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MARBEL SCHOOL OF SCIENCE AND TECHNOLOGY, INC.

PRK. UPPER VALLEY, BO.2, KORONADAL CITY

CHAPTER 1

INTRODUCTION

Background of the Study

Considering intensely our lives involves technology at all ages, it is not difficult to

understand that technology use turned into a habit for different uses, from gambling to

shopping, downloading music to watching series or movies, or socializing behind a

computer screen to sharing tips or recipes. We spent several hours in front of a screen

for different purposes that our defined by our interests, needs, or motives.

Before technology, there were toys and play grounds. In city life, the outdoor

activities of children have become limited because of huge shopping malls and small,

restricted playgrounds. With the developments in the digital gaming industry, children

have started excessively using technology has pastime. A few decades ago, no such

things as virtual games are characters existed; most of the problems that we are dealing

right now regarding the children and adolescents have been associated with the

excessive computers use or internet.

The growing population of the online computer games and its various effects do

not exempt the population of the Philippines especially here in Mindanao. It is

inexpensive in the sense that the internet connections for the online games are easily

accessible everywhere and anywhere and affordable these days. These aspects work in

association with personal characteristics and importance of discipline to the individual

gamester. The effective advertisement and promotions of online game developers

caught the youth or student attentions to respond. These of qualities of online game

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MARBEL SCHOOL OF SCIENCE AND TECHNOLOGY, INC.
PRK. UPPER VALLEY, BO.2, KORONADAL CITY

advertisement give it immense influence over a vast range and sizeable number of

youth or student game master.

Statement of the Problem

The general aim of this study was to determine the Influence of Online Game

Activities on the Study Habits of Senior High School Students of Marbel School of

Science and Technology, Inc., Purok Upper Valley, Brgy. Sto. Niño, City of Koronadal

for School Year 2019 - 2020.

Specifically, it sought to answer the following questions:

1. Period of students in playing online games

1.1. Before Classes Start

1.2. During Noon Break

1.3. After Classes or Dismissal; and

1.4. During Non- school Days

2. Study habits of students influenced by playing online games such as:

2.1 Internet Application

2.2 Computer Access Games

3. Significant influence of online game activities study habits of students.

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MARBEL SCHOOL OF SCIENCE AND TECHNOLOGY, INC.
PRK. UPPER VALLEY, BO.2, KORONADAL CITY

Significance of the Study

In this study, the influence of online games activities on the study habits was

revealed by the respondents and significant others. Further, this study showed whether

online game activities.

The results of this study would be beneficial to the following:

School Administrators: This study could provide school administrators the needed

information about the influence of online game activities on the study habits of the

students that help them avoid playing online games so that they can focus on their

studies.

Teachers: Knowing the influence of online game activities on the study habits of the

students, the teachers would be able to plan effective strategies to help their students to

avoid playing online games so that the study habits would not be negatively influenced.

Parents: This study would inform parents of the negative effects of online game

activities so that as a result, they would encourage their children to focus on their

studies.

Students: This study could make students to become aware in playing online games

realizing that the assistance of the school administrators, teachers and parents must be

sought for proper guidance.

Researchers: This study would inform findings of previous investigations about this

problem, as well as providing the data that could inspire any future researcher to

embark on much deeper investigation about the problem under consideration.

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MARBEL SCHOOL OF SCIENCE AND TECHNOLOGY, INC.
PRK. UPPER VALLEY, BO.2, KORONADAL CITY

Scope and Delimitation of the Study

This study focused only on the influences of online games on the study habits of

the fifteen (15) Senior High School of Marbel School of Science and Technology, Inc.,

Purok Upper Valley, Brgy. Sto. Niño, City of Koronadal, School Year 2019-2020.

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MARBEL SCHOOL OF SCIENCE AND TECHNOLOGY, INC.
PRK. UPPER VALLEY, BO.2, KORONADAL CITY

Chapter II

REVIEW OF THE RELATED LITERATURE AND CONCEPTUAL FRAMEWORK

This section has included the concepts that guide the researchers in conducting this

study and which were used to formulate the conceptual framework. This portion have

also an attempt to present views, findings, perceptions, and ideas of different author

locally and abroad who have conducted researchers and studies related to this work

and helped in the conceptualization and the design of this study.

