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Republic of the Philippines

University of southeastern Philippines


Obrero, Davao City
COLLEGE OF EDUCATION

THE IMPACT OF ONLINE GAMING TOWARDS THE ACADEMIC


PERFORMANCE OF SELECTED GRADE 6 PUPILS IN GENEROSO
ELEMENTARY SCHOOL

MELROSE M. HAMOY

A RESEARCH PROPOSAL

Submitted to HENRY ENCABO


PROFESSOR OF
UNIVERSITY OF SOUTHEASTERN PHILIPPINES
Obrero , Davao city

In Partial Fulfillment of the


Requirements for the Subject

RESEARCH AND STATISTICS

DECEMBER 2017
1. INTRODUCTION

1.1 Rationale

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, are 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 areas as a whole. Computer games first came into

existence in the 1960s with the introduction of a shoot-up game. Since the

computer games have become a regular part of life for many people due to its

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 enables the mind of the players to be more active, especially

those puzzle-based games. It helps the player to come up with decisions in

tight situations, especially those adventure games that keep the players to be

alert, active and strategic. Playing these types of games makes 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 bring negative impacts. It

requires much of the player's time, leaving school activities and home works

unattended.

(http://www.oppapers.com)

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 cafés or computer shops 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 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 whom,
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 looked at. One social problem that has been observed is that the
Internet café has become mainly game centres. About one-half to two-thirds of
the computers in a typical Internet café, according to one study, are devoted to
games (violent and gory games). The use of the remaining computers was
roughly split between browsing, email, online chat, word processing and
research. The Internet cafés have become not just game centres. They are
becoming centres off addiction among the youth, mostly boys, including
elementary school pupils. According to one concerned Internet café
entrepreneur, “Internet cafés 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 young play is reality and reality is play.” (Maslog C. (1998)
Internet and Social Issues, Philippine Communication Today, Quezon 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 games are played online, in which you can connect with multiple players. It
is normally platform independent, relying on the web browser and appropriate plug-
in.

1.2 Statement of the Problem

This study aims to know the perceived impacts of online games to the

academic performance among the selected Grade 6 pupils in GENEROSO

ELEMENTARY SCHOOL.

The research wanted to answer the following questions:

1. What are the demographic profiles of the respondents in terms of:

a. Frequency of playing online games b. Average time span of playing online


games
c. Length of period of playing online games (since they’ve started)

2. How does playing online games affect the academic performance of the
students in relation with:
a. Class Participation b. Number of Hours spent in Studying

c. Frequency of Absences in Class

3. Is there significant relationship between playing online games and academic


performance of the student

Objectives of the study

The main objective of this study is to identify the impacts of online gaming
on the academic performance of pupils in Grade 6; Study the effects of playing
computer games on the academic performance of the students; Investigate the
relation between exposure to computer games and the academic performance of
the students; and analyze data collected from the questionnaire using statistical
method to devise conclusions.

1.3 Significance of the study


This study will help the students have an insight on the impact of
online games towards their academic performance.

To the Parents, it will serve as basis to help share with other parents the
information about certain games or ideas to help each other in parenting. Also it
will help them understand the behaviour and study habit of their children when
they’re engaged into such activity

To the Teachers, it will provide additional knowledge on what strategy to


use to educate students about the well-known effects of online gaming to
students’ academic performance, problem-solving strategy, decision-making and
spatial visualization.
1.5 Scope and limitation of the study

The study covers pupils of GENENROSO ELEMENTARY SCHOL


selected Grade 6 pupils. This study was limited to DOTA2, Clash of Clans,
and Counter Strike. The researcher will gather information about the possible
impacts or effects of the selected online games on pupils’ academic
performance.

A survey will be conducted about the evaluation of the respondents regarding


in the study of the impacts of these online games on pupils’ academic
performance in GENEROSO ELEMENTARY SCHOOL selected Grade 6. In a
random order, fifteen selected grade 6 pupils in GENEROSO ELEMENTARY
SCHOOL will be given questionnaires to get information that will be needed in
the study. This study will be conducted to determine the effects of online gaming
to pupils’ academic performance, problem-solving strategy, decision-making and
spatial visualization. The problem-solving strategy, memorization and decision-
making capabilities will be measured through a series of situations and
identifications on the questionnaire.

1.6 Definition of terms

Academic Performance - is measured by taking written and oral tests,


performing presentations, turning in homework and participating in class activities
and discussions. Teachers evaluate in the form of letter or number grades and
side notes, to describe how well a student has done.

Game Addiction - is an excessive or compulsive use of computer games or


video games, which interferes with a person's everyday life.

Gamer - is a person who plays a game or games, typically a participant in a


computer or role-playing game.

Online Game - is any game that is played online, based online, or has a majority
of its content/gameplay online.
2. REVIEW OF RELATED LITERATURE

2.1 Online Games/ Video Games

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 performance” (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.

