University of Southeastern Philippines
University of Southeastern Philippines
University of Southeastern Philippines
MELROSE M. HAMOY
A RESEARCH PROPOSAL
DECEMBER 2017
1. INTRODUCTION
1.1 Rationale
console games, and arcade games. Video games and console games usually
mean games connected 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 a personal computer. However, since all of these areas
have been developed in close parallel and because all of these games are
represent all of these areas as a whole. Computer games first came into
existence in the 1960s with the introduction of a shoot-up game. Since the
computer games have become a regular part of life for many people due to its
increased popularity. The computer game has changed from being primarily
Development in technology 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 people.
Teenagers who are playing these online 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. Playing online games, according to some research is
tight situations, especially those adventure games that keep the players to be
alert, active and strategic. Playing these types of games makes the player
Despite those benefits, playing these games also bring negative impacts. It
requires much of the player's time, leaving school activities and home works
unattended.
(http://www.oppapers.com)
The youth of today no longer seem to spend their leisure activities like in the
olden days; outdoor games or playing with toys, instead, they spend their free
time in their homes, internet cafés or computer shops simply to satisfy their
hunger; and that hunger is Online Gaming. Online gaming has such a profound
impact on not only the young, but dynamically every age group as well. So far,
virtually anyone is able to go on a computer and punch through the keys and
mouse in order to get a high score, chat with players, get the rarest items, and
level up as fast as possible. Yes, there seems to be no restriction as to whom,
how or what online gaming can extend to.
As in any situation where new technology is introduced, the social impact of the
Internet is being looked at. One social problem that has been observed is that the
Internet café has become mainly game centres. About one-half to two-thirds of
the computers in a typical Internet café, according to one study, are devoted to
games (violent and gory games). The use of the remaining computers was
roughly split between browsing, email, online chat, word processing and
research. The Internet cafés have become not just game centres. They are
becoming centres off addiction among the youth, mostly boys, including
elementary school pupils. According to one concerned Internet café
entrepreneur, “Internet cafés are seducing youths to a new form of addiction, one
which may not destroy their bodies as drugs do, but which is certainly twisting
their minds. To the young play is reality and reality is play.” (Maslog C. (1998)
Internet and Social Issues, Philippine Communication Today, Quezon City: New
Day Publishers).
This study aims to know the perceived impacts of online games to the
ELEMENTARY SCHOOL.
2. How does playing online games affect the academic performance of the
students in relation with:
a. Class Participation b. Number of Hours spent in Studying
The main objective of this study is to identify the impacts of online gaming
on the academic performance of pupils in Grade 6; Study the effects of playing
computer games on the academic performance of the students; Investigate the
relation between exposure to computer games and the academic performance of
the students; and analyze data collected from the questionnaire using statistical
method to devise conclusions.
To the Parents, it will serve as basis to help share with other parents the
information about certain games or ideas to help each other in parenting. Also it
will help them understand the behaviour and study habit of their children when
they’re engaged into such activity
Online Game - is any game that is played online, based online, or has a majority
of its content/gameplay online.
2. REVIEW OF RELATED LITERATURE
Playing video games is often associated in our society with poor academic
performance. This anecdotal idea is supported by some research. A 2000 study
found a negative correlation between GPA and time spent playing video games
(Anderson & Dill, 2000). The correlation was relatively small. Time alone
accounted for a 4% variance in GPA, yet the findings are significant. However,
several older studies contend that the results of research have been mixed. A
1997 study suggests that “there is no clear causal relationship between video
game playing and academic performance” (Emes, 1997, p. 413). It goes on to
say that the research is “sparse and contradictory” (Emes, 1997, p. 413).
The effect that interactive digital media has on the learning process is not
completely negative. It is not that the medium itself is inherently flawed, but much
of the information that gets transmitted through it may be. As was noted in a
2008 study on media attention and cognitive abilities, “content appears to be
crucial” (Schmidt & Vanderwater, 2008, p. 63). If the content being consumed is
positive, then positive results can be expected. If the content is negative, then
negative results can be expected. The study examined research from many
sources in arriving at this conclusion.
Research on the social effects of video games is also mixed (Allison, Wahlde,
Shockley, & Gabbard, 2006). Some studies have found that video games are
similar to addictions such as gambling which create negative social effects.
Massively Multiplayer Online Role Playing Games (MMORPGs) have been called
“heroinware” because they are “simultaneously competitive and highly social”
(Allison, Wahlde, Shockley, & Gabbard, 2006, p. 383). Other studies have noted
positive aspects of the games such as the ability to experiment with aspects of
individual identity which do not come out in public.
MMORPGs have been criticized for hampering academic and job performance.
The FCC has specifically accused World of Warcraft, one of the most popular
games, as leading to college dropouts (Somaiya, 2009). Students can become
obsessed with these games and become disengaged from schools, friends, and
life in general. Video games can also have positive social effects. One measure
of this which has significant research is that of prosocial behavior. Prosocial
behavior is defined as when one person acts to help another. While research on
this topic is mixed, there is evidence that games which focus on prosocial
behavior lead to prosocial results (Schie & Wiegman, 1997).
According to All Academic Research, playing computer games may not be all
that bad for your children. Peng Wei states that educational games can be
effective assisting tools in the educational areas of management, medicine and
science. If you choose the right educational computer games, your child may
learn better problem-solving skills and eye-hand coordination. Your child may
also get the ability to think fast and think of multiple things all at once. Skills
obtained from playing computer games may help your child learn quickly when it
comes to his studies. If your child is struggling in one of his school subjects, there
are many educational computer games available for him. There are math and
reading related games that may help boost your child’s skills. These games can
be both fun and educational for your children.
When your child plays video games, it gives his brain a real workout. In many
video games, the skills required to win involve abstract and high level thinking.
These skills are not even taught at school. Some of the mental skills enhanced
by video games include following instructions, Problem solving and logic (When
a child plays a game such as The Incredible Machine, Angry Birds or Cut The
Rope, he trains his brain to come up with creative ways to solve puzzles and
other problems in short bursts), Hand-eye coordination, fine motor and spatial
skills. In shooting games, the character may be running and shooting at the same
time. This requires the real-world player to keep track of the position of the
character, where he/she is heading, his speed, where the gun is aiming, if the
gunfire is hitting the enemy, and so on. All these factors need to be taken into
account, and then the player must then coordinate the brain's interpretation and
reaction with the movement in his hands and fingertips. This process requires a
great deal of eye-hand coordination and visual-spatial ability to be successful.
Research also suggests that people can learn iconic, spatial, and visual attention
skills from video games. There have been even studies with adults showing that
experience with video games is related to better surgical skills. Also, a reason
given by experts as to why fighter pilots of today are more skillful is that this
generation’s pilots are being weaned on video games. Planning, resource
management and logistics. The player learns to manage resources that are
limited, and decide the best use of resources, the same way as in real life. This
skill is honed in strategy games such as SimCity, Age of Empires, and Railroad
Tycoon. Notably, The American Planning Association, the trade association of
urban planners and Maxis, the game creator, have claimed that SimCity has
inspired a lot of its players to take a career in urban planning and architecture.
Multitasking, simultaneous tracking of many shifting variables and managing
multiple objectives. In strategy games, for instance, while developing a city, an
unexpected surprise like an enemy might emerge. This forces the player to be
flexible and quickly change tactics. (Daphne Bavalier)