CONCEPTUAL FRAMEWORK

The contents of this conceptual framework consist of the influence of online

game activities on the study habits of senior high school students of Marbel

School of Science and Technology, Inc.

ONLINE GAMES

PLAYING ONLINE GAMES

Time of students Study habits influenced Significant influence of


playing online games to the students by online game activities
playing online games study habits to the
Before Classes Start such as: students.
Noon Break
After Classes Internet Application
Non- school Days Computer Access
Games

Improved Students Study Habits by Avoiding


Online Game Activities

Figure 1: Conceptual Framework


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MARBEL SCHOOL OF SCIENCE AND TECHNOLOGY, INC.
PRK. UPPER VALLEY, BO.2, KORONADAL CITY

ONLINE GAMES

Online games, like other media, have taken some time to register on the

academic radar screen, Film, although treated seriously early on (e.g. M’nsterberg,

1916), was not considered an entirely valid research field until the 1960’s which saw the

birth of actual academic departments. Games, now 40 years old, start quite suddenly to

attract attention from a wide range of disciplines. Only five years ago it would be

possible to survey the entire field of game research without raising much of a sweat.

As cited by the Technology Education Foundation and Perspective with the

authors of Dennis R. Herschbacti (2009), the instructional use of technology in the

elementary school classroom was not new but rather extended to the very early days of

industrial arts education. Formal elementary school industrial arts hit a high point in the

1960’s and then dropped off by the late 1980’s, technology education had re-emerged

in the elementary school as practical activity. A considerable amount of technology

education at the elementary level goes largely unrecognized because it was tucked

away within instructional units alongside Mathematics, Science, Social Studies and

other subjects. This is a realistic way to promote learning experiences with technology.

Technology is experienced in the context of everyday living. There is no real distinction

made between experiences with technology and experience at work, school, play,

church, or in the home. Indeed, technology pervades everything. Similarly technology

permeates the elementary school curriculum may different ways. Computer games,

especially adventure games, attracted the attention of literary scholars quite early on.

Adventure games such as Adventure and Work, although primitive, were obviously

attempts to tell stories in a new medium.

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MARBEL SCHOOL OF SCIENCE AND TECHNOLOGY, INC.
PRK. UPPER VALLEY, BO.2, KORONADAL CITY

Griffiths, M. D. (2010) said to his article entitled “Video Games Playing, Addiction,

and the Role of Context”, despite the potential negative side of online gaming, there

was lots of evidence suggesting that gaming could have very positive effects in peoples’

lives.

The immersive and desiccative experience of gaming can also be very

therapeutic and help people deal with every day stresses and strains. Our research

shows that many gamers love the fact that playing games leads to time loss. This is

more positive than drug use, drinking alcohol or other activities like gambling.

Asgamusam, et. Al (2016), found in their study that computer games had positive

effects on pupils as these gave one’s brains a real work out. In many video games, the

skills required to win involved abstract and high level thinking. These skills were not

even taught at school. Some of the mental skills enhanced by video games included:

problem solving and logic, hand-eye coordination, fine motor and spatial skills, planning,

resource management and logistics, quick thinking, making fast analysis and decision

Playing Online Games

An online game is a video game played over some form of computer network.

This network is usually the internet or equivalent technology, but games have always

used whatever technology was current: modems before the Internet, and hard wired

terminals before modems. The expansion of online gaming has reflected the overall

expansion of computer networks from small local networks to the internet and the

growth of internet access itself. Online games can range from simple text based

environments to games incorporating complex graphics and virtual worlds populated by

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MARBEL SCHOOL OF SCIENCE AND TECHNOLOGY, INC.
PRK. UPPER VALLEY, BO.2, KORONADAL CITY

many players simultaneously. Many online games have associated online communities,

making online games a form of social activity beyond single player games.

Study Habits

According to the book entitled “Study and Thinking Skills” by Jesus z. Menoy

(2010), the success of a student in academic work lied mainly on his study habit. This

study period and time (when, how long and how frequently), the study area or place, the

courses of study (what), the study goals (why), and the study activities (how) were

aspects of these habits. These were indicators of a students’ success in his academic

life.