2.2 Student Engagement and Sociological Effects

Research on the social effects of video games is also mixed (Allison, Wahlde,
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, Wahlde, 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.
MMORPGs 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).

2.3 Intelligence Benefits

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.

2.4 Positive Effects of Video Games

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 Birds 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.
Multitasking, 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)

Quick thinking, making fast analysis and decisions. Sometimes the


player does this almost every second of the game giving the brain a real workout.
According to researchers at the University of Rochester, led by Daphne Bavelier,
a cognitive scientist, games simulating stressful events such as those found in
battle or action games could be a training tool for real-world situations. The study
suggests that playing action video games primes the brain to make quick
decisions. Video games can be used to train soldiers and surgeons, according to
the study. Importantly, decisions made by action-packed video game players are
no less accurate. According to Bavelier, "Action game players make more correct
decisions per unit time. If you are a surgeon or you are in the middle of a
battlefield, which can make all the difference." Accuracy - Action games,
according to a study by the University of Rochester, train the player's brain to
make faster decisions without losing accuracy. In today’s world, it is important to
move quickly without sacrificing accuracy. Strategy and anticipation - Steven
Johnson, author of Everything Bad is Good For You: How Today's Popular
Culture is Actually Making Us Smarter, calls this "telescoping." The gamer must
deal with immediate problems while keeping his long-term goals on his horizon.
Situational awareness - – Defense News reported that the Army include video
games to train soldiers to improve their situational awareness in combat. Many
strategy games also require the player to become mindful of sudden situational
changes in the game and adapt accordingly. Developing reading and math skills
– The young gamer reads to get instructions, follow storylines of games, and get
information from the game texts. Also, using math skills is important to win in
many games that involves quantitative analysis like managing resources.
Perseverance – In higher levels of a game, the player usually fails the first time
around, but he keeps on trying until he succeeds and move on to the next level.
Pattern recognition – Games have internal logic in them, and the player figures it
out by recognizing patterns. Estimating skills. Inductive reasoning and hypothesis
testing - James Paul Gee, professor of education at the University of Wisconsin-
Madison, says that playing a video game is similar to working through a science
problem. Like a student in a laboratory, the gamer must come up with a
hypothesis. For example, the gamer must constantly try out combinations of
weapons and powers to use to defeat an enemy. If one does not work, he
changes hypothesis and try the next one. Video games are goal-driven
experiences, says Gee, which are fundamental to learning. Mapping (The gamer
use in-game maps or build maps on his head to navigate around virtual worlds.)
Memory - Playing first person shooter games such as Call of Duty and Battlefield
series enables the player to effectively judge what information should be stored
in his working memory and what can be discarded considering the task at hand,
according to a study published in the Psychological Research. Concentration, A
study conducted by the Appalachia Educational Laboratory reveal that children
with attention-deficit disorder who played Dance Revolution improve their reading
scores by helping them concentrate Improved ability to rapidly and accurately
recognize visual information - A study from Beth Israel Medical Center NY, found
a direct link between skill at video gaming and skill at keyhole, or laparoscopic,
surgery. Reasoned judgments, Taking risks - Winning in any game involves a
player's courage to take risks. Most games do not reward players who play
safely. How to respond to challenges, How to respond to frustrations, How to
explore and rethink goals, Teamwork and cooperation when played with others –
Many multiplayer games such as Team Fortress 2 involve cooperation with other
online players in order to win. These games encourage players to make the most
of their individual skills to contribute to the team. According to a survey by Joan
Ganz Cooney Center, teachers report that their students become better
collaborators after using digital games in the classroom. Management –
Management simulation games such as Rollercoaster Tycoon and Zoo tycoon
teach the player to make management decisions and manage the effective use
of finite resources. Other games such as Age of Empires and Civilization even
simulate managing the course of a civilization. Simulation, real world skills. The
most well-known simulations are flight simulators, which attempt to mimic the
reality of flying a plane. All of the controls, including airspeed, wing angles,
altimeter, and so on, are displayed for the player, as well as a visual
representation of the world, and are updated in real time.

2.5 Computer Game Addiction

Because there is no official diagnosis of computer game addiction, there is


obviously no universally agreed upon list of symptoms. Psychologists and other
mental health professionals initially adapted the diagnostic criteria for gambling
addiction and used this as a rough assessment tool for computer game addiction.
This classification approach is rarely used today and for better or for worse, it is
essentially up to the individual researcher or clinician to define the symptoms of
computer addiction. Still, there are some signs and behaviors that are almost
always included in definitions of computer addiction, such as: Significant
interference with school, work, or relationships. Often avoiding other
commitments in order to keep playing, Frequently turning down social invitations
in favor of gaming, Using most or all of one's free time for gaming, Regularly
playing late into the night and which results in poor sleep habits, Loss of interest
in previously enjoyed activities, Regular gaming "binges" of 8 hours or more
nonstop.

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