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THE ADVANTAGES OF PLAYING ONLINE COMPUTER GAMES IN


RELATION TO THE ACADEMIC PERFORMANCE OF
CAVITE STATE UNHIVERSITY – BACOOR
STUDENTS A.Y. 2017-2018

A Research Proposal

Submitted to
MS. RIZZA ELLEEN J. URBIZTONDO

In partial fulfillment
of the requirements for the subject
Writing in the Discipline (ENGL 2)

Submitted by:

INTIA, DANIEL P.
LARANJA, EDUARD JOSHUA S.
MARCELLAN, ERIC A.
MEDALLA, MELISSA R.
OCBENA, TRISHA ANN
PURISIMA, JAYVEE C.
May 2018
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BIOGRAPHICAL DATA

Mr. Daniel Dawn P. Intia was born on November 12, 1994 in the San Rafael bato

Camarines Sur he is the youngest among the one brother of Mr. Dave Lui I. Tui. He

currently resides at San Pedro St. Talon 3 Carmencita Village Las Piñas City. He completed

his Elmentary level at the bato south central school in 2011 and graduated secondary level

at nabua national high school in year 2015.

He also graduated visual graphics at the Dr. Filimon C. Aguilar information

technology training institute in Las Piñas city in year 2015 in June 2017, He enrolled in

STI College and he transferred in Cavite State University - Bacoor Campus for another

college education he is currently taking Bachelor of Science in Information Technology


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BIOGRAPHICAL DATA

Mr. Eduard Joshua S. Laranja born on March 30, 1997 in Las Pinas City. He is the

oldest child of Mr. Edwin N. Laranja and Mrs. Analiza S. Laranja. He is currently residing

at Blk5 Lot13 A Lansones St. Golden Acres Annex Talon I, Las Piñas City.

He finished his primary education in Golden Acres Elementary School in the year

2010. During the same year, he enrolled his secondary education in Golden Acres National

High School Annex B until the year 2014. He is taking up Bachelor of Science in Computer

Science at Cavite State University – Bacoor Campus and expected to finish his study in the

year 2019.
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BIOGRAPHICAL DATA

Mr. Eric Marcillana, was born on June 19, 1995 at Fabella hospital in Manila. I'm

the only one child of Ms. Juliet S. Marcillana, she is a single mother. I finished my

elementary level at Cecilio Apostol Elementary School (CAES), Then I went to Bagong

Silang High School after completing my 4 year high school. I am currently taking Bachelor

of Science Business Management in year 2018 in Cavite State University-Bacoor Campus.


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BIOGRAPHICAL DATA

Ms. Melissa R. Medalla, born on February 3, 1999 in Gutivan Caijocan, Romblon.

She is the youngest child of Mr. Bernabe R. Medalla and Mrs Letty R. Medalla. She is

currently residing at #2644 Maingat st. CAA, Las Piñas City.

She finished her primary education in CAA Elementary School in the year 2011.

During the same year, she enrolled her secondary education in CAA National High School

Annex A until the year 2015. She is taking up Bachelor of Science in Computer Science at

Cavite State University – Bacoor Campus and expected to finish her study in the year 2019.
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BIOGRAPHICAL DATA

Ms. Trisha Anne Ocbena, born on April 3, 1999 in Makati City. She is the youngest

child of Mr. Ronald Ocbena and Mrs Mariceth Ocbena. She is currently residing at

Gardenia Bacoor Cavite.

She finished her primary education in CAA Elementary School in the year 2011.

During the same year, she enrolled her secondary education in Golden Acres National High

School Annex A until the year 2015. She is taking up Bachelor of Science in Business

Management at Cavite State University – Bacoor Campus and expected to finish her study

in the year 2021.


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BIOGRAPHICAL DATA

Mr. Jayvee C. Purisima, born on November 12, 1994 in the municipality of Las

Piñas in Metro Manila. He is the youngest among the four children of Mr. Gregorio P.

