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Local Literature

According to Valaitis (2005) the use of computers and the Internet can aid communities by
supporting communication and access to information, thereby building social capital and
community capacity. Using computers can assist the community planning process, community
participation, and information sharing. Computer-mediated communication can build community
awareness, encourage local decision making and dialogue between groups, and support
disadvantaged communities. Status barriers can be reduced, and online communication with
disenfranchised groups, such as women, people of color, and those with disabilities, can be
promoted.

The Muntinlupa City Council has passed Ordinance 17-044 that restricts the use of computer shops by these
students and requires owners including those in non-commercial establishments such as homes that rent out
computer units, to regulate the scope of operation.

Under the local law, elementary students can only stay for one hour while high school students can spend up to
three hours in computer shops in the city. College students are allowed use computer shops without any time
restriction.

The ordinance also prohibits computer shops from operating for 24 hours daily. They are only allowed to be
open from 7 AM to 2 AM.

Renters 17 years old and below will be allowed in computer shops until 9 PM unless they are accompanied by
a parent under which they can extend their stay up to 2 AM.

Computer shop owners are mandated to implement an age bracket limit to allow only high school students and
above to access war and violent games.

Owners or operators caught violating the ordinance will be fined P1,500 and their computer units will be
confiscated for the first offense.

A P3,000 fine and confiscation of units will be imposed for the second offense, and P5,000 fine and revocation
of License and Permit to Operate will be done for third offense.
Mayor Jaime Fresnedi said the ordinance aims to promote the well-being of the youth, (Hicap, 2017).

Foreign Related Literature

How computers affect student performance, the good and the bad
Regular use of computers can have an effect on student performance on standardized tests,
according to a new study by researchers at Boston College and the University of Massachusetts
at Lowell.

Analyzing test performance and computer uses of 986 fourth grade students from 55
classrooms in nine Massachusetts school districts, the study found that the more regularly
students use computers to write papers for school, the better they performed on the
Massachusetts Comprehensive Assessment Systems (MCAS) English/Language Arts exam. This
positive effect occurred despite the fact that students were not allowed to use computers for
the test.
Conversely, the study found that students' recreational use of computers to play games,
explore the Internet for fun, or chat with friends at home had a negative effect on students'
MCAS reading scores. Similarly, students' use of computers to create PowerPoint presentations
was also negatively associated with MCAS writing scores

The Lovely Professional University (2011) promotes a culture of paperless University. The day
to day administration and most of the University procedures are carried out online. The
University Management System (UMS), an online portal of University, is one such innovative
step of the University to provide vital information regarding academics and other University
logistics for assisting the University students, their parents and the staff.

The relationship of addiction to computer games and social dysfunction was significance and
inverse. In 1990, Yuma et al conducted an intensive study in 9 cities of Japan about the computer
games played by children and adolescents and its relationship with their physical health. The
results showed that obese students were more attracted to computer games. In other words,
playing more computer games cause adolescents to stay home, which lead to their lack of activity
and getting fat. This is considered as a biological problem.14 In psychological dimension, it seems
that computer games have a negative relationship with mental health of adolescents and have a
direct effect on their violent behavior, anxiety, depression and isolation of those adolescents who
play these games. The effects of computer games on psychological health of people and severity and
significance of that depends on factors such as level and intensity of violence in the game, the ability
of player in differentiating virtual world and real world, player's ability to inhibit their desires and
motivation, the values they are brought up with or living with and also values that are in the context
and content of the games.15 Anxiety was one of possible outcomes of computer games, which is
studies by researchers. Studies showed that computer games increases players' heart beats to a
level more than their body request.16 In the present study also, we found a direct significant
relationship between addiction to computer games and anxiety.

Payne et al (2000) studied the role of computer games on social isolation, low self-esteem and
violence. The results showed no relationship between playing computer games and self-esteem in
girls, but there was a negative relationship between the two in boys. Also, the scores of violence had
a positive correlation with amount of exposure to computer games. Other results showed that in
spite of children's attraction to games, there was no evidence that computer games cause social
isolation.17 Since in computer games, players conform to the characters in the game, in creating the
new situations that occur in the game, the theory of participatory modeling and active conditioning
can be used in explaining data on violent behaviors and possible rewards they get in response.18

Azad Fallah et al (2001) in their study investigated the relationship between games and social skills
of 258 male students of first grade of high school. The results showed a significant relationship
between the game-type and presence of others in the game location with social skills of adolescents.
Selecting home as the place of game had a significance negative relationship with social skills and
those adolescents who were mostly playing at home, had less social skill (cited from Doran).7
However, in the present study, there was an inverse relationship between addiction to computer
games and social dysfunction. It means that as the addiction to computer games increases, social
dysfunction will decrease.

Local Related Studies

Internet cafés, or better known as computer shops in the Philippines, are found on every street
in major cities and there is at least one in most municipalities or towns. There are also internet
cafés in coffee shops and malls. High-end restaurants and fast food chains also provide free
broadband to diners.Rates range from P10 on streets, up to P100 in
malls.(http://en.wikipilipinas.org/index.php?title=BC_Websight_Internet_Cafe. Retrieved:
September 9, 2013)

Foreign Studies

In the study conducted by Wood, Gupta, Devevensky & Griffiths (2004), online gaming can be
addictive. The research has tended to concentrate on negative aspects, such as excessive play and
addiction. Instead of spending their hours on studying and doing their homework, children spend their
time on playing computer games.

Gentile, et al. (2004) said that the majority of these studies have shown that online games can be
addictive and that some online games have been associated with aggressive behaviour. However these
studies have been relatively controversial as they examine these factors using self-report methods and
artificial scenarios. This type of research is fraught with problems and criticism.

The study of Carrasco (2001) stated that computers have become a part of man’s life. Almost all the
things around us were made by computers with the aid of modern machines. Associated with the
computers is the internet where we can find online games. Online game has a big impact to children
especially to teenagers. They tend to be hook by the computer.

On the other hand, online gamers can also benefit on playing online games. A great variety of forms
have been developed and put into practice to enhance learning, offer solace, to drive away boredom,
and/or to persuade players to adopt certain actions and opinions. The game play improve various
thinking skills but that it can also boost cognitive speed for those who play action games and can also
improve cognitive accuracy for players who solve puzzle and strategy games (Klabber, 2001).

Some video games have been associated with aggressive behaviour. In that case, children imitate online
characters. Some children are at the period of modelling (Anderson & Bushman, 2001).

Taha, J. (n.d.) said that online games are seen as good learning tool because many think that they can
teach children in ways that their teachers are failing by sparking their minds, stimulating their thinking,
and inspiring their imagination.

https://www.academia.edu/8382300/CHAPTER_1_INTRODUCTION_Background_of_the_Study

Richard (2004) emphasized that information about students is vital, but time consuming to manage and
it is essential that the most effective tools be used to aid both staff and students go about their work
and studies. The Cambridge Student Information System (CAMSIS) replaced various student records
system used by the colleges, departments and universities. CAMSIS provides comprehensive and
accurate information about student body and also improves data quality, reduce the administrative
burden dramatically and provides better services to both academic staff and students
https://www.academia.edu/8222610/CHAPTER_2_REVIEW_OF_RELATED_LITERATURE_AND_STUDIES

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