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EFFECTS OF PLAYING ONLINE VIDEOGAMES

TO THE ACADEMIC PERFORMANCE

OF THE FIRST YEAR COLLEGE STUDENTS

OF MANILA TYTANA COLLEGE, A. Y. 2013-2014

A Term Paper

Presented to

Prof. Imelda D. C. Benitez

Manila Tytana Colleges

In Partial Fulfillment of the Requirements for

ENGLISH II

2nd Semester, Academic Year 2013 – 2014

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

them this research would not be completed.

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CHAPTER I

Introduction

A. Background of the Study

The Internet is a global linking of computers that allows information transfer.

The Internet was established in the early 1960s by the U.S. Department of

Defense (Schneider, Evan, & Pinard, 2006), primarily for military purposes. Since

then, the continual improvement of the Internet technology has provided an

extraordinary level of public accessibility to a wide range of forms of

communication, e.g. intra-organizational and inter-organizational email; data

storage, management and transfer; social websites like Facebook; text

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.

Internet is a means of connecting a computer to any other computer

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

recreational purposes, but it could also do the opposite and be a distraction

instead. Since college is different from secondary education and 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.

B. Rationale of the Study

The reason why the researchers 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. The researchers shall conduct surveys

to a random group of freshman students of A.Y. 2013 – 2014 in Manila Tytana

Colleges regardless of course. After summarizing all the data, the researchers

shall reach to a conclusion and recommend ways to prevent the reduced

academic performances of students caused by online videogames.

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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

studies by limiting themselves on playing online videogames.

To the parents of students, this study will show to them that playing online

videogames are not always a hinder to their children’s academic performance.

This will better guide them on how to manage their children’s time regarding their

indulgence on playing online videogames.

To the teachers, this study will help them to know the effects that their

students might get in playing online videogames.

To the community, this study will inform them about the effects of playing

online videogames so that they can also help guide the students.

To the school and future researchers, may this research be of used as

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

videogames on academic performance of freshman students of Manila Tytana

Colleges.

The study will answer the following questions:

1. What are the top three reasons why do first year college students of

Manila Tytana Colleges play online videogames?

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 Play online videogames

o Others

4. Does playing online videogames affect the academic performance of the

freshman students of Manila Tytana Colleges?

5. What are the effects of playing online videogames to the academic

performance of the freshman students of Manila Tytana Colleges.

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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.

The study is limited to the effects of online videogames in their academic

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

not playing them.

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CHAPTER II

Review of Related Literature

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

an ever-increasing part of many young people’s day-to-day lives (Griffiths &

Davis, 2005; Durkin, 2006). Thus, it might be harmful to children’s learning

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)

Funk (1993) identified computer game playing as a relatively high

frequency activity among adolescents. In relation to this, a list of statistics done

by Media Family: “Effects of Video Game Playing on Children” resulted to 97

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.

According to the Australasian Journal of Educational Technology:

“Gaming Frequency and Academic Performance”, individuals who spend two or

more hours playing games on a daily basis score lower in every subject than

their non-gaming counterparts. By spending a high percentage of time on video

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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

decreases. (Anand, 2007)

A study entitled, “ Effects of Online Gaming on the Clinical Performance of

Third Year Nursing Students in Manila Doctors College” done in 2009 found out

that there is no significant relationship on the effects of online gaming on the

clinical performance of the nursing students.

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

reasoning and hypothesis testing.

A 2005 paper suggests that videogames are changing education and

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

than things that are taught to them.

A survey of 4,500 middle school children conducted by Dr. Iman Sharif

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

on a child’s academic performance are contradictory because some of them

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

performance whether it may be positive or negative. Furthermore, playing video

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

The research design used in this study was descriptive-analytic. The

researcher’s described and analyzed the knowledge, opinions and practices of

the freshman students of Manila Tytana Colleges about playing online

videogames.

B. Respondents

From the population of freshman college students of Manila Tytana

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

sixteen (16) males.

C. Instrumentation

The instrumentation used in this thesis is a survey. The researchers

prepared a survey questionnaire. The questionnaire consists of five (5) questions

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

retrieving data for the thesis.

