Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
A Term Paper
Presented to
ENGLISH II
March, 2014
Acknowledgement
First and foremost, the researchers would like to thank the Almighty Father for
giving us the strength and guidance to finish this research paper. Second gratitude goes
to our dear adviser, Prof. Imelda Benitez who has contributed her knowledge towards
our understanding that have guided us throughout this research. We would like to thank
our beloved parents for their love and support. Lastly, the researchers would like to
thank everyone who have helped them to finish this research paper because without
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CHAPTER I
Introduction
The Internet was established in the early 1960s by the U.S. Department of
Defense (Schneider, Evan, & Pinard, 2006), primarily for military purposes. Since
messaging such as Twitter, and so forth. Due to the development and spread of
cheaper and more user-friendly computer technology and software (e.g., portable
computers, Microsoft Word etc), the use of the Internet has increased
dramatically.
anywhere in the world via dedicated routers and servers. When two computers
are connected over the Internet, they can send and receive all kinds of
information such as text, graphics, voice, video, and computer programs. That
this modern technology has a great impact on the lives of people especially that it
entertains us one example of things that the internet has is online videogames.
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Online videogames allows people to play the same game in a session; it is
one of the reasons why it is so appealing to its users. According to ESA, 62% of
people who are playing videogames play games with others, either online or
offline, which of that 68% of people who does are at least 18 of age. According to
the Kaiser Survey conducted in 2010, video games consumed at least 9 hours
for teenagers. Playing videogames does have his positive views as for
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
The reason why the researchers choose this particular research topic is to
know whether playing online videogames has an effect to the freshman students
Colleges regardless of course. After summarizing all the data, the researchers
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The study is important in order to enumerate the effects of playing online
videogames to the first year college students. It may be relevant to the following
individuals:
To the students, using the study, they will be informed about the effects of
online videogames in their academic performance. This study will also help them
on how to avoid the said effects and help them focus on, but not limited to, their
To the parents of students, this study will show to them that playing online
This will better guide them on how to manage their children’s time regarding their
To the teachers, this study will help them to know the effects that their
To the community, this study will inform them about the effects of playing
online videogames so that they can also help guide the students.
future reference for further study of the effects of playing online videogames.
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C. Statement of the Problem
The main aim of the study is to know the effects of playing online
Colleges.
1. What are the top three reasons why do first year college students of
2. How long does the freshman student play online videogames per session
on a daily basis?
3. Which of the following will the freshman students do when they arrive
home?
o Study
o Rest
o Others
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The scope of the study states the point of view of freshman in the effects
of online videogames to their academic performance. The study made use of the
freshmen students in the second semester of Manila Tytana Colleges A.Y. 2013-
2014.
performance and not in other aspects of their lives. The study is limited only to
the freshmen who are playing online videogames and not the students who are
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CHAPTER II
Computer game is one of the most exciting and rapidly evolving media of
our time (Carr, et al., 2006). Evidence can be seen from the Internet where online
games are one of the fastest growing areas. As a leisure activity, it has become
because they encourage children to fritter away their time on the game instead of
reading and doing things which are more obviously educational. However, it is
still a significant part of the leisure activities available to most people. (Hayes,
2008)
percent of kids playing video games in 2008. In 2006, 45 percent of kids were
regular gamers and it shows that they played for two or more hours on a daily
basis. The high number of kids shows the importance of learning to choose
games that will help strengthen and push the intellect of the child playing.
more hours playing games on a daily basis score lower in every subject than
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games there is not enough time left to spend in studying. The study found out
that there was “not a single significant positive correlation between gaming and
academic performance.”
Another study was done to analyze the correlation between video game
usage and academic performance. The study found out that the amount of time a
student spends in playing video games has a negative correlation with students’
Scholastic Aptitude Test (SAT) and grade-point average (GPA) scores. It is also
stated in the study that as video game usage increases, GPA and SAT scores
Third Year Nursing Students in Manila Doctors College” done in 2009 found out
In contrast, playing video games can give some positive benefits, such as
improved hand-eye coordination and the potential for improved academic skills
(as when “educational” games are played) (Charles, 2011). According to Raise
Smart Kids: “The Good and Bad Effects of Video Games”, certain types of video
games can help train kids to follow instructions as well as helping them develop
their problem solving and logical thought processes. Kids can also learn inductive
that games are more than a simple form of entertainment (Shaffer, Squire,
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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. This means that students can learn things all on their own rather
indicates that the frequency and times children play video games determine any
negative effects. When compared with their academic progress, Dr. Sharif
concluded that playing video during weekdays was harmful to a child's academic
progress, but playing during the weekend did not adversely affect a student's
performance.
The studies and literatures concerning the effects of playing video games
suggest that video games may lead to negative effects while others said that it
gives positive benefits. When a child is playing video games, they have the
tendency to forgot the amount of time that they have already spent making them
vulnerable to the different effects that video games can give to their academic
games should not be done during weekdays because it can affect their studies. It
should be done during the weekends so that it may not affect their studies.
