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EARLY CHRISTIAN COLLEGE

OF ARTS AND TECHNOLOGY


R. Mercado St., Macaiban, Poblacion, Santa Maria, Bulacan 1

Chapter 1

THE PROBLEM AND ITS BACKGROUND

Introduction

Online games are one of the medium of entertainment especially in the youth of

modern era in Batangas. Virtual or cyber games over internet are direct

personally to each individual user. It encourages and requires the participation of

individual user or gamester.It is an inexpensive in the sense that the internet

connections for the online games are easilyaccessible everywhere and anywhere

and affordable these days. This aspect works inassociation with the personal

characteristic and importance of discipline to the individual(student) gamester.

The effective advertisement and promotions of online gamesdevelopers caught

the youth or student’s attention to response.These qualities of online games

advertisement give it immense influence over a vastrange and sizeable number

of youth or student gamester. Certainly, it is not just a matter ofa single flick. The

online game is an industry. An industry is any grouping of businessesthat share a

common method of generating profit. Online game is a business and profit has to

generate. Apparently, businesses, or anyone for that matter, do not see many

monetary profits from hardcore developmental animation, graphic development,

and as businesses ,they must do everything to maximize profits. The children,

teenager or students are where the money is at, and corporate boards of many

online game sites decided that these are the ones who must be targeted. The
EARLY CHRISTIAN COLLEGE
OF ARTS AND TECHNOLOGY
R. Mercado St., Macaiban, Poblacion, Santa Maria, Bulacan 2

more children, teenager or students playing at strategic times of the day, the

more they could advertise and give promos. This sole mercantile purpose

sparked the first ever prototype of an online games in 1999.But then, is the online

games industry all about commercialization, all about makingprofit? Certainly, it

is yes. As the online game developers’ states, there is amount of chargethat

internet café and computer shop should hold.That is the idea behind the online

games that the student cannot understand. Inventor Ralph Baer, The 'Father Of

Video Games,' Dies At 92. German-American game developer Ralph Baer shows

the prototype of the first games console which was invented by him during a

press conference on the Games Convention Online in Leipzig, Germany in 2009.

Baer died on Saturday. He was 92.

The history of online games dates back to the early days of packet-based

computer networking in the 1970s, An early example of online games are MUDs,

including the first, MUD1, which was created in 1978 and originally confined to an

internal network before becoming connected to ARPANet in 1980. Commercial

games followed in the next decade, with Islands of Kesmai, the first commercial

online role-playing game, debuting in 1984, as well as more graphical games,

such as the MSX LINKS action games in 1986, the flight simulator Air Warrior in

1987, and the Famicom Modem's online Go game in 1987.


EARLY CHRISTIAN COLLEGE
OF ARTS AND TECHNOLOGY
R. Mercado St., Macaiban, Poblacion, Santa Maria, Bulacan 3
This timeline shows the history of how mobile phone games have developed and

evolved from its first invention. Tetris appeared as the first mobile game in 1994

aboard the Hagenuk MT-2000, a phone designed and manufactured in Denmark

by the Hagenukcorporation. Simple, easy-to-operate, and user-friendly are the

most important characteristics of an interface for consideration when playing an

online game. Additionally, playing online games can help the students relax and

relieve pressure, improve their concentration as well as enhance their creativity.

(1962) and early racing video games such as Astro Race (1973). The first

examples of multiplayer real-time games were developed on the PLATO system

about 1973. Multi-user games developed on this system included 1973's Empire

and 1974's Spasim; the latter was an early first-person shooter.

Theoretical Framework

This study further concerned on cognitive ability of the students and

theirperformance in the actual classroom interaction. The following are the three

theories ofmotivation that supports the idea on how to arouse the attention of the

students:

1.Instrumental/operant learning: (Skinner) it states that the primary factor

isconsequences: rein forcers are incentives to increase behavior and punishers


EARLY CHRISTIAN COLLEGE
OF ARTS AND TECHNOLOGY
R. Mercado St., Macaiban, Poblacion, Santa Maria, Bulacan 4
aredisincentives that result in a decrease in behavior.(Stimulus => response =>

reward)

2. The desire of reward is one of the strongest incentives of human conduct; ...

the best security for the fidelity of humankind is to make their interest coincide

with their duty. --Alexander Hamilton (The Federalist Papers)

3.Observational/social learning: (Bandura) it suggests that modeling (imitating

others) and vicarious learning (watching others have consequences applied to

their behavior) are important motivators of behavior.