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D. Statistical Treatment

In analyzing the data gathered, the researchers used a simple percentage

and frequency method using the following formula:

𝐹
P= ∗ 100%
𝑛

Where:

P is the total percentage,

F is the total frequency; and

n is the total number of respondents.

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Chapter IV

Results and Discussions

Entertainment
10% Purposes
Boredom
30%
15%
Stress Relief

Personal Interests
17%

28% Others

Graph 1. Reasons for playing online videogames

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

Graph 2. Number of Hours spent in playing online videogames

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

hours in playing online videogames is 7-8 hours.

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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

percentage as well as the other options not stated on the questionnaire.

15
30%

No
Yes
70%

Graph 4. Respondents whose academic performance is affected by playing

online videogames.

Graph 4 shows the effects of playing online videogames to the students’

academic performance. 70% percent of the total percentage answered that their

academic performance is not affected by playing online videogames and 30%

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.

37% I have high grades.


6%
I cannot do my home
9% works.
I am late in class.

I am absent in class.
14%
11% I cannot do my projects.
6%
Others

Graph 5. Effects of playing online videogames to the students’ academic

performance

Graph 5 shows the effects playing online videogames. Thirty-seven (37)

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

Conlcusion and Recommendation

A. Conclusion

By collecting answers received from the surveys given out to the

respondents, each criteria was tallied and was divided to the total number of

tallies of all criteria; then, the quotient was converted to a percentage by

multiplying it to 100.

This study found out that there is an effect on academic performance of

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.

Out of 50 respondents, 15 replied that they are affected in their academic

performance by playing online videogames. From this, the researchers conclude

that a number of students playing online videogames could have an effect in their

academic performance. Though the fifteen respondents replied that they’re

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

since they find it as a source for recreation.

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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

in their studies. As it is only a form of recreation, it should not be given much

priority over higher and more realistic priorities such as their studies. Finally, for

the future researchers, they could conduct an experimental-designed thesis.

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

cope with or accomplish different tasks given to

them by their teachers.

Internet - a global computer network providing a variety of

information and communication facilities, consisting

of interconnected networks using standardized

communication protocols.

Online - a game played by electronically manipulating

images produced by a computer program which is


videogame
available on or performed using the Internet or other

computer network.

Player - a person taking part in a sport or game specifically

in an online videogame

Student - a person who is studying at a university or other

place of higher education.

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Bibliography

Aldous, Klye (2014, February 26). Computer Gaming Effects on Academic


Performance. Retrieved March 7, 2014 from
www.ehow.com/list_5910606_computer-gaming-effects-academic-
performance.html

Anand, V. (2007). A study of time management: The correlation between video


game usage and academic performance markers. CyberPsychology &
Behavior. Retrieved March 7, 2014 from
www.online.liebertpub.com/doi/abs/10.1089/cpb.2007.9991

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

Chante, C. (2011, December 4). Video games: Rules Required. PhilippineStar.


Retrieved March 7, 2014 from www.philstar.com/opinion/754395/video-
games-rules-required

Durkin, K. (2006). Game play and adolescents’ development. In P. Vorderer &


J. Bryant (Eds.), Playing video games: Motives, responses, and
consequences (pp. 415-428). Mahwah, NJ:

Funk, J.B., (1993). Reevaluating the impact of video games. StudyMode.


Retrieved March 7, 2014, from www.studymode.com/essays/The-Effects-
Of-Computer-Games-To-1171688.html

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.

Hayes, Nicky. (2008). Computer games. Teach yourself psychology. Blacklick,


Ohio: McGraw-Hill Companies, Inc.

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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

Name (optional): _______________________ Male Female

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

Personal Interests Others: _______________

2. How much time do you spend in playing online video games per session on a
daily basis?

( ) 1-2 hours 5-6 hours 9-10 hours

3-4 hours 7-8 hours 11 hours or more

3. Which of the following would you first normally do when you arrive back home?

Study Rest Play videogames Others: ______

4. Does playing online videogames affect your academic performance?

Yes No

If yes, how does it affect your academic performance?

I cannot focus on my studies. I am late in class.

I have low grades. I am absent in class.

I have high grades I cannot do my projects.

I cannot do my home works. Others: ___________

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