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EFFECTS OF COMPUTER GAMES (RULES OF SURVIVAL) ON THE ACADEMIC

PERFORMANCE OF NCMC GRADE 9 STUDENTS

A Thesis (Proposal)

Submitted to

The Faculty of North Central Mindanao College

Maranding, Lala, Lanao Del Norte

In Partial Fulfillment

Of the Requirements

By

URSIEL E. SALINDO

APRIL JOY T. PUEBLAS

ANGEL GRACE TANEO

JASON NAVARRO
Effects of Computer Games (Rules of Survival) on the Academic Performance of
NCMC Grade 9 Students

Ursiel E. Salindo, April Joy T. Pueblas, Angel Grace Taneo, Jason Navarro

Abstract

This study examined the effects of computer games on academic performance of Grade 9
students in North Central Mindanao College. Allowance, gender, peer group and year level
positively affect student’s decision to play while time spent on studying, year level, previous
grade, number of books and time spent playing computer games are found to be significant in
affecting student’s performance. Results showed that the probability of a computer gamer to fail
is 39%, given the student has more than four siblings, a previous grade of at most 84, lesser
teachers, lesser hours on studying, living near a computer shop, and spends more hours
playing computer games. Moreover, 60% of the students’ daily allowance is spent on playing
computer games.

Keywords: investment in human capital, computer games, education production function,


high school
ACKNOWLEDGEMENT

First of all, the researchers are very grateful to the Almighty God for the good
health and well being that were necessary to complete this research paper.

The researchers want to express their sincere thanks to Mrs. Eduvigis G.


Gandionco, Principal of the Faculty, for providing them all the necessary facilities
for the research.

The researchers are also grateful to Ms. Maria Linzy Barbajo, the lecturer, in the
research. They are extremely thankful and indebted to her for sharing expertise,
and sincere and valuable guidance and encouragement extended to them.

They take this opportunity to express gratitude to all of the Department faculty
members for their help and support. They also thank to their parents for the
unceasing encouragement, support and attention.
DEDICATION

This study is wholeheartedly dedicated to the beloved parents of the


researchers, who have been the source of inspiration and give them strength
when they thought of giving up, which continually provide their moral, spiritual,
emotional, and financial support.

To the researchers brothers, sisters, relatives, mentor, friends, and classmates


who shared their words of advice and encouragement to finish this study.

And lastly, they dedicated this paper to the almighty God, for the guidance,
strength, power of mind, protection, and skills for giving them a healthy life. All of
these, they offer to you.
Chapter 1

THE EFFECTS OF COMPUTER GAME (RULES OF SURVIVAL) ON THE ACADEMIC


PERFORMANCE OF NCMC GRADE 9 STUDENTS

Introduction

As time passes by, technology continues to evolve. Because of technology, new things
were created that sustains and lightens human work. Computers were created because of
technology. Computers were the greatest things ever invented by man itself. In the modern age,
computers have become a part of man’s life. Computers with the aid of modern machines made
almost all the things around us. From the edited books, computers made all design, special
effects in movies, and televisions etc. Along with the evolution of technology, computers
continue to upgrade as well until the time that computer has now become a part of man’s
everyday life that are hooked to computers. Computers can now edit documents to your PC,
play mini games, search information you need using the internet, save documents to your PC
and play online games. It’s like an all-in-one gadget that can do all the things you want anytime
you need it. Based on the facts on Wikipedia, from 1990 to the present year, online games had
a big impact to us especially teenagers.

Rules of Survival (RoS) is a free-to-play, multiplayer online battle royally game


developed and published by Net Ease Games, first released via beta access in November 2017.
By October 2018, the game had reached 230 million players worldwide. As of May 30, 2018, the
game was released on Steam. Unlike the free non-Steam version, however, the game was
released with a price tag, offering "special gifts" with the purchase. The game was later taken
down from Steam by June 13, 2018, and reinstated by June 28, 2018.