Conceptual Framework

Figure 1 presents the paradigm of the study. Playing Online Games is the

Independent Variable while the Students Academic Performance is the

Dependent Variable. Spending more time playing online games may affect the

student’s academic performance.

PLAYING ONLINE GAMES STUDENT ACADEMIC PERFORMANCE

(INDEPENDENT VARIABLE) (DEPENDENT VARIABLE)

Statement of the Problem


EARLY CHRISTIAN COLLEGE
OF ARTS AND TECHNOLOGY
R. Mercado St., Macaiban, Poblacion, Santa Maria, Bulacan 5
1. What is the demographic profile of the respondents?(In terms of)

A.Age

B. Gender

C. Academics Achievements

2.What are the effects of playing online games to the formation of study of habits

of HM1F?

3.What is the significant relationship of playing online games and study

habits?(Internet gaming)

Hypotheses

Playing online games has no significance effects on the students study habits.
There are no significance differences among the perception of the first year
student regarding online games.

Scope and Limitation of the Study


EARLY CHRISTIAN COLLEGE
OF ARTS AND TECHNOLOGY
R. Mercado St., Macaiban, Poblacion, Santa Maria, Bulacan 6
One of the major limitations of this study is the unequal number of student

gamester examined. There is no set number of gamester to be interview for each

of the internet café and computer shop nearby LCC campus. The data gathering

process was carry on as all the gamester came from the same pool: online

games. The researcher acknowledges the existence of a dichotomy in the

industry – online and offline games. Definitely, the researcher’s biases as a

critical individual cannot fully set aside. It will not get in the way and become

taxing for this study to be factual and objective, however. Au contraire, these

biases will be channeled to the advancement of this study. These biases, after

all, are not a matter of taste, but of criticality towards any form of entertainment

medium. New formats not discriminated against for fear of change, but

evaluated for their overall effects on and contribution to the current state of

Filipino education and culture.

Significance of the Study

The college students are often considered a bell wither of internet use, but the

internet is not the only technology they have in corporate into every life.

Furthermore, today college students are using technologies like cell phones,
EARLY CHRISTIAN COLLEGE
OF ARTS AND TECHNOLOGY
R. Mercado St., Macaiban, Poblacion, Santa Maria, Bulacan 7
MP3 players, and other device to certain themselves wherever they may be.

Playing video games improves manual dexterity among surgeons, making them

faster and less likely to make mistake.

STUDENT:

It is a benefit to the student like us because it can us the proper knowledge for

our future. Through studding, we can learn more and we can motive our skills in

our daily activities another factor also is that we can simplify our learning’s to

those who has take lack of education ,studying is an important concept to each

individuals because, this will be basement on how other people will interactif we

are educated or uneducated. It also gives us the power though were not that

molded; still we can express ourselves for our rights as an individual.

PARENT:

If a benefit in our parents because without this thing they would not hazed us up

life this if they do not have the formal education. As a parents have the proper

education, they though to us the proper matter, regarding in our lives, example of

this is on making up our decision as a youth. Studying is really a hinge benefit to

our parents, can observe it on what profession they have. Just like being a

doctor,
EARLY CHRISTIAN COLLEGE
OF ARTS AND TECHNOLOGY
R. Mercado St., Macaiban, Poblacion, Santa Maria, Bulacan 8
we can be prep of when they have the occupation and that was because of

education.

Definition of Terms

Online: Switched on and ready to receive data. Referring to equipment that is

connected to and controlled by the central processor of a computer.

Gamester: A person who paid by the group to play online games. A gambler in all

of games.

Gamer: A person who plays online games.

Internet: The worldwide system of linked computer networks.

Media: A collective term for outfits of mass communication such as television,

radio, print, and internet.


EARLY CHRISTIAN COLLEGE
OF ARTS AND TECHNOLOGY
R. Mercado St., Macaiban, Poblacion, Santa Maria, Bulacan 9
Chapter 2

REVIEW OF RELATED LITERATURE AND STUDIES

This chapter presents the reviewed literature and studies connected to the

research which were retrieved from different books, journals, articles, theses,

dissertations, and online sources.

