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The Effects of Computer Game-Playing to the Academic Performance of High School Students

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Approval Sheet This thesis entitled “The Effects of Computer-Game Playing to the Academic Performance of the Grade 10 students of Don Bosco College – Basic Education Department High School Level School Year 2015-2016”, prepared and submitted by Syrell B. Almazan, Axl B. Cantil, Jorish B. Del Rosario, and Cyrihl C. Velasquez, in partial fulfillment of the requirements in English X, is hereby recommended for oral examination.

Mr. Artell L. Almonte Subject Teacher

Approved by the Committee on Oral Examination with a grade of _____.

Mrs. Ma. Fatima A. Alarcon Mr. Joseph Christopher DT. Briana Member Member

Mrs. Carolina B. Campos Ms. Vilma Rosa R. Dorado
Member Member

Mrs. Anita V. Maullion Mr. Wally A. Micosa
Member Member

Mr. Erbert V. dela Resma
Chairman

Accepted and approved in partial fulfillment of the requirements in English X.

Rev. Fr. Regulus M. Porlucas, SDB Principal
Date: __________
Acknowledgment

Thanks to those teachers who helped us, especially Sir Erbert Dela Resma who gave the formula and Ma’am Joyce Bacuyag for helping us on how to compute the data. Also thanks to the aunt of Cyrihl Velasques for helping us on how to create a thesis

Thank you.

Dedication We dedicate this research to our Almighty Father for giving us strength in making this thesis. Next, to our beloved teachers and also to our classmates, the Grade 10 Caravario. We also dedicate this thesis to our parents for showing support and guidance to finish this thesis. We dedicate this thesis to the future researchers who will be making their thesis for the next school year. Lastly, we dedicate this to ourselves to inspire other researchers

Almazan, Syrell B., Cantil, Axl B.., Del Rosario, Jorish B.,Velasquez, Cyrihl C. 10-Caravario, Don Bosco College, Inc., February, 2016. The Effects of Computer-Game Playing to the Academic Performance of the Grade 10 students of Don Bosco College – Basic Education Department High School Level School Year 2015-2016

Abstract The Effects of Computer-Game Playing to the Academic Performance of the Grade 10 students of Don Bosco College – Basic Education Department High School Level School Year 2015-2016.The objective of the study is to determine whether there is a significant relationship between being a varsity member and the academic performance. The respondents of this study are the Versiglia, Cimatti, and Caravario Students. The data gathering tools used were the survey questionnaires and the grades of the respondents. The statistical treatments used is Pearson’s Product-Moment Correlation Coefficient Formula (found in Appendix G). The results showed that there is a significant relationship between the academic performance and playing computer games.

Chapter 1 INTRODUCTION

The presence of technology made everyone’s way of living easier from long complex processes compassed to _____ clicks and _____, we call do things ______. It has been decades since people started enjoying the benefits of the birth of technology in our world.

As our lives become more _____ and convenient ____ forms of technologies took place. Some helped our industry, security, household, education and leisure. One of these form of technology that entertain people are the computer games.
Nowadays, computer games are trending. These are application that can play online and offline. There are various games that can play. It can be educational games such as solving mathematical numbers, spelling and building a model. It can also be simulation of different activities such as baking a cake, driving a car and even fighting a battle.
Due to the fun and past time activity that can get from these computer games, people make fond of it. Playing computer game is now their hobby. Most of the people will rather play computer games than physical activities. This is due to the way you play it. People do not need to get sweat or even go to a field just to play. Instead, they will just sit back, relax and have fun playing computer games.
Students are one of these people that made these computer games trend. Students especially the high school ones love to play these games. They spend their weekends playing these games and stay until midnight just to go to the next level or even finishing the game. Moreover, some of them really spend money just to play.
In connection with the aforementioned situation, the researchers wanted to knows the effects of computer game to the academic performance of the students. They wanted to know if this computer game has a positive or negative effect on students’ performance.
In order to find the answer, the researchers will use Grade 10 students from Don Bosco College as their respondents. One of the best things about simple random sampling is the ease of assembling the sample. It is also considered as a fair way of selecting a sample from a given population since every member is given equal opportunities of being selected. The respondents will answer survey questions using rating scale. This is the reason why the researchers came up with the study entitled “The effects of Computer game-playing to the Academic Performance of the Grade 10 students of DBC-BED High School Level”.
According to a survey by the Asian institute of journalism and communication, an average of 77% as near B out of 10 children play entire games in the Philippines, with Luzon reporting the highest number of games this explain the instants growth and ____ of established computer shops around our places.