Purisima Jr. and Mrs. Justina C. Purisima. He currently resides at 085 BAP Green Valley

Compd. San Nicolas III Bacoor, Cavite. He completed his elementary level at Daniel

Fajardo Elementary School in 2007 and graduated secondary level at Las Piñas National

High School in year 2011 both in Las Piñas City

He also graduated Computer Hardware and Servicing, Visual Graphics, and

Programming at Dr. Filimon C. Aguilar Information Technology Training Institute in Las

Piñas City in the year 2012. In August 2017, He enrolled in Cavite State University –

Bacoor Campus for another college education where He is currently taking, Bachelor of

Science in Information Technology.


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ACKNOWLEDGMENT

The authors would like to express their deepest appreciation and profound thanks

to the following people who unselfishly gave their time and effort to help them in making

this study possible:

To Ms. Rizza Urbiztondo, instructor, who taught and guided them step by step to

complete each chapter of the study.

To their beloved families: for the unconditional love, support, care, guidance and

understanding to finish the study.

Lastly, to the God Almighty, who gave them strength, wisdom and safety while

performing the study.

To all of them, this piece of study is fully and longingly dedicated.

Thank you very much.

THE AUTHORS
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TABLE OF CONTENTS

Page

BIOGRAPHICAL DATA………………………………………………………... ii

ACKNOWLEDGMENT…………………………………………………………. viii

TABLE OF CONTENTS………………………………………………………… ix

INTRODUCTION………………………………………………………………… 1

Statement of the Problem…………………………………………………... 2

Conceptual Framework…………………………………………………….. 3

Objectives of the Study…………………………………………………….. 4

Significance of the Study………………………………………………....... 4

Scope and Limitation of the Study…………………………………………. 5

Definition of Terms………………………………………………………… 5

REVIEW OF RELATED LITERATURE AND STUDIES………………..…. 7

METHODOLOGY………………………………………………………………... 12

Research Design……………………………………………………………. 12

Sources of Data…………………………………………………………….. 12

Participants of the Study…………………………………………………… 13

Sampling Technique……………………………………………………….. 15

Data Gathering Procedure………………………………………………….. 15

Statistical Treatment of Data……………………………………………...... 16

SURVEY QUESTIONNAIRE…………………………………………………… 18
1

PROBLEM AND ITS BACKGROUND

Introduction

As time passes by, technology continues to evolve. Because of technology, new

things were created that sustains and lightens human work. Computers were created

because of technology. Computer were the greatest things ever invented by man itself. In

the modern age, Computers have been a part of man’s life. Computers with aid of modern

machines made almost all the things around us. One of the contribution of Computer

technology is the online computer games, It generates strategies and actions that can be

beneficial not only for learning styles and variety of other learning issues, in order to

determine the strategies that should be adopted by learners to enhance their experience and

to obtain higher score and to learn something while playing.

The aim of the particular game will be to help students practice and develop their

academic skills to change the negative attitude by they have towards the subject by making

it more interesting, and to give teachers new and flexible tool for the educational process.

Online computer games can be used as teaching tool in the classroom.

The researchers chose this topic to determine on the use of playing online games

improved the students to the academic performance in classroom.

Statement of the Problem

Generally, the study aims to determine the advantage of playing online computer

games in relation to the academic performance of CvSU-Bacoor Students A.Y 2017-2018.

The research wanted to answer the following questions:


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1. What are the demographic profiles of the respondents in terms of:

1.1 Frequency of playing online games.

1.2 Length of period of playing online games (since they’ve started)

1.3 Average time spend of playing online games.

2. How does playing online computer games affect the academic performance of the

Students in relation with.

2.1 Class participation

2.2 Frequency of absences in class

2.3 Number of hours spent in studying

3. What is the impact of addiction to the academic performance of student by

Playing online computer games. And;

4. How the advantages of playing online computer games does affects the academic

Performance of students in CvSU-Bacoor.

