Академический Документы
Профессиональный Документы
Культура Документы
Submitted By:
Kaiser M. Encina
Aljun V. Ramas
Edwardo A. Abraham Jr
CHAPTER 1
INTRODUCTION
habits, even highly intelligent student failed due to inefficient work and lack of knowledge on
how to study effectively.
Important skills for study have to be learned and practiced. Moreover, students who put in more
classrooms how and who work to a more regular program of study have a better academic
performance ( Burrill, D. A. 2008).
This research is composed of effective study habits that will help students in studying especially
college students. It aims to give information or advice and even strategies that can help students
and this can increase their grade. Most of the college students today play computer games
regularly for entertainment and leisure or a way of hanging out with their friends and many of
them missed the effective study habits. In this problem, the researcher wishes to improve and
enhanced their learning and to reach their highest potential in significant improvements on test
scores and the highest level of success in the classroom or on the job. The researchers are also
concerned to our fellow students to help them and give them ideas in terms of time management
and the effects of playing computer games to their study habits.
B. Statement of the problem
The main aim of the study is to know the effects of playing computer games on the study
(academic performance) of SPSBL students.
The study will answer the following questions:
1. What is the demographic profile of respondents in terms of :
1.1 age
1.2 sex
1.3 religious affiliation
1.4 combine monthly income of the parents
1.5 parents occupation
2. What are the reasons why SPSBL students play computer games?
3. How long does the SPSBL student play computer games per session on a daily basis?
4. Which of the following will the SPSBL student do when they arrive home?
4.1 Study
4.2 Rest
4.3 Play computer games
4.4 Others
5. Does playing computer games affect the Studies (academic performance) of the SPSBL
students?
6. What are the effects of playing computer games to the academic performance of SPSBL
students?
CHAPTER II
THEORITICAL FRAMEWORK
in many types of games (Heintz-Knowles et al., 2001) and its potential association with
aggression has attracted particular attention (Griffiths, 2000).
Young people in academic settings have been found to be heavy users of the Internet, and early
adopters of new technology. This makes them an ideal group for studying trends in Internet and
technology use and therefore and ideal population on which to focus the research of gaming use.
While the study of new technology use can only claim to capture a snapshot of a continually
metamorphosing geography, it is our hope that this early attempt to more clearly define the path
of electronic and online gaming will provide a strong foundation for future research in the field.
Perhaps the most important trend spotted is the integration of gaming into other activities.
Students would take time between classes to play a game, play a game while visiting with friends
or instant messaging, or they would play games as a brief distraction from writing papers or
doing other work. The compartmentalization of leisure activities that their parents have
internalized is largely unknown to the current group of college students. That is not to say that
they are unable to relax quite the contrary. But their leisure is taken in sips rather than gulps, as
a breather between other activities.
Gaming is also leading todays college students toward considering interaction as a routine
component of entertainment. The number that were observed either playing multiplayer online
games, instant messaging while gaming or chatting with friends in the same room while gaming,
along with the number that reported playing games frequently at a friends house, leads to the
conclusion that gaming is less a solitary activity and more one that is shared with friends and
others. Increasing adoption of always on broadband technologies and Internet enabled cell
phones will likely further contribute to the interactive uses of gaming and entertainment todays
college student will pursue.
Recent studies have shown that trait hostility may moderate the effects of playing violent
videogames (Lynch, 1994; Lynch, 1999; Anderson & Dill, 2000). Lynch (1999) has found that
the physiological effects of playing violent video games may be even greater for children who
already show more aggressive tendencies. Social learning theories of aggression (Anderson &
Bushman, 2002; Huesmann, 1986; Patterson, DeBarysche, & Ramsey, 1989) have dominated
most of the discussion of video game violence. Other research similarly suggests that Japanese
culture tends to foster socially engaging emotions, whereas Western culture tends to foster
socially disengaging emotions (Kitayama, Mesquita, & Karasawa, 2006). People develop their
own motives and needs to get their gratification or find a solution for their problems, which they
meet through media consumption or non-media-based activity (Lucas & Sherry, 2004). For
example: some people play video games to meet their need of entertainment and excitement,
while others play video games to meet their social needs.
It is worth mentioning that most of the studies brought out earlier on the same issue have tried to
bring out the negative side of the whole aspect while keeping the brighter side. However, it can
also not be denied that there is no privation of such studies too, which have dubbed video game
as a health-enhancing device.
If pursued as a solitary activity, playing video games can decrease important social interactions
with family and friends. A child's interactions with friends may become limited to pumping them
for information about hidden passageways and secret doors.
If allowed to dominate your child's leisure and study time, video game scan decrease
development of skills in sports, music and art performance in school can be affected if reading
and homework. If he doesn't do his homework, if he doesn't get enough sleep, if he doesn't play
outdoors, if he becomes a loner, or if he seems preoccupied with aggressive behavior as seen in a
video game.
