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Copy of Effects of Playing Online Games towards the academic perform
Transcript of Copy of Effects of Playing Online Games towards the academic perform
Effects of Playing Online Games towards the academic performance of the
Grade 7 and 8 students.
Scope and Delimitation
The scope of our study is for finding effects of playing online games to the academic performance of the students.
The study is delimited only for the Grade 7 and 8 students in St. Joseph College of Novaliches, Inc.,
the main purpose of our study is to point out the effects of playing online games and aims are determining whether playing online games hinders their accomplishment of their homeworks. The study only focuses
on online games and its relation to the academic performance of the selected students.
However, the study excludes the effects of online games to their behavior.
Definition of Terms
Online game - is a game that can be run from an Internet browser and requires the I-net
connection. In most cases online
games are freeware programs that can be used for an unlimited time and are available for free.
Gamers – a person who plays a game, especially a role-playing game or computer game.
Phenomenon - a fact or situation that is observed to exist or happen, especially
one whose cause or explanation is in question.
Lawsuit - a claim or dispute brought to a law court for adjudication.
Bereaved - be deprived of a close relation or friend through their death.
Hindrance - a thing that provides resistance, delay, or obstruction to
something or someone.
Hypothesis - a supposition or proposed explanation made on the basis of
limited evidence as a starting point for further investigation.
Permeates - spread throughout (something); pervade.
Feasible – a possible and practical to do easily or
Impact - the action of one object coming forcibly into contact with another.
Wisely – a manner; having or showing experience, knowledge, and good judgement.
Exclude - remove from consideration.
Academic performance - academic achievement or performance is the outcome of education, the extent
to which a student, teacher or institution has achieved their educational goals.
Sneak - move or go in a furtive or stealthy way.
Awareness - knowledge or perception of a situation or fact.
In an increasingly technology-dependent based society,
people will continue to use computers not only for business but also for pleasure. Computers have become a social and economic necessity that permeates every part of our lives; it is feasible that in the future, every person in the world may own or use a computer.
The researcher conducted this research to know the effects of playing online games towards the academic performance of the selected high school students of St. Joseph College of Novaliches Inc. Further more, this research aims to give significance the following:
For the students, they will know what are the emotional and physical effects of playing online games. They will be more conscious on the said effects. They will know what are the bad impacts of playing online games every time and they will realize that playing too much online games is not worth their money.
Teachers, they will be giving more attention to the students.
There are also teachers who tried and played online games too. They can help and let their students explore deeper words, meanings and thoughts that the students learned from different online games. In longer time, they will have fun and at the same time they are also learning.
School, students usually get to know more of their classmates or schoolmates in other grade levels when the play online games.
Community, most online gamers gain friends within the games they play, even though they haven't seen those friends in person. There is a bonding happening and it can build a strong relationship.
And parents, they will be benefited by they will have more time and communication with their children. They surely know how to limit their child from playing online games by guiding them wisely.
Hypothesis of the study
• The problem is hypothesis free.
• The recognizabilty of rating for a specific online game speaks not of its effect.
• The amount of prevalent time manifested on its perusal states to its possible consequence only to physical health.
Statement of the Problem
What are the effects of playing online games towards the academic
performance of Grade 7 and 8 students?
This study aims to investigate the effects of playing online games to the Grade 7 and 8 students. It analyzes the possible effects of playing online games and the possible ways to avoid it.
Particularly, this study is conducted to answer the following problems:
1. What are the physical effects of playing online games to the Grade 7 and 8 students?
2. What type of games do the students play in majority?
3. Is playing online game hindrance on the students’ such as:
a. doing of assignments/homework
b. attending school matters/activities
4. Does the students affect their academic performance at school?
Many of us have stayed up late more than once playing our favorite computer or online games. And some of us have even heard complaints from our families and significant others about the amount of time we spend playing online games rather than with them and their studies. Maybe a few of us have even wished we could sneak in a game while we were at work. But this is really a problem nowadays.
It might be. Psychologists and scientific researchers are beginning to recognize that playing too much online games is a growing phenomenon. News stories are bringing creating a growing awareness of the problem, and some gaming companies are even facing lawsuits from bereaved parents.
An online game is a video played over some form of computer network. This is usually the internet or equivalent technology, but games have always used whatever technology was current.
Because of this, the researcher was prompted and desires to know if the selected high school students are not studying or focusing well to their studies just to play online games and what are the possible effects of this said topic. This study is trying to show the relationship of the academic performance and playing online games to the selected SJCNI high school students. The result of this study will depend upon the response of the said population.