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Chapter III
Methodology
A. Research Design
videogames.
B. Respondents
Colleges, random sampling was employed. The researchers used fifty (50)
respondents which are composed of males and females from the different
departments of Manila Tytana Colleges. There were thirty-four (34) females and
C. Instrumentation
which includes several inquiries about online videogames. It will be given to fifty
(50) chosen respondents. The instrumentation used will give way and support in
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D. Statistical Treatment
𝐹
P= ∗ 100%
𝑛
Where:
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Chapter IV
Entertainment
10% Purposes
Boredom
30%
15%
Stress Relief
Personal Interests
17%
28% Others
The graph shows that majority of the respondents are playing online
videogames for their entertainment which has 30% of the total percentage. The
next reason why they play is due to boredom which has 28%. The third reason in
playing online videogames is to reduce their stress. This reason received 17%.
Personal interests got a 15% response from the respondents while 10% of the
respondents chose others which mean that they have other reasons in playing
online videogames.
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30
25
20
Frequency
15
10
0
1-2 3-4 5-6 7-8 9 - 10 11 or
more
Hours per session
The graph shows that majority of the respondents are playing online
videogames for 1-2 hours per session in a day. The second most consumed
hours in playing are 3-4 hours. It is then followed by playing 5-6 hours per
session. The fourth most spent time in playing is 9-10 hours of playing time. The
next time is playing 11 or more hours per session in a day. Lastly, the least spent
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3% 10%
3%
Study
Rest
Play Videogames
Others
84%
Graph 3. First thing a student would normally do when they arrive at home
The graph shows that once a student arrives at home, the first thing that
they would do is rest. The second thing that they would normally do is to study
their lessons. Lastly, playing videogames got three (3) percent of the total
15
30%
No
Yes
70%
online videogames.
academic performance. 70% percent of the total percentage answered that their
answered that they are affected whenever they are playing online videogames.
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0% I cannot focus on my
studies.
17%
I have low grades.
I am absent in class.
14%
11% I cannot do my projects.
6%
Others
performance
percent of the total respondents answered that they cannot focus on their
studies, seventeen (17) percent answered that they cannot do their projects,
fourteen (14) percent answered that they cannot do homework, eleven (11)
percent answered that they have low grades, and nine (9) percent answered that
they are late in class. Having high grades and being late in class bot received six
(6) percent.
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Chapter V
A. Conclusion
respondents, each criteria was tallied and was divided to the total number of
multiplying it to 100.
freshman students when they are fond of playing online videogames. They found
out that the students cannot focus on their studies, they cannot do their home
works as well as their projects and that they have low grades.
that a number of students playing online videogames could have an effect in their
affected, it does not necessarily mean that they are poorly performing in their
studies. Most of the students play an hour to two of online videogames every day
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B. Recommendation
For the parents of students currently studying, they should be aware of the
effects of playing online videogames and should regulate their children’s time on
it. For the students playing online videogames, they should be disciplined when it
comes to playing online videogames which they could still perform satisfactorily
priority over higher and more realistic priorities such as their studies. Finally, for
They should also consider other year levels or other age groups for their selected
respondents.
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Definition of Terms
Academic performance - how students deal with their studies and how they
communication protocols.
computer network.
in an online videogame
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Bibliography
Cabardo, L. G., Ganzon, J. B., Menor, A.D., Solis, C.P., & Vicencio, C.A.
(2009). Effects of online gaming on the clinical performance of third year
nursing students in Manila Doctors College.
Carr et al. (2006, February). Computer Games. Text, narrative and Play. John
Wiley and Sons Ltd. Retrieved March 7, 2014 from
www.researchandmarkets.com/reports/2250106/computer_games_text_nar
rative_and_play.pdf
Griffiths, M & Davis, M. (2005). Does video game addiction exist . In Raessens,
J. & Goldstein, J. (Eds.) Handbook of computer game studies. Cambridge:
The MIT press.
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Ip, B., Jacobs, G., & Watkins, A. (2008) Gaming Frequency and Academic
Performance. Australasian Journal of Education Technology. Retrieved
March 7, 2014 from www.ascilite.org.au/ajet/ajet24/ip.pdf
Raise Smart Kids: “The Good and Bad Effects of Video Games” Retrieved March
7, 2014 from www.raisesmartkid.com/3-to-6-years-old/4-articles/34-the-
good-and-bad-effects-of-video-games
Shaffer, D. W., Squire, K. R., Halverson, R., & Gee, J. P. (2005). Video Games
and The Future of Learning. The Phi Delta Kappan, 104-111. Retrieved
March 7, 2014 from: www.acsd.org/article/the-effect-og-videogames-on-
student-achievement/
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Appendix A
Survey Questionnaire
Direction: Please answer the following questions completely and honestly. Check the
box that corresponds to your answer.
1. What are your three (3) main reasons why you play online videogames?
Entertainment purposes Boredom Stress relief
2. How much time do you spend in playing online video games per session on a
daily basis?
3. Which of the following would you first normally do when you arrive back home?
Yes No
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