Online games have many genres, including FPS games, MMORPG, Casual games and
multiplayer games. A game will become an online game if it involves in using a computer or a
series of computers with one player in each computer to battle it out with other players using the
Internet depending on the game genre. According to Wikipedia, an online game is a game
played over some form of computer network. Online games can range from simple text-based
games incorporating complex graphics and virtual worlds populated by many players
simultaneously. Many online games have associated online communities, making online games
a form of social activity.
Thesis statement

Beyond single player games. That is why online games are addictive to teenagers. This
research focuses on how computer game (Rule of survival) affects the academic performance
of Grade 9 students of NCMC. In here, we will know the effects of computer game to Grade 9
students of NCMC to their studies.

Perspective of the Researchers

The researchers are the students from Grade 12 HUMSS 1. This research will be studied
by these researchers as part of their learning and training in order to achieve their specific goals
in conducting this research.

The researchers aim to find solutions and answers to this problem which is the possible
effects of online games to academic performance of students. Also, the researchers will conduct
an investigation and a survey in gathering data and information about the topic because this
study focuses on the effects of online gaming to the students.

This study analysed the impacts of computer game (rule of survival) on school
performance of grade 9 students in North Central Mindanao College. Specifically, the study (a.)
identified the factors that influence students’ decision to play computer games; (b.) established
the relationship between the number of hours devoted by the students on computer games and
the level of performance in school; (c.) determined the probability of computer gamers to fail in
academics; (d.) estimated the average cost incurred by computer gamers who play in computer
shops and the portion of this to their allowances; and (e.) identified economic implications based
on the results of the study.
Conceptual Framework

The conceptual framework of the study is shown in Figure 1.

INPUT. PROCESS. OUTCOME.

Instructional
Content  Negative
Outcome

 Positive
User judgements Outcome

User Behaviour

System Feedback

Game
Characteristics

FIGURE 1.

_____________________________________________________________________________________
This researchs framework covers about the effects of computer game ( Rules of
Survival) to Grade 9 students of NCMC in their academic performance. By getting responses to
Grade 9 students, data is gathered. The research is illustrated using flowchart and explained
using IPO method. The Input is the first step to conduct the research.

It is enclosed with two squares. The arrow next to it is called flow lines. It indicates the
next step to be executed. The Process in the flowchart is enclosed in an oval. This is the user's
or gamer's perspective about the research problem. The Output is the last step of the research.
After collecting information from correspondents, data is gathered about the effect of online
games to the academic performance of Grade 9 students of NCMC in year 2019-2020 and
encoded to computer.

Scope and limitation of the Study

This study is limited only to Grade 9 of North Central Mindanao College. It will be only
conducted inside the school/ Junior high school premises.

Significance of The Study

The study is conducted to collect information on Grade 9 students of NCMC regarding


the factors that affects the student's academic performance by playing computer games. This
study is very helpful because those who responded to the survey can help relate their thoughts
and ideas to the following:

To the High School Students. The study will give the students a tips and ideas about how
computer games affects their studies.

To the Teachers. The study will help the teachers to become more conscious about their
student's academic performance.

To the Parents. The study will help the parents to be mindful to their children to set limitations in
playing computer games.

To the readers. The study will provide information that playing computer games can affect their
lives.
Statement of the Problem

The study determines the effects of computer games (Rules of Survival) in academic
performance of students. It focuses in getting the opinions from Grade 9 students as the
research participants.

Specifically, it aims to answer the following questions:

1. What are the characteristics of the students in playing computer game (Rules of Survival)?

2. What should be the reason why students keep on playing computer games (Rules of
Survival)?

3. What is the possible outcome in playing computer game (Rules of Survival)?

4. Should we regulate or stop the students in playing computer games (Rules of Survival)

Definition of Terms

The terms that are familiar to this research are listed below:

 Computer - a device that accepts information (in the form of digitalized data) and
manipulates it for some result based on a program or sequence of instruction on how the
data is to be processed.
 Internet - is a global system of interconnected computer networks that use the standard
Internet Protocol Suite. (TCP/IP) to serve billions of users worldwide. It is a network of
networks.
 Online game- is a game played over some form of computer network.
 Student- person who is studying esp. at a place or higher or further education.
 Technology- the Brach of knowledge that deals with the creation and use of technical
means and their interrelation with life, society, and the environment, drawing upon
subjects as industrial arts, engineering, applied science, and pure science.
 Rules of Survival- is a 3D mobile battle royal game where 120 unarmed players are
dropped onto a vast deserted island. Fight to the death using weapons, vehicles, and
resources found across the game map.