Conceptual Framework

In analyzing the factors to determine the advantages of playing online computer

games in relation to the academic performance of CVSU Bacoor students, the study was

anchored by the following system theory:


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INPUT PROCESS OUTPUT

1. What are the


demographic profiles of
the respondents In terms
of:

1.1 Frequency of playing


online games;

1.2 Length of period of


playing online games
(since they’ve started);

1.3 Average time spend


on playing online games;

2. How does playing


online computer games
affect the academic A Survey The Advantages
performance of the of Playing
among the
students in relation with: Online
students of
2.1 Class participation; CvSU Bacoor Computer
A.Y 2017-2018 Games in
2.2 Frequency of
absences in class; Relation to the
Academic
2.3 Number of hours Performance of
spent in studying;
CVSU - Bacoor
3. What is the impact of Students A.Y
addiction to the 2011-208
academic performance
of student by paying
online computer games.
And;

4. How does the


advantages of playing
online computer games
affects the academic
performance of students
in CvSU-Bacoor.
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Objectives of the Study

The main purpose of the study is to determine the advantages of playing online

computer games in relation to the academic performance of CvSU Bacoor students A.Y

2017-2018. Specifically attempts to answer the following research objectives:

1. To identify the demographic profiles of the respondents in terms of playing online

computer games.

2. To determine if there is a significant effect on playing online computer games in

the relation to the academic performance.

3. To analyze the impact of addiction to the academic performance of student.

4. To identify the advantages of playing online computer games in the relation to

the academic performance of CvSU Bacoor student.

Significance of the Study

The main objectives of the study is to determine the advantage of playing online

computer games in relation to the academic performance. The result of the study will

benefit the following:

Teachers. It will help them in a way that they will know their students concerns on

effective teaching approach that will be suitable playing online computer games.

Students. It will help them in a way that will realize the importance of doing

research for educational purposes and also to gain knowledge in playing online computer

games.
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Parents. It will benefit them in a way that will realize the importance of doing

research for educational purposes and also to gain knowledge in playing online computer

games.

Scope and Limitation of the Study

This study focuses on the advantages of playing online computer games. It will

state the common features committed by the selected students of CvSU Bacoor A.Y 2017-

2018

The instruments of the study will focus only in the computer subject related. The

study will not comprise other factors such as the age and gender of the respondents.

Definition of Terms

Demographic Factors – Notionally, relating to the study of changes that occur in

large group of people over period of time. Operationally, these are used segments to

identify the respondents of this study.

Game-based learning. Notionally, relating to balance subject matter with game

play and the ability of the player to retain and apply said subject matter to the real world.

Operationally this term refers to the lessons which are competitive, interactive, and which

allow the learner to have fun while gaining knowledge.

Technology. Notionally, a scientific method of achieving a practical purpose.

Operationally, this is used to invent useful things or to solve problems.

Academic achievement. Notionally, is the extent to which a student, teacher or

institution has achieved their short or long-term educational goals. Operationally, this
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refers to the level of schooling you have successfully completed and the ability to attain

success in your studies.

Device. Notionally, a thing made or adapted for a particular purpose, especially a

piece of mechanical or electronic equipment. Operationally, computing tool (Laptop or

Computer) used in playing games.


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REVIEW OF RELATED LITERATURE AND STUDIES

Foreign Literature

Gee (2003) stated that video games is a set of problems that you must solve in order

to win. And according to him, it is a situated and embodied learning. Bring able to use facts

and information as tools for problem solving in specific contents.

McCormick (2007) makes a convincing and persuasive argument for the

educational power of intelligently crafter games that can serve as tools to help children

think and learn about real world problems and their solutions.

Chan (2007) pointed out that playing online games is one of the effective way to

prepare the kids for a globally competitive world. That can bring the thinking, practices,

and cultures of various professions into school learning

Green (2017) said that “video games change the brain” video games change the

structure surges the can build brain.

Gentile and Watch (2002) where in 53% of the parents said that “always” or “often”

should parents put limits on the amount of the time their children may play computer and

video games, and 40% said they “always or often” check the video game rating before

allowing their children to buy and rent computer or video games, even though the numbers

are not particularly high, they may overestimate the amount of parental monitoring of

children’s video game play.