Game time can even be used as an incentive for finishing these tasks properly. Educational
computer games tap the motivational power of arcade games and help them learn. They combine
academics and entertainment, and also teach computer skills.
Video games are not bad for children. They can teach certain skills and they are more educational
than watching TV.
One of the oversights in video game research is the paucity of studies examining college age
students and academic variables. Many current college age students grew up playing video
games, whereas twenty years ago this would not have been the norm. Thus the relation between
video game play and school performance may have changed as video games have become more
mainstream. Educational level is associated with video game play. Current students who are at
least 18 are more likely to play video games than non-students. Approximately 82% of full-time
and 69% of part-time students report playing video games compared to 49% of non-students
(Gentile, 2009). Video games may also now be experienced as part of a social interaction. Video
games may serve as social facilitators or group activities either in person or via online play
(Wack & Tantleff-Dunn, 2009). Many video game players and non-players spend time watching
others play video games (Entertainment Software Association [ESA], 2010; Stermer et al., 2006).
In the present study, we surveyed college students to examine the relations between video game
playing and school performance. College and high school GPA were used as measures of school
performance. Video game exposure was measured via self reported time spent playing video
games per week. Passive video game exposure, watching other people play, was examined in
order to create a more complete picture of time spent in video-game related activities.
Participants also completed questions designed to assess their interest in and exposure to violent
video games. We predicted video game playing would be significantly negatively correlated with
school performance. In addition, we expected a stronger relation for males than for females. We
expected that video game watching would be significantly negatively correlated with school
performance. We predicted that high frequency video game players would have poorer attitudes
towards homework than lower frequency users. Finally, we predicted that violent video game
enjoyment would be significantly negatively correlated with school performance. (Stephen
Burges)
The advantages that are evident in playing computer games are that you will eventually know
more about the computer software and hardware as each game will have its individual problem
and this will have to be solved through knowing the use of the computer software and hardware.
Playing computer games will also resut in the understanding of computer jargon which would
otherwise confuse the mind of a non-player. One more advantage would be that our fingers will
grow accustomed to pressing buttons on the keyboard as we gradually become better in our skills
at the computer games.
According to Pogue (2000), what is true about study habits was that more than thirty years ago
still rings true today-students fail because they do not know how to study.
The best advice he can give is to develop sound study skills. Its a common scene if some college
students fail to finish a passing requirement for a subject course. What is lacking is their
ignorance of developing good study habits that are necessary for good academic performance.
And to worsen their ignorance are their psychological conception of giving up so easily and the
tempting distractions of the surrounding that lead them to a zero percent possibility of creating
their own ideal habits. So, it has become a major trouble to college students who are known to be
suffocated with loads of works from school.
To elaborate more about study habits, Rothkopf (1982) referred to it as to whether students study
at the same time each day, whether they shut off radio, television while reading and whether they
paraphrase and write down what they have read during the practical instructions. Study habit also
describes some external activities which serve to activate and facilitate the internal process of
learning. Study habit is the daily routine of students with regards to their academic duties and
responsibilities. Each student has his own study habits varying on his preferences with the place
and time of studying, techniques in studying and more.
According to Palm Beach Community College (PBBC, 2008), they recommend that students
study should have at least three hours out of class for every hour spent in class. They also said
that a student must have a special place to study with plenty of room to work. And students
should not be cramped. They presupposes that study time will go better if a learner take a few
minutes at the start to straighten things up. A desk and straight-backed chair is usually best.
Don't get too comfortable--a bed is a place to sleep, not to study as what they said. A student
must have everything close at hand (book, pencils, paper, coffee, dictionary, computer,
calculator, tape recorder, etc.) before starting to study. Students are not suggested to spend on
time jumping up and down to get things. The PBCC suggests also that distracting noise should
be minimized however they said that there are some people need sound and some like silence. In
this case, a learner must finds what works for him or her. Culprits are family and friends.
consider a "do not disturb" sign and turning on your answering machine is the way also to have
better study habits according to the PBBC. The best advice he can give is to develop sound study
skills. He said that a student should make sure that he/she has a good study environment, a good
desk, a sturdy chair, good light, comfortable room temperature and a quiet atmosphere. That
means he/she should eliminate all external and internal distractions. Second, get a good overview
of the assignment before starting the work. Know what skills, facts and ideas that are expected to
master and the ground that are expected to cover. (Khim. 2011).