Local Literature

Psychologists point out that both genders can improves patial skills by practicing

video games. Many imply that girls are disadvantaged in the long run by playing

far less games (SWS, 2007; AMA Poll, 2008). Regardless of the element of

violence, online games have been envisioned as potentially effective tools for

learning. Furthermore, researchers believe that online gaming opens a door to

computer literacy leading to potential technology careers (SWS, 2007; AMA Poll,

2008).

The duration of interviews was between one and two hours. They were held in

public locations, such as cafes or parks as suggested by the participant Due to

the extreme economic and educational diversity in Mumbai's population, coupled

with the researcher's limited conversational abilities in Maharashtra's local

languages, participant recruitment for interviews was divided into three methods

(Hirsch, Thompson, & Every, 2014).


EARLY CHRISTIAN COLLEGE
OF ARTS AND TECHNOLOGY
R. Mercado St., Macaiban, Poblacion, Santa Maria, Bulacan 10
On the contrary, as Kwortnik (2003) or Walsh (2003) have posited, semi

structured interviews, which primarily use open questions, allow researchers to

ask more specific questions about certain topics, capture issues related to those

topics in great depth, and generally conduct more profound investigations. In

addition, personal interviews offer researchers the opportunity to quickly allay

ambiguities (Hirsch, Thompson, & Every, 2014)

The duration of interviews was between 1 and 2 hours. They were held in public

locations such as cafes or parks as suggested by the participant. Owing to the

extreme economic and educational diversity of Mumbai's population, a private

recruitment company was engaged to recruit eight participants from a lower

socioeconomic class (SEC). 1 These interviews were conducted in Hindi or

Marathi by a moderator and following the interviews English transcripts were

provided to the researcher. (Hirsch et al, 2014)

Local Studies

The Local Government Unit and Non-Government Unit of Batangas join hands

together to control the internet café and computer shop to operate online games
EARLY CHRISTIAN COLLEGE
OF ARTS AND TECHNOLOGY
R. Mercado St., Macaiban, Poblacion, Santa Maria, Bulacan 11
during class hour esecially those who are neighbors of the educational institution

to prevent the students from cutting classes, and other negative effect of online

games

Foreign Literature

Girls and Online Games Review Literature.

Considerable research has been conducted on gender differences and games.

This chapter intersperses a literature review of this domain with expectations of

how girls and boys in the research experiment will compare in their reactions

when they are required to play six different space-related games in same-sex,

ame level, small group settings of OG addicts. Throughout this section, “game” is

used to refer to digital forms of games, including ones played on computers and

consoles such as Play Station Portable, unless otherwise noted.

Foreign Studies

The National Bureau of Economic Research (USA) study followed 210 students

at Berea College, which was chosen because it eliminated many distracting and

variable factors from student's lives. Roommates were randomly assigned,

nightly
EARLY CHRISTIAN COLLEGE
OF ARTS AND TECHNOLOGY
R. Mercado St., Macaiban, Poblacion, Santa Maria, Bulacan 12

homework and attendance is strictly controlled, outside jobs are prohibited, and

the college is located in a dry (alcohol-free) town


EARLY CHRISTIAN COLLEGE
OF ARTS AND TECHNOLOGY
R. Mercado St., Macaiban, Poblacion, Santa Maria, Bulacan 13
Chapter 3

RESEARCH METHODOLOGY

This chapter discusses the design and procedures undertaken during the

conduct of the study. It presents the research design used, respondents of the

study, instruments used, data gathering procedures and statistical treatment of

data.

Research Design

The researhers used the descriptive research to conduct this study entitled ‘The

Impacts of online gaming among the students of Grade 9 Hera and Gaia of Early

Christian college of Arts and Technology.

Respondents

The respondents of this study will be the students of Grade 9 Hera, Gaia and

Aphrodite of Early Christian of Arts and Technology (S.Y 2019 – 2020) enough

to answer the problems posed in the present study.