Statement of the Problem
This thesis is about the effect of Computer-game playing to the academic performance of the Grade 10 students of DBC-BED High school level SY 2015-2016.
This study aims to know whether there is a relation between Computer-game playing to the academic performance. It aims to know how Computer-game playing affects the academic performance..
Specifically the researchers seek answers to the following questions. 1. Is there a significant relationship between Computer-game playing and the academic performance of the Grade 10 students of Don Bosco College Basic Education Department High school level School Year 2015-2016? 2. How does Computer-game playing affect the academic performance? 3. How much time do the student spent in computer game and studying? 4. What do you expected in your grade? 5. What is your actual grade in 3rd quarter?

Hypothesis
Null Hypothesis (Ho) There is no significant relationship between computer game-playing and the academic performances of the Grade 10 students of Don Bosco College –Basic Education Department High school School Year 2015-2016.
Alternative Hypothesis (Ha) There is a significant relationship between computer game-playing and the academic performances of the Grade 10 students of Don Bosco College –Basic Education Department High school School Year 2015-2016.

Theoretical Framework
Based on the researchers’ topic, each student has its own talents and abilities. Some are good in academics and some are good in different things like sports, games, arts, music and technology. The researchers will do an observation in the behaviors of the sample. It shows how the computer-games affect the academic performance of the researcher’s sample.
The Researchers will have a theory about their topic. The theory is called the social cognitive theories. Where in people learn through direct experience or through observation.
Albert Bandura was born on December 4, 1925 in Mundare Aberta Canada he is a psychologist. For 6 decades he has been responsible for contributions to many fields of psychology including his social cognitive theory, therapy and personality psychology he studied about the behavior of a person he is also known as the greatest living psychologist in the year 2002.
Mischel was born on February 22, 1930 in Vienna Austria, fleering with his family to the United States after the Nazi occupation in 1938. He grew up in Brooklyn, New York and studies under George Kelly and Julian Rotter at Ohio State University. He also taught at the University of Colorado from 1957 to 1958 at Stanford University from 1962 to 1983, he was also in the Department of Psychology that year at Columbia University he contributed in social cognitive theory. Based on the Social Cognitive theory, People learn by observing both themselves and others who may not be present. The people can learn by observing people in the same room, television on movies and in video games. When the people observed, people behave they also see whether that behavior is rewarded or punished. People are likely to imitate behaviors if they also witness the behavior being punished. Bandura, A., & Walters, R. H. (1963). Aggression. In Child psychology: The sixty-second yearbook of the national society for the study of education, Part I. Chicago: The National Society for the Study of Education.
The researchers chose this theory because the researchers can apply it to their topic. Because in their topic, the researchers need to learn about the behavior of the students how the computer games affect their behavior. So the researchers chose this theory as a part of their thesis.