Study habits are good if they serve to benefit the student as in pasty quizzes and

periodical test or even getting high marks. On the contrary, a student had bad study

habits if, instead the having passing scores, he obtains failing ones or tends not to cope

with his classes. To succeed academically, a student has to develop several skills in

studying, among which are organizing or planning, scheduling, managing time, and

memorizing. Those who desire to become consistent clean listed and academic

scholars must be good at organization, schedule setting, time management, and

memory work. Those who fail to develop these skills are likely to flunk or to be future

dropouts. Kizlik (1997) stated that each student doesn’t have the same study needs.

They study differently, and there are some study habits that work for one student but

may work for another. However, there are some general ways that seem to produce

good results. No one would argue that every subject that the student has to take is

going to be so interesting that studying it is not work but pleasure.

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MARBEL SCHOOL OF SCIENCE AND TECHNOLOGY, INC.
PRK. UPPER VALLEY, BO.2, KORONADAL CITY

Keleey (1997) said that there are also factors that a student must consider in

choosing his her study place. One factor is the time of day. A bad study environment

can distract a person. If the student is uncomfortable with his or her environment, due to

some causes like the temperature is too hot or too cold, it might disturb the student in

doing his or her works. Not a single person could focus twenty-four hours a day. Each

person has his or her own time of day that he she is most productive. Some students

work best on their homework or any school work immediately after school while some

need time to rest before they do their works. The student should know the exact time for

him or her to get his or her works done.

As gleaned from Wikipedia many different factors affect the study habits of

students. The ability to study and concentrate can be increased by finding a quiet place

where you can concentrate. Distractions such as phones, chat rooms, instructional

materials and text messaging, television, video games, and computers can decrease

one’s ability to learn. Whatever is going on around you and inside your own mind is

going to affect your study.

According to Menzel, as cited by Rana and Kausar (2011), many students fail not

because they lack ability but because they do not have adequate study skills. Students

who have difficulty in college frequently do not have adequate study habits that affect

their academic achievement. A central problem noted was that many of these students

had not learned how to take effective notes and manage time for studying. Nagaraju in

(2004) pointed out that for good academic success, good study habits and attitudes are

important. Study habit is the pattern of behavior adopted by students in the pursuit of

their studies that serves as the vehicle of learning. It is the degree to which the student

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MARBEL SCHOOL OF SCIENCE AND TECHNOLOGY, INC.
PRK. UPPER VALLEY, BO.2, KORONADAL CITY

engages in regular acts of studying that are characterized by appropriate studying

routines (e.g. reviews of material, frequency of studying sessions, etc.) occur in an

environment that is conducive to studying. Study attitude; on the other hand, refers to a

student’s positive attitude toward the specific act of studying and the student’s

acceptance and approval of the boarder goals of college education.

A substantial amount of research has examined the role of students’ study habits

and their attitudes to study on academic performance. The study of Osa-Edoh and Alutu

(2012) which examined the usefulness of imbibing in the students study habit, as means

of enhancing their performance, revealed a high correlation between study habits and

student’s academic performance. This suggests that it is only when students imbibe or

cultivate proper study habits that their academic performance can be improved upon.

Efficient study habits are associated with a favorable attitude toward learning in

general. As cited by Otto (1978), beliefs in the value of intellectual pursuits and in the

importance of education are positively related to academic performance. An important

aspect of a students’ attitude toward education is the value he sees in what he has to

learn.

Definition of Terms

The following terms used in this study were defined conceptually and

operationally for better understanding of readers:

Playing Online Games: Is a game that is either partially or primarily played through the

Internet or any other computer network available. Many online games create their own

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MARBEL SCHOOL OF SCIENCE AND TECHNOLOGY, INC.
PRK. UPPER VALLEY, BO.2, KORONADAL CITY

online communities, while other games, especially social games, integrate the players'

existing real-life communities.

