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Dennis O.

Dumrique
Jennifer G. Castillo

Abstract
This study was conducted to assess and find out the impact of on-line gaming on
the academic performance and social behavior of the students in the Polytechnic
University of the Philippines-Laboratory High School. Furthermore, this study
sought answers on the significant relationship between playing on-line games
and academic performance and to social behavior of the students.
The study revealed that boys are more of a player compared to girls who often
play games that require three or more players like League of Legends, Clash of
Clans, Crossfire and many more to mention. It is also stated that those who play
online games are around 14-15 years old who are believed to be in the Grade 8
level. These students who often play games have an average weekly allowance
of 101 pesos to 500 pesos. Playing online games do not affect their grades badly
for they know how to limit themselves. They know that they need to control
themselves in order to function well in their class that is why they only play
games during vacation and weekends with a lot of time compared when they
have classes.
Even though they play online games; they know how to socialize well and they
can perform very well when it comes to academic performance. However, it is
inevitable not to play even for half an hour especially when they are accustomed
to it. Therefore, it is just a matter of discipline.

AARON JOHN CONINGCO ROBINSON


The term computer game is in sharp competition with video games, console games, andarcade games.
Video games and console games usually mean games connected to a TV,whereas arcade games means
games placed in public spaces. Computer games on the otherhand, are occasionally used to mean games
played on a personal computer. However, since allof these areas have been developed in close parallel
and because all of these games are playedon computers, most researchers use the term computer game
to represent all of these areas as awhole. Computer games first came into existence in the 19!s with the
introduction of a shoot"upgame. #ince the computer games have become a regular part of life for many
people due to itsincreased popularity. The computer game has changed from being primarily played at
an arcadeto be primarily played in the home.$evelopment in technology brings many things that people
don%t have many years bac&. 'neof these things is online gaming that is provided by the internet.'nline
gaming is one of the widely used leisure activities by many people. Teenagers who areplaying these
online games said that they are playing these games (ust for fun, to &eep away fromthe heat of the sun,
without &nowing that there are a lot of effects of playing these games that aremore than what they
thin&. )laying online games, according to some research is beneficial. tenables the mind of the players to
be more active, especially those pu++le"based games. t helps the player to come up with decisions in
tight situations, especially those adventure games that&eep the players to be alert, active and strategic. )
laying these types of games ma&es the playerexperienced different feelings because it is as if the player
is really the one ta&ing the challenges.$espite those benefits, playing these games also bring negative
effects. *t reuires much ofthe player%s time, leaving school activities and home wor&s unattended

,Elizabeth Johnston,Mansureh Kebritchi,Sally Evans &David A. Heflich |

Technological advances have provided educational institutions the capability to


explore various online teaching strategies such as digital games in the
classroom. Though games can be used to engage various learning styles and
behaviors, the platform is mainly practiced at the secondary educational grade
level with traditional-aged students. Little research literature exists that explores
the influence of digital game-based learning on the academic achievement of
nontraditional undergraduate students. An extensive literature review of 77
articles was conducted using the procedure developed in Cooper’s Taxonomy
(1998) for analyzing and synthesizing literature. Cooper’s system involved (a)
formulating the problem, (b) collecting data, (c) evaluating data appropriateness,
(d) analyzing and interpreting relevant data, and (e) organizing and presenting
the results. This scoping literature review explores how digital games can be
used in the educational environment to support the learning of nontraditional
students.
Keywords: nontraditional students, computer games, academic achievement, motivation, retention, higher
education, part-time student, post-secondary education, gamification, game-based learning