Review of Related Literature
The Research Design
The researcher used the descriptive approach, specifically descriptive survey method to gather information of the related study.
The Research Locale
The study was conducted in St. Joseph College of Novaliches Inc. There were 3 sections for the Grade 7 and 4 sections for Grade 8 and they are the respondents in our study. Hoping that they will give their full participation and cooperation with honesty and sincerity in answering the survey questions.
Our respondents are Grade 7 and 8 students from St. Joseph College of Novaliches Inc.
The questionnaires/survey forms are written in English. The questionnaires were divided into two parts namely personal information and the question related to the study. The questioning method is in check list form.
Data Gathering Procedure
Permission was sought from the school principal, teacher’s-in-charge, high school department head, researcher’s adviser and the teacher of the subject matter.
At the end of the study, the researchers found out that:
1. Out of 34 students, 12 of them spent 1-3 hours the most a day.
2. Out of 34 students, 25 of them do not forget to do their home works due to playing online games.
3. The majority of the students played and in favor RPG.
4. Playing online game is not a hindrance to the students doing of home works.
5. Based on the survey, the grades of the students are not affected due to playing online games.
Summary of Findings
1. Parents should continue the observance of time limit as for allowing their children to play online games.
2. That the guidance office promote programs that educate children about the bad effects of too much playing online games.
The researchers also recommends that this study will help the next researcher whose research is related to this study. This can be a guide for the next researcher of the same topic. It will serve as a reference for all the students or other Josephites.
The school should expand and allow the use of library for the students to have a reference regarding the impact of computer games to students. It will be a great help to the students when this matter is being approved. Their information and knowledge about this matter will expand and improve.
In this chapter, the researchers makes the presentation, analysis and interpretation of data. This chapter will show and discuss
the information that will answer the problems stated previously and it will also explain the data gathered from the sruvey conducted by the researcher. This part of the thesis shows the tabulation of the information per questions. The title of this thesis and its main topic are further discussed in this chapter where the researchers also consider this as the heart of the whole thesis. It is where the researchers expressed our own thoughts about the study through comparisons and contrasts.
Presentation, Analysis, and Interpretation of Data
Grade 7 (Integrity, Loyal, Peace, Perseverance)
Out of 20 students, 25% of them played everyday, 45% of them played 1-3 hours, 5% of them played 4-5 hours and the 25% of them played longer hours.
Out of 20 students, 31% of the played RPG, which is ranked the first.
25% of them played Strategic, 28% of them played Action, 14% of them played Adventure, the 2% of them played Educational, and no one answered different categories.
Out of 20 students, 75% of them chose the entertainment, 20% of them in past time, and 5% of them chose for anger which ranked the least.
Out of 20 students, 55% of them did their HW’s after school, 40% of them played pc games or even surfed the net, and the 5% percent of them did other necessities.
Out of 20 students, 90% of them answered No, which means they do not forget their home works or school works due to playing online games, and the 10% of them forgot to do their school works.
Out of 20 students, 60% of them had an average grade, 10% for both 80 below and 85-87 that ranked the last, and 20% of them had a high grade.
Out of 20 students, 30% of them troubled in headache and back pain that both ranked the first. 20% of them has poor eyesight and different physical effects that also both ranked the second.
Grade 8 (Courage, Grace, Patience)
Out of 14 students, 43% of them played 1-3 hours, 36% played everyday, 7% played 4-5 hours while 14% played more than …
Out of 25 Grade 8 students, 32% of them play adventure games. There are 3 groups in rank number 2, with 20% share. They play RPG, strategic and action games. 8% of them play educational games.
Out of 14 students, 57% of them falls into the category of playing online games For Entertainment, while 29% For Past Time use, and 2 groups with 7% share.
Out of 14 students, 36% of them did their home works, 50% of
them played/surfed the internet and the 14% of them did other things.
Out of 14 students, 50% of them answered Yes and another 50% of them answered no which both ranked the first.
Out of 14 students, 79% of them had an average grade which ranked the first. 7% of them had an 85-87 general grade, 14% of them got 88 grade and higher and none of them got 80 grade below.
Out of 14 students, 14% of them got poor eyesight and back pain which ranked both the second. 36% of them got other complications and head ache which ranked both the first.
(DEFENSE OF THE ANCIENT RESEARCHER)
Aliliran, Lauren Julianne S.
