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DECLARATION OF ORIGINALITY
We, the Group 8, declare that this requirement is our own original
work. Most stipulation presented herein is ours alone. Borrowed ideas are
given due recognition and are properly acknowledged. With the best of our
ability, this study was treated with utmost care to adhere to internationally
known standards/policies in academic integrity.
We further attest that this piece of academic requirement has not been
submitted previously for an academic credit in this or in any other course.
The Researchers:
JELLY MAE D. LASCAMANA
JARL ELTON CARO
CHRISTIAN JAMES
ADANA
ANGEL B. SUBALDO
EDERLIN BODADONG
September 2015
Chapter I
INTRODUCTION
The rapid development of information and communication technologies
has sparked the creative incorporation of social media into current
pedagogical applications and processes. Social media is defined as the
relationship that exists between networks of people (Walter &Reviera, 2004).
It includes a variety of web-based tools and services that are designed to
promote community development through collaboration and information
sharing (Arnold & Paulus, 2010; Junco, H. &Loken, 2011). Social media
nowadays is widely used by students. It aids education at the same time has
been used as entertainment. Its advent to this constantly developing world
leaves a great impact to the life of every individual. It uplift the
communication and information process and provides instant knowledge on
something. However, it is also undeniable in todays society the use of social
media in other purposes other than education. Students specifically have
been using it for personal interests. Instead of browsing educational websites
for research, they tend to pay more time in playing games online and social
networking. These attitudes greatly affect not only their studies but also their
life as a whole. Frequent engagement to it brings addiction that once it has
started, it is very hard to stop. Moreover, social media is continuously
dominating the world today. Likewise, the numbers of users are gradually
growing.
This research is mainly designed to acquire information about the
impact of the advent of Social Media on college students particularly in
DOSCST.
This
also
looks
forward
in
knowing
the
advantages
and
1.
2.
3.
4.
Find out how social media affects the life of the students.
Determine the positive and negative effects it brings.
Identify the most popular media site for students.
Determine the amount of time spend in utilizing social media in various
ways.
5. Describe the factors affecting addictions to social media.
Research Questions
The main goal of the study is to investigate the impact of the fast
growing social media on the life of students. Specifically, it is intended to
answer the following:
1.
2.
3.
4.
ways?
5. What are the factors affecting the addictions to social media?
Definition of Terms
The following are the terms used in this study.
Social Media is a websites and applications that enable users to create
and share content or to participate in social networking.
Social Networking - a dedicated website or other application that enables
users to communicate with each other by posting information, comments,
messages, images, etc.
Online Games is a specialized application or technology, which connects
players through the Internet or over a computer network.
Significance of Study
The research was conducted to have a deeper knowledge and better
understanding about the growth of social media in the society particularly on
the life of the students including its positive and negative effects. For
teachers, this study is significant for them to have a wider awareness on the
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with each other. This simply demonstrates how social media drives the life of
students and how students utilize it for their satisfaction and entertainment.
The most popular activities done by the students and users on social
networking sites revolve around looking at profiles of one another, searching
for someone here and there and updating ones own profile.
Furthermore,
social
networks
use
support
of
different
implicit
While 57 percent of girls play online, 75 percent of boys reported that they
play Internet games. Although teenagers are reported to play video and
computer games for nearly 4 hours a week, some researchers have found
that college aged men report playing games over 15 hours per week. This
simply shows that teenagers both girls and boys actively engage themselves
playing games online which affects their education.
Another study was done to analyze the correlation between video
game usage and academic performance. The study found out that the
amount of time a student spends in playing video games has a negative
correlation with students Scholastic Aptitude Test (SAT) and grade-point
average (GPA) scores. In other words, the more students engage in playing
video games, their level of performance decreases. It is also stated in the
study that as a video game usage increases, GPA and SAT scores decreases
(Anand, 2007).
According to the Australian Journal of Educational Technology: Gaming
Frequency and Academic Performance, individuals who spend two or more
hours playing games on a daily basis score lower in every subject than their
non-gaming counterparts. By spending a high percentage of time on video
games there is not enough time left to spend in studying. Weaver (2003)
added that over 70 percent of college students report being avid video game
players, due to the fact that they have limited parental supervision and
flexible schedules. This research suggests that the increased video game
usage leads to lower GPAs in the college-aged demographic.
In contrast, playing video games can give some positive benefits such
as improved hand-eye coordination and the potential for improved academic
skills (as when educational games are played) (Charles, 2011). However,
playing games can also give positive effects. According to Raise Smart Kids:
The Good and Bad Effects of video games, certain type of video games can
help train kids to follow instructions as well as helping them develop their
problem solving and logical thought processes.