Access Games: It had been a Japanese Video game developer based in Osaka,

Japan. The studio was founded on 16 January 2002. Former members of development

teams including Kojima Productions and Deep Space who developed Extermination,

joining shortly after Access Games, was founded, and Whoopee Camp, who developed

Tombal and Tombal 2: The Evil Swine Return. Access Campus are most well known for

their 2010 open world survival horror game Deadly Premonition, known as Red seeds

Profile in Japan. One of the Company’s most notable members was Hidetaka “SWERY”

Suehiro, who was writer and director of Spy Fiction and Deadly Premonition.

In 1958, the world’s first world computer game, a rudimentary two player tennis

game, was created to entertain visitors on the Brookhaven National Laboratory. Since

then, the computer/video game industry has become one of the most aggressively

growing business sectors in the United State and in the whole world. Obviously, games

are emerging as one of the most dominant forms of entertainment. This trend goes

further as of the increasing penetration of high speed internet connection and the

declining prices of computers, video- game consoles, and mobile entertainment

devices, (Lee, Jin, Park, &kang, 2005.)

As we know, Internet offers may conveniences. As a result it has made many

people depend on it. What is worse, a large number of people have become addicted,

especially to online game addiction. On 2007, the population of the online gamers

worldwide was about 217 million, approximately 28 percent of total population

(commodore, 2007). In addition, online game addiction is prevalent in many countries,

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MARBEL SCHOOL OF SCIENCE AND TECHNOLOGY, INC.
PRK. UPPER VALLEY, BO.2, KORONADAL CITY

including China, Korea, Vietnam, Japan, U.S, and Canada. In South Korea, 2.4% of the

population, ages nine to thirty-nine were believed to be addicted to online games, and

over 10 percent could be classified as obsessive gamers (Faiola, 2006.)

Activity: It was student’s daily routine that made them active, especially toward their

behavior or actions on a particular kind of situation. It was the student’s specific deed,

action, search, etc. especially during time for recreation.

After Classes or Dismissal: It was a time that the students were out after their class. It

usually happened between 4:00 to 4:30 in the afternoon.

Before Classes Start: Usually, it was the time when the Senior High School entered

their classes between 6:00 to 7:30 in the morning.

Computer Games: Their characteristics include a lack of any centralized controlling

authority, a greater degree of user control over the video gaming hardware and software

used and generally greater capacity in input, processing and output.

During Noon Break: It was a time that the students regularly took their lunch. It usually

happened 11:30 in the morning to 12:30 in the afternoon. It was the time when the

Senior High School Students were engaging in computer game activities.

During Non- School Days: These were the days students did not have a schedules to

go to school. These were usually Saturdays and Sundays or Holidays.

Games: These were physical and mental activities or contests that have rules that the

students did not for pleasure either to win or lose.

Senior High School Students: These were the respondents of the study.

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MARBEL SCHOOL OF SCIENCE AND TECHNOLOGY, INC.
PRK. UPPER VALLEY, BO.2, KORONADAL CITY

Influence: It is power or strength to change or affect someone or something that makes

the power to cause changes without directly forcing them to happen. It was the action or

process of producing effects of playing online games on the students study habits.

Internet Application: It is an interactive, compiled application that can be accessed

through a corporate or through the Internet applications. In this study this refers

complied online games that had been accessed by students.

Marbel School of Science and Technology Inc.: It was locale of this study, a private

school located at Purok Upper Valley, Brgy. Sto. Niño, City of Koronadal, South

Cotabato.

Playing: It was an activity that students underwent when they did not have classes. The

students engaged in this activity for enjoyment and recreation rather than a serious or

practical purpose.

Students: They were the Senior High School who were enrolled at Marbel School of

Science and Technology Inc. They were the respondents of this study.

Study Habit: It was a style of the students and the environment which and where the

students wanted to study. It was the behavior used by the students when preparing for

tests or when learning an academic lesson.

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MARBEL SCHOOL OF SCIENCE AND TECHNOLOGY, INC.
PRK. UPPER VALLEY, BO.2, KORONADAL CITY

Chapter III

METHODOLOGY

This chapter presents the research design, the locale and research respondents

and research instruments, data gathering procedure and statistical treatment used. A

research paradigm to support the design used in this study is shown in Figure 2.