Conceptual Framework
RELATIONSHIP
Effects on academic performance

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Time Spent Playing computer games

Figure I. Conceptual Framework of the Study

The figure above shows the effects between the Computer Game-playing and the Academic Performance of the Grade 10 students.
This framework shows that computer games can yields to the negative effects that influence the students in their academic performance. The researchers would study the effects of computer game-playing and focus on how to determine the possible negative effects will come up affecting the student’s academic performance.
In the representation above the researchers considered that “Academic Performance” is affected by Computer games this study can help to identify what are the effects of computer gaming to an individual, especially to student who is addicted to these games. There are many people that play computer-games especially the young ones. Being addicted to this computer games cannot be easily avoid by many to this computer games cannot be easily avoid by many young people. They are very curious in new things that they never understand and they will do everything to make their lives more fun for them to experience.
Because of this game the students cannot focus on their studies and are having trouble with their academic performances. Fewer students are studying hard than the ones who have been addicted to computer-games. This is like a disease that can spread throughout the world and have the power to ruin the daily lives of the young people and even adults. It has become a sad and unavoidable future for the ones that may be affected by these games in the future therefore the researchers.

Significance of the Study
This thesis entitled “The Effect of Computer game-playing to the Academic Performances of the Grade 10 students of Don Bosco College –Basic Education Department High school level School Year 2015-2016”.Today, almost everyone uses technology, people has their devices that they can uses for entertainment. Some of the thing that can be done is to watch videos, to know the latest news, to communicate with family and friend thru social networking sites and most especially is to play computer games. And most of them especially who play computer games is the young ones especially students. Playing these games can infest and corrupt their young minds.
Specially, this thesis is significant because of the following reasons: 1. Students. This study with inform them on how computer game playing affect their academic performance. They can involve themselves more (if it has positive effects) or reduce de usage ( if it has negative effects) on their academic performance. 2. Teachers and School Administration. Help them seek more ways on how they can associate or drive a student’s attention away to computer game playing if ever it has established are either positive or negative effects in their academic performance. 3. Parents. Aside from the teachers, parents can help in determining the student’s involvement in computer game playing once they are outside the school premises. They can freely monitor its effects on their child’s. Academic performance. Moreover, upon having the results, they can either increase or decrease their child’s involvement on computer games if ever it has positive or negative effect on their academic performance.

Scopes and Limitations
This study focuses on the effects of computer game playing to their academic performance of Grade 10 of Grade 10 School Year 2015-2016. Their comparing the academic performance of one respondent form another. The study is determined to male students because the school is an all boy school. Students who are in their 71 seventh, eight, on math grade are not included in the study.
The scope of this study is to identify the effects of computer game-playing on the Academic performance of the students. The study will be conducted in DonBosco College, Canlubang, Calamba City in the academic year 2015-2016. The respondents of the study were Grade 10 students. The Grade 10 respondents were selected through random sampling. Survey form was used in gathering data.
Educational games are explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment. Educational games are games that are designed to help people to learn about certain subjects, expands concepts, reinforcement development, understand humans about a specific subject and to teach them a skill. Games are interactive play that teach us goals, rules, adaptation, problem solving, interaction, all represented as a story. They satisfy our fundamental need to learn by providing enjoyment, passionate involvement, structure, motivation, ego gratification, adrenaline, creativity, social interaction and emotion in the game itself while the learning takes place.

Definition of Terms Must be in their operational meaning (on how those terms are being used in the study) include also, computer games physical activities, social cognitive theory definition.