The study also attempted to identify factors affecting the use of social
media. With regard to motives for the use of social media, studies found out
that it was due to entertainment, boredom relief, interpersonal utility, escape
and convenience motives (Rubin, 2000). Therefore, its not how social media
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works that drives people to use it how they do its people who are driving
how social media works for us. Rutledge (2003) added that one of the five
psychological traits that drive the use of social media is the fear of missing
out. It is certainly one of the human traits driving how social media works.
Chapter III
Methodology
This study was primarily carried out to gather information about the
Impact of the Advent of Social Media on College Students. This research
gathered
data by providing
respondents.
The
researchers
the
questionnaires
chosen
to
45
respondents who are the bona fide students of Davao Oriental State College
and Science and Technology and who are enrolled in 1 st semester of school
year 2015-2016. Upon approval, the researchers immediately give them the
interview questionnaire with the carefully guide questions the researchers
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users.
The
questionnaires
were
returned
by
the
respondents
Age
Gender
Use of Social
Media
Impact on College
Students
Purpose
Benefits
Use of social media depends upon the above four factors (age, gender,
purpose and benefits) so the use of social media is dependent variable and
the above four factors are independent variables. Whereas on the other hand,
the impact of social media on college students upon use of social media is a
dependent variable and use of social media is independent variable.
Data Analysis
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16%
2%
5%
5%
Twitter
72%
Instagram
Tumblr
Others
DOTA; 22%
C.O.C; 27%
Table 4. The pie graph presents the percentage of the most played
online games by the respondents.
It is clearly shown that out of 100%, 12% of the respondents utilize
social media for online gaming (Table 2). Given the most played online
games, 27% percent of them play Clash of Clans, 22% play DOTA 2, 17%
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play League of legends, 17% play Crossfire, 6% play dragon nest and 11% of
them play other online games.
30%
1-2 hrs
4%
3-4 hrs
66%
5-6 hrs
7-8 hrs
9-10 hrs
Table 5. The graph shows the total percentage of the amount of time
spend in utilizing social media per day by the respondents.
It is evident that the pie graph shows that 66% of the respondents who
frequently use social media spend 1-2 hrs/per day in utilizing it. 30% of them
respond that they spend 3-4 hrs/day. 4% says that they spend 5-6 hrs/day
using social media and neither of them answered 7-8 and 9-10 hours per day.
47%
53%
Female
Male
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It is clearly presented in the pie graph that out of 100%, 53% of them
are female users of social media and 47% are male. This only indicates that
females are more fascinated in utilization of it than males.
25%
38%
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References
Wang, Qingya; Chen, Wei; and Liang, Yu, (2011) "The Effects of Social Media
on College
Students".MBA Student Scholarship. Paper 5. Date Retrieved:
September 20, 2015.
Retrieved from: http://scholarsarchive.jwu.edu/mba_student/5
Tarantino, K., McDonough, J., Hua, M., (2013). Effects of Student Engagement
with Social Media
on Student Learning: A Review of Literature. Date Retrieved:
September 20, 2015.
Retrieved from:
http://www.studentaffairs.com/ejournal/Summer_2013/EffectsO
fStudentEngagementWithSoci alMedia.html
Tariq, W., Mehboob, M., Khan, M.A., Ullah, F. (2012). The Impact of Social
Media and Social
Networks on Education and Students of Pakistan. Date Retrieved:
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http://warse.org/pdfs/ijiti02122012.pdf
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Journal of Social
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20,
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http://seminar.utmspace.edu.my/jisri/
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and
Sons
Ltd.
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7,
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from
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video
game
usage
and
academic
performance
markers.
CyberPsychology&
Behavior.Retrieved
March
7,
2014
from
www.online.liebertpub.com/doi/abs/10.1089/cpb.2007.9991
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fromhttp://www.ms
nbc.msn.com/id/3078424/ns/technology_and_science-games/t/collegestudents-areavidgamers/.a
Appendix
A Research Study on Social Media
(Interview Questionnaire)
Name (Optional): _ _______________________ Course: ____________ Year level:
_________
Sex: __________
Age: ___________
1. Are you frequently using Social Media? Yes
2. If yes, what mainly is your purpose?
No
DOTA 2
Clash of Clans
Crossfire
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Kabal
League of
Legends
Dragon Nest
Others (specify):
_____________
3. What benefits can you get in social media?
_________________________________________
4. What is the amount of time you spend utilizing social media?
hrs/day
1-2
3-4 hrs/day
5-6 hrs/day
7-8 hrs/day
9-10 hrs/day
-Thank you for your honest answers-God Bless
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