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Local Literature

Rutger (2014) of Philcore found out that video games have the tendency to

strengthen the cognitive skills of their test subjects, especially in the areas of spatial

navigation, reasoning, memory and perception.

According to Vinluan (2003) that video gaming is but bad for the health as well as

the well-being of the individual. It may also give some benefits depending on the frequency

of the gaming of the person.

Psychologists point out that both graders can improve spatial skills by practicing

video games many imply that girls are disadvantaged in the long run by playing for less

games (SWS, 2007; AMA poll, 2008)

Regardless of the element of violence, online games have been envisioned as

potentially effective tools for learning. Furthermore researchers believe that online gaming

opens of door to computer literacy reading to potential technology careers (SWS, 2007l

AMA poll, 2008)

Stated by Vincent (2017) one of the main reason why students are attracted to

computer is because of computer games. Modern technology is now very accessible to

purpose especially students they can easily go to computer ships near the school. To play

and most of them spent the whole time with it and forgot their responsibilities as of student

which one of the disadvantage of playing online games. But there are also good things that

can benefit in playing computer games. It can help them enlighten their minds, and discover

now knowledge.
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Foreign Studies

Arora (2014) said that online games is a good stress reliever because it can give a

person entertainment and according to her experience they forget their problems when

playing online games.

Victor (2014) stated that online gaming makes the kid sharper and mentally more

active. The games generally have various levels or missions to be completed in limited

times. This helps the kids in learning about time management. He/she can learns

coordination local studies.

As studied by Diarles (2011), playing video games can give some positive benefits

such as improved hand-eye coordination and the potential improved academic skills.

Gaming online can be beneficial for teenagers, introducing them to a diversity that

they might otherwise encounter. Virtual environments also give kids freedom to explore

their surroundings and socialize in ways that they might not be able to in real life (Nic;

2007)

Local Studies

As studied by Diarles (2011), playing video games can give some positive benefits such as

improved hand-eye coordination and the potential improved academic skills.

Gaming online can be beneficial for teenagers, introducing them to a diversity that

they might otherwise encounter. Virtual environments also give kids freedom to explore

their surroundings and socialize in ways that they might not be able to in real life (Nic;

2007)
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Relevance of the Related Literature and Studies

According to the study of bee (2003) that playing video games is a situated and

embodied leaning, for being able to use facts and information as tools for problem solving

in specific contents. According to the study of McCormick (20070 that playing video

games can help children to think and learn about real world problem and their solutions.

Chan (2007), According to his study that playing games can bring kids into globally

competitive and bring and thinking skills, practices, and cultures into school learning.

Green (2017) According to him that video games change the brain into active and attentive

form. In addition, gentile and wash (2012) have found that parents should put limits amount

of time because playing games can affect their children in terms of addiction in playing

games. According to the study of rutger (2014) of Philcare that video games have the

tendency to strengthen the cognitive skills of their test subjects, according to psychologists

that both genders can improve spatial skills by practicing video games. According to the

study of Vincent (2017) even there is a advantages of playing online games, but there are

also good things that can benefit in playing computer games. A cam help them enlighten

their minds, and discover new knowledge. According to the study of Alora (2014) that

playing online games is a good stress reliever because it can give a person entertainment.

In addition, according to the study of victor (2014) that playing online game makes the kid

sharper and mentally more active. According to the study of Charles (2011) that okaying

video games can give to us a positive benefits to improved academic skills. According for

the study of Nic (2007) that playing online games can beneficial for teenagers, introducing

them for a diversity that they might otherwise encounter.


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This study is related to the cited studies and literature, both talks about the

advantages of playing online computer games in relation to the academic performance, that

a children or of student can benefit in playing online computer games. It can help students

to enhance their experience in virtual world. In proper moderation and supervisor, video

gaming might be a tool for enhancing the cognitive and social skills of or individual.

