...THE EFFECT OF COMPUTER AND ONLINE GAMES IN THE ACADEMIC PERFORMANCE OF SELECTED HIGHSCHOOL STUDENTS OF SOUTHHILL MONTESSORI SCHOOL, INC. A Research Paper Presented to Southhill Montessori School, Inc. Laguerta, Calamba City, Laguna In Partial Fulfilment of the Requirement in Advance English IV by: Cantre, William Joseph C. Lumbres, Rhea M. Melanio, Lawrence T. March 2015 APPROVAL SHEET In Partial fulfilment of the requirements in Advance English, this thesis entitled The Effect of Computer and Online Games in the Academic Performance of the Selected Highschool Students of Southhill Montessori School, Inc. prepared by the students researchers William Joseph C. Cantre, Rhea M. Lumbres, Lawrence T. Melanio and is hereby submitted for oral examination ____________________ ALVIN N. NAVARRO Subject Teacher ------------------------------------------------- PANEL OF EXAMINERS Examined and approved by the oral examination committee with a rating of ______ on February 07, 2015. __________________________ MRS.CRESENCIA M. COMIA Chairperson _________________________ __________________________ MR. BERNARDO R. TIMAJO MR. ALVIN N. NAVARRO Member Member Accepted and approved in Partial fulfilment of the requirements in Advance English, an Elective subject of English IV. __________________________ _________________________ MRS. CRESENCIA M. COMIA Principal Southhill Montessori School Inc. TITLE: The Effect of Computer...
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...Research Paper about Online Addiction Table of Contents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . i Acknowledgement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ii Abstract . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . iii Chapter I: The Problem and its Background Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 Statement of the Problem . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Statement of the Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 Statement of Significance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 Conceptual Framework . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 Scope and Delimitation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8 Chapter II: Review of Related Literature and Studies Foreign Literature . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Local Literature . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Foreign studies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 Local studies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Chapter III: Methodology Chapter IV: Interview Chapter V: Conclusion and...
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... 75 Effects of Computer Gaming on High School Students’ Performance in Los Baños, Laguna, Philippines Maria Daisy S. CORTES*, Jhoana V. ALCALDE**, Jose V. CAMACHO, Jr.*** Abstract This study examined the effects of computer games on school performance of high school students in Los Baños, Laguna, Philippines. Allowance, gender, peer group and year level positively affect student’s decision to play while time spent on studying, year level, previous grade, number of books and time spent playing computer games are found to be significant in affecting student’s performance. Results showed that the probability of a computer gamer to fail is 39%, given the student has more than four siblings, a previous grade of at most 84, lesser teachers, lesser hours on studying, living near a computer shop, and spends more hours playing computer games. Moreover, 60% of the students’ daily allowance is spent on playing computer games. Keywords : investment in human capital, computer games, education production function, high school performance, Logit regression model * Maria Daisy S. Cortes graduated in 2010 with a BS Economics degree at the University of the * assistant professor, College of Economics and Management, University of the Philippines Los Baños. * Philippines Los Baños, Laguna and currently works at Deutsche Knowledge Services, Taguig City 1634 Philippines. * * associate professor/associate dean, College of Economics and Management, University...
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...chapter represents the review on related literature and studies regarding topic about the students who plays MOBA games (Multiplayer Online Base Arena) and its effect to their study habits and time management. Studies on productivity provided ideas as to how to design our own study, while the studies on work breaks gave us an idea of how merely not working for a segment would affect our study. This would mean that we could have a clear idea of the effect of the games themselves rather than merely the break. Foreign Literature A paper made by Thomas M. Connollya, Elizabeth A. Boylea, Ewan MacArthura, Thomas Haineya, James M. Boyleb from University of the West of Scotland, High St., Paisley PA1 2BE, Scotland, United Kingdom and University of Strathclyde, Glasgow, Scotland, United Kingdom with a title of “A systematic literature review of empirical evidence on computer games and serious games” examines the literature on computer games and serious games in regard to the potential positive impacts of gaming on users aged 14 years or above, especially with respect to learning, skill enhancement and engagement. Search terms identified 129 papers reporting empirical evidence about the impacts and outcomes of computer games and serious games with respect to learning and engagement and a multidimensional approach to categorizing games was developed. The findings revealed that playing computer games is linked to a range of perceptual, cognitive, behavioural, affective and motivational...
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...INTRODUCTION Background of the Study Computer has led to groundbreaking outcome which completely revolutionized the society. One display of these fast growing advancements to society is computer gaming. Teenagers who are playing these computer 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. In 2006, Luke Ahearn stated that “Game development is booming! In the past few years many books have been written, more information than ever is available on the internet, and many colleges are offering courses – even degrees – in game development.” In addition, Adams & Rolling (2007) stated that games are created to serve a purpose and they are related to the human desire for play and our capacity to pretend. Also video games are forms of art, thus aesthetics are part of their design. It’s also shown in some studies that computer gaming helps the brain, especially to the young at age, to develop their logic skills. “Computer-based video games can clearly facilitate students’ learning performance. This finding indicated that computer-based video game playing not only can improve participants’ fact differentiation/recall processes, but also promotes problem-solving skills by recognizing multiple solutions for problems.” (Chuang & Chen, 2009, p.7). In addition, playing computer games according to some research is beneficial...