Kent Dexter Abbas

PETER DOCKRILL

Despite the old stereotypes about video games rotting your


brain, a new study provides the latest evidence to the
contrary, with the data showing that gaming every day is
linked to improvements in academic performance. Research in
Australia involving more than 12,000 high school students
found that, when it came to internet usage, students who
regularly played online video games scored higher in maths,
reading, and science tests than their peers who didn't.
"Students who play online games almost every day score 15
points above the average in maths and 17 points above the
average in science," says economist Alberto Posso from RMIT
University in Melbourne. "When you play online games you're
solving puzzles to move to the next level and that involves
using some of the general knowledge and skills in maths,
reading, and science that you've been taught during the day."
The study used Australian data from the Program for
International Student Assessment (PISA), which tested
students from more than 700 schools in 2012 and collected
information on their personal interests and online activities.
Posso suggests that students who regularly spend time
playing online games are developing analytical and problem-
solving skills that can also help them in their schoolwork.
"Sometimes [players] have to understand some of the
principles of chemistry even, so they really have to understand
science," Posso told Bridget Brennan at the ABC. "Some
psychologists have argued that massive online player games
can be beneficial to cognitive development."
But while gamers appear to be reaping academic gains in their
downtime, not all internet use seems to be so beneficial. Posso
found that teenagers who check Facebook and other social
media sites every day risk falling behind academically, with
the data putting them 20 points behind in maths compared to
students who never use social media.
"You're not really going to solve problems using Facebook,"
Posso told the ABC. "What's interesting, from an economic
perspective, there's a very high opportunity cost of time,
where we're spending a lot of time doing something that may
not necessarily be associated with performance in school."
But time spent on social media isn't just wasted time
academically, Posso says, acknowledging that students who
are heavy social media users might be turning to things like
Facebook because they're finding their schoolwork too
difficult.
"[It] may also indicate that they are struggling with maths,
reading, and science and are going online to socialise
instead," Posso said in a press release. "Teachers might want
to look at blending the use of Facebook into their classes as a
way of helping those students engage."
While the study draws an association between gaming and
grades, it's important to note that it hasn't proven causation –
and Posso isn't ready to say that gaming is what's leading to
better grades.
One possibility could be that some students find it easier to
get their study and homework done faster. There's likely a
number of factors involved, including skills associated with
gaming, how students choose to fill their spare time, and
family environments. Posso says it's a promising area for
future studies to investigate – and other researchers agree.
"It's interesting that this study showed a positive correlation
between online gaming and academic performance, but we
really need better ways of understanding how and why people
play video games before we're able to tease apart what that
correlation actually means, if anything," biological
psychologist Peter Etchells from Bath Spa University in the UK,
who wasn't involved with the research, told Samuel Gibbs
at The Guardian.
"A number of researchers have been trying to highlight this
issue for a while," he added, "but we really need more detailed
research and nuanced data to answer these sorts of questions
more confidently."
Although we might not be able to explain the link just yet,
other recent research suggests gaming is good for
your learning abilities, powers of memory, motor skills – and
even offers promise for recovering from brain injuries.
So while scientists figure out exactly what's going on here, at
least we can feel good in knowing that gaming is probably
doing us more good than harm.
The findings are reported in the International Journal of
Communication.

RESEARCH ORGANIZATION
Scientists have collected and summarized studies looking at how video
games can shape our brains and behavior. Research to date suggests that
playing video games can change the brain regions responsible for
attention and visuospatial skills and make them more efficient. The
researchers also looked at studies exploring brain regions associated with
the reward system, and how these are related to video game addiction.

Andreassen

Over the last decade, research into "addictive technological behaviors" has substantially
increased. Research has also demonstrated strong associations between addictive use of
technology and comorbid psychiatric disorders. In the present study, 23,533 adults (mean
age 35.8 years, ranging from 16 to 88 years) participated in an online cross-sectional survey
examining whether demographic variables, symptoms of attention-deficit/hyperactivity
disorder (ADHD), obsessive-compulsive disorder (OCD), anxiety, and depression could
explain variance in addictive use (i.e., compulsive and excessive use associated with
negative outcomes) of two types of modern online technologies: social media and video
games. Correlations between symptoms of addictive technology use and mental disorder
symptoms were all positive and significant, including the weak interrelationship between the
two addictive technological behaviors. Age appeared to be inversely related to the addictive
use of these technologies. Being male was significantly associated with addictive use of
video games, whereas being female was significantly associated with addictive use of social
media. Being single was positively related to both addictive social networking and video
gaming. Hierarchical regression analyses showed that demographic factors explained
between 11 and 12% of the variance in addictive technology use. The mental health
variables explained between 7 and 15% of the variance. The study significantly adds to our
understanding of mental health symptoms and their role in addictive use of modern
technology, and suggests that the concept of Internet use disorder (i.e., "Internet addiction")
as a unified construct is not warranted. (PsycINFO Database Record

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Talabis dale
This research determined which among the risk factors is associated with the time spent playing online
games among the respondents, and which among the associated risk factors predicts time spent online
gaming the most. The respondents that participated in this study are female, plays online games for the
last 6 months, and lives in BF Homes Parañaque City, Philippines. A total number of 200 respondents
were selected through the use of purposive sampling. The results showed that the respondents have low
levels of aggression and narcissism and average levels of self-esteem and life-satisfaction. Of all the four
risk factors, narcissism is the only risk factor that significantly associates with time spent playing online
games among the respondents, having a moderate strength of association, and it is the risk factor that
significantly predicts time spent playing online games among the respondents the most. This study
implied that narcissism is a risk factor among the respondents that can affect their time spent playing
online games.

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