Technology aims to generally be helpful to us and the whole world. It is really up to us

how will use will let it impact of our lives.

These related research and literature relevant to this study because it define the

advantages of playing online computer games in relation to the academic performance. It

serve as the basis of the study to prove that related studies really exists. It also helps to

support the study because it includes test, evidences and conclusion.


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METHODOLOGY

The purpose of this chapter is to describe the research methodology of this study,

explain the sample selection, describe the procedures used in designing the instrument and

collecting the data, and provide an explanation of the statistical procedures used to analyze

the data.

Research Design

In order for the researchers to discuss the research briefly, the researchers will use

descriptive design, which describes an existing phenomenon by using members to

characterize individual or a group as they aim to determine The Advantage of Playing

Online Computer Game in Relation to the Academic Performance of the selected students

of CvSU-Bacoor. It includes the analysis, interpretation, description and discussion of the

topic. The researchers knows that the descriptive design is the most applicable for this type

of study.

Sources of Data

The source of data that the researchers will use are the distributed survey

questionnaire.

The primary source of the data came from the researchers-made survey

questionnaire to gather relevant information in this study. The research questionnaire is

comprised of measuring how often does the students play online games, measuring and

identifying the positive factors that affect the students while playing, and will see if there
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is any impact on playing computer games, the survey questionnaire instruments were used

to achieve the main objectives of the study. A survey questionnaire was distributed among

selected students of CvSU-Bacoor. The questionnaire was structured in such a way that the

respondents will be able to answer it easily.

The secondary source of data came from books, internet, articles, moreover

related studies and literature about playing online games that will help in giving ideas to

the researcher.

The researcher made questionnaire consist of item to be related according to the

survey questionnaire that will distribute using the following interpretations: (6) Always, (5)

Very Frequently, (4) occasionally, (3) rarely, (2) Very Rarely, and (1) Never.

Participants of the Study

The respondents of this study are the selected students of CvSU-Bacoor. The

researchers will survey the respondents who compromised selected students. The study is

limited to 333 respondents because the research method that the researchers will use is

Descriptive Method. The researchers will use the Slovin’s formula to get the total number

of respondents and came up with 333 respondents.

Slovin’s Formula:

N
n
1  Ne2

Where;
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n = no. of respondent

N = population size

e = margin of error (5%)

n=

2000

1  2000(0.05) 2
2000

1  2000(0.0025)
2000

1 5
2000

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n = 333.33 or 333

Given:

N = 333 respondents

e = standard confidence level is 90% - 95%.

The researchers used a confidence of 95% to test effectiveness, which will give a

marginal error of 5%.

Sampling Technique

The sampling technique that the researcher used is a purposive sampling because

the sample will be using is selected based on the characteristics of a population and the

objective of the study. The sampling technique that the researchers will use under non-

probability sampling is homogeneous purposive sample which is the one that is selected

for having shared characteristics to determine the advantage of playing online computer
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games in relation to academic performance. The researchers will use survey questionnaire

in gathering data or information from selected students from CvSU-Bacoor.

Data Gathering Procedure

The data gathering procedure that the researcher will use is from the survey

questionnaire that will be answered by the selected students from CvSU-Bacoor that will

be relevant for this study. The information and feedback of the respondents will process

and will subjected to statistical treatment. The findings will be extracted and analyzed

based on the processed data.

There will be no time limit to be imposed so that the respondents could freely analyze

every statement. The questionnaires will be collected immediately after the respondents

finished answering.

Statistical Treatment of Data

The researchers employed a descriptive method using the survey questionnaire.

Descriptive statistical tools such as weighted mean, percentage and the Likert scale will

use to for assessing relevant information to serve the purpose of the study.

To start the study, a survey questionnaire was made and was given to the respondents

of this study for the researchers to gather the information that they needed in the statistical

treatment. The finding will extract and analyze based on the processed data.

For the purpose of the study, the collected data were subjected to statistical

computation through computerization.


