PRACTICAl 1
PRACTICAl 1
Background study:
The youth of today no longer seem to spend their leisure activities like in
the olden days; outdoor games or playing with toys, instead, they spend their
free time in their homes, internet cafes or computer shop simply to satisfy their
hunger; and that hunger is online gaming. Online gaming has such a profound
impact on not only the young, but dynamically every age group as well. So far,
virtually or anyone is able to go on a computer and punch through the keys and
mouse in order to get a high score, chat with players, get the rarest items, and
level up as fast as possible. Yes, there seems to be no restriction as to who, how
or what online gaming can extend to.
Theoretical Background :
GAME THEORY
Games are inherently interactive in the sense that they require players to
make choices to progress a narrative, and this choice – making process has the
potential to challenge people to think reflectively about moral, ethical, and social
problems. Previous research has focused on games from a game theory perspective
(Smith, 2005, Zagal, Rick, & His, 2006), where an examination of game rules leads to
ideas about how people will behave and therefore how designing in certain ways can
construct certain types of communities, but I argue that looking at rules and
constructed models does not adequately explain actual player behavior. My interest in
game theory literature stemmed from an experience I had while playing through Star
Wars : Knight of the old republic (KOTOR) (Bioware , 2003) twice a few years ago (in a
galaxy far, far away) Knights of the old republic is a computer roleplaying game
(CRPG) which the players make moral choices and once making all the Dark Side
choices, so I could see the light side choices and once making all the progression of
the story that the developers designed into the game. While I was presented with same
ones I made as In kotor it had Star Wars trappings. I had to choose whether to betray a
friend (a Wookie warrior) for selfish reasons and he had to make the same decision of
wether to betray me. In both cases, I choose to stand by my hairy friend. I’d never
betray a friend as a light Jedi, of course, because I was being selfless. As Dark Jedi,
however, I reasoned that if I betrayed my friend for immediate benefit, we would not to
be able to use each other for mutual personal
gain in the future, so I actually ended up standing by him in my second play-through
too. Game theory simulated considering future interactions with each other by
modeling iterated versions of the Prison Dilemma (Felkin’s 2001 , PD).
Conceptual Framework
Conceptual Framework
Effect on the
online Survey
classroom
games on the Proposed
Academic Data an activity
Performance Processing to avoid
Grade 11-CSS online
students in games in
DMNHS. Data
school.
Frequency of Management
period of
playing Online
Data Analysis
Game length
of period
playing Online
Games.
Statement Problem
The study aimed to determine the effect of online games in the academic
performance of Grade 11 CSS Students in Daniel Maramba National High School.
1.What are the demographic profiles of the respondent in the term of:
1:1frequency of playing online games.
1:2average time span of playing online games.
1:3length of period of playing online games.
2.What does playing online game affect the academic performance of the
students in relation with:
2:1class participant.
2:2frequency of absences in class.
2:3number of hours spent in studying.
This study will help the students have an insight on the impact of online games
towards their academic performance.
To the Students, it will enables their mind to become more active. Online
games could be a powerful tool in exploring social problems. It also challenge the
students to think reflectively about moral, ethical, and social problems. Exploring new
techniques that we can apply in our academic performance. Students plays online
games just for fun and leisure.
To the Teachers, it will provide additional knowledge on what strategy to use
to educate students about the knowledge-known effects of online gaming to students’
academic performance, problem-solving strategy, decision-making and spatial
visualization.
To the Researchers, it will felt the need to determine the impact of online
gaming to student’s academic performance and their social behavior. The purpose of
this study is to find out the implications of online gaming to the academic performance
and Social behavior of the students.
To the Future Researcher is the ideas presented may be used as
reference data in conducting new researches or in testing the validity of other related
findings.
Definition of Terms
Kto12 for-profit education company that sells online schooling and curriculum
kto12 is an education management organization ( EMO ) that provides online
education designed alternatives to traditional bricks and mortal education for public
school students from kindergarten to 12th grade
To the researchers, it well felt the need to determine the impact of online gaming
to student academic performance and their social behavior. The purpose of this study
is to find out the application of online gaming to the academic performance and social
behavior of the students.
