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Chapter 1
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
connections for the online games are easilyaccessible everywhere and anywhere
and affordable these days. This aspect works inassociation with the personal
of youth or student gamester. Certainly, it is not just a matter ofa single flick. The
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
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
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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
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
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
games followed in the next decade, with Islands of Kesmai, the first commercial
such as the MSX LINKS action games in 1986, the flight simulator Air Warrior in
evolved from its first invention. Tetris appeared as the first mobile game in 1994
online game. Additionally, playing online games can help the students relax and
(1962) and early racing video games such as Astro Race (1973). The first
about 1973. Multi-user games developed on this system included 1973's Empire
Theoretical Framework
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:
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
Conceptual Framework
Figure 1 presents the paradigm of the study. Playing Online Games is the
Dependent Variable. Spending more time playing online games may affect the
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?
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.
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
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
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
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MP3 players, and other device to certain themselves wherever they may be.
Playing video games improves manual dexterity among surgeons, making them
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
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
our parents, can observe it on what profession they have. Just like being a
doctor,
EARLY CHRISTIAN COLLEGE
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we can be prep of when they have the occupation and that was because of
education.
Definition of Terms
Gamester: A person who paid by the group to play online games. A gambler in all
of games.
This chapter presents the reviewed literature and studies connected to the
research which were retrieved from different books, journals, articles, theses,
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
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
languages, participant recruitment for interviews was divided into three methods
ask more specific questions about certain topics, capture issues related to those
The duration of interviews was between 1 and 2 hours. They were held in public
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
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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
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
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
nightly
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homework and attendance is strictly controlled, outside jobs are prohibited, and
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
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
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
TABLE 1
GENDER FREQUENCY
MALE 20
FEMALE 20
TOTAL 40
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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
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
suggestions of the adviser and prepared the second draft of the questionnaire.
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
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
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
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
all the directions and items to the children ages 7-12 – respondents to ensure
understanding and
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correctness of their responses. Retrieval of the questionnaires was done after
two days. The responses were tallied, analyzed and interpreted in accordance to
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
the following.
a. Frequency - pertains to the number of respondents that have the same answer
in a specific question.
Formula: Wherein:
% = f x 100 % = percentage
percentage.
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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/