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ACKNOWLEDGMENT

We would like to dedicate this research paper for those people

who help and guide us to finish this research paper.

First and foremost,we would like to thank our Almighty Father

who always guide us to do the research paper.Second , we would like to thank

our teacher Mr. Michael Casil Millanes for also guiding us to do this research

paper and lastly to our parents thank you so much for providing us money,to

our needs to do this research.

Thank you everyone who help us to finish this given task.We will

always remember you.

Ala , Seth Hamza A.

Condar , Ishmael E.

Nicolas , Gilbert J.

Reyes ,Missy Joy L.

Toreta , Jendalyn

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CHAPTER 1

The Problem and it’s Scope

Introduction

Nowadays, a lot of people has been addicted to computer. It is

because of computer you can play online games and do Facebook, Instagram,

twitter and also YouTube. In the other countries there are also people have

been addicted to computer, indeed the Seattle Tacoma area is the nation’s

13th largest media market and has the highest level of computer used in the

country; According to a recent study more than 45% of the adults in the area

regularly play video games. Although extreme cases of internet and video

game addiction have not been widely publicized in the U.S, it is a different

story in Europe and East Asia where game playing has even been linked to a

player death. In 2006 an in-patient addiction facility for internet and video

games abuse was open in Amsterdam and there are several similar programs

operating in China. Internet is one of the most powerful; it is not only use as a

source of information but also a medium of communication. A clear barrier or

impact of using modern technology to study, is it loss students focus on what

they should really do.

In Philippines it is one leading problem concerned by the society

regarding gaming is game addiction which leads to a lot of complication. Many

people find computer games as a great way to escape from the stressful reality

as these games provide a high level of quick gratification.

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This fact predisposes the risk of game addiction, as people get addicted to

computer

Games they will prefer staying in front of the computer. As computers became

more popular, some students overused it and became a bad leisure for them

causing to have low grades that can be addicted to their academic

performance. A lot of them spending their time in front of computer to a point

where the child needs frequent access to electronic devices to feel normal,

often becoming irritable or depressed when the access is restricted for any

reason. The potential effect can also include an impaired ability to focus deeply

on a task or a problem. Video games in particular can create a sense of

discouraging a child from facing the reality or real world challenges, while

online communication through social media can make a child feel persistent

peer pressure and the anonymity provided by many forums encourages

impulsive outburst.

This research will identify the impact of computer addiction to

student’s academic performance.

RELATED REVIEW OF LITERATURE

According to Azad Fallah et al(2001) in their study the relationship

between games and social skill of 258 male students of first grade of high

school. The results showed a significant relationship between the game type

and presence of others in the game location with social skill of adolescents.

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Selecting home as the place of using computer had a significance negative

with social skills and those adolescents who were playing at home had less

social skill.

Ahmadi (2002) who studied the impacts of computer games on

adolescents of the city of Isfahan. The aim of his study was to find out if

computer games have social effects, The results showed that violence and

aggression in students who played these games was higher than those who

did not play. Also social participation of students who were playing computer

games was low.

The most factors noticed in studies as well as the present study is

the disorder in general health of players. Various studies show that playing too

much computer games causes physical damage, academic performance,

increases anxiety, and depression in players. Many studies shows that most

adolescents who are addicted to computer have high heartbeat and blood

pressure due to too much excitement and stress. Most of those who are

involved in these games do not notice the time passing and even forget to eat.

It seems that creating a cause and effect relationship between computer

games , physical health and academic performance. First, addiction to

computer can cause disorder in physical health, increases anxiety, and

depression. Second, it is the possible that disorder in physical and mental

health cause people to get attracted to computer games. Third is that both

addiction to computer and social media can lead to serious affection about

academic performance.

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According to Klein and Keepers in their research reports in 2000,

students who prefer computer games to other entertainments have more

behavioral problems that other students should not have.

A study by Sherry et al.,(2001)investigating the reasons for

playing video games and computer games by adolescents and their game

prioritize on 535 students adolescents in age 15-20 in the West USA found that

68% of adolescents had these games as their weekly entertainment. The

reasons for playing these games among boys were excitements and

challenges and they insisted to win, moreover sport and violent games were

more attractive for boys.

In 2004 Yuma et al., conducted an intensitive study in 9 cities of

japan about the computer games played by children and adolescents and it’s

relationship between physical health, anxiety and depression with computer

games addiction. However, the relationship of addiction to computer games

and social dysfunction was significance and inverse. The results showed that

obese students were more attracted to computer games. In other words

playing more computer games cause adolescents to stay home, which lead to

their lack of activity and getting fat.

In psychological dimension, it seems that computer games have a

negative relationship with mental health of adolescents and have a direct effect

on their violent behavior, anxiety, depression and isolation of those

adolescents who play these games.

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According to Daria J. Kuss and Mark D. Griffitchs in the past decade, research

has accumulated suggesting that excessive internet use can lead to the

development of a behavioral addiction. Internet addiction has been considered

as a serious threat to mental health and the excessive use of the computer has

been linked to a variety of negative psychological consequences. The aim of

this review is to identify all empirical studies to date that used neuro imaging

techniques to shed light upon the emerging mental health problem of internet

and gaming addiction from a neuro scientific perspective.