According to Muega (2003), students need to acquire reasoning skills that would enable them to
think critically and to make the right decisions claims on issues. Reasoning entails presentation
of arguments. It is when one makes conclusions from what he reads. It is from reading and
reasoning one gets to extend his knowledge crtically. To expand Muegas ideas, according to
Acido (2008), data have revealed that the major difference between students with below average,
average, and above average reasoning skills centers on their study habitswhether they have
good or bad study habits, and their attitude towards learning a particular skillwhether they are
interested or not, are responsible for their learning or not, and take responsibility over what they
do or not. Acido proves Zolten & Longs idea that the awareness on the responsibilities of a
college student is essential to increase studying skills.
Professors in the developing countries said that the undergraduate students should be fully equip
with high level of analytical skills, the capacity for critical reasoning, self-reflection and
conceptual grasp and ability to learn autonomously and exercise flexibility of mind
(Simmons2003). Study habits are said to be improving because of the advent and wide use of the
Internet, hypertext, and multimedia resources which greatly Affects the Study Habits (Liu,
2005).Karim and Hassan (2006) also note theexponential growth digital information, which
changes the way students perceive studying and with printed materials that are to be use in
facilitating study. (JamesB, 2012)
(Jbosila, 2013) defines study habits as the attitude of one person towards their academic year in
life. It has been also studied by many researchers. In fact, according to psychologist John M.
Grohol, the study habit of students is affected by its environment. Due to that, he suggests that
student should study in smarter way. And so he gives ten effective study habits to assist the
students with their schoolwork. These ten effective study habits are the following: 1.) Improve
your study mindset by thinking positively towards study, avoiding catastrophic and absolute
thinking such as self-pitying, and lastly, avoid comparing yourself with others. 2.) Environment
matters in studying so it would be better if you find your ideal place that suits your studying
approach. 3.) Bring everything you need, nothing you dont. Through this study habit, you will
be able to focus more on your schoolwork and you will avoid such destruction. 4.) Outline and
review your notes. 5.) Use memory games or mnemonic devices in memorizing pieces of
information regarding your studies. 6.) Practice by on your own or with friends since practice
makes perfect. It can also assist you to remember your lesson easily. 7.) Make a schedule you can
stick to and being committed to it hinder you from cramming. 8.) Take breaks and rewards.
These breaks will facilitate you to do your schoolwork more efficiently and effectively.
Meanwhile, the rewards could be use as your motivation in studying. 9.) Keep healthy and
balance. Though it is difficult to live a balanced life while in school, you must consider that the
more balanced you seek out in your life, the easier for you to overcome every components in
your life. Being healthy also, gives you more energy to do your tasks. 10.) Know what are the
expectations are for the class to abet you understand the course requirements and the professors
expectations.
(Micheng, 2012) describes study habits as the routinely or habitual way of studying the learner. It
accustomed method of approach to units of students learning with his consistency in ignoring,
destruction of his effectiveness to the specific materials being studied and the effects which he
exerts through out the process. Every year there are lots of comments from educators, school,
administrators, and parents who are a loss on how to improve their students or children study
habits. This required the teacher to promote a new mind set of learning style theories to
appreciate each students as a unique individual, instead of trying to force all student into one
fixed or pre-set model. Learning style works for all ages, for it is not only children who need to
enjoy while learning. Remember, the best way to help your children or students learn is to let
them be free. It is only through this freedom that they manifest their initiate skills and abilities.
Good study habits help the students to gain much effective learning that profit even more.
Students who perform well in classroom and who are academically outstanding are proofs that
they have good study habits. This is because study habits involve using organizational techniques
of learning which exercise the particular talents and aptitudes of the students.
Every students has different study habits, they have different learning preferences. Some prefer
auditory styles while others may be highly visual or tactual/kinesthetic. Everybody has a learning
style, and everybody has a learning style strengths. Different people just have different strengths.
B. Conceptual Framework
Having a personal computer at home will mean better access to computer games since the
machine is free and always available. Longer hours of playing games may be spent when there is
computer at home. Time spent on playing computer games largely affect students scholastic
performance. As a student spend more time playing, lesser hours are devoted for home work
reviews, and other school-related activities. Longer hours of computer gaming might have a
negative impact on school grades.
Proximity of computer shops to students house is another determinant of school performance. If
a computer shop is located near a students house, there is a greater tendency to play computer
games rather than do school tasks. Gender is one of the major determinants of computer gaming.
Several studies have shown that the probability of male students to engage in computer gaming
is higher than females.
Moreover, in terms of frequency in playing, males are more frequent players than females. Many
studies have shown that the number of siblings is also a determinant in playing computer games.
Frequent players are usually those who belong to a small family with 1-2 children, especially if
of opposite sex. Peer groups affect individuals attitude towards computer gaming. Those who
belong to a group where in members are computer gamers have higher tendency to become a
computer gamer than those who do not have.
C. Hypothesis Assumption
Those who spend more time playing computer games will have a decreased academic
performance. This is because they sacrifice studying or homework time simply to play computer
games. We also believe that people who play thinking computer games and those who play no
computer games would have better results than the computer game players.
