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“The Effects Of Online Games On Learning Difficulties In The Class Of The

Selected Grade 11 Of Student Of PNTC Colleges Damarinas”

PNTC Colleges

Senior High School 11

TVL 11- B1

Joemari Cordon

Jewel Fortez

Ryan James Dino

Kyle Allen Pingol

Denniel kyle Dominguez

Instructor: Sir Raymart Del Mundo


Chapter 2

Review of Related Literature and Review of Related Studies

This chapter presents the related literature and studies after the thorough and indepth

search done by the researchers. This will also present the synthesis of the art, theoretical andconceptual fra

mework to fully understand the research to be done. This chapter discusses different literature

and studies related to the present study which reviewed and applied to develop and

construct the concept of the research.

REVIEW OF RELATED LITERATURE

These researches we study about the psychological factor, whether that is factor to

the online game addiction among students. Unlike with substance abuse, the biological

aspect of videogame addiction is uncertain. Research suggests gambling elevates

dopamine, but there’s more to addiction than brain chemistry (Rooij, Online video game

addiction: identification of addicted,2010). The addict suffers from a psychological

component to the addiction. Online gaming allows a person to escape the real world and

change the perception of self-worth (Rooij, Online video game addiction: identification

of addicted, 2010).

An online gaming addiction is not that far from drug addiction. Both are searching

for a way to make they feel better. The lure of a fantasy world is especially pertinent to

online role-playing games. These are games in which a player assumes the role of a

fictional character and interacts with other players in a virtual world. An intelligent child

who is unpopular at school can feel dominant in the game. The virtual life becomes more
appealing than real life. Too much gaming may seem relatively harmless compared with

the dangers of a drug overdose, but experts say video game addiction can ruin lives.

Children who play four to five hours per day have no time for socializing, doing

homework, or playing sports leaving little time for normal social development.

According to Lan Ying Huang (2010), by playing the online game features online

gamer participants may view the games as source of providing diversion and filling time.

“The biggest risk factor for pathological video game useseems to be playing games to

escape from daily life,” said Joe Hilgard, lead author of the study and a doctoral

candidate in the Department of Psychological Sciences at Missouri. “Individuals who

play games to get away from their lives or to pretend to be other people seem to be those

most at-risk for becoming part of a vicious cycle. These gamers avoid their problems by

playing games, which in turn interferes with their lives because they’re so busy playing

games (Peters 7 et al, 2009).

Internet addiction gives the gamer to the unique psychological properties which is

the users increase their use of these internet services, the utility they gain from each usage

does not diminish, leading not only to self-destructive addiction but also to social ills.

When a problem, playing video games can interfere with real-life obligations such as

work, and players can end up lying about playing video games. The study found that

“problematic” video game use can have similar effects as other addictive activities, such

as abusing alcohol (Inwon Kang,2011). Games addiction shows the bad effect among the

people nowadays.
Addiction to the internet shares some of negative aspects of substance addiction

and has been shown to lead to consequences such as failing school, family and

relationship problem. It can make the people who has addicted will feel that the games

can provide opportunities for achievement, freedom and even a connection to the players.

Those benefits trumped a shallow sense of fun, which doesn’t keep gamers as interested

(online gamers anonymous, 2010). The role of media in advertising the games also make

more cause why the games addicted will be more interested with those games. In 2005,

advertiser spent $80 million to reach game players, this spending is expected to top $400

by 2009 (Park Associate 2009).

Internet addiction is a relatively new phenomenon in which social workers and

psychologists are unaware of and are thus unprepared to treat at present. Mu (2010)

points out that some of the main symptoms of Internet and online game addictions,

including the decrease in friend and face-to-face interactions with others, become

infrequent while the member of friends in the virtual world exponentially increases.

Ultimately, the psychokinesis becomes weaker and weaker over time. This means that

after a long time of playing online games, the players begin to realize the dangers of

online gaming. At this point players generally try to play less as they try to orient

themselves back to the demands of society.

As of today, most people relate online games to low

a c a d e m i c performance. Through the years, studies have yielded different results.

Some ofthem say that they are co-related when some say that they are not. According

to Anderson and Dill (2009), there is a negative correlation between the two.

Thus, meaning that there is no relation between the number of hours played by a player
and his grades. At times, the students defend the games they are playing by saying

thatthey do learn something from it. A paper from EDUCAUSE backs these students

up by suggesting that the faculty learn and know about these games so as tohelp

students in in class learning experience (Hitch and Duncan, 2005). Furthermore,

another paper claims that these games are not just forentertainment (Shaffer,

Squire, Halverson, & Gee, 2005). They claim that thesegames may be used to learn

and experience different things and interact withother people and belong to a virtual

community.

Klimnt et al. (2009) said that violen-ce game are enjoyable especially for human

male because the culture is idealized hyper-masculine gender ideal. Violence is percei-

ved as manly. Hyper-male ideology believes in socioevolutionary theory says that only

the strong will survive. Destruction on vir-tual world can be beneficial if it is used pro-

perly like a channel to safely release anger and aggression. There will be no one har-med

because blood, fire and debris in onli-ne video games are only pixelwork, and all

experiences are simulated and virtual. The negative thing will occur if a player apply vi-

olent experience in virtual world to the rea-lity. In this case Klimnt suggests that heavy

users of violent video games should posses a higher cognitive ‘preparedness’ for over ri-

ding moral concerns as well as for avoiding violent behaviours in real life

According to Craton,J.(2009), the physical consegquences of Online gaming

addiction includes the Carpel tunnel syndrome in which the main nerve between the

forearm and hand is squeezed or pressed. Migraine headaches that normally begins in a

small spot and slowly spreads and giving you more pain that can cause you to vomit.