Neuro imaging studies offer an advantage over traditional survey

and traditional behavioral research because with this method it is possible to

distinguish particular brain areas that are involved in the development and

maintenance of addiction. A systematic literature search was conducted

identifying 18 studies. These studies provide compelling evidence for

similarities between different types of addiction notably substance related

addictions and internet and gaming addiction on a variety of levels.

On the molecular level, computer addiction is characterized by an

overall reward deficiency that entails decrease dopaminergic activity. On the

level of neural circuitry, internet and gaming addiction was led to neuro

adaptation and structural changes that occur as a consequence of prolonged

increased activity in brain areas associated with addiction. On a behavioral

level, computer addicts appear to be constricted with regards to their cognitive

functioning in various domains.

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According to Payne et al (2002) studied the role of computer games on social

isolation, low self - esteem and violence. The results showed no relationship

between playing computer games and self - esteem in girls, but there was a

negative relationship between the two in boys. Also the score in violence had a

positive correlation with the amount of exposure to computer games. Other

results showed that in spite of children’s attraction to computer

games was no evidence that computer games cause social isolation. Since in

computer games, players can form to the characters in the game in creating

the new situations that occur in the game. The theory of participatory modelling

and active condition can be used in explaining data on violent behaviors and

possible rewards they get in response.

According to the research conducted by Zhang (2007) and Zhou

(2007)on online game addiction, the physical symptoms of internet and online

game addiction were cervical spondylosis, neurasthenia and insomnia.

Cervical spondylosis is a spinal injury caused by having the same sitting

position for hours playing computer games. On the other hand, Neurasthenia

is a psychological disordered marked especially by easy fatigability and often

by lack of motivation, feelings of inadequacy and psychosomatic symptoms. It

results from when players engage in hours and hours playing computer games

with no virtual sleep intervals in between. This causes sleep sensitivity and

disorders which induce addicted players to wake up several times during the

night and as such this leads them suffering from insomnia which can cause

mental anxiety and eventually result in nervous breakdowns.

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According to research by Newman (2013) there is indeed a specific

impact of social media on the performance of students in distance education.

This research is more important due to the fact that distance learning is totally

dependent on social networking technology like Facebook. This study is

concerned with the respondents psychology towards using technology for the

purposes of education and identification of suitable tools and technologies to

achieve academic goals and objectives. This research analyses responses of

572 students enrolled to study a post graduate course in management. The

course delivery and management is online and utilizes information and

communication technologies for this purpose.

According to Tess (2013) presents a very comprehensive literature

review paper regarding to the role of computer addiction in higher education

virtual and real classes. The review has consulted almost every popular

research database around the world to make this rich in terms of covering

almost every aspect of explaining the role of different computer addiction in

higher education class. This research finds that Facebook is the most popular

social networking site among the students as reported by some researchers

and it has reached to one billion user base in October 2012.Myspace is

another SNS which started in 2003 and got popular among people around

2009.However,it is not that popular among educational set ups. Linked in with

more than 35,000,000 users has been reported as the third most popular

social network site but mostly used for professional networking. In addition,

this research found blogs, social impact and twitter.

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According to Rouis,Limayem and Salehi -Sangari (2011)investigate the effects

of using computer on academic performance of undergraduate students at

Lulea University of Technology Sweden in relation to their personality traits.

The proposed research model tests how Facebook usage effects performance

of students with different personality traits. In addition the

research tries to justify the relationship among the three I.e Facebook usage,

personality traits, and academic performance. Their analysis of 239 students

data reveals very significant results. This research establishes that using

Facebook has strong negative impact on academic performance of students

on extrovert personalities. However, factor of self-regulation among students

greatly reduces this negative impact as they high level of effective self-control

while using social media platforms. Cognitive absorption, which defines extent

of deep involvement is another personality factor taken into consideration

while undertaking this research. Rouis, Limayem and Salehi Sangeri (2011)

successfully make the observation that extent of cognitive absorption

determines the frequency and duration during social media usage. However,

they add that level of cognitive absorption in turn defined by self-control and

other personality factors. While multitasking skills it do nothing to reduce

frequency and use of social media among students, they moderate the effects

of social media on students performance by tuning the cognitive absorption.

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Statement of the Problem

This study aims to answer the following questions.

What are the impacts of computer addiction to student’s academic

performance in terms of the ff:

1.) What is Computer Utilization ?

2.) What are the level of the impact of the computer utilization to the academic

performance of Agusan National High School Student’s in terms of ;

a) Test Score’s

b) Quarter Grade’s

c.) Attendance

d.) Attitude

Hypothesis

This study is use null hypothesis in determinating the impact of computer

addiction.

Ho1: Computer Utilizatiion has no significant impact to student’s academic

performance.

Significance of the Study

The expected result of this research endeavour will benefit the following :

Students of Agusan National High School. As vital information, results of

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the study will help make the student’s become aware of their involvement in

computer games and become develop their study habits and to concentrate

more in their studies.

Future Researcher’s . The results of this study can serve as a baseline data

for developing topics as well as creating ideas about their topics.

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