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CHAPTER V Summary, Conclusion and Recommendation

This chapter presents the summary of findings of the study and the conclusions. Recommendations for the solution of the problems in this study are also offered.

Summary of Findings A descriptive study of the preferred computer games of BS Accountancy I-28 students was conducted. Fifty respondents were chosen applying descriptive method of research in gathering pertinent data. The results indicated the following:

1. A total of 50 or 100% of the BS Accountancy I-28 students experienced playing computer games. 2. Most of them preferred to play Plants vs. Zombies with 11 or 22% of the respondents. This was closely followed by Angry Birds with 10 or 20% of the total respondents.

3. Most of them started playing, 11 years and above with 28 or 58% of the respondents. Seventeen or 34% of the respondents started at the age of 8-10 years old and 5 or 10% of the respondents started playing at the age of 5-7 years old. 4. Thirty four or 68% of the respondents spent 1-5 hours per week in playing and 7 or 14% spent 11-15 hours. Six or 12% spent 6-10 hours and 3 or 6% said that they spent 16-20 hours in playing computer games. 5. The most common factor that influenced them to play computer games was their own interest with a total of 17 or 34%; friends with 16 or 32%; popularity of the game with 12 or 24%; family with 4 or 8% and boyfriend with 1 or 2% of the total respondents. 6. The most common reasons of the respondents in playing computer games are leisure/hobby with 39 or 78% of the total respondents. This was followed by personal interest with 10 or 20% and peer pressure with 1 or 2% of the total respondents.

7. Twenty seven or 54% of the total respondents said that self-satisfaction is the benefit that they got in playing computer games and 11 or 22% said that they became a critical thinker. Six or 12% said that they play computer games to improve social life, 5 or 10% said to become knowledgeable and 1 or 2% said for past time. 8. The most common disadvantage in playing computer games is having poor time management with a total of 25 or 50%; becoming lazy with 12 or 24%; becoming unhealthy with 6 or 12 %; becoming emotionally disturbed with 5 or 10%; becoming uncivilized with 2 or 4% and having expensive maintenance with 1 or 2% of the total respondents. 9. A total of 26 or 52% said that playing computer games affects their studies and 24 or 48% that it doesnt. 10. Twenty nine or 58% of the total respondents said that they will minimize playing computer games; 12 or 24% said that they will stop and 9 or 18% said that they would still play computer games.

Conclusions Based on the findings, the following conclusions are drawn:

1. All of the BS Accountancy 1-28 students are playing computer games. 2. Plants vs. Zombies is the most preferred computer game of the students. 3. Most of the students start playing computer games at the age of 11 years old and above.

4. Most of the students spend 1-5 hours in playing computer games. 5. Own interest is the most considered influence in playing computer games.

6. Leisure/hobby is the primary reason in playing these computer games. 7. Most of the students say that they get self-satisfaction in playing computer games.

8. In playing computer games, the most common disadvantage that they get is having poor time management. 9. Most of the students say that playing computer games affects their studies. 10. Most of the students say that they will minimize playing computer games.

Recommendations

On the basis of the findings and the conclusions of this study, the researchers offer the following recommendations:

1. In playing computer games, the students should remember that it is not only for leisure that matter but they should also consider playing computer games will make them knowledgeable. 2. Students should choose computer games that would give them good character and they should be disciplined and should be aware that playing computer games affects their behavior and studies. 3. Computer games with violent themes must be minimized. It should be interesting and educational. Makers/creators of computer games should try their best to give the players an educational, social and job benefit.

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