Research Design

This study was done as a means of discovering new meaning, describing what

existed, determining the frequency with which something occurred, and categorizing

information and systematic investigation of the relationship among independent and

dependent variables.

It described with emphasis what usually endured such as current conditions,

activities, situations and behaviour. This study was descriptive because the data were

presented in quantitative as well as qualitative descriptions to find out what actually

existed in the study. This study was look into the influence of online games to the study

habits of the Senior High School Students of Marbel School of Science and Technology

Inc. This method was used to look into how the students study habits were influenced

by their indulgence into online games.

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MARBEL SCHOOL OF SCIENCE AND TECHNOLOGY, INC.
PRK. UPPER VALLEY, BO.2, KORONADAL CITY

THE INFLUENCE OF ONLINE GAMES ON STUDENTS


STUDY HABIT

Period of students in playing Locale of the Study


online games Marbel School of Science and Technology Inc.
-Before Classes Start
-During Noon Break
Participants of the Study
-After Classes or Dismissal; Senior High School for School Year 2019-2020
and
-During Non- school Days

Study habits of students Research Instruments


influenced by playing online Interview Questionnaire
games such as:
- Internet Application-Computer
– Access Games Data Gathering

Significant influence of online Analysis Procedures


game activities study habits of
students.

Improved Students Study Habits by Avoiding Online


Game Activities

Figure 2: Research Paradigm of the Study

Participants of the Study

There were 80 Senior High School students who are officially enrolled in school

year 2019-2020 served as population of this study.

However, fifth teen (15) students were selected by purposive sampling

technique to test their study habits and type of online games that the students engaged

in.

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MARBEL SCHOOL OF SCIENCE AND TECHNOLOGY, INC.
PRK. UPPER VALLEY, BO.2, KORONADAL CITY

Sources of Data

These subtopics include the locale of the study, respondents, instruments used

and their corresponding rating scale.

Locale of the Study

This study was conducted in Marbel School of Science and Technology Inc.,

Purok Upper Valley, Brgy. Sto. Nino, City of Koronadal. The parents of the students

were working as labourers, government employees, or small business entrepreneurs. At

the time when this study was conducted, the school was situated at the center of Brgy.

Sto. Niño, to cater the needs of the resident and student in nearby barangays.

The success of the school community was based from the people working

towards achieving heights of academic excellence through offering programs that would

increase academic participation of the students.

Figure 3: Map of the Locale

Research Instrument

The instruments used were Survey Questionnaires on the Online Games Played

by the Student’s and on the Student’ Study Habits.

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MARBEL SCHOOL OF SCIENCE AND TECHNOLOGY, INC.
PRK. UPPER VALLEY, BO.2, KORONADAL CITY

Data Gathering and Analysis Procedures

The following steps were observed in the gathering, processing and evaluation of data.

1. Obtaining the Permit to Conduct the Study. The researchers submitted a

Letter of Permission to the Office of the School Principal of Marbel School of Science

and Technology Inc. for the conduct of this study in this said school. Afterwards, the

Principal gave her approval regarding this research undertaking.

2. Administration of the Research Instrument. Upon approval of the

permission letter, the Survey Questionnaires were administered to each respondent.

3. Retrieval of the Questionnaire. The researchers personally went to the

Office of the School Principal and facilitated the retrieval of the survey Questionnaires.

The data gathered through the questionnaires were collated, tallied, analyzed and

interpreted based on the purpose of the study.

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MARBEL SCHOOL OF SCIENCE AND TECHNOLOGY, INC.
PRK. UPPER VALLEY, BO.2, KORONADAL CITY

CHAPTER IV

PRESENTATION, ANALYSIS AND INTERPRETATION OF DATA

This chapter discusses the presentation, analysis and interpretation of findings

from the three specific research problems raised in this study.