D. Definition of Terms
Academic Performance how student deal with their studies and how they cope with or
accomplish different tasks given to them by their teachers.
Computer - an electronic device for storing and processing data, typically in binary form,
according to instructions given to it in a variable program.
Computer Game a game played by electronically manipulating image produced by a computer
program which is available on or performed using the internet or other computer network.
Internet is a global network connecting millions of computer.
Internet caf a retail establishment that rent computers by the hour.
Offline Game a computer game that doesnt require a internet connection to run.
Online Game a computer game that can be run from an internet browser and requires the
internet connection.
Peer pressure influence from members of ones group.
Student a person who is studying at a university or other place of higher education.
Study habit - are the behaviours used when preparing for tests or learning academic material.
CHAPTER III
METHODOLOGY
A. Research Design
In this research, a descriptive correlation method of research is used. Descriptive design focuses
on what situation and was a systematic in providing facts may be based. Descriptive design
involves the description, recording, analysis, and interpretation of the present nature,
composition, or process of phenomena. Descriptive research design was systematic method
which contains using the questionnaire to assess the students.
B. Research Locals
This study will be conducted at Saint Paul School Of Business And Law, located at Campetic
Pawing Palo, Leyte.
C. Sample and Sampling Techniques
The respondents of this study are the Information SPSBL students. The researchers used the
purposive sampling technique based on the knowledge of a population and the purpose of the
study. The reason why researchers used this kind of technique is because the respondents fit the
description and the purpose of this study. There are forty (40) students selected in random from
different year level First Year, Second Year, Third Year and Fourth Year who play computer
games. This research will also benefit the respondents in giving them better information about
playing computer games and study habits.
D. Instrumentation
The researchers prepared questionnaires containing the questions about playing computer games
and their study habits, how these effects affected them and how they reacted on it. The answers
of the respondents to the questions in the questionnaires are used to gather data and to achieve
the desired output.
E. Data Gathering
This study is assembled through gathering pertinent data which help the researchers in making
this study to be more presentable and knowledgeable. They forwarded a questionnaire to know
the effects and the reactions of the SPSBL students to the research problem. The respondents will
be given with questionnaires to know their insight about playing computer games and the level
of their study habits. Then after the success of answering the questionnaires, the results are
tallied and tabulated. It will be carefully and checked properly to attain accurate information for
the readers.
Male
Female
According to our research 75% of our respondents are male while 25% are female.
Stress relief
The graph shows that majority of the respondents are playing online computer games for their
entertainment which has 37% of the total percentage. The next reason why they play is due to
boredom which has 36%. The third reason in playing online computer games is to reduce their
stress. This reason received 17%. Personal interests got a 20% response from the respondents.
The graph shows that majority of the respondents are playing computer games for 1-2 hours per
session in a day (45%). The second most consumed hours in playing are 3-4 hours (40%). It is
then followed by playing 5-6 hours per session (8%). The fourth most spent time in playing is 78 hours of playing time (4%). The next time is playing 9-10 hours per session in a day (2%).
Lastly, the least spent hours in playing online videogames is 11 or more hours (1%).
The first thing student normally do when they arrive back home according to our survey is
playing computer games (47%), second they normally do is rest (25%), and (15%) of our
respondents answer they study when they arrive at home, while (13%) say they do other things.
Yes
No
13% percent of the total percentage answered that their academic performance is not affected by
playing online computer games and 87% answered that they are affected whenever they are
playing computer games.
100%
100%
80%
60%
40% 35%
20%
15% 13%
11% 7% 14%
5%
0%
35 percent of the total respondents answered that they cannot focus on their studies, 13 percent
answered that they cannot do their projects, 14 percent answered that they cannot do homework,
11 percent answered that they have low grades, and 5 percent answered that they are late in class,
15 percent answered they are absent in class and 7 percent answered they have high grades.
Religion:____________
Age: _____________
Parents Occupation: _____________
Direction : Please answer the following questions completely and honestly. Shade the circle that
corresponds to your answer.
Combined monthly income of parents:
O 5,000 15,000
O 15,000 30,000
O 30,000 or more
1. What are your main reason why you play computer games?
O Entertainment Purpose
O Boredom
O Stress relief
O Personal Interest
O Others:_____
2. How much time do yOou spend in playing computer games per session on a daily basis?
O 1-2 hours
O 3-4 hours
O 5-6 hours
O 7-8 hours
3. Which of the following would you first normally do when you arrive back home?
O Study
O Rest
O Others:__________
O NO
Number of siblings
Proximity of computer
shops to house
Students
Performance
Computer
Games
Time
Peer group
Spent
Gender
Owing
Year level
a PC