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...BACKGROUND Introduction Computer addiction is a relatively new term used to describe a dependency on one's computer. Computer addiction is not limited to personal computers (PCs). It covers video games and the Internet and has already been given a label by psychologists, namely Internet Addiction Disorder(IAD). People can grow addicted to a variety of substances, and there is usually a substantial amount of help available to treat them. Alcohol, drugs and sex have all been known to bring out the addictive personality trait in some people, but other forms of addictive behaviour, such as exercise, watching television or spending too much time on a computer, have only recently been recognized. Computer addiction, like any addiction, can creep up on a person without one being aware of it. Talk shows are full of people whose relationships have been torn apart by one partner's computer addiction. Spending hours chatting online, surfing the web or playing computer games can cause relationships to deteriorate as other parts of a person’s life are neglected. http://www.studymode.com/essays/The-Effects-Of-Computer-Games-To-1171688.html Chapter 1 PROBLEM AND ITS BACKGROUND INTRODUCTION When the internet was first created programmers from all over the world created different games that could be play over the internet. Internet games (also known as online games) are games that are played online via the Internet. They are distinct from video and computer games in that they are normally...
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...Background Introduction There are many students and even some young professionals that are addicted to DotA. This is one of the computer games that can be played by many players and is one of the most popular games to young students. Many students get addicted to this game and they even spend long hours inside the computer shop just to play the game. There are studies that getting addicted in playing computer games affects their studies and this is the cause why they are lying to their parents that they need extra money for their school project but the truth is they are just using the money to rent a computer where they can play DotA with their classmates. Sometimes, in order to make the game exciting, they have a deal to pay those who won the game, so it already becomes a form of gambling. When time spent on the computer playing DotA games or cruising the Internet reaches to the point when it harms a child’s or adult’s family and social relationships, or disrupts school or work life, that person may be caught in a cycle of addiction. Like other addictions, DotA game has replaced friends and family as the source of a person’s emotional life. Increasingly, to feel good, the addicted person spends more time playing video games or searching the Internet. Time away from the computer or game causes moodiness or withdrawal. When a person spends up to ten hours a day or more rearranging or sending files, playing games, surfing the net, visiting chat rooms, instant...
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...attitude the students need if they were to engage into playing computer online games. Developing this attitude is not a personal choice alone, it required the participation of the society. As time continues to run, our world keeps getting more advance and modernize and until now, it doesn’t stop. One of the finished products of modernization is the machine called computer. Since it was invented and being developed, it gives us benefits and brings significance to our lives. Moreover, an effect of its usage would occur. It can be in our thoughts, behaviour, actions and or in other ways. Development in computer 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 students. Students who are playing online games believe that they are playing these games just for fun without knowing that there are a lot of effects of playing these games that are more than what they think. The influence of technology in the field of gaming continues to grow at a rapid pace. As computer and online games have increased in popularity over time, they have caused significant impact among students. This form of entertainment has spawned many fads. Online games are the most sought leisure activity followed by students nowadays. Online games are the “in” thing these days. Here in the Philippines, more and more people - most of them are students - are...
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...THE EFFECTS OF computer games on the academic performance Introduction The term computer game is in sharp competition with video games, console games, and arcade games. Video games and console games usually mean gamesconnected 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 apersonal computer. However, since all of these areas have been developed inclose parallel and because all of these games are played on computers, mostresearchers 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 introductionof a shoot-up game. Since the computer games have become aregular part of life for many people due to its increased popularity. The computergame has changed from being primarily played at an arcade to be primarily played in the home. Research Background It has been recognized that the challenging nature of computer games canexercise the mind and teach garners to focus, have patience and prioritize. It does not take long to identify that all these attributes are also desirable in the process of generating students who excel academically especially at levels where knowledge and comprehension are not the main concern but rather application and analysis skills are more sought after. If games are good for the mind, they must certainly have some effects on the academic performance ofthe players. When the students...
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...we call “computers”. Computer is one of the best inventions that are made ever by human being. It helps us on our needs. It helps us to communicate with others and be updated with the news. It provides entertainment and makes things easier. One study by Willoughby in the development psychology in 2008 found out that viewing video increased aggression and sometimes can be linked to the decline of academic performance. This online games has a big impact especially in teenagers; moreover, Dalan (2008) on cyber psychology found out the negative effect of playing online games, these according to him may lead to violence, anger and swearing. Online gaming has emerged as a popular source of entertainment and play for all ages, especially for students. Students and other individuals who are always playing with computer games may find themselves obsessed with these games. They might be using a lot of time that should be otherwise be used for studying, doing school work and engaging in more productive endeavour. It is for these reasons that a group of fourth year student of Bicol State College of Applied Sciences and Technology conducted a research on the effect of computer gaming on the academic performance in mathematics of grade 7 students in the first and second grading period for the school year 2012-2013. Statement of the Problem This study assessed the effect of computer games played by grade 7 high school student of BISCAST on their academic performance in mathematics...
