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THE EFFECTS OF DOTA 2 TO STUDENTS ACADEMIC PERFORMANCE IN

UBAY NATIONAL SCIENCE HIGH SCHOOL S.Y. 2015-2016

UBAY NATIONAL SCIENCE HIGH SCHOOL


Fatima, Ubay, Bohol
(S.Y. 2015-2016)

Chapter (1)

RATIONALE AND BACKGROUND


INTRODUCTION:
Computer Games, what is/are computer games? Computer Games are
games that are usually played indoor it is a game that use visuals. It is a game
with two types, the online games and offline games. Offline games are usually
single played while most of the addictive kind of online games is MMO (Massive
Multiplayer Online). The MMORPG commonly known as Massive Multiplayer
Role Playing Game is a branch of MMO and all MMORPG are MMOs but not all
MMO are MMORPG. These days MMO are very popular to students.
Dota 2 is one of the addictive MMORPG these days. Dota 2 is a multiplayer
online battle arena (MOBA) computer game, the stand-alone sequel to
the Defense of the Ancients (Dota) Warcraft III: Reign of Chaos and Warcraft III:
The Frozen Throne mod. Dota 2 is played in matches involving two teams of five
players, each of which occupies a stronghold at a corner of the map. Each
stronghold contains a building called the "Ancient", which the opposite team must
destroy to win the match. Each player controls a "Hero" character and focuses on
levelling up, collecting gold, acquiring items and fighting against the other team to
achieve victory. For other MMO such as Clash Of Clans or commonly known as
CoC, to improve your own village or level up you should spend a lot of money
just to have a faster development of your village, while for Dota 2 its based on
your owns skill to improve your performance in the certain game.
Others have said that all computer games result to the same effects to a
person.

Effects of computer games towards the students, Excessive amounts of time


spent on playing online computer games can be severely disruptive to school, it
also effects the overall Academic Performance of a student. It seems that
online games, especially multiplayer online role playing games such as Dota 2,
are more often associated with computer game addiction. Drawing parallels to
other industriessuch as gamblingwhich are heavily regulated, the issue of
social responsibility of the computer game industry is explored. Presently, online
computer game publishers provide neither referral services nor customer care
with regards to computer game addiction and these can trigger violence and
disruption in the academic performance of the gamers. Disruption in the
academic performance of students can cause chaos towards their future. This
study aims to help the individuals manage their time in computer games to
overcome their encountered problems regarding to their academic performance
because of addiction to Dota 2.

PROBLEM
What are the effects of computer games to the holistic health of students in Ubay
National Science High School?

STATEMENT OF THE PROBLEM

Many teenagers these days get easily attracted or addicted to video games
and with this increasing population, many of them have become violent and in
some cases they would kill just to take revenge when they would experience
defeat or when they are afraid to be defeated. Video game addiction can also
lead to crimes such stealing, robbery and hold up. When an addict cannot play
the video game that he/she really likes, because he/she doesnt have the money
to pay for the internet cafe, this can push the gamer to commit crime so that
he/she can play the game. This study aims to reduce the increasing population of
teenagers that has been addicted to video games and also to reduce the
increasing amount of crimes that have been committed because of video game
addiction and help them to lessen their time in playing these games or even help
them to stop playing these video games. Teenagers can be easily hooked up on
these games but lessening the time on these games are usually the problems,
cause once a teenager get addicted to these, it is very hard to stop. This study
also aims to help teenagers lessen their time on video games. These few words
can be helpful in achieving the goal of the researchers.
Discipline The teenager need to put in mind that they should have discipline in
spending their time in playing video games.
Time Management They should have time management in order that they can
balance their works and so that it would not cause trouble on their studies.

Hypothesis

The researchers hypothesis is that video game addiction will not be lessen if
teenagers would not know how to control their selves and if appropriate
measures would not be followed with proper guidance of parents, teenagers
cannot achieve their goals as an individual.

CONCEPTUAL/ THEORITICAL FRAMEWORK


The theory of this topic, playing video games is the addiction of most
teenagers that can affect their works and studies. Playing Video Games can ruin
their studies and can destroy their life as a student in the society. Most students
believe that playing video game is good because it can make them happy and
they think that it can solve their problems in school or in their family but in fact it
can add their problems. Students that are addicted to video games cannot easy
to stop their selves from playing video games but it can lessen them in playing
video games.

SIGNIFICANCE OF THE STUDY


The researcher hopes:
To the parents: That this study will help them to know why their children play
video games. This will also help them to know the techniques or methods on how
to lessen their childrens time on video games.
To the teachers: This study will help them to know how to lessen the time of
their students on video games. This study will also help them expand their
knowledge about why their students play video games.

To the students: This study will help them lessen their time on playing video
games. This study will also help them understand the effects of video games
towards their attitude, behaviour, and towards their studies.
To the school: This study will help the performance of the students in the certain
school, because this study will give techniques or methods on how the school will
handle the students that are addicted to video games.
Scope and Limitations
This study was conducted by the researchers on Fatima, Ubay, Bohol,
particularly on Ubay National Science High School, with the duration of 1 day in
one week. The researchers interviewed students who were addicted to video
games and they found out that many of them have no time management and
there were only few who have successfully controlled there time in playing video
games. During the interview, students said that, Its difficult to stop playing this
game once you have already started it. This was said particularly by Mr. Inso of
Gr. 9-Lithium. They said that they need techniques or advices who have
overcome addiction of video games.
Definition of Terms
Video Games - An Electronic game in which players control images on a
television, computer screen or any other gadgets.
Addiction A strong and harmful need to regularly have something or do
something.
Student Are the subjects used to perform our study on the cause and
effects of video games towards their studies, behaviours, and attitudes.

Studies The activity of learning about something by reading, memorizing


facts, attending school.
Behavior The way a person acts or behaves or the way something moves,
functions, or reacts.
Attitude The way you think and feel about someone or something, a feeling
or way of thinking that affects a persons behavior.

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