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INTRODUCTION
Video game is one of the most popular form of entertainment that is often used to
have fun. It provides visual representation of different perspectives in real life, but mostly
imaginative world of a certain person. According to Esposito (n.d.), a video game is a game
which is played using an audiovisual apparatus and which can be based on a story. Video
games is believed to be the cause of an aggressive behavior to hinder the students to excel in
class, to ruin a person’s future career (Deskins, 2013). But it has many benefits that can help a
On the other hand, cognitive learning refers to mental thinking which involves
through thinking, and experience and senses of an individual. It is also an individual’s way of
processing information. The Cognitive Learning Theory explains that the different processes
regarding learning can be understood through the analysis of mental processes and how internal
and external factors influence an individual to acquire learning (Sincero, 2011). If cognitive
processes work normally, a person can acquire and store knowledge naturally. Cognitive
learning involves skills which can largely help an individual in his daily life. Some video games
improve the suite of an individual’s cognitive function (Granic, Lobel, & Engels, 2014). These
cognitive skills are critical thinking, faster and more accurate attention allocation, mental
rotation, spatial visualization and the ability to mentally work in three dimensions, and promote
changes in performance and brain organization (Green & Bavelier, 2004). These skills may be
academic performance and health (Gray, 2015). Even though it has negative effects to humans,
video games still are beneficial. Playing video games can increase and improve an individual’s
cognitive and spatial skills in relation with education (Campos & Fernandez, 2016). Students
playing non-problematic video games can help enhance task-switching, more effective top-
down attentional control and processing speed, and increased sub-second time perception
Past studies show that neuroscience in relation to video games simply states the
different changes or effects video games can do to a person’s attitude, personality, and basic
motor skills. Video games affected a person’s reaction time and visuo-motor coordination that
resulted into the improvement of these skills. Spatial skills were also proven to have been
improved by video games. Visual attention to a person in video games made them more alert
and aware of even a minimal movement is made. Thus, video game play could play a real role
An article stated that computer and video games are maturing medium and industry
and have caught the attention of scholars across a variety of disciplines. The researchers started
the study to determine the improvement of the students learning in relation to video games.
The future of video games in education was one of the main points in the article. As designers
of interactive learning environments, instructional technologists can also learn from current
DGBL, several reviews of the literature on gaming over the last forty years, including some
studies that use rigorous statistical procedures to analyze findings from multiple studies.
Games are effective not because of what they are, but because of what they embody and what
learners are doing as they play a game (Van Eck, 2006). The learning is not only relevant but
applied and practiced within that context. Learning that occurs in meaningful and relevant
contexts, then, is more effective than learning that occurs outside of those contexts, as is the
The literature base relating to the use of computer games for learning appears to
remain small and, as with research relating to social and behavioural issues, it has not been the
core focus of a review since 1992. The findings also state the impact of frequent gaming on
academic performance, frequent players are found to be less positive towards school. Frequent
gaming reduces the time available for homework, which can negatively affect academic
performance (Emes, 2011). It has been found that academically unsuccessful boys spend more
The use of video games has shown benefits for ageing population have been proven
to have negative effects. The self-concept measure deteriorated significantly under relaxation
condition and on the passive control group. The cognitive skills deteriorate when it came to
participants with old age. The lifespan did not show any significant effects. Nor were any
correlations found between the time of use of video games and larger effects (Carla, 2011).
The overall findings of the past studies became generally beneficial in terms of
studying through video games. Video games were found to be an alternative and effective way
in learning and also proven to improve basic motor skills, visual attention, reaction time, and
social interaction. The articles concluded that motive, goal, genres, and playtime varies
between gender and age. Video games, despite its numerous benefits, can also cause bad habits
way as motor skills and other intuitive skills. Video games can challenge a gamer’s mind that
can stretch and force a person to improve and adapt. Improvement of these certain skills would
take large number of hours into a video game just to be noticed, but application of these certain
skills will have an immense change on a person that will only be recognized by anyone other
than the gamer. Other areas of a person’s life will be affected due to the amount of hours put
into a video game, with the being said such behavior would have a negative and a positive
effect on a person.