Chapter 2

REVIEW OF RELATED LITERATURE

The researcher’s thesis is about how computer games effected to grade 10 students of Don Bosco College Basic Educational Department High School Level School year 2015-2016. It is shown love what the researcher have found about the Computer games have a bad influence in the grade 10 student of Don Bosco College High School Department. The researcher’s had researcher in the books to know how can effected the computer games in their behavior. The student engage in desired behavior or show improvement in academic performances, adult should, and often do, reinforce behavior. The reinforcement is often in planned and social. The reinforcement is often enough to produce meaningful changes in student behavior. However, specific reinforcement programs may heed to develop to student behavior, careful and understanding it the relative strength of reinforcement for desirable behaviors versus competing behaviors should lead to the development of more successful procedure designed to prevent learning and behavior problems. Behaviors is a branch of psychology, it is the study stimulus response relationship. Behavior is a response to stimulus. The American school of behaviorism was initially developed John Iratson. According to Watson, thinking and intension were internal processes that could not to be observed and therefore should not be studied. Only observable behaviors are of interest to scientific study. Thought experiments with animals. B.F skinner developed the theory of operant conditioning operant conditioning. Operant conditioning is learning in which voluntary behavior is strengthened or weekend
Children need to learn how to balance studying computer so they do not neglect the study. The student must always it would not addicted to playing computer and focus on learning. The researcher used the statistical formula of reason r correlation alternative relationship between computer-game-playing to the academic performance of grade 10 high school student of Don Bosco College Basic Educational Department school year 2015-2016. After the research get a value of I. the researchers conclude that there is a significant and relationship between the effects of computer game-playing on the academic performance of the grade 10 student. Computer games can motivate students, that’s why the school used educational games to make the motivated and the student will play this educational a new stepping stone to both computer gaming and academic performance these have their own benefits. Many teachers have found that computer games serve as a good reward for the excellent work. Students are motivated to do other assigned activities to earn the opportunity application of games in the class room. However, games that build problem solving skills but have little relevance to the subject in matter being taught must be curriculum have greater educational in fact, those games that combine the development matter not only enhance motivation through the amusement of the games but, at the same time they present information and reinforce the retention of that information through an easily remembered and challenging experience. (Allyn& Bacon, 1998, p.90) The samples the researchers will be using of the Grade 10 of Don Bosco College Basic Educational Department S.Y 2015-2016 with a total of one hundred seven students. The ranged to 14-17 years old. The samples are all male, giving knowledge that Don Bosco is an all boy school. The researchers hope that the samples answer the survey properly and seriously. The following survey answered will be used as the data in our study and to our instrumentation. The researchers assure that the given survey answered will be treated confidentially.
The researchers needed the cooperation of the grade 10 student because conducting a survey is important in thesis writing and it can be help the grade 10 student to improve their grades and their attitudes.
Almost all grade 10 student of DBC-BED with high level computer crazy use some of them are accustomed to using a computer while others still pretty much well used, some were abusing the use of computer , the results usually appearing once night went home with children because the computer some more before returning home to the 10 o'clock that night. So, when the future difficulty because they rise in the morning and evening to go home tired and supine when you enter the home late that children from computer shop.
To play or not to play?
It’s legitimately difficult for someone who wasn’t raise playing video games to understand their true impact on our emotions our values, our choices, our lives Jennifer Tsao managing editor, electronic, gaming monthly there are all kinds of video games. Good, bad, and ugly and games that are especially tasteless and it would be agraved devoid of any value ( e.g. The senseless violent postal series the insane big mutha truckers, and play boy mansion). Many other video games however, despite having mature edges, are works of brilliant artistry, classic novels and award-winning film). It is not necessarily the themes or senses that determine whether or not a video game is good or bad. But rather, how such themes or senses are depicted and what overall message is being delivered through them. What is the context of the games mature aspects? A good non-video-game example might be the Lord of the Rings trilogy of movies. These are some truly disturbing scenes in these films, which show not only violence combined with some very nasty perhaps even demonic-creatures.(2006/ what every parent needs to know about video Games/ Richard Abanes)
Children today are also exposed to computers early in life in national survey families living in United states, 75% of households with children under 6 years of age owned a computer, and 88%of those households also had internet access (Calvertt, Rideout,Woolar, BarrandStrouse, 2005). As shown in figure 9-4 young children’s computer skills improve with age and experience, By 3 years of age, most children know how to use a mouse to point and click can load CD-ROM dics, and can then a computer on off without help (calvent et.al. 2005). As they more through the pre-school years, children become adept at those and other computer-related skills, researchers do not know muck yet about how computer usage affects young children, but computer usage is increasingly common among pre-schools and future studies will almost certainly explore in this area.(Child Development/2008/Charlotte J. Patterson/ 355)(Source: Age Ethonicity and social economic Patterns in early Computer use. By S, Calvert, V. Ride out S. Woolard, R.Barr and G. Strouse, 2005, American Behavioral Scientist,48, pp. 590-607.)
Another good things is mudding, the ability to change the game in a way that would otherwise be impossible on a console. Mudding can be achieved by downloading the premade mod, and installing it to your game. For many people, internet access is limited. I get my internet connection from my neighbors, as do some other people. Internet access is hard to achieve in a console without a modem or router. But all need a cheap wireless card to pick up on my neighbors connection. (Steven)

