Anda di halaman 1dari 10

The Affect of Online Games to the Student of AHRM 1F INTRODUCTION

2009
Online games are one of the medium of entertainment especially in the youth of m
odern era in Batangas. Virtual or cyber games over internet are direct personall
y to each individual user. It encourages and requires the participation of indiv
idual user or gamester. It is an inexpensive in the sense that the internet conn
ections for the online games are easily accessible everywhere and anywhere and a
ffordable these days. This aspect works in association with the personal charact
eristic and importance of discipline to the individual (student) gamester. The e
ffective advertisement and promotions of online games developers caught the yout
h or students attention to response. These qualities of online games advertisemen
t give it immense influence over a vast range and sizeable number of youth or st
udent gamester. Certainly, it is not just a matter of a single flick. The online
game is an industry. An industry is any grouping of businesses that share a com
mon method of generating profit. Online game is a business and profit has to gen
erate. Apparently, businesses, or anyone for that matter, do not see many moneta
ry profits from hardcore developmental animation, graphic development, and as bu
sinesses, they must do everything to maximize profits. The children, teenager or
students are where the money is at, and corporate boards of many online game si
tes decided that these are the ones who must be targeted. The more children, tee
nager or students playing at strategic times of the day, the more they could adv
ertise and give promos. This sole mercantile purpose sparked the first ever prot
otype of an online games in 1999. But then, is the online games industry all abo
ut commercialization, all about making profit? Certainly, it is yes. As the onli
ne game developers states, there is amount of charge that internet caf and compute
r shop should hold. That is the idea behind the online games that the student ca
nnot understand.
Lipa City Colleges
Copyrighted 2009

The Affect of Online Games to the Student of AHRM 1F THEORETICAL AND CONCEPTUAL
FRAMEWORK
2009
This part presents a review of some studies undertaken in the local setting and
abroad. It also includes Literature and Theories, which serve as underpinnings o
f the present study. A discussion of the Conceptual Framework is also part of th
is part. THEORETICAL FRAMEWORK This study further concerned on cognitive ability
of the students and their performance in the actual classroom interaction. The
following are the three theories of motivation that supports the idea on how to
arouse the attention of the students: 1. Instrumental/operant learning: (Skinner
) it states that the primary factor is consequences: rein forcers are incentives
to increase behavior and punishers are disincentives that result in a decrease
in behavior. (Stimulus => response => reward)
2. The desire of reward is one of the strongest incentives of human conduct; ...
the best security for the fidelity of humankind is to make their interest coinc
ide with their duty. --Alexander Hamilton (The Federalist Papers)
3. Observational/social learning: (Bandura) it suggests that modeling (imitating
others) and vicarious learning (watching others have consequences applied to th
eir behavior) are important motivators of behavior.
CONCEPTUAL FRAMEWORK
Lipa City Colleges
Figure 1 presents the paradigm of the study. Playing Online Games is the Indepen
dent Variable while the Students Academic Performance is the Dependent Variable.
Spending more time playing online games may affect the students academic perform
ance.
PLAYING ONLINE GAMES
(INDEPENDENT VARIABLE)
STUDENT ACADEMIC PERFORMANCE
(DEPENDENT VARIABLE)
Copyrighted 2009

The Affect of Online Games to the Student of AHRM 1F


2009
Figure 1 Conceptual Model of the Study
STATEMENT OF THE PROBLEM 1. What is the demographic profile of the respondents?
(In terms of)
A. Age
B. Gender
C. Academics Achievements
Lipa City Colleges
2. What are the effects of playing online games to the formation of study of hab
its of HM1F?
Copyrighted 2009

The Affect of Online Games to the Student of AHRM 1F


2009
3. What is the significant relationship of playing online games and study habits
? (Internet gaming)
HYPOTHESES Playing online games has no significance effects on the students stud
y habits. There are no significance differences among the perception of the firs
t year student regarding online games.
SCOPE AND DELIMINATION OF THE STUDY One of the major limitations of this study i
s the unequal number of student gamester examined. There is no set number of gam
ester to be interview for each of the internet caf and computer shop nearby LCC c
ampus. The data gathering process was carry on as all the gamester came from the
same pool: online games. The researcher acknowledges the existence of a dichoto
my in the industry online and offline games. Definitely, the researchers biases a
s a critical individual cannot fully set aside. It will not get in the way and b
ecome taxing for this study to be factual and objective, however. Au contraire,
these biases will be channeled to the advancement of this study. These biases, a
fter all, are not a matter of taste, but of criticality towards any form of ente
rtainment medium. New formats not discriminated against for fear of change, but
evaluated for their overall effects on and contribution to the current state of
Filipino education and culture.
Lipa City Colleges
Copyrighted 2009

