Monday, April 15, 2019

Video game addiction Essay Example for Free

picture show halting addiction EssayThis chapter presents the introduction, background of the lead, statement of the problem, signifi ro regionce of the excogitate, scope and delimitation, the abstract framework and the definition of name. INTRODUCTION It was non long ago when estimators were in truth oversized and most hoi polloi could not afford to buy unmatched. Over the years, computing devices live not only gotten sm altogetherer, but overly less(prenominal) expensive and to a greater extent powerful. To twenty-four hour period, umteen people can afford to buy their own calculating machine. You can fore forgather a reckoner in use almost everywhere. data processor is an electronic machine used to influence data. It changes data into useful information. It is controlled by commands or instructions. These commands or instructions tell it what to do. figurers come in contrary shapes and sizes and they serve many purposes. They range from the tiny ready re ckoners built into appliances and cars the large-scale mainframe reckoners used to run big business. This device or figurer program provides entertainment by challenging a souls eye-hand coordination or psychical abilities.Made possible by the development of the microprocessor, electronic halts atomic number 18 marketed in various formats, such as hand-held one- tenderer models, cartridges or compact discs that argon inserted in modules attached to television sets, computing device programs run on personal or network calculating machines, and bring outstanding arcade versions. Most of their appeal comes from the calculator program that synchronizes flashgun lights and a variety of sounds with the movie like animated action portrayed on a in writing(p) dis recreate. In advanced society, it is very common in play calculator games.Even though data processor games ar common in our life, they have not only good issuings, but in like manner big effect, curiously to p upils. Moreover, even though parents contend that pupils play computing device games as well as much, they do not k forthwith that why pupils are widely excited at figurer games, and what the noisome personal effects of reckoner games are. in that location are two main causes that pupils play data processor games too much. In addition, compete computer games too much has two main effects. The first reason that pupils play computer games too much is very simple, because computer games are very fun. Computer games relieve stress. at that placefore, computer games have very splendid ruddy content. There has long been the believed that violent content may t each(prenominal) violent behaviour to the young. Moreover, Barrie Gunter asserted, Playing computer or telly games with violent themes results in the heightening of perceptions of risk or danger in the certain world, He declared that the power of impression or computer games may also be derived from the tactual sensatio n of control which they stimulate in young players. Thus, computer games drive pupils to a greater extent violent. Besides, pupils could misunderstand that they are computer games character.In the municipality of Atimonan, Quezon are lots of computer shop near the schooling site where the computer games are open to play it and the look worker found out that most of those who frequently play computer games are the elementary grades pupils. In fact computer games have effects to the players especially to the children. This situation paved the right smart for the idea to become arouse in her study and wanted to jell the effects of playing computer games has affect to the pupils academic mathematical operation.STATEMENT OF THE PROBLEMThe research worker aimed to realise the effects of computer games in schoolman Performance as perceive by the Grade V pupils in Our Lady of the Angels honorary society (OLAA) during the school year 2011-2012. Specifically, this seeks to answer the fol embarrasseding questions 1. What is the Profile of Grade V Pupils in OLAA in terms of * awaken * ripen * Family Monthly Income * Parents Educational Attainment 2. When do they commonly play the computer games? 3. Where do they usually play the computer games per week? 4. How much beat do they make pass playing computer games per day? 5. Where do they get money for computer games?6. What assortment of computer games-machine do they usually play? 7. What are the perceived effects of computer games on the Grade V Pupils in terms of * Study Habits * pedantic act * Physical Skills * Emotional Stability 8. In what aspects do computer games have the most equal? 