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CHAPTER I

ABSTRACT

These study are conducted to learn the factors of how online games been an

addiction for most students. To make the research finish in clear performance, statement

of the problem are given that will followed of hypothesis. To not make any confuse,

scope and limitation are enclosed beyond the research and for the understanding of others

about these research, researcher had made purpose of the study.

And to circulate the research, other related literature to the topic is added. The

process of the research is gathered upon the research design used. And the flow of the

research will be on the respondents that answered the given survey to them. Instruments

that used in research is added to know what are used upon getting information or data

about the certain topic.

And for the most important part of the research is the result and discussion that

based on the answered of the respondents to the given survey to them. And to find the

source of related literature, bibliography enclosed.

Introduction

The popularity of internet has effected every aspect of human being lives.
According to Kandell .J.J 1998 that among internet users adolescent are more likely to
encounter the issue of online addiction online games is played using computer, tablet and
most used is the smartphone for convenience. According to the updated stats of top 10
most popular online games in 2019, PUBG, LOL, DOTA 2, CSGO and ML is the top 5
most popular among 10. Creator of the online games is good at making and creating those
kind of games. They surely knows what is fit among the likes and standard of all players.
Playing online games never required an age limit or status. Young and adult can play
online games. Also, whether you are a laborer a students, a professional or a by standard
you can play online games.

Statement Of The Problem


 The effect of playing online games for students
 Effect of students addiction on online games to the relationship with their family
and peer
 Parents insight to their child online games addiction

Hypothesis
The effect of playing online games for students
 Students tend to socialize with their co-players and build confidence
 Students affect their studies by their addiction in online games

Effect of students addiction on online games to the relationship with their family and peer
 A great family bond if there were family members are also online gamer.
 There will be a distant for someone who play online games over their family that
is not related on online games.
Parents insight to their child online games addiction
 Parents tend to think that online games is suit for their children to play and enjoy.
 Some parents thoughts about online games as a destruction at studies and a reason
to make the house obligation forgotten.

Scope And Limitation


This research will only scope SENIOR HIGH SCHOOL that actively player

online games at Quirino High School for the school year 2019-2020.

The research will not include JUNIOR HIGH SCHOOL at Quirino High School.

Also, even SENIOR HIGH SCHOOL is the target, those student that not related on
online games will not online games will not include. This research will not access outside

of Quirino High School.

Significance Of Study
This research has purpose of determining in what way does online game affect

student studies and how it change their behavior. And to determine why it become

popular among students.


CHAPTER III

Methodology

Research Design

This research was conducted methods and techniques that will efficiently handle

the researchers problem. Quantitative research design was used in this research for the

researcher need to gather conclusion and collect insights.

Respondents

The respondents in this research are student selected among Senior HS Grade 11

or Grade 12 at QHS SY 2019-2020 that are indentified actively an online gamer. The

selected respondents will be given a ten (10) survey Questionnaire by the researchers.

Instruments

This conducted research has used an internet that relevant on finding accurate data

or details that fit for these research. Also 10 survey questionnaire was prepared by the

researcher to be answered by respondent to easily gather data or information for this

research.

BIBLIOGRAPHY
https://scholar.google.com.ph

Motivation for play in online games

https://scholar.google.com.ph

Appeal of playing Online first person shooter games

https://scholar.google.com.ph

The effect of trust and enjoyment on intention to play online games

https://scholar.google.com.ph

Personality profiles associated with different motivations for playing world

of Warcraft

https://scholar.google.com.ph

Online vocabulary games as a tool for teaching and learning English

vocabulary

https://scholar.google.com.ph

Along together exploring the social dynamics of massively multiplayer

online games
CHAPTER II

REVIEW RELATED LITERATURE

According to the sproll. Net (2001), The internet users who have played online

games in Taiwan increased from 10.5%(600,000 people) in December of 2000 to

40.7%(2,900,000 people).

As for Wang.C.C and Fang.W .C.(2005), a significant percentage of teenage

online games enthusiasts spent much more time in cyber café than they and in school-

related activities.

For woodcock.B.(2003), The massively multiplayer online games (MMOGs) have

become a phenomenon of growing cultural, social, and economic importance, routinely

attracting millions of players.


CHAPTER V

SUMMARY, CONCLUSION AND RECOMMENDATION

Summary

The study about why online games are popular among SENIOR HIGH SCHOOL

and factors that affect on students behavior has been successfully identified be the

researchers. The successful outcome of the research is because of the guide and process

that the researcher has made that begin with the first chapter that composed of

introduction in which the topic is introduced. Other studies that related to the chosen

topic is gathered on chapter two. Chapter three are composed of the process of the

research mainly the research design. Survey are used that help to affirm the research by

the researcher is compiled at chapter four, and on chapter five, conclusion are formed that

affirmed the research made by the researcher.

Conclusion

In the research conducted, the researcher had a lot of knowledge about the effect

of online games to the students studies as well in their behaviors. The finished research

inspired the concept on how student become addicted on online games. The respondents

are sources of the insights that needed to analyze and examine for the factor that enclose

to the research.

Researcher have found the cause of students addiction on online gaming. One of

these is playing online games make them free from their stress and let them enjoy the

flow of the game. Researchers had identify that online games doesn’t really affect the
students studies or behavior, it is up to a student to decide whether they will allow their

education and behavior to be affected.

RECOMMENDATION

The researcher made a recommendation to the following:

For students, researchers recommendation is to improve their studies. Also,

researcher’s advice to them that playing online games is just natural habit especially

because they are young, but priority should come first. Study is the important of all.

For parents, researcher recommend to guide and watch their children. If parents

observed that online games affected their children education and behavior, disciplined

should empowered. But don’t forbid their child to play online games.

For the teacher, researchers recommend if ever caught some student that is

playing online games in their classes, don’t turn them down. Talk to them privately and if

necessary, confiscate their phone.

For other researchers, study and expand this research for more accurate data or

resources and add more information.


Republic of the Philippines
DEPARTMENT OF EDUCATION
National Capital Region
SCHOOLS DIVISION OFFICE
Nueva Ecija ST., Bago Bantay, Quezon City

QUIRINO
HIGH SCHOOL
UNDERSTANDING WHY ONLINE GAMES ARE POPULAR AMONG SENIOR
HIGH SCHOOL STUDENTS AND IT’S EFFECT ON STUDENT BEHAVIOR
In Partial fulfillment for the requirement in RDL 1
Submitted By:
MUYUELA III, FELICISIMO S.
ZAFRA, CRIZZA
NOLASCO, AL-JOVAN
RULLAN, JANINE
TACSAGON, AUBREY MAE
DE GUZMAN, JOHN KENNETH
AZANSA, DANIEL
RADA, ALDRIN
HASSAN, DANICA

Submitted to:

Melalaine B. Austria

OCTOBER, 2019

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