Chapter 2

Review of Related Literature

The research is focused on analysing the factors that affects the academic performance
of students in playing online games. There are numerous research studies that analyse this
topic under and they are indeed relevant since online games are the most influential online
platforms to the students. Effects of Online Gaming According to Science Daily (Oct. 22, 2014),
Joshua Smyth, Associate professor of psychology in The College of Arts and Sciences of
Syracuse University, recently conducted a randomized trial study of college students contrasting
the effects of playing online socially interconnected video games with more traditional single
player or arcade-style games. (Zhack Williams)
Smyth’s research found that online, socially integrated multiplayer games create greater
negative consequences (decreased health, well-being, sleep, socialization and academic work)
but also garner far greater positive results (greater enjoyment in playing, increased interest in
continuing play and a rise in the acquisition of new friendships) than do single-player games.
Based on the facts of Searle Huh of University of Southern California and Nicholas David
Bowman of Michigan State University in April 26, 2014, with the growing popularity on online
video games, there have been anecdotal reports suggesting that these games are highly
addictive, with some gamers spending in excess of 40 to 5 o 50 hours per week playing. Thus,
research into individual characteristics that lead to excessive play is warranted. (Dachary
Carey).
Computer games as a leisure activity have become an ever-increasing part of many young
people’s day-today lives. More recently, with the rapid diffusion of broadband Internet services
and high-end graphic cards for computers and console systems, online videos-games—games
played over a certain online networks- have become more popular and attractive than ever
before (Sherry & Bowman, in press). In the history of online gaming, Aradhana Gupta stated
that online games blossomed after the year 1995 while Dacherry Carey stated that the history of
online gaming includes contributions by many different companies and entities In the effects of
online gaming, based on the facts of Science Daily in October 22, 2014, Joshua Smyth found
out that online socially integrated multiplayer integrated multiplayer games create greater
negative consequences but also garner far higher good results than do single player games,
while Searle Huh and Nicholas David explained that online games are highly addictive. (Griffiths
&Davis; Durkin, 2014).This shows that online gaming is really addictive, especially to students.

2.2 Local literature about the effects of online games. According to Philippine
Communications Today by Maslog C. of 2014, one social problem that has been observed is
that the Internet cafe observed is that the Internet cafe has become mainly game centers. About
one-half to m two-thirds of the computer in a typical Internet cafe, according to one study, are
devoted to games (violent and gory games). The use of the remaining computers was roughly
split between browsing, email, online chat, word processing and research. The Internet cafes
have become not just game centres. They are becoming centres of addiction among the youth,
mostly boys, including elementary school pupils. According to one concerned Internet cafe
entrepreneur, “Internet cafes are seducing youths to a new form of addiction, one which may not
destroy their bodies as drugs do, but which is certainly twisting their minds. To the young, play is
reality and reality is play”. (Maslog Carner)
2.3 Foreign literature about online games. According to Helsingin Salome, a cross-national
World Health Organization study carried out in 2002 and published in June shows that around
20% of Finnish boys between the ages of 13 an and 15 spend more than three hours a day at
the computer playing online games. The figures for “heavy user” girls in the same age group are
only between 2% and 3%. In terms of the large gender difference, Finland was among the most
striking examples in the entire study. Based on the facts of J.A Jacko in 2009, according to the
empirical evidence, researchers found out a sense of presence, commonly defined, as “sense of
being there” is an important factor for the online game users. Both studies stated that online
games are really addictive to anyone who are hooked here. (Helsingin Salome)