CHAPTER 3
METHODOLOGY

Research Design In descriptive design, the study focuses at the present condition. The purpose is to find the new truth. The truth may have different forms such as increased quantity of knowledge a new generalization or new “law” an increased insight into factors which are operating, the discover of new casuals relationship, or a more accurate formulation of the problem to be solve. The type of description method the researcher used is the survey researcher and the correlational comparative survey. The survey researcher investigators a universe of phenomena population by selecting sample from the population to discovery the distribution and interrelation of variables. It uses the questionnaire and interview S key instrument of data collection.” The other type of Descriptive method that the researchers use is the correlational-comparative survey. The correlational-comparative survey is designed to determine. The relationship of two variables, whether the relationship is perfect, very high, marked or moderate slight or negligible. For the researchers, the research design will be the plan scheme in conditioning a research. It includes analyzing and collecting data. The research design that will be used by the researchers is descriptive method. This method doesn’t manipulate or change its data. As started, the research design focuses on the effect of computer game playing to the academic performance of the grade 10 high school students and seeks the answer is a computer game affect academic performance or how does computer game playing affect the academic performance. In our research about the research design, it is started there that the answer will be shown in different forms like usual relationship. In our study, a casual relationship is an example of our study. Other type of Descriptive method that the researchers used is the survey research and the correlational-comparative survey. The survey research, this research uses a survey and sample to collect a data. In our studies, we used the survey on order to get the data needed. The researchers used the survey questionnaire on an instrument to data gathering is the correlational-comparative survey. It is designed to determine a relationship of two variables. In our study the researchers can connect this by knowing performance. The correlation determines it the relation is very high marked, and moderate in our study. The researchers based the answer they obtained to the correlation table to know how is the correlation of the two variables. The researcher’s thesis is all about how to affects a computer-playing to academic performance to grades of the 10 students of Don Bosco College Basic Educational Department High School Level School year 2015-2016. Base in research many grade 10 pupils are addicted to play a computer because of the modern technology and modern game, there are the example of the effect into student not only grade 10 especially the lower years, here are started to develop a brain to response, This is called Descriptive research. Descriptive research design help provide answer to the to the questions of who, what, when, where, and how associated with a particular research problem a descriptive study cannot conclusive a certain answer to why descriptive research is used to obtain information concerning the current status of the phenomena and to describe “what exist with respect to variables or conditions in a situation. It also includes observations of the researchers it also describe about the characteristics or behavior of the topic in making a descriptive researcher must be observe in a completely natural and unchanged natural environment. Descriptive research provides data about the population or universe being studied. Therefore descriptive research is used when the objective is to provide a systematic something occurs or frequency, lends to statistical calculation such as determining the average number of occurrences.

Population Sample The samples the researchers will be using of the Grade 10 of Don Bosco College Basic Educational Department S.Y 2015-2016 with a total of one hundred seven students. The ranged to 14-17 years old. The samples are all male, giving knowledge that Don Bosco is an all boy school. The researchers hope that the samples answer the survey properly and seriously. The following survey answered will be used as the data in our study and to our instrumentation. The researchers assure that the given survey answered will be treated confidentially.

Instrumentation The variables of the researchers are X and Y. X indicates the number of hours spent by the student computer games. Y indicates the quarter grades or the academic performance in the first and second quarter.

