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PRACTICAl 1

This document discusses academic achievement, how it is measured, and factors that influence it. It also discusses the rise of computer games and online gaming. Online gaming has both benefits, like improving problem-solving skills, and drawbacks, like reducing time spent on schoolwork. The theoretical background section discusses game theory and how it relates to modeling cooperation and decision-making in games. It proposes using ethnographic research methods to study cooperation in online gaming communities.

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edrick iglesias
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0% found this document useful (0 votes)
237 views14 pages

PRACTICAl 1

This document discusses academic achievement, how it is measured, and factors that influence it. It also discusses the rise of computer games and online gaming. Online gaming has both benefits, like improving problem-solving skills, and drawbacks, like reducing time spent on schoolwork. The theoretical background section discusses game theory and how it relates to modeling cooperation and decision-making in games. It proposes using ethnographic research methods to study cooperation in online gaming communities.

Uploaded by

edrick iglesias
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
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Chapter 1

Background study:

Academic achievement or (academic) performance is the extent to which a


student, teacher or institution has achieved their short or long-term educational
goals. Cumulative GPA and completion of educational benchmarks such as
secondary school diplomas and bachelor's degrees represent academic
achievement. Academic achievement is commonly measured
through examinations or continuous assessments but there is no general
agreement on how it is best evaluated or which aspects are most important—
procedural knowledge such as skills or declarative knowledge such as facts.
Furthermore, there are inconclusive results over which individual factors
successfully predict academic performance, elements such as test anxiety,
environment, motivation, and emotions require consideration when developing
models of school achievement. Now, schools are receiving money based on it’s
student’s academic achievements. A school with more academic achievements
would receive more money than a school with less achievements.

Internet as a source of information plays an important role in developing


one’s mind and life experience by creating productive works in schools, and
even at home. Nowadays, this can be a person’s most efficient strategic tool for
enabling himself to take charge and cope with the fast growing technology.

The term computer game is in sharp competition with video games,


console games, and arcade 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 other hand, occasionally used to mean
games played on a personal computer. However, since all of these areas have
been developed in close parallel and because all of these games are played on
computers, most researchers use the term computer game to represent all of
these as a whole. Computer games first come into existence in the 1960s with
the introduction of a shoot-up a game. Since the computer games have become
a regular part of a life for many people due to it’s increased popularity. The
computer game has changed from being primarily played at an arcade to be
primarily played in the home.
Development in technology brings many things that people don’t have
many years back. One of these things is online gaming that is provided by the
internet.

Online gaming is one of the widely used leisure activities by many


people. Teenagers who are playing these online games said that they are playing
these games just for fun, to keep away from the heat of the sun, without knowing
that there are a lot of effects of playing these games that are more than what
they think. Playing online games, according to some research is beneficial. It
enable the mind of the players to be more active, especially those puzzle-based
games. It help the players to come up with decision in tight situation, especially
those adventure games that keep the players to be alert, active and strategic.
Playing these types of games make the player experienced different feelings
because it is as if the player is really the one taking the challenges.

Despite those benefits, playing these games also brings negative


effects. It requires much of the player’s time, leaving school activities and home
works unattended.

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.

As in any situation where new technology is introduced, the social


impact of the Internet is being look at. One social problem that has been
observed is that the Internet café has become mainly gam centers. About one-
half to two-thirds of the computers in a typical Internet cafe, according to one
study, are devoted to games (violet 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 centers.
They are becoming centers off 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 youth play is reality and reality is play. ”(Maslog C.
(1998)Internet and Social Issues, Philippine Communication Today, Question
City: New Day Publishers).

Online gaming has emerged as a popular and successful source of


entertainment and play for people of all ages, especially for the students. It
refers to the games that are played over some forms of computer network,
typically on the Internet. These game are played online, in which you can
connect with multiple players. It is normally platform independent, relying on the
web browser an appropriate plug-in.

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).

The Prisoner’s Dilemma is part of a larger set of situations that economists


and game theorists call “ social dilemmas “ ( Hardin, 1968, Axelrod, 1985, Felkins,
2001, SD ) online most social dilemmas have many people making choices of weather
to cooperate or “defect” basically as situation is considereda social dilemma when an
individual’s immediate self-serving choice is not the same is the choice he or she would
make to benefit the community as a whole a common feature of many models of social
dilemmas is that the whole community benefits when certain number of people
cooperate. In other words,not everyone has to cooperate just a critical number of them
to benefit everyone.