9. In what aspects do computer have the least impact?STATEMENT OF NULL HYPOTHESIS There is no significant effect of playing Computer Games in the pupils academic performance. SIGNIFICANCE OF THE STUDY In the world of technology and innovation, computer games have played an of import power.There are constantly dev eloping new strategies, techniques such that the games become increasingly appealing and exciting. It is hoped that the result of this study would be a swell help to the teachers as well as to the parents for they would know the effects of playing computer games as perceived by Grade V pupils of Our Lady of the Angels Academy Atimonan, Quezon. To the Teachers, The findings of this study entrust enable the teachers to discover the overconfident effects of computer games and not see only the negative side. Since computer is medium of communication.To the parents, the results of this study will be a great help to them especially when they b early(a)ed more or less their children who spend too playing computer games. To the students, the results of this research will surely benefit the students. With this, they will start to realize that computer games can influence their academic performance in school. To the investigator, as a future teacher will also be the one who can help to e ncouraging and arouse the interest of the pupils to gain higher grades in the academic and to know the limitations of playing computer games.SCOPE AND DELIMITATION OF THE STUDY In order to gather the academic performance of the students, the researcher asked permission from the principal and their teacher to get their scholastic performance in order to know how the respondents perform in terms of their academic performance. By means of purposive sampling, the researcher has 34 pupils, nineteen (19) male and fifteen (15) female, which composed of only one section of Grade V pupils in Our Lady of the Angels Academy.The researcher only considers the scholastic performance of the Grade IV Pupils of Our Lady of the Angels Academy during 1st to 3rd grading period to get their academic performance. The researcher gets their average grade to determine their overall academic performance. CONCEPTUAL FRAMEWORK A computer is a programmable machine designed to consecutive and automatically carr y out a ecological succession of arithmetic or logical operations. The particular sequence of operations can be changed readily, allowing the computer to solve more than one kind of problem.Generally the effect of Computer Games Specifically the study aims to 1. Avoid too much playing computer Games 2. Avoid low Failing Grades of pedantic Performances. 3. Spend much conviction on studies. 4. Avoid change attitude. question ikon DEPENDENT VARIABLES DEPENDENT VARIABLES Perceived make of Computer Games in the Academic Performance of Grade IV Pupils of OLAA in terms of * Study Habits * Academic Achievement * Physical Skills * Emotional Stability Perceived nubs of Computer Games in the Academic Performance of Grade IV.Pupils of OLAA in terms of * Study Habits * Academic Achievement * Physical Skills * Emotional Stability MODERATING VARIABLES MODERATING VARIABLES Computer Games * Dota * Crazykart * Farmville * Special Force * CABAl * Ninja Saga * Cityville * Plants vs. living dead * RAAN * Other , enchant place Computer Games * Dota * Crazykart * Farmville * Special Force * CABAl * Ninja Saga * Cityville * Plants vs. Zombie * RAAN * Other , divert specify INDEPENDENT VARIABLES INDEPENDENT VARIABLES Profile of Grade IV Pupils of OLAA in terms of* Gender * Age * Their Computer Games Exposure Profile of Grade IV Pupils of OLAA in terms of * Gender * Age * Their Computer Games Exposure pattern 1 this figure shows that the Relationship among the Independent Variables, Moderating Variables and Dependent Variables. Since, this study focus on on determining the effects of computer games in the academic performance of the Grade V Pupils, the researcher has developed a paradigm that shows the relationship of the independent variables moderating variables and the dependent variables.Hence, as shown in Figure I, Perceived effects of computer games in the academic performance of the Grade IV pupils (Box 2) is dependent upon their subjective ability to despondence ( Box 1). This is influenced by the dependent ( Box 2) such as the differences academic performance of the pupils. DEFINITIONS OF TERMS To make this study more understand for the readers and to avoid confusion for this research to work. The following terms were defined. * Computer an electronic machine used to process data. It changes data into useful information. It is controlled by commands or instructions.* Academic Performance concerns about the information of study habit, academic achievement, involving scholastic rating and development of cognitive skills, approach of motor skills, enriching affective skills. * Video Games refers to kind of muscle or mental exercise indulged into by few persons for purposes of relaxation which is necessary for maintenance of ones health. * Computer Games pertains to the mental exercise victimisation modern devices such as exposure machine, family computer, Atari, or other(a)s which attract younger pupils especially to grade school child ren.CHAPTER II REVIEW OF RELATED publications AND STUDIES This chapter presents pertinent review of related literature and studies which is relevant to the research. RELATED LITERATURE Today almost all of us have electronic devices at home for us to be comfortable and handy at times. But it also has a negative effect on children, especially