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CHAPTER 1

PROBLEM AND ITS BACKGROUND


This chapter presents the problem and its background,
Statement of the problem, research paradigm, significance of the study,
scope and delimitation of the study and definition of terms.
INTRODUCTION
Students are very addicted to online games, league of legends,
special force, dota2 are the some example, but why are they playing online
games? Is it enjoyable? If you are going to visit all the computer shops, you
will see a lot of students playing online games, they always say badwords
when they have killed their opponents or enemies. They always play two
hours and more until they forget to do what is more important, sometimes
they become sleepy in school and instead of thinking about their lessons,
they are thinking about where they are going to play and for how many
hours.
We come up about the effects and the benefits you can get on
playing online games and after this research we already know the different
effect and why they are playing or addicting online games. The students who
are playing online games has the capability to understand more about
English and the proper pronouncing of the words but they can learn also
saying badwords, like in league of legends, they can type bad words but if
you send it this will become an unknown words, so to impress their feeling by

saying bad words, they are going to chat with a wrong spelling words but if
you read it its a bad words.
Online games invented to play and to enjoy their life but not
addicting it, not only students who always play online games but also the
adults but we are our focusing only to the students because when they try
one thing and they enjoy it, this will become their hobby and become
addicted to it.
STATEMENT OF THE PROBLEM
This study aims to find out the effects of playing online games to
the students of grade 10.
Specifically, it gives the answers to the following questions:
1. What are the positive effects of playing online games?
2. What is the negative effects of playing online games?
3. What are the benefits you can get in playing online games?

CONCEPTUAL FRAMEWORKS

INPUT

PROCESS

The profile of the


students as to their:

Data gathering
procedures through the
use of questionnaires:

[] genders

[] Analysis and
interpretation of data

OUTPUT
The suggestions on
what is the possible
effects of playing
online games

The research paradigm for the study is shown in the diagram.


Figures present the research paradigm of the study, the
possible effects of playing online games to the students of grade 10.
The input contains the perception of the selected students of
grade 10 by their gender, on the possible effects of playing online games
and the benefits you can get. In process of the study, we are looking for the
possible effects why are they addicting online games and why are they
playing, The procedures used is gathering data, analyzing the possible
effects of playing online games, and last the output contains the suggestions
about the possible effects of playing online games.

SIGNIFICANCE OF THE STUDY


The findings of the study will be significance to the
following:
To the students- This study is beneficial because it can help them to know
what are the possible effects of playing online games and what will happen
to them if they become addicted playing online games.
To the owners of the computer shops- This study will be beneficial
because they can know what will happen if the player is addicting online
games.

To the future researcher- this study will help the future researcher to gain
more information on their research and it will serve as guide at the same
time, this will help them to understand more about the possible effects of
playing online games.

SCOPE AND DELIMITATION


The scope and delimitation will help the researchers identify
the coverage of the study.
This study is focusses in the possible suggestions of the
students of grade 10 in the year 2016-2017. The researcher decided to
conduct this study to Eusebio high school in Pasig city by using a survey and
interview to the selected students of grade 10. It may be include the
effectiveness of the different suggestions of the selected students of grade
10.
DEFINITION OF TERMS
Paradigm- A typical example or pattern of something; a model.
Scope- The extent of the area or subject matter that something deals with or to which it is
relevant.

Delimitation- A delimitation is a boundary line or an outer limit. When a fence outlines the
boundaries of a property.

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