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. (Dennis O. Dumrique and Jennifer G.
Castillo ,2018)
The effect that interactive digital media has on the learning process is not
completely negative. It is not that the medium itself is inherently flawed, but much
of the information that gets transmitted through it may be. As was noted in a 2008
study on media attention and cognitive abilities, “content appears to be crucial
(Schmidt & Vanderwater,2008,p.63). If the content being consumed is positive, then
positive results can be expected. If the content is negative, then negative results can
be expected. The study examined research from many sources in arriving at this
conclusion.
When your child plays video games, it gives his brain a real workout. In many
video games, the skills required to win involve abstract and high level thinking. These
skills are not even taught at school. Some of the mental skills enhanced by video
games include following instructions ,problem solving and logic (when a child plays a
game such as The Incredible Machine, Angry Jirds or Cut The Rope, he trains his brain
to come up with creative ways to solve puzzles and other problems in short bursts),
Hand-eye coordination, fine motor and spatial skills. In shooting games, the character
may be running and shooting at the same time. This requires the real-world player to
keep track of the position of the character, where he/she is heading, his speed, where
the gun is aiming, if the gunfire is hitting the enemy, and so on. All these factors need
to be taken into account, and then the player must then coordinate the brain’s
interpretation and reaction with the movement in his hands and fingertips. This process
requires a great deal of eye-hand coordination and visual-spatial ability to be
successful. Research also suggests that people can learn iconic, spatial, and visual
attention skills from video games. There have been even studies with adults showing
that experience with video games is related to better surgical skills. Also, a reason
given by experts as to why fighter pilots of today are more skillful is that
this generation’s pilots are being weaned on video games. Planning, resource
management and logistics. The player learns to manage resources that are limited,
and decide the best use of resources, the same way as in real life. This skill is honed in
strategy games such as SimCity, Age of Empires ,and Railroad Tycoon. Notably, The
American Planning Association, the trade association of urban planners and Maxis, the
game creator, have claimed that SimCity has inspired a lot of its players to take a
career in urban planning and architecture. 8ultitas&ing, simultaneous tracking of many
shifting variables and managing multiple objectives. In strategy games, for instance,
while developing a city, an unexpected surprise like an enemy might emerge. This
forces the player to be flexible and quickly change tactics. (Daphne Bavalier).(AARON
JOHN CONINGKO ROBINSON,MAY 2016)
Effects of Online Games in the Academic
Performance of Grade 11 CSS students in Daniel
Maramba National High School.
In Partial Fulfillment
Of the Requirements for the
Practical Research 1
https://knepublishing.com/index.php/Kne-Social/article/view/2447/5372
https://www.researchgate.net/publication/319907457_Causes_and_Effects_of_Online_
Video_Game_Playing_among_Junior-
Senior_High_School_Students_in_Malang_East_Java
https://www.researchgate.net/publication/319907457_Causes_and_Effects_of_Online_
Video_Game_Playing_among_Junior-
Senior_High_School_Students_in_Malang_East_Java
https://www.researchgate.net/publication/319907457_Causes_and_Effects_of_Online_
Video_Game_Playing_among_Junior-
Senior_High_School_Students_in_Malang_East_Java
https://pointguardsite.wordpress.com/2017/03/10/effects-of-online-game-addiction-to-
the-students-of-the-senior-high-school-students-of-southern-christian-college
CHAPTER III
RESEARCH METHODOLOGY
The chapter presents the research design, population and lcale of the study,
research instrument, data gathering procedures and treatment of data.
RESEARCH DESIGN
This study is a normative descriptive survey of the effects of online games in the
studies of grade 12 Senior High School students at Daniel Maramba National High
School.
RESEARCH INSTRUMENT
This study used a survey Questionnaire guide.
TREATMENT OF DATA
Several statistical tools were used in the analysis and interpretation of the
gathered data from the study. For analysis of sub-problem number 1. The demographic
profiles of the respondent1:1frequency of playing online games.1:2average time span
of playing online games.1:3length of period of playing online games.
2. playing online game affect the academic performance of the students, 2:1class
participant.2:2frequency of absences in class.2:3number of hours spent in studying.