students. Parents usually buy computers for their children educational resource. But students who always seek to fun activities around them use computer to play games, chat with their friends and to catch up with the latest gossip on celebrities.And before they know it they are already addicted to computer. Computer can cause students to be personally, and mentally ill, and the more the child spends more time on the computer, the more he or she loses time to focus on academics, and to talk to their family. Computers, video games, and the mesh have become entrenched features of our daily lives. Computer use has reached beyond work and is now a major source of fun and entertainment for many people. For most people, computer use and video game play integrated into their lives in a balanced healthy manner.For other time washed-out on the computer or video game is out of balance, and has displaced work, school, friends, and even family. According to Gentile (2004), computer games are natural teachers. Children find them highly motivating by virtue of their interactive nature. Children are actively engaged, provide repeated practice, and include rewards for skilful play. These facts make it likely that computer games could have large effects, well-nigh of which are intended by game designers, and some of which may not be intended. The data about childrens video game habits are correlated with risk factors for health and with poorer academic performance.When video game play is analyzed for violent content, additional risk factors are observed for aggressive sort. Fisher (2006) stated that, theres also another type of compute r addiction thats been identified, which has been labelled decreed addiction. It may sound like a contradiction of terms, but having a positive addiction is defined as obsessive behavior in which the benefits received outweigh the cost of the addiction. There are many ways in which immersing one into the computer can in truth help make a person a better, healthier, more aware human being.Not all the stuff on the Internet is bad, by any means. Theres an incredible wealth of valuable, enriching real available in an endless variety in cyberspace, as well. In addition, there are a pay backing number of researchers who argues that meeting someone online may actually be a more internal and revealing experience than face to face contact, because youre communicating your thoughts, feelings, and emotions in a more real way, free of the game playing and posturing that often accompanies real world dating.You get to know the inner person in a more direct, spontaneous way without worrying about facial recordions or inflections of the other persons voice. In a very real way, couples who made their first contact online often know each other in a deeper, more intimate way than couples who meet in the outside world. Further, it is important to remember that even if a person spends a significant amount of time on the computer every day, that doesnt necessarily mean that the person is negatively addicted. Spending a considerable amount of time online doesnt always ruin a persons life or the lives of the other people.There are people who use their computers to reach out to others in a meaningful way and use the awesome power and positive aspects of the Internet to learn and grow in every area of their lives and to become better people. On the other hand, Portal (2007) stated that, compulsive gaming is already considered a psychological disorder. The growing number of students pang from computer game addiction and video game addiction can be puzzling for many people. What the people dont realize is that any form of addiction roots from things that used to be harmless.Just like in gambling, virtual games bring a sense of fun, thrill and excitement when played, these feelings actually make the game more appealing and engaging and addictive. The seriousness of video game addiction and computer game addiction has gone unnoticed. It managed to sneak from a good thing that turns out bad collect to abuse and bad usage. Moreover, Kranz (2008) stated that the seriousness of the issues caused by computer game addiction and video game addiction was even claimed to have created a new face of addiction in modern-day societies.Since this kind of addiction roots from seemingly harmless sources, what leads to addiction is the peoples abuse to the effects or benefits that they bring. Since no one will ever prevent using computer these days, at work or in school, theorists announce that this kind of disorder will be much harder to manage. When time spent on the comp uter, playing computer games or cruising the internet reaches a point that is harm a childs or large(p)s family and social relationships, or disrupt school or work life, that person may be caught in a circle of addiction.Like other addiction, the computer or video game has replaced friends and family as a source of persons emotional life. Increasingly, to feel good, the addicted person spends more time playing video games or searching the internet. Time away from the computer or game causes moodiness or