2.4 Local studies about computer games. Based on the facts of Justin Visda, Heinson Tan
and Bryan Yaranon, online games are hard to resist, particularly if it’s only around our
environment. Students find it happy and enjoyable and they eventually forget their tasks and
problems, but it does a bad effect to them, which is called addiction. According to them,
addiction is too much playing, and it cannot be resisted because most of the youth tells that they
are bored with their everyday lives, especially to their studies. That’s why online games are
addictive and it gives them enjoyment. (Bryan Yaranon & Justine Visda; Heinson Tan)
Chapter 3

Research Methods

This chapter presents the research methodology of the study. It includes discussion on
the research design and research methods covering the research environment, research
subjects, sampling techniques, instrumentation, data gathering techniques, and statistical
treatment.

Research Design

The research design that will be used to conduct this study is the descriptive - analytic
which is a kind of research design for data gathering and information relating to the factors of
the research topic. The researchers will use a descriptive - analytic research for it involves the
present time of today's society.

Research Environment

The research will be conducted at North Central Mindanao College, High School
Department. Exclusive only for Junior High School Grade 9 students of NCMC.

Research Participants

The researchers will choose the Grade 9 students of NCMC as the primary respondents of

this study with a total number of 60 students. The research participants are presented in

Table 1:

SECTION MALE FEMALE TOTAL


13 7 20
G9 - GOLD
11 10 21
G9 - SILVER
9 10 19
G9 - BRONZE
Sampling Techniques

The researchers used purposive sampling in choosing the respondents. According to


Patton (2014) Purposive sampling is a technique widely used in qualitative research for the
identification and selection of information-rich cases for the most effective use of limited
resources. (Cresswell & Plano Clark, 2014) This involves identifying and selecting individuals or
groups of individuals that are especially knowledgeable about or experienced with a
phenomenon of interest. Since the study focuses on the effects of computer game (Rule of
Survival) on the academic performance of NCMC grade 9 students through the use of purposive
sampling technique the researchers carefully identify and select the respondents of the study,
since it only focuses to the students who are playing online games.

Instruments

The researchers used questionnaires as an instrument to gathered data. The


questionnaires consist of items that determined the effects of computer games (Rule of
Survival) on the academic performance of NCMC grade 9 students. Close-ended questions
were included in the questionnaires. The questioning methods are in checklist form. According
to Fluid Surveys (2014), questions that are closed-ended are conclusive in nature as they are
designed to create data that is easily quantifiable. The fact that questions of this type are easy
to code makes them particularly useful when trying to prove the statistical significance of a
survey results. Furthermore, the information gained by closed-ended questions allows
researchers to categorize respondents into groups based on the options they have selected. To
gather more accurate information, respondents are carefully guided in answering such
questionnaires.

Data Gathering Techniques

The researchers make use of a written questionnaire. The researchers will give or
distribute the questionnaire to the respondents by personal delivery.
Statistical Treatment

The frequency counts mean, and percentages are the statistical tools used to describe
the demographic and responses of participants on the questions pertaining to gaming. The
Statistical Analysis Statement (SAS) was all set and was employed in determining relationship
among variables and other predictive factors.
Data Analysis

This study will use the primary data analysis, which is collected by the researchers
themselves. The researchers will be able to analyze the data and information that they have
been collected in conducting the survey through questionnaire paper.

Ethical Considerations in Research

This study will apply the good ethics and values in conducting the research by the
researchers. The researchers will ensure quality and integrity to the researchers, they will seek
informed consent, and they will respect the confidentiality and anonymity of the research
respondents. In addition, they will ensure that their participants will participate in their study
voluntarily, and they will avoid harm to their participants and show that their research is
independent and impartial.

This study will apply the good ethics and values in conducting research by the researchers.
The researchers will ensure
CHAPTER 4

Presentation, Analysis and Interpretation of Data


CHAPTER 5

Summary of Findings, Conclusions and Recommendations

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