Using enthographic methods (Steinuehler, 2004, Wolcott, 1997, Hayano,


1982) let`s me both write about my personal experiences and explore issues of
cooperation in a real-world social space. Of particular use is the idea of divesions of
labor (Strauss, 1985, Strvens, 2000), where the different tasks associated with a
particular project are assumed by different people depending on social factors. In
WOW, those factors include game mechanics and relationships of trust. I strongly
believe that some “real” as our day-to-day off-screen world, in terms if people behaving
in a rich, complex social space.

Conceptual Framework
Conceptual Framework

INPUT PROCESS OUTPUT

 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.

The research wanted to answer the following question:

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.

Significant of the Study

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.

Academic performance is measured by taking written and oral tests, performing


presentations, turning in homework and participating in the class activities and
discussion . teachers evaluate in the form of letter or number grades and sides notes,
to describe how well a student has done.

Game addiction is excessive or compulsive use of computer games or video


games, which interferes with a person’s everyday life.

Gamer is a person who plays is game or games, typically in a computer or roleplaying


game.
Online gamer is any game that is played online, based online, has a majority of it’s
content/game play online.
Chapter II
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. (Dennis O. Dumrique and Jennifer G.
Castillo ,2018)

Playing video games is often associated in our society with poor academic


performance .This anecdotal idea is supported by some research. A 2000 study found
a negative correlation between GPA and time spent playing video games (Anderson &
Dill,2000). The correlation was relatively small. Time alone accounted for a 4%
variance in GPA, yet the findings are significant .However, several older studies
contend that the results of research have been mixed. A 1997 study suggests that
“there is no clear causal relationship between video game playing and academic
performance7”(Emes,1997,p.413). It goes on to say that the research is “sparse and
contradictory”( Emes,1997,p.413).

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.

Research on the social effects of video games is also mixed (Allison, Wahide,


Shockley, Gabbard,2006). Some studies have found that video games are similar to
addictions such as gambling which create negative social effects. Massively
Multiplayer Online Role Playing Games(MMORPGs) have been called “heroinware”
because they are “simultaneously competitive and highly social” (Allison, Wahide,
Shockley, Gabbard,2006,p.383) . Other studies have noted positive aspects of the
games such as the ability to experiment with aspects of individual identity which do not
come out in public.
MMORGPs have been criticized for hampering academic and job performance.
The FCC has specifically accused World of Warcraft, one of the most popular
games, as leading to college dropouts(Somaiya,2009). Students can become
obsessed with these games and become disengaged from schools, friends, and life
in general. Video games can also have positive social effects. One measure of this
which has significant research is that of prosocial behavior. Prosocial behavior is
defined as when one person acts to help another. While research on this topic is
mixed, there is evidence that games which focus on prosocial behavior lead to
prosocial results(Schie & Wiegman,1997).
 
 According to All Academic Research, playing computer games may not be all
that bad for your children. Peng Wei states that educational games can be effective
assisting tools in the educational areas of management, medicine and science. If you
choose the right educational computer games, your child may learn better problem-
solving skills and eye-hand coordination. Your child may also get the ability to think fast
and think of multiple things all at once. Skills obtained from playing computer games
may help your child learn quickly when it comes to his studies. If your child is struggling
in one of his school subjects, there are many educational computer games available for
him. There are math and reading related games that may help boost your child’s skills.
These games can be both fun and educational for your children.

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.

A Research Project Presented to


The Faculty of the Senior High
Daniel Maramba National High School

In Partial Fulfillment
Of the Requirements for the
Practical Research 1

Ma. Edelyn D. Aquino


Maryjane Agsalud
Jhon Timmothy Darapisa
Glenn Ashley Palaganas
Angelo Ceralde
Troy Ferrer
Joem Cruz
Jon-jon Vallo
Mark Emmanuel Capua
Andrew Espinoza
2018
REFERENCE

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.

POPULATION LOCALE OF THE STUDY


The respondents of the study were the grade 12 CSS students of Section A and
B. The study was undertaken in Daniel Maramba National High School situated at
Poblacion Norte, Sta. Barbara, Pangasinan.
Total enumeration was used by the researcher . A total of 50 grad 12 CSS
students were the respondents.

RESEARCH INSTRUMENT
This study used a survey Questionnaire guide.

DATA GATHERING PROCEDURES


The gathering of data was possible through the collection and analysis of data
that were provided by the respondents who accomplished the given questionnaires to
the respondents personally.
Prior to the administrator of the final copies of the questionnaires, a letter of
request to conduct the study was submitted to the Senior High School coordination,
Dr. Kristine E. Tamayo and School Principal, Dr. Magdalena C. Mandaoat.
This was done to get support and coordination of higher Authority in the conduct
of the study.

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.

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