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...Moreover, Tzeng (1999) explained in his study “Optimizing Challenges and Skills in the Design of an Educational Computer Game and Exploring Adolescents’ Gaming Beliefs” that previous studies indicate that computer-assisted instruction (CAI) programs have important factors that can motivate, challenge, increase curiosity and control, and promote fantasy in children. Despite the fact that computer and video games gave the same multimedia capability as CAI programs, Begg et. al. (2005) stressed in their study “Game-Informed Learning: Applying Computer Game Processes to Higher Education” that their potential learning impact is often discounted by parents and educators. Recently, computer-based video games presence and popularity have been ever-growing, and game developers and researchers have started to investigate video games impact on students’ cognitive learning. For, example Pillay (2002) commenced a study entitled “Journal of Research on Technology in Education” investigating the influence of recreational computer games on children’s subsequent performance on instructional tasks. While game-playing is regarded somewhat negative in educational settings, particularly for young children, re-scrutinization of its influence in a teaching and learning context is crucial. This study investigated whether computer-based video games facilitate children’s cognitive learning achievement. In comparison to traditional CAI programs, this study explored the impact of the varied types of...
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...choose staying at home playing computer games or any other gadgets instead of playing outside, making friends with other children and exercise their mind and body which is very helpful to their health. One of the main reasons why students are attracted to computers is because of computer games. Modern technology is now very accessible to people especially students, they can easily go to computer shops near the school to play and most of them spend the whole time with it and forgot their responsibilities as a student which is one of the disadvantages of playing video games. There are also good things that a student can benefit in playing computer games because there is also other types of video games that are educational which can help them enlighten their minds, discover new knowledge,improve their thinking skills, stuffs that they think it never existed and experience new things that they have never encountered in their entire life. Educational computer games can enhance students’ motivation to learn, but only depends on how they play. Some students get hooked on to playing computer games so much so that they tend to lose interest in other more important things like studies. Some of them who don’t have any knowledge about computer games before are now addicted to it because they are easily affected by peer pressures and also because of ignorance which tends them to play games they have never experienced before. In this matter, some students who are unfortunate...
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...if we are engage into Computer Game. Developing this attitude is not a personal choice alone, it requires the participation of society (parents, school, and game developer and government)." As a computer game user, player and fan, it has led me to study the effects of playing computer games such as DOTA, KHAN, and other highly innovative and competitively graphical games. The purpose of the study was to establish an understanding of to what extent is the effect of playing online games, network games and other types to the studies of the students in the university where I graduated. While it was difficult to set a parameter of classifying games according to types and quality since I and my friend believed that the characteristics of the games have something to do with the addiction of students to playing, we thought that it would be safe to just assume games as if have the same characteristics even though these games are under of different types and of the different level of complex graphical presentation, level of real-time experiences, the plot of story it is trying to project and a lot more qualities. Thus, if we quantify the effects then assumption holds that each game that we have studied has a relatively the same impact to students considering its character/quality. However, the extent of its impact is relatively different when we talk about the degree of variation to students experiences towards gaming. This shows therefore that in studying game addiction, it requires...
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...Perceived Effects of Online Games to the Academic Performances among Students under the College of Business Administration Education at University of Mindanao (UM) Leynard Bangkulit Romeo Dimiao Russel Anthony Junsay Chapter 1 INTRODUCTION Background of the Study 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 the most aggressively growing business sectors in the United States 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 speech 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 many 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. By2007, the population of online gamers worldwide was about 217 million, approximately 28 percent of the total online population (comScore,2007).In addition, online game addiction is prevalent in many countries, including China, Korea, Vietnam, Japan, U.S., and Canada. In South Korea, 2.4 percent of the population, ages nine to thirty-nine, were believed to be addicted to online games, and over 10 percent...
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...The computer became irreplaceable tool in every life of almost each person. The adult users generally use it for business purposes while youngster for computer games, computer became the part of our life in every important component in many spheres of modern life so it somehow influences on people one of the life leisure. And now a day’s majority of young people spend their leisure in playing computer games, surfing through internet, computer games have become the one of the favorite time spending of young people all ages, and even some adults with permanent development of computer technology the quantity of people using computer either for working purpose or entertaining purposes or increasing speedily. A personal computer games is a kind of game plated on a personal computer, rather than a video game console or arcade machine. Computer games have involved from the simple graphics and games play early titles like space war to a wide range of more usually advance titles. In this study, the effect of being addictive in playing computer games on the selected students aims to describe computer games affect our lives. It aims to seek how to lessen their attention to it. Statement of the problem The study aims the effect of computer games to the academic performance of the selected students of Santo Rosario Academy school year 2013-2014 1. What types of computer games attract most of the students of Santo Rosario Academy? 2. What are the effects of these computer games...
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