On the other hand, the purpose of this study is to determine the different cognitive
b. What are the cognitive skills that they developed in playing video games?
c. How do those cognitive skills that are learned in playing video games affect the overall
student’s performance?
Chapter II
METHODOLOGY
This study utilized the qualitative approach. Shank (2002) interprets qualitative research as a
form of systematic empirical inquiry into meaning. Case study design was used as the research
design of this study. Case study is an empirical inquiry that investigates a contemporary
phenomenon within its real-life context, especially when the boundaries between phenomenon
The researchers chose the participants among grade 11 senior high school students
that are aging from 16 to 19 years old. According to Greenberg (2010), grade 11 senior high
school students, use video games as a motivator for competition with other players and
diversion from the real life, which also means giving all the focus you have on gaming for a
period of time. These two motivators make the perception of students more valid and clear for
they are hooked up in gaming. The researchers used purposive sampling which is appropriate
for our case study research. Purposive sampling is judgmental, selective or subjective
sampling, purposive sampling relies on the judgement of the researcher when it comes to
selecting the that are to be studied (Rai & Thapa, n.d.). As suggested by Creswell (1998), the
researchers chose SHS students from Science, Technology, Engineering and Math (STEM)
strand considering that this strand is the most appropriate for the students in this strand are
more contact with gadgets, computers and etc. which is relatively close on video games.
2.3 Research Instruments
The researchers used questionnaires to decide who will be the participants of the
study. The questionnaire was divided into two parts, the first part of the questionnaires contains
inquiries about their personal information like name, age, gender, and etc. The second part
contains question about their background in playing videogames like “how long do you spent
on playing video games per day” and “how often do you play video games in a week”. By this
questionnaire the researchers were able to determine which students were appropriate to be
The researchers gave the consent form to the chosen participants in the study, the
consent form contains a letter on which it was stated that they are invited for a focus group
discussion that will be conducted by the researchers. The researchers conducted a focus group
discussion among the selected participants and there the researchers asked questions and the
different answers and perceptions of the students on the question were further discussed by the
group. The answers and statements of the participants will remain confidential and will only
This research used Thematic analysis for the data. To do that, the gathered data by the
researchers were familiarized and placed into a transcript. The transcript was encoded and was
organized according to its thought and lastly, the themes of the responses given was
Campos, C. & Fernandez, H. (2016). The benefits of active video games for educational and
https://files.eric.ed.gov/fulltext/EJ1127256.pdf
Carla, A. (n.d.). Cognitive effects of video games on old people. Retrieved from
https://www.degruyter.com/view/j/ijdhd.2011.10.issue-
1/ijdhd.2011.003/ijdhd.2011.003.xml
Deskins, T. (2013). Stereotypes in video games and how they perpetuate prejudiced. Retrieved
from https://commons.emich.edu/cgi/viewcontent.cgi?article=1062&context=mcnair
Early Research on the Use of Computer Games in CALL. (n.d.). Computer games and language
learning. doi:10.1057/9781137005175.0010
Esposito, N. (n.d.). A short and simple definition of what a video game is. Retrieved from
www.utc.fr/~nesposit/publications/esposito2005definition.pdf
Gee, J. (2005). Learning by design: Good video games as learning machines. Retrieved from
https://journals.sagepub.com/doi/abs/10.2304/elea.2005.2.1.5
Granic, I., Lobel, A., & Engels, R. (2014). The benefits of playing video game. Retrieved from
https://www.apa.org/pubs/journals/releases/amp-a0034857.pdf
https://www.psychologytoday.com/us/blog/freedom-learn/201502/cognitive-benefits-
playing-video-games
Green, C. & Bavelier, D. (2004). The cognitive neuroscience of video games. Retrieved from
https://psych.wisc.edu/CSGreen/csg_CNofVGP.pdf
Greenberg, B., Sherry, J., Holmstorm, A., Lachlan, K. & Lucas, K. (2010). Orientations to video
https://journals.sagepub.com/doi/10.1177/1046878108319930
McClarity, K., Orr, A., Frey, P., Dolan, R., Vassileva, V. & McVay, A. (2004). A Literature Review
https://images.pearsonassessments.com/images/tmrs/Lit_Review_of_Gaming_in_Educati
on.pdf
Nuyens, F. M., Kuss, D. J., Fernandez, O. L., & Griffiths, M. D. (2018). The empirical analysis of
non-problematic video gaming and cognitive skills: A systematic review. Retrieved from
https://core.ac.uk/download/pdf/82894305.pdf
https://ualr.edu/interdisciplinary/files/2010/03/Qualitative_Research.pdf.
