Breast Cancer RRL

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Review of related literature

“Education is the most powerful weapon which you can use to change the world’’ –
Nelson Mandela, but as the world evolves, and the discovery of technology brought advantages
and disadvantages especially in the field of education, people are becoming more dependent to
it day by day. They made it as their leisure time or past time through watching online videos,
using social media, surfing the internet and many more.

The following studies are relevant to the present study of “Online Gamers Vs. Non-
Gamers: how online games affects students’ performance at ACT-IS”:

“Computer gaming, measured by number of hours spent playing, contributes to the


probability of a student to fail. Because computer gaming poses negative effect on student’s
performance in school, there is a possibility that education in high school would have a
tendency to deteriorate”. (Effects of Computer Gaming on High School Students’ Performance
in Los Baños, Laguna, Philippines”, Cortes et al, 2010).

The study of Mañugo (2007, p. 45-46) proved that the number of subjects failed
increases the probability of a LBNHS student to drop out. Thus, computer gamers also have the
tendency to drop out of school; either repeat one academic year or stop schooling. Because
computer gaming poses negative effect on student’s performance in school, there is a
possibility that education in high school would have a tendency to deteriorate. As computer
gaming industry continues to grow, bigger number of students will lose interest for studies. This
might mean that investment on higher education will lead to lower rate of return among
students. Thus resources such as money, time, school inputs, etc. are probably go to waste.

“Playing computer games is sometimes perceived to have negative social and mental
consequences. Because of this many workplaces are restricting worker access to Web sites that
host computer games. However, many studies now show that playing computer games can in
fact have positive side effects, particularly in the area of cognitive health”. (“The effect of
playing online games on productivity levels”. Anastasia et al, 2005).
The relevance of the said studies to the present study is that these provided an

understanding of how to study the issue of “how computer games affects students’

performance or productivity levels”. It supports the study of the researcher for the reason that

it supplies information or background to the study, strengthen it, and gives validation whether

it tells the truth or false.

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