitude toward or way of regarding
something; a point of view.
 Youth - the period between childhood and adult age.
 Online - controlled by or connected to another computer or to a
network.
 Impact - the effect or influence of one person, thing, or action, on
another.
 Platform - a computer system specially made for playing video
games; a console

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CHAPTER 2: REVIEW OF RELATED LITERATURE AND STUDIES

2.1: Definition of Video Games

A video game is an electronic game that involves interaction with


a user interface to generate visual feedback on a two- or three-
dimensional video display device such as a TV screen, virtual reality
headset or computer monitor. 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 electronic systems used to play video games are
called platforms. Video games are developed and released for one or
several platforms and may not be available on others. Specialized
platforms such as arcade games, which present the game in a large,
typically coin-operated chassis, were common in the 1980s in video
arcades, but declined in popularity as other, more affordable platforms
became available. These include dedicated devices such as video game
consoles, as well as general-purpose computers like
a laptop, desktop or handheld computing devices.

2.2: Behavioral Effects of Video Games


Research has focused on two elements of the effects of video games
on players: the player's health measures and educational achievements as
a function of game play amounts; the players' behavior or perceptions as a
function of the game's violence levels; the context of the game play in
terms of group dynamics; the game's structure which affects players' visual
attention or three dimensional constructional skills; and the mechanics of
the game which affects hand-eye coordination. Two other research
methods that have been used are experimental (in a laboratory), where the
different environmental factors can be controlled, and non-experimental,
where those who participate in studies simply log their video gaming hours.

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