Pearson’s r r=nxy- xy[nx2-(x)2][ny2-(y)2]
(as cited by Subong, 2015) 0.00 + 0.10 | No correlation | 0.11 + 0.25 | Ineligible correlation | 0.26 + 0.50 | Moderate correlation | 0.5 + 0.75 | High correlation | +0.76 to +1.00 | Very high perfect positive/negative correlation |

The Pearson’s r is used to interpret to the coefficient of correlation; the following interpretation of the different values of coefficient of correlation will be used. ( Subong, 2005, p.76) Pearson’s r coefficient of correlation is used when the two variables have ordinal data. (Subong, 2005, p.76) The researcher thought that the pearson’s r formula is the suitable formula for this study. The formula seeks correlation within two variables. In the researcher study, the researchers are seeking for the relation between computer game-playing to the academic performance. This makes the formula suitable for the study.

CHAPTER4 PRESENTATION, ANALYSIS AND INTERPRETATION OF DATA

This study is all about the effects of computer game playing to the academic performance of the grade 10 high school students of Don Bosco College Basic Education Department High School Year 2015-2016. The bar graphs section of Caravario, Cimatti and Versiglia and they show the time playing computer games.
Graphs
Question 1 to Grade 10

Figure 1: How much time do you spend playing computer games on weekdays?

In this figure, the students of section Versiglia were asked about the time they spent playing computer games during weekdays. As you can see 42% of the students population answered that they play computer games in an average time of 1-2 hours during weekdays. 24% of the section answered that they play computer games in an average time of 3-4 hours. 21% answered that they play computer games in an average time of 5-6 hours or less than 1-2 hours or they don’t play computer games at all. 58% of the student of section Cimatti answered that they play computer games with an average time 1-2 hours during weekdays, 18% answered that they play computer games in an average time of 3-4 hours during weekdays, 11% answered that they play computer games in an average time of 5-6 hours and 13% answered Others meaning that they play more than the time given or less than the time or they don’t they computer games at all. 53% of the section Caravario answered that they play computer in an average time of 1-2 hours during weekdays, 21% answered that they play computer games in an average time of 2-4 hours, 26% answered that they play computer games in an average time of 4-6 hours, everyone in the section plays computer games.

Question 2 to Grade 10

Figure 2:How much time do you spend playing computer games during Weekends? For the Versiglia students, 18% of the students answered that they play computer games during weekends in an average time of 1-2 hours, 45% of them play computer games with an average time of 3-4 hours during weekends. 21% play computer games with an average time 5- above and 16% answered others, meaning that they play more than the given time or less than the given time or they don’t play computer games at all. For Cimatti, 26% answered that they play computer games in an average time of 1-2 hours during weekdays, 24% says that they play computer games in a time of 3-4 hours, 34% answered that they play computer games in a time of 5-6 hours during weekends and 16% answered Others meaning that they play more than time give or less than it or the don’t play computer games at all. For Caravario, 29% of the students answered that they play computer games in an average time of 1-2 hours, 26% answered that they play computer games in a time of 3-4 hours, 34% answered that they play computer games in an average time of 5-6 hours and 11% answered Others meaning that they play more than the time given or less the time given or they don’t play computer games at all. Grades and find the total. In this computation, the variable X is the hours spent by the students on playing computer games and Y is the average or the grades of the students. The researcher multiplied the grades to the weekend and grades to the weekdays, after that the researcher’s total the answers in each variable the researchers total the x2 or the time spent playing computer games during weekdays and total the grades2. It’s also the same in weekdays, the researcher just substitute =xy to weekdays X grades and total grades to total grades2. r=nxy- xy[nx2-(x)2][ny2-(y)2] =YO-DB x DG(YV-LB)(YP-LG) =12269787.5-(9692.5 x 815)[112 x 839900-93944556.3][223.28823-664225] R= 0.19642353 The researchers based their answer at the correlation table. The answer is R= 0.19642353in the table it is said that it has correlation, meaning that computer game playing on weekend does affect the academic performance of the students, The student’s very high. This means that playing computer games during weekdays affects to the academic performance that playing computer games during weekend, here we can conclude that the researcher have found the answer, computer game playing does affect the alternative hypothesis which states that there is a significance relationship between computer game playing and the academic performances of the Grade 10 high school students of the Don Bosco College Basic Education Department High School Level School Year 2016-2017.