https://explorable.com/cognitive-learning-theory
https://website.education.wisc.edu/kdsquire/tenure-files/39-squire-IJIS.pdf
Types of Learning and Possible Game Styles (n.d.). From digital natives to digital wisdom: Hopeful
Unsworth, N., Redick, T., McMillan, B., Hambrick, D., Kane, N., & Engle, R. (2015). Is playing
https://www.researchgate.net/publication/270590679_Is_Playing_Video_Games_Related
_to_Cognitive_Abilities
Yin, R. K. (n.d.). Case Study Research Design and Methods. Retrieved from http://www.madeira-
edu.pt/LinkClick.aspx?fileticket=Fgm4GJWVTRs=&tabid=3004
Raw Data
A. Transcription
Q1: Based on your Siguro uhmm lately Sa akin naman For me, I would say
requires quick
thinking capacity.
(CO2)
Q2: In what way Mostly about In some category of Tsaka different and
nafoform yung
skills. (CO8)
Q3: What features Ako naman nawalan For me naman is Different playstyles,
that feeling na
“YES! PANALO
KAMI!!”. (CO16)
skill helped you in and small details sa lack of equipment think about certain
different classroom test kunware, mas or things needed to things that I need in
scenarios? nagiging aware kase do a task and finish the classroom; for
online games.
(CO24)
Khoel Frix Robcel Camille
Parang ganun na rin Uhm ano kase sa Same sa sinabi ni Actually, nasabi na
akin, mostly on akin siguro yung Frix since ka-team nila lahat eh and
critical thinking decision making, all ko siya, every play wala na siguro ako
(laughs) (CO6)
Ito na nga eh, uhm Sige kayo na, wala Wala na din, same For me as a player of
comes kase from (laughs) (CO12) sinabi nila. Tamang timing can control
acquired or
game corresponds
to certain skills.
(CO11)
online feature, with Siguro mainly sa akin is the lahat ng sianbi nila,
this feature kase you challenging feature multiplayer feature yun na yun. Sense of
can team up with niya. Like what ng isang laro kase fulfillment,
people or even with yung factor na may naman talagang mas access, multiplayer,
your own friends. challenge yung laro nakakaenjoy all of these na sinabi
This feature helps keeps the game maglaro pag may nila is the key
our mind to be going and the kasama which component to the
flexible for players too, so pag magpupush sa isang games, without these
thinking mo based maeenhance at niya rin skills niya. is already used pag
(CO19) mo di masasayang
pera at oras mo sa
larong bibilhin mo o
aware ka sa mga kung ano dapat mas every detail bawat lesson sa
mo ganun. It really iba and medyo asking myself kung naghahanap ako ng
cooperate with my yung pagkacram and ditto ba pinaka- yung ginagawa ko,
thinking. (CO28)
B. Coding
Code
Factors and features of video game that CO8, CO10, CO16 – CO21
classroom setting
C. Theme
RQ1: What are the cognitive skills that they developed in playing video games?
RQ3: How do these cognitive skills that are learned in playing video games affect the
overall student’s performance?
1. Spatial visualization helps the students to be aware in every detail of an
exam, quiz and project.
(CO22, CO27)
2. Quick mind processing helps the students cope with the deadlines of
projects and activities.
(CO23)
3. Critical thinking helps the students to decide on things like multiple
choices question.
(CO24)
4. Accurate attention allocation helps the students to be more sensitive with
their surroundings and by that they can also easily communicate with
their groupmates in certain group activities.
(CO25)
5. Accurate attention allocation helps the students to focus first on their
priorities and to lessen the cramming.
(CO26)
6. Critical thinking helps the students to find a better way to accomplish their
tasks.
(CO28)