The Affect of Online Games to the Student of AHRM 1F


2009
IMPORTANCE /SIGNIFICANCE OF THE STUDY The college students are often considered
a bell wither of internet use, but the internet is not the only technology they
have in corporate into every life. Furthermore, today college students are using
technologies like cell phones, MP3 players, and other device to certain themsel
ves wherever they may be. Playing video games improves manual dexterity among su
rgeons, making them faster and less likely to make mistake.
Lipa City Colleges
STUDENT: It is a benefit to the student like us because it can us the proper kno
wledge for our future. Through studding, we can learn more and we can motive our
skills in our daily activities another factor also is that we can simplify our
learnings to those who has take lack of education ,studying is an important conce
pt to each individuals because, this will be basement on how other people will i
nteract if we are educated or uneducated. It also gives us the power though were
not that molded; still we can express ourselves for our rights as an individual
.
Copyrighted 2009

The Affect of Online Games to the Student of AHRM 1F


2009
PARENT: If a benefit in our parents because without this thing they would not fa
zed us up life this if they do not have the formal education. As a parents have
the proper education, they though to us the proper matter, regarding in our live
s, example of this is on making up our decision as a youth. Studying is really a
hinge benefit to our parents, can observe it on what profession they have. Just
like being a doctor, we can be prep of when they have the occupation and that w
as because of education.
DEFINITION OF A TERM
Online:
Lipa City Colleges
Switched on and ready to receive data. Referring to equipment that is connected
to and controlled by the central processor of a computer.
Gamester:
A person who paid by the group to play online games. A gambler in all of games.
Copyrighted 2009

The Affect of Online Games to the Student of AHRM 1F Gamer: A person who plays o
nline games.
2009
Internet:
The worldwide system of linked computer networks.
Media:
A collective term for outfits of mass communication such as television, radio, p
rint, and internet.
REVIEW OF FOREIGN LITERATURE Girls and Online Games Review Literature. Considera
ble research has been conducted on gender differences and games. This chapter in
tersperses a literature review of this domain with expectations of how girls and
boys in the research experiment will compare in their reactions when they are r
equired to play six different space-related games in same-sex, same level, small
group settings of OG addicts. Throughout this section, game is used to refer to d
igital forms of games, including ones played on computers and consoles such as P
layStation Portable, unless otherwise noted. REVIEW OF FOREIGN STUDIES The Natio
nal Bureau of Economic Research (USA) study followed 210 students at Berea Colle
ge, which was chosen because it eliminated many distracting and variable factors
from
Lipa City Colleges
Copyrighted 2009

The Affect of Online Games to the Student of AHRM 1F


2009
student s lives. Roommates were randomly assigned, nightly homework and attendan
ce is strictly controlled, outside jobs are prohibited, and the college is locat
ed in a dry (alcoholfree) town. REVIEW OF LOCAL LITERATURE Gaming for Computer L
iteracy? Psychologists point out that both genders can improve spatial skills by
practicing video games. Many imply that girls are disadvantaged in the long run
by playing far less games (SWS, 2007; AMA Poll, 2008). Regardless of the elemen
t of violence, online games have been envisioned as potentially effective tools
for learning. Furthermore, researchers believe that online gaming opens a door t
o computer literacy leading to potential technology careers (SWS, 2007; AMA Poll
, 2008). REVIEW OF LOCAL STUDIES The Local Government Unit and Non-Government Un
it of Batangas join hands together to control the internet caf and computer shop
to operate online games during class hour especially those who are neighbors of
the educational institution to prevent the students from cutting classes, and ot
her negative effect of online games.
RELEVANCE OF RELATED LITERATURE AND STUDIES REVIEWED WITH THE PRESENT UNDERTAKIN
G Subjects were divided up into two categories. Those who had access to online g
ame system of some kind in their dorm room and those who didn t. Gamers were equ
ally divided to differentiate between those who brought their own console, and t
hose who s roommates did. For every 3.5 hours of study for those without access
to online games, those with access spent 2.84 hours studying, and 0.66 hours gam
ing. Researchers noted that this led to a drop of 0.24 points in GPA for those w
ho brought their own gaming rigs, and 0.13 point drop for those whose roommates
had a console. While gender affected the proportion of students who brought thei
r own console, it seemed to have no effect on the study habits of those with acc
ess to one.
Lipa City Colleges
Copyrighted 2009

The Affect of Online Games to the Student of AHRM 1F


2009
No control group was used to see what happened when the students just spend 0.66
hours of study time per 3.5 doing anything else other than studying. The resear
chers took the results and concluded that for every hour spent studying, GPA inc
reased 0.36 points. The study s conclusion is pretty obvious. If you want to inc
rease your GPAs, spend more time studying. Clearly if you are gaming instead of
studying, that will affect your marks. Mark Reagan Logan (2009), in his study on
the skills performance among freshmen students in Lipa City Colleges (LCC) in t
he unit of HRM 1 during the school year 2008 - to present revealed that the lack
of interest is caused by lack of motivation and poor study habits.
Lipa City Colleges
Copyrighted 2009

Anda mungkin juga menyukai