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1. Weighted Mean - This is used to determine the level effectiveness of social media as

learning tool to the students of Cavite State University – Bacoor in 2017.

Where:

W.M = weighted mean

w = weight

x = frequency

n = total number of respondents

∑ = summation notation

2. Percentage - This is used to set the percentage of the respondents’ demographic profile.

Formula:

f
p x100%
n

Where:

p = percentage

f = frequency

n = total number of respondents


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4. Likert Scale- The six point likert scale use in this table.

RATE EQUIVALENT VERBAL


INTERPRETATION
6 5.75 – 6.00 Always
5 4.51 – 5.75 Very Frequently
4 3.26 – 4.50 Occasionally
3 2.51 – 3.25 Rarely
2 1.76 – 2.50 Very Rarely
1 1.00 – 1.75 Never
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SURVEY QUESTIONNAIRE

Name: (optional) Date:


General Direction: Kindly put a check (√) on the response that you feel closely describe
the following
I. What are the demographic profiles of the respondents in terms of:

Frequency of playing online games


1-2hrs 5-6hrs
3-4hrs 7hrs and above

Length of period of playing online games (since they’ve started)


1-2Weeks 5-6 Weeks

3-4 Weeks 7 Weeks and Above

Average time spend of playing online games.

1-2hrs 5-6hrs
3-4hrs 7hrs and above

II. Measuring effectiveness of Playing Online Games

6 5 4 3 2 1
Always Very Occasionally Rarely Very Never
Adaptability Frequently Rarely

1. Do you play online games every


day?
2. Do online games makes you
happy?
3. Do online games improve your
study?
4.Do you think online games lower
you stress
5. Do online games affect you in a
negative way?
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6. Do you get very angry when


someone or something interrupts a
game?
7. Do you get very angry when
someone or something interrupts a
game?
8. Have you called in sick or late in
school classes for game?
9. Do you forget responsibilities or
deadline in school when playing
game?
10. Have you lost contact with
friends and family since gaming?

6 5 4 3 2 1
Always Very Occasionally Rarely Very Never
Comprehension Frequently Rarely

1. Do you think that playing online


games is now part of student’s daily
routine?
2. Is there an effect in playing
online games when it comes to your
studies?
3. Is playing online games is a good
source of information?
4. Is that playing online games
changed your study habits?
5. Is your academic performance
has improved due to playing online
games?
6. Do you think your social life has
improved as a result of playing
online games?
7. Do student nowadays really
depend their studies over playing
online games?
8. Do you think playing online
games is more effective as a tool in
learning?
9. Do you use playing online game
as a communication platform?
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10. Do you think playing online


games is more effective than the
traditional way of learning?

6 5 4 3 2 1
Always Very Occasionally Rarely Very Never
Time Management Frequently Rarely

1. Do you think playing online


games affects your study time
habit?
2. Do you spend more time in
playing online games rather than
studying your lessons?
3. Do you tend to forget studying
due to excessive use of playing
online games?
4. Do you sleep late at night
because you engaged too much
using playing online games?
5. Does it affect your sleeping
hours?
6. Does using playing online games
lets you do multiple tasks at the
same time?
7. Do you use playing online games
to minimize your time preparation?
8. Do you think class collaboration
is effective when using playing
online games?
9. Do you prefer sending and
receiving homework through
playing online games?
10. Do you think playing online
games gives you freedom in terms
of Time Management?
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III. Significance of Social Media:

Yes No
1. Do you think playing online games plays an important role in the life
of students’?
2. Do you think playing online games is effective in today’s academic
performance?
3. Do you think that playing online games can act as a medium of
communication?
4. Do you think playing online games can help students’ to boost their
confidence in terms of interaction and cooperation?
5. Do you think playing online games is an effective tool in learning?

IV. Help of Social Media:

General Direction: Kindly put a check (√) on the response that you feel social media has
helped you:
Time Management Homework Communication
Information Class Participation Interaction
Research Engagement Understanding

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