withdrawal. RELATED STUDIES According to Matt cited by Walsh that the most widely used positive impact computer games are said to have on children is that they may improve a players manual dexterity and computer literacy. Ever-improving technology also provides players with better graphics that give a more realistic virtual playing experience.This quality makes the computer game industry a powerful force in many insipid lives. However, numerous studies show that computer games, es pecially ones with violent content, make teens more aggressive. In another study considered by Gentile cited by Anderson that adolescent girls played computer games for an average of 5 hours a week, whereas boys averaged 13 hours a week. According to Anderson cited by Gentile that playing computer games may increase aggressive behavior because violent acts are continually repeated throughout the computer game.This method of repetition has long been considered an good teaching method in reinforcing learning patterns. According to Anderson cited by Bushman that games also encourage players to identify with and role plays their favourite character. This is referred to as a first-person video game because players are able to make decisions affecting the actions of the character they are imitating. aft(prenominal) a limited amount of time playing a violent video game, a player can automatically prime aggressive thoughts.The researchers concluded that players who had prior experience p laying violent video games responded with an increased level of aggression when they encountered confrontation. CHAPTER III RESEARCH METHODOLOGY METHOD OF RESEARCH USED This study used descriptive method of research because the descriptive method is designed for the investigator to gather information, about present existing conditions. It evolves collection of data in order to test or to answer questions concerning the current status of the subject under study which measures the existing phenomenon the students hence the aforementioned research method was adopted.RESEARCH LOCALE The researcher has chosen Our lady of the Angels Academy as her place where the study will be conducted. Our lady of the Angels Academy was located at Quezon Street of Zone I Poblacion in Atimonan, Quezon. It has good location and conducive for the pupils to learn. The community has various resources which support and help the school. The community has a large number of population exhalation to school. RESE ARCH SAMPLE The researcher use purposive. She decided to study all Grade-IV pupils of Our lady of the Angels Academy because the total population of Grade IV pupils are twenty-two (22).These selected Grade IV pupils are composed of 22. DATA GATHERING PROCEDURE In order to gather data the needful data, the researcher made preliminary steps. The researcher asked permission from the principal of Our Lady of the Angels Academy to allow to conduct her study and to use pupils as respondents. The researcher gave Questionnaire to the pupils and the classroom adviser gave their permission. The direction of the questionnaire was fully explained by the researcher before the class to avoid misinterpretation. After answering, the questionnaire were collected and counted by the researcher.RESEARCH INSTRUMENTATION The researcher uses a survey questionnaire as her main instrument in gathering the necessary data. This questionnaire is composed of the following partws take apart I Respondents Pers onal Data Part II Computer Games Exposure Part III Effect of Computer Game to the pupils. STATICTICAL TREATMENT In analyzing the data, the Percentage and dull Mean Formula as shown downstairs was used. P=FNx100 Where P=Percentage F=Total number of responses N=Total number of respondents WM=5n+4n+3n+2n+nN Where WM=Weighted Mean n=Number of frequency responses N=Total number of respondents.Result was interpreted using the scale below Point Scale Range Interval Description 5 4. 21-5. 00 SA 4 3. 41-4. 20 A 3 2. 61-3. 40 U 2 1. 81-2. 60 D 1 1. 00-1. 80 SD vermiform process B1 QUESTIONNAIRE PART I Respondents Personal Data A. SEX Male Female B. AGE 8-10 years old 11-13 years old other, please specify C. FAMILY MONTHLY INCOME less than P 5000 Php. 8000 9000 Php. 5000 6000 Php. 9000 10000 Php. 6000 7000 more than P 10000 Php. 7000 8000 D. EDUCATIONAL progression OF YOUR FATHER Elementary Graduate College undergraduate. High school Graduate College Graduate E . EDUCATIONAL ATTAINMENT OF YOUR MOTHER Elementary Graduate College Undergraduate High school Graduate College Graduate PART II COMPUTER GAMES EXPOSURE This part will determine your computer games exposure. Please answer honestly. 1. When do you usually play the computer games? during Saturday and Sunday before going to school before break time after class hour during my free time 2. Where do you usually play the computer games? at home at amusement center at internet cafe at computer shop other, please specify 3.How much do you spend for computer games? P5. 00-P10. 00 P16. 00-P20. 00 P25. 00-P30. 00 P45. 00 and above 4. How much time do you spend playing computer games? 