Chapter 5
SUMMARY, CONCLUSION AND RECOMMENDATIONS

Summary This study is all about The Effects of Computer Game-Playing to the Academic Performance of the Grade 10 High School Students of Don Bosco College Basic Education Department High School Level School Year 2015 – 2016. This chapter aims to know the recommendations and importance of the study. For the knowledge of the students will be able to manage their time properly and lot of time on studying than playing computer games. On this computation, the formula used by the researcher is the Pearson’s r. This formula is used to find a correlation between two variables. The researchers will measure the results whether computer game playing does affect the academic performance of one student. The two variables used in the studies are the academics performance and he time spent playing computer games. The researchers use bar graph to measure the percentage of the answers on the given survey and lastly, the researchers seek for the answer whether which hypothesis will be accepted. The tools used in this study are the surveys, the data or the grades of the student. The researchers used the spreadsheet and input the given data obtained from the survey and the grades from the teacher. The researchers conducted a survey on the students seeking for different answers related to computer gaming. On the other side, the researchers composed a letter to our dearest principal and teachers to allow the researchers to have a copy of the data or the grades needed for the study. The samples are able to answer the questions properly and the teachers comply with the recorded data.

Conclusion The researchers first solved the relationship between academic performance and computer game playing every week using Pearson r. The answer is equal to -0.19642353. Based on the correlation table, answers which are ranged up to ± 0.00 to ± 0.20 are considered negligible connection.
This means that playing computer games every week does affects the academic performance of one student. Thus, because of the result that the researchers’ computation, they accept the Alternative Hypothesis which stated that there is significant correlation between computer game-playing to the academic performance of one student.
Because of the results of the researchers on their study, they reject the Null Hypothesis which states that there is no significant correlation between computer-game playing to the academic performance of a student, and accept the Alternative Hypothesis
The researchers, based on their study, believe that computer game-playing truly affects the academic performance of one student. If a student plays more computer games than studying, then that student will have lower grades and lower academic performance.
Playing too much computer games leads to addiction and poor time management, making the student suffer in his academic performances and might affect his performance on things such as tests, long quizzes, seatworks, and the like because the student played computer games instead of studying.
Recommendations
This study is about “The Effects of Computer Game-Playing to the Academic Performance of the Grade 10 Students of Don Bosco College Basic Education Department High School Level School Year 2015-2016”. After doing all the computations and obtaining the results, the researchers would like to recommend something to the school, to their sample population and to the future generations of researchers. The researchers recommend the school to teach the student’s proper time management, with the students will be able to balance their own priorities and the students will learn to set a time on the things that they will do. The researchers encourage the school to give knowledge in the students on how to prioritize their duties. The researchers recommend the school to give knowledge about computer gaming and computer addiction and to teach the students proper time management and discipline on playing computer games.

Bibliography

Barr, R. F., Calvert, S. L., Rideout, V. J., Strouse, G. A., & Woolard, J. L. (2005). Age,
Ethnicity, and Socioeconomic Patterns in Early Computer Use. Sage Publications. pp. 590-607
Whitford, F. W. (1998). Allyn and Bacon quick guide to the internet for psychology.
Boston: Allyn and Bacon.
Bandura, A., & Walters, R. H. (1963). Social learning and personality development. New
York: Holt, Rinehart and Winston.
Abanes, R. (2006). What every parent needs to know about video games. Eugene, Or.:
Harvest House.
Patterson, C. (2008). Child development. Boston: McGraw-Hill Higher Education.

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