Anda di halaman 1dari 6

CHAPTER 1

THE PROBLEM AND ITS BACKGROUND

This chapter discusses about the relationship between intelligence quotient and online

gaming, the framework, and statement of the purpose, statement of the problem, scope and

delimitation and significance of the study, along with the definition of terms.

Introduction

Intelligence is a theoretical construct with many definitions. The definition is further

complicated by the belief of many that there are multiple types of intelligence. The

intelligence quotient or IQ forms the most common operational definition as a cognitive

and behavioral measure of global intellectual capability. Like intelligence, IQ is best

viewed as a multifaceted construct, but one that can be quantified by summing scores

across tasks or subtests that comprise an intelligence test. In this way, IQ is traditionally

considered an index of Spearman's g, a general ability factor reflecting how a person

performs one task is likely similar to how well they score on others. (Todd A. Girard,

2010).

Coming from an article written by Mark D. Griffiths (2014), online gaming addiction

is a topic of increasing research interest. Since the early 2000s, there has been a significant

increase in the number of empirical studies examining various aspects of problematic

online gaming and online gaming addiction. This entry examines the contemporary

research literature by analyzing the prevalence of problematic online gaming use and

online gaming addiction; the negative consequences of excessive online gaming; the

factors associated with problematic online gaming and online gaming addiction; and the
treatment of problematic online gaming and online gaming addiction. The entry concludes

by looking at the trends in the field and a consideration of what the future of online gaming

addiction might be.

This study to be conducted is for the researcher to earn knowledge about the relationship

between intelligence quotient and online gaming. The general purpose of this study is to

determine if there is a relationship between intelligence quotient and online gaming. They

may have experienced problems related to online gaming. Such as the mind set for online

gaming is that it is a distraction in any kind of forms. By interviewing chosen Grade 11

students from Rogationist College, the researchers will be able to determine the

relationship between intelligence quotient and online gaming.

Furthermore, Grade 11 students of Rogationist College are said to be online gamers.

The respondents of the study would be Grade 11 students in Rogationist College.

Consequently, with the situations stated above, the main objective of the researchers is

to determine the relationship between intelligence quotient and online gaming. Therefore,

the data that is to be gathered by the researchers on this objective will become the basis of

the research.

Future researchers, parents of students and as well as educators are the beneficiaries of

this study. Future researchers would be acquainted or familiarized with the real meaning

of online gaming, also they may use this research as a basis for their own study. Parents of

students would be able to support their child or children in ways that could help the student

mentally. This could possibly help educators in a way for them to understand their student’s

academic standing.
Framework of the Study

 Student’s Profile
in terms of Correlation between
Gamer Status, Distribution of Intelligence Quotient
Frequency of Surveys, IQ Test and Online Gaming of
playing online And Grade ___ students of
games, Gaming Interpretation of Data Rogationist College
skills level Senior High School
Department S.Y. 2019

Figure 1. Framework of the study

The paradigm above shows the input, process, and output of the research where the

Intelligence Quotient of the Grade ___ students are determined by the researcher with the

use of surveys and tests. After collecting, analyzing and interpreting data, the researchers

were able to determine the Correlation between Intelligence Quotient and Online gaming

of Grade ___ students of Rogationist College Senior High School Department S.Y. 2019.

Statement of the Problem

This study was conducted to determine the Correlation between Intelligence

Quotient and Online Gaming

Specifically, the researchers would seek for the following:

1. What is the demographic profile of the respondents in terms of:


1.1. Gender,

1.2. Gamer Status,

1.3. Frequency of playing online games,

1.4. Gaming skills level

2. What is the Correlation between Intelligence Quotient and Online Gaming of the Grade

___ students in terms of:

2.1.

Significance of the Study

Conducting this research is essential for the information of all so that they, too, may

become aware of how the online games affects the intelligence quotient of the students.

The individuals who will benefit a lot from the research are the following:

Online Gamers. The study will help them realize their hidden potential and let them

understand that excelling in academics is possible if they just try

Parents. This research will benefit them to realize that online games can help to increase

the intelligence quotient and to show the skills and mental ability of their child but it should

have a control on it to prevent addiction in playing

Future researchers. The study may help them conduct their research related to this study.

The research can provide a significant contribution to future studies and existing

knowledge about the topic and can also be a source of information for their research.

Scope and Delimitations


This study aims to determine the Correlation between Intelligence Quotient and

Online Gaming. This would determine the benefits of playing online games, and level of

intelligence of students who play online games. The study also covers the level of

intelligence of students that are not playing online games. The study includes the amount

of time that they are spending playing online games. It also covers the interconnections of

playing online games and development of student's intelligence quotient. Furthermore, the

study will be conducted to differentiate the intelligence quotient of students that play

online games to those who don't play online games.

The study limits only to the grade 11 students of Rogationist College senior high

school department of school year 2019 - 2020 only. These limitations are necessary in order

to produce manageable sample.

Researchers will be selecting students from Grade 11 of Rogationist College,

Silang, Cavite, First Semester School Year (2019-2020). The researchers will conduct

surveys for the data gathering instrument. The output of this study is the correlation

between intelligence quotient and online gaming.

Anda mungkin juga menyukai