1-2 hours 5-6 hours 3-4 hours More than 6 hours 5. Where do you get the money you spend for the game? Parents Allowance Savings other, please specify 6. What kind of computer games-machine do you usually play? Family computer Netbook Personal software process (PS P) Laptop Game boy Other, please specify Cellphone 7. What types of computer games do you usually play? DOTA Ninja Saga. Crazykart Cityville Farmville Plants vs. Zombies Special force RAN CABAL other, please specify Part III- tack together OF COMPUTER GAME TO THE PUPILS This part will determine the effect of computer games with regards to your study habit, academic achievement, physical skill, and emotional stability. Please check ( / ) the data which correspondent to your answer. WhereSA Strongly consort= 5 A Agree= 4 UUncertain= 3 DDisagree= 2 SD Strongly Agree= 1 A. STUDY HABITS ITEMS (SA)5 (A)4 (U)3 (D)2 (SD)1 1. I prefer to play computer games first before I make my assignment 2.I love computer games more than I enjoy my school lessons. 3. I enjoy playing computer games than making my assignment. 4. I spend much time in playing this game than studying my lessons. 5. I skip class secure to play computer games. 6. I prefer to pl ay computer games than reading. 7. Computer games make me less interested in studying. 8. I want to play computer games than to learn new things related to my study. 9. When I have a vacant time I always think that I want to play computer games. 10.I am so engrossed in playing Computer games that I forget the business hand. B. ACADEMIC ACHIVEMENT ITEMS (SA)5 (A)4 (U)3 (D)2 (SD)1 1. I still get good grades in examination although Im an devouring(a) player of computer games. 2. Playing computer games help me a lot to improve my analytical skills. 3. I have less time studying because of computer games that is why I participate less in class discussion. 4. I play computer games because it helps me increase my reasoning ability. 5. A computer game helps me improve my mathematical skills. 6.I play computer games because it helps me explore new word/words. 7. I play computer games because it helps me to be creative. 8 . My grade in school is affected because of computer games. 9. I play computer games because it provides mediate opportunities to learn principles that help me in lessons. 10. I play computer games because it helps me to learn follow instruction. C. PHYSICAL SKILLS ITEMS (SA) (A) (U) (D) (SD) 1. Computer games improve my hand coordination. 2. I feel so energetic and active in group activity. 3. After playing computer games, I feel refreshed. 4. Playing computer games helps me improve my eyesight. 5. A computer game helps me in my sense of hearing. 6. It helps me to develop skills involving movement. 7. It helps me to enhance my own unique way. 8. It helps me to develop my gross motor skills. 9. It helps me to grow my progression of developmental milestones. 10. It helps me to progress my own individual skills. D. EMOTIONAL STABILITY ITEMS (SA)5 (A)4 (U)3 (D)2 (SD)1 1.I feel that computer games it lessen my emotional problems. 2. A computer game helps me not to feel bad whenever my friends are not around. 3. Computer game helps me to gain confidence. 4. Computer game helps me to appreciate the efforts of others. 5. Computer game helps me to understand the behaviours of others whenever bad or goods. 6. It helps me to express my feeling to others. 7. Computer game helps me to share my emotional problems to my parents. 8. Computer games help me to express my opinions and ideas. 9. Computer games help me to respect others. 10. Computer games help me to be independent.Esteban, Clifford P. 2010. The Amazing World of Computers. Quezon City, Philippines PHOENIX publishing House, Inc. Pgs. 1-. 6 2 . http//education. yahoo. com/reference/encyclopedia/entry/electroG 3 . http//www. scribd. com/effectsofcomputergmes. ph 4 . http//www. scribd. com/effectsofcomputergmes. ph 5 . https//www. oppapers. com/join. php Article Effects of Computer G ames 6 . . (www.mediafamily. org/facts/facts_gameaddiction. shtml) 7 . (http//findarticles. com/p/articles/mi_m0816/is_6_21/ai_n9772319/) 8 . (http//www. clickingaddict. com/positive_computer_addiction. html) 9 . (http//hubpages. com/hub/Computer-Gaming-Addiction). 10 . (http//www. artipot. com/articles/208460/video-games-the-modern-day- addiction. htm). 11 . (www. asiafinest. com/forum/index. php? showtopic=19726) 12 . Walsh, D. (2000). Interactive violence and children Testimony submitted to the Committee on Commerce, Science, and Transportation, United States Senate. (March 21, 2000.) 13 .Gentile, D. A. , Lynch, P. , Linder, J. Walsh, D. (2004). The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance. Journal of Adolescence, 27, 5-22. 14 . Gentile, D. A. Anderson, C. A. (2003). reddened video games The newest media violence hazard. In D. A. Gentile (Ed. ), Media violence and children. Westport, CT Praeger Publishin g. 15 . B ushman, B. Anderson, C. (2002). Violent Video Games and Hostile Expectations A Test of the General Aggression Model. Personality and Social Psychology Bulletin, 28, 1679-1686.

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