TABLE 1

GENDER FREQUENCY

MALE 20

FEMALE 20

TOTAL 40
EARLY CHRISTIAN COLLEGE
OF ARTS AND TECHNOLOGY
R. Mercado St., Macaiban, Poblacion, Santa Maria, Bulacan 14
Research Instruments

Questionnaire was used as the main instrument of the study to determine the

impacts of online gaming among the children ages 7-12. The designed questions

focused on the advantages and disadvantages of online gaming. The

questionnaire was prepared by the researchers themselves after doing a

research and intensive reading from the internet and asking opinions from the

online game players. The researchers constructed a letter to the chairman of the

subdivision that allowed the researchers to conduct the survey among the

children ages 7-12. The researchers’ questionnaire was prepared and showed to

the adviser for the comments and suggestions. After that, revision of the

questionnaire was done. The researchers incorporated the comments and

suggestions of the adviser and prepared the second draft of the questionnaire.

The questionnaire has four parts.

Part I contained the profile of the respondents in terms of age, gender and

educational status.

Part II focused on what are the online games mostly played by the children, how

long the respondents spend their time playing online games and how much

money they spend playing online games.

Part III focused on the advantages of online gaming and Part IV


EARLY CHRISTIAN COLLEGE
OF ARTS AND TECHNOLOGY
R. Mercado St., Macaiban, Poblacion, Santa Maria, Bulacan 15
on the disadvantages of online gaming. The researchers initially distributed the

survey questionnaire among the students of grade 9 Hera, Gaia and Aphrodite of

Early Christian of Arts and Technology. After the questionnaire was sent back to

the researchers, the responses were analyzed and interpreted. It was done

through the use of percentage and ranking.

Data Gathering Procedure

At first, the researchers looked for necessary resources that could help them in

their study. They did an intensive reading from the internet and asked opinions

from the online game players. From these, they were able to construct ideas and

question necessary for the questionnaire. A letter of transmittal was then

prepared and was submitted to their adviser, to their directress and to the

chairman of the subdivision for the approval in producing and distributing the

questionnaire. The researchers asked the permission from their adviser to allow

them to proceed with the distribution of the questionnaire to among the students

of grade 9 Hera, Gaia and Aphrodite of Early Christian of Arts and Technology.

With the permission granted, the chairman of the subdivision assisted the

researchers in distributing the questionnaire. The researchers clearly explained

all the directions and items to the children ages 7-12 – respondents to ensure

understanding and
EARLY CHRISTIAN COLLEGE
OF ARTS AND TECHNOLOGY
R. Mercado St., Macaiban, Poblacion, Santa Maria, Bulacan 16
correctness of their responses. Retrieval of the questionnaires was done after

two days. The responses were tallied, analyzed and interpreted in accordance to

the items found in instruments.

Statistical Treatment of Data

Percentage and ranking were used by the researchers to convert the numerical

data gathered from the questionnaire. Only tallying, getting of percentage, and

getting of ranking were the methods needed to come up with a conclusion on this

study. Descriptive statistics which include basic summary of the data gathered

was used to explain further the result of the study. The descriptive statistics used

frequency, percentage, and ranking. These things would be explained further in

the following.

a. Frequency - pertains to the number of respondents that have the same answer

in a specific question.

b. Percentage - used to determine the ratio of respondents that have same

answers with general number of respondents.


EARLY CHRISTIAN COLLEGE
OF ARTS AND TECHNOLOGY
R. Mercado St., Macaiban, Poblacion, Santa Maria, Bulacan 17

Formula: Wherein:

% = f x 100 % = percentage

N f = number of respondents that

answered the question

N = total number of respondents

c. Ranking – used to determine the order of the results according to their

percentage.
EARLY CHRISTIAN COLLEGE
OF ARTS AND TECHNOLOGY
R. Mercado St., Macaiban, Poblacion, Santa Maria, Bulacan 18

REFERENCE:

 https://www.coursehero.com/file/13510864/Chapters-2-3/

 https://www.scribd.com/document/369642943/Chapter-II

 https://www.academia.edu/7887908/Chapter_2_REVIEW_OF_RELATED_LITER

ATURE_AND_STUDIES

 http://shodhganga.inflibnet.ac.in/jspui/bitstream/10603/200477/10/10_chapter%2

02.pdf

 https://www.academia.edu/8331940/CHAPTER_III_RESEARCH_METHODOLO

GY

 https://www.scribd.com/document/253558754/CHAPTER-3-Thesis

 https://prezi.com/fbshatbj2qjh/chapter-3-research-methodology/

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