The Influence of Online Games

We’re currently in an era of emerging technologies wherein technology has

become inseparable part of human life. It also became the source of entertainment to

humans such as watching videos, surfing the net, using social media sites, and playing

games. Although most of the teenagers today, mostly boys, use technology, such as

computers, to play games. There are actually two types of games you could play; offline

games and online games. Both of them can be played using the computers or any

gadgets. The difference between the two, however, is that offline games does not need

internet while online need fast internet connection. One of the most played games

categories that becomes famous is DOTA. Defence of the ancients or also known as

DOTA is the most popular and addictive game under the said genre. League of

Legends, counter strike, mobile legends, etc. are just some of the computer games that

were played by students. Due to online games, a vast number of computer shops

suddenly appeared. Computer shops located nearby schools are commonly occupied

even during class hours which now became a problem. Influence of video games

towards the students, excessive amounts of times spent on playing online games can

be severely disruptive to school; it also affects the overall academic performance of

students. It seems that online games, especially multiplayer online role playing such as

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MARBEL SCHOOL OF SCIENCE AND TECHNOLOGY, INC.
PRK. UPPER VALLEY, BO.2, KORONADAL CITY

DOTA 2 are most often associated with video games. Addiction presently, online video

games publishers provide neither referral services nor customer care with regards to

video games addiction and this can trigger violence and disruption in the academic

performance of the students. Can causes chaos towards their future. This study aims to

help the individuals manage their time in video games to overcome their encountered to

their academic performance. Computers play a major role in outdoor activities, rather

than running or playing outside, children spends most of their time playing online

games. Online games surely had impact on minds of children. They taking into

consideration, it is positively a great mind exercise and help children explore many

things. It includes improvement in recursive and proactive thinking, increase sociability

and improve interpretive skills. Some research shows that the students who played

online games are more active and have sharper minds than their counter parts.

However, computer and video games also receive much more negative critics because

games are often coined with issue such as mindless entertainment; enhance social

recluse, sexism and consumerism. Research also shows that students who played

violent video games showed on increase in emotional arousal and a corresponding

decrease of activity in brain areas involving self-control, inhabitation and attention.

Everyone who plays video games has a different reason for playing, and the usage of

the game leads to different effect for each individual. Childhood bringing peer

influences, precious at school and family issues are all factors that have a strong

connection with the effect of gaming on individuals. Video games may be therapeutic for

some, but the small amounts of people who are negatively affected by gaming impact

are many. Online games may be a disturbance to the study of students, however there

are influences that students can get just by playing online games not only negative

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MARBEL SCHOOL OF SCIENCE AND TECHNOLOGY, INC.
PRK. UPPER VALLEY, BO.2, KORONADAL CITY

effects but there are also positive which is you can make new friends and you can

communicate with others, and it can also relieve stress and can help you forget your

problem. Negative effects of online games to the students is, it can affect their attitude

and mind due to addiction. Maybe also one of experience that has more harmful effect

to the attitude or behaviour of the student to their study. Online game is rather than we

called computer games. Nowadays, most of the targets of playing online games are the

students. Students who played too much can’t easily focus and can lose their attention.

QUESTIONS: ANSWERS:
1. How can you study your lessons regularly?
2. How online games can help you study better?
3. How playing computer/online games improve your
way of thinking?
4. How online games affect your study habit?
5. How can you consider that online game is a stress
reliever?
6. What are the benefits of online games to your study?
7. How online games waste your study time?
8. How playing online games affect your grades as a
learner?
9. How online games help you get your desire
enjoyment?
10. How playing online games you to forget your
personal problems or relieve your uncomfortable
feelings?
11. How online games affect your relationship with
others or in educational?
12. What are the benefits that you can get in playing
online games to our society?
13.
14.
15.

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MARBEL SCHOOL OF SCIENCE AND TECHNOLOGY, INC.
PRK. UPPER VALLEY, BO.2, KORONADAL CITY

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MARBEL SCHOOL OF SCIENCE AND TECHNOLOGY, INC.
PRK. UPPER VALLEY, BO.2, KORONADAL CITY

Chapter V

SUMMARY OF FINDINGS, CONCLUSION AND RECOMMENDATIONS

The purpose of this chapter was to summarize the study that was

conducted. These contained the summary of findings, conclusions, and

recommendations.

Summary of Findings

The general aim of this study was to determine the influence of online

games on the study habits of senior high school students.

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