Baguio, Alliyah Mikaela D.
Dalanon, Cristian Mozee A.
De Leon, Justin Mario D.
Olalo, Alyssa Michaella
Reyes, Allen Brian T.
Assumptions of the study
• We assume that playing online games is not a hindrance
towards the academic performance of the student.
• There may be sickness that can be adopted or acquired in playing online/computer games that causes the student to be physically and mentally absent in school related activities.
There are more students in Grade 7 than Grade 8. In Grade 7, there are 7 girls and 13 boys and has a total of 20 students. In Grade 8, there are 4 girls and 10 boys and has a total of 14 students. The total number of our respondents is 34 students.
1. Therefore, we conclude that playing online games
is not a distraction in the lives of students and especially to their studies, according to the result of our study.
2. It boost or develops teamwork and knowledge for certain things.
Review of Related Literature
Play isa ninnate human drive thatbegins invery earlychild-hood (Caillois, 1961). Today, much game play has been transferred from the real (i.e.,theembodiedworld)
to the on-line world and is verified by software sales. In 2010, bothvideo and PC game software retail sales amounted to ap- proximately $15.5 (US) billion (Johnson, 2011). The most popular online game is The Sims 3 followed by World of Warcraft’s Wrath of the Lich King
This suggests that ‘Sim-ulation Games’ and ‘Massively-Multiplayer Online Role-Playing Games’ (MMORPGs) are favored by gaming com-munities (The NPD Group, 2010). These games allow play-ers to (i) inhabit massive game worlds concurrently, (ii) de-velop virtual alter egos, namely avatars, and (iii) play withothers all over the world anytime and anywhere. Further-more, they enable immersion in a reality that is both simulta-neously fantastic and poignantly real. Therefore, these gamescan be seen as “systems[s] in which reality itself […] is en-tirely captured, fully immersed in a virtual image setting, inthe world of make believe, in which appearances are not juston the screen through which experience is communicated, but they become the experience” (Castells, 1996, p. 404).The manifold possibilities that online games offer for aficionados and novices alike clearly highlight the wide ap-pealof thesegames. Moreover, according to the latest report of the Entertainment Software Association (ESA), 25% of the computer and video game players are under the age of 18 years and 60% are male. The ESA also reported that 25% of parents do not impose time limits on their children’s Internetuse in general and 17% of parents do not impose time limitson video and computer game playing (ESA, 2010). Fromthese statistics, it appears that gaming, and particularly on-line gaming, is an integral element of children and adoles-cents’ leisure time activities.
Kuss, D.J. & Griffiths, M.D. (2012)
Online gaming addiction in adolescenece: A Literature review of empirical research.
Whilst gaming is a pleasurablepastime activity, research suggests that excessive online gaming may in extreme caseslead to symptoms commonly experienced by substance ad-dicts, namely salience, mood modification, craving, and tol-erance (Wölfling, Grüsser and Thalemann, 2008; Young,2009; Hsu, Wen and Wu, 2009; Ko et al., 2009; Mehroof and Griffiths, 2010). A recent systematic literature review suggests that it is particularly excessive engagement with MMORPGs that can lead to addiction in a small minority of players (KussandGriffiths,2011b). Since online and offline video and computer games are particularly appealing tochildren and adolescents (ESA, 2010), it appears reasonable to suggest that these groups may be particularly at risk (i.e.,more vulnerable and susceptible) of developing gaming ad-diction. Furthermore, it has been argued that because of the 24/7 nature and almost mandatory excessive play required in playing MMORPGS (such as World of Warcraft and Ever-quest), online gaming may be more problematic for ‘at risk’ individuals than offline gaming (Griffiths and Meredith,2009). Assessing online gaming addiction in children and ado-lescents is relevant for several reasons. With regards to develop mental psychopathological findings, it appears that addictions tend to have precursors during adolescence (Hawkins and Fitzgibbon, 1993). Also, it is relatively com-mon that substance dependencies develop in early adulthood (APA, 2000). Therefore, prevention efforts must be established that target adolescents who have their first experiences with addictive substances and behaviors during their pubescence. During this period of time, adolescents are con-fronted with a variety of cumulated stressors, such as physical and hormonal changes, as well as shifts in personal value and belief systems. Parental influence is diminished where as the peer group gains more importance. Peer pressure may lead toa variety of problems (SilbereisenandKastner,1998)that may eventuate in the development of pathological be-haviors, such as chemical and behavioral addictions (Wölfling and Müller, 2009).