Sleep disturbance which includes insomnia, narcolepsy and etc. Backache, because the
gamer stays on one position for a long period of time. Lack of movement that can cause

stiffness and soreness, worse, it can cause chronic back problems.

According to Kuss & Griffiths, teens who play online games are just having fun.

They do not just actually play because of some sort of seriousness, but also because they

just want to feel relief. During school hours, students tend to feel stressed due to loads of

school works and through playing it will relive their stress. Several studies in psychology

have found out that increased time spent on the Internet can lead to negative impact on a

person's ability to communicate appropriately face-to-face with friends, peers, family

members including parents. Studies revealed that the human brain is easy to destruct and

one of the reasons is using technology. The education system tends to go with the flow

with this constant change in the society in order to get things relevant with the

generations today.

Review of Related Study

This chapter discusses different literature and studies related to the present study

which reviewed and applied to develop and construct the concept of the research.

Online Gaming: Impact on the Academic Performance of the Students in

Polytechnic University of the Philippines Laboratory High School

These researches we study about the psychological factor, whether that is factor to

the online game addiction among students. Unlike with substance abuse, the biological

aspect of videogame addiction. Dennis O. Dumrique and Jennifer G. Castillo Polytechnic

University of the Philippines Corresponding Author: *Dennis O. Dumrique;

dodumrique@pup.edu.ph Copyright © 2018 Dennis O. Dumrique and Jennifer G.


Castillo. This article is distributed under the terms of the Creative Commons Attribution

License, which permits unrestricted use and redistribution provided that the original

author and source are credited. This study was conducted to assess and find out the

impact of online gaming on the academic performance and social behavior of the students

in the Polytechnic University of the Philippines-Laboratory High School. Even though

they play online games, they know how to socialize well and they can perform very well

when it comes to academic performance. However, it is inevitable not to play even for

half an hour especially when they are accustomed to it. Therefore, it is just a matter of

discipline.

EFFECTS OF ONLINE GAME ADDICTION TO THE STUDENTS OF THE

SENIOR HIGH SCHOOL STUDENTS OF SOUTHERN CHRISTIAN COLLEGE

These researches we study about the psychological factor, whether that is factor to

the online game addiction among students. Unlike with substance abuse, the biological

aspect of videogame addiction is uncertain. Research suggests gambling elevates

dopamine, but there’s more to addiction than brain chemistry (Rooij, Online video game

addiction: identification of addicted,2010). The addict suffers from a psychological

component to the addiction. Online gaming allows a person to escape the real world and

change the perception of self-worth (Rooij, Online video game addiction: identification

of addicted, 2010). An online gaming addiction is not that far from drug addiction.

Online Game as Addiction among Senior High School Students of Southern City
Colleges
In the Psychological effects of videogames on young people: A review by Lavinia

McLean and Mark Griffiths (2013), the study sought to determine (a) the role and impact

of video games in the lives of young people within a technological society, and how this

impact can occur (b) The exposure of young people to violent video games may viewed

within the context of risk factors for the development of aggression and as such an

understanding of the research within this area, online gaming can be addictive. The

research has tended to concentrate on negative aspects, such as excessive play and

addiction. Instead of spending their hours on studying and doing their homework,

children spend their time on playing computer games.

Online Game as Addiction among Senior High School Students of Southern City
Colleges

Online games can be addictive and that some online games have been associated

with aggressive behavior. However these studies have been relatively controversial as

they examine these factors using self-report methods and artificial scenarios. This type of

research is fraught with problems and criticism. Stated the computers have become a part

of man’s life. Almost all the things around us were made by computers with the aid of

modern machines. Associated with the computers is the internet where we can find online

games. Online game has a big impact to children especially to teenagers. They tend to be

hook by the computer. On the other hand, online gamers can also benefit on playing

online games. A great variety of forms have been developed and put into practice to

enhance learning, offer solace, to drive away boredom, and/or to persuade players to

adopt certain actions and opinions. The game play improve various thinking skills but
that it can also boost cognitive speed for those who play action games and can also

improve cognitive accuracy for players who solve puzzle and strategy games Bushman

(2013) The more you play, the more aggressive you become: a long-term experimental

study of cumulative violent video game effects on hostile expectations and aggressive

behavior, violent video games increase aggression.

Online Game as Addiction among Senior High School Students of Southern City
Colleges

Violent video games cause aggression in young females that young female adults

with the mean age 22, with no prior experience of playing video games, were asked to fill

in the Buss Perry Aggression Questionnaire before and after playing violent video game,

last stand and non-violent video game tetris. Tracy Miller (2013) add because computer

game addiction is a new development in the world of mental health, treatments are not as

well established as those for depression, anxiety, anger, etc. Most interventions take a

cognitive-behavioral approach which involve changing how the addict thinks about the

addiction Lojo (2009) conducted a study on the effects of playing computer games on the

academic performance and behavior of high school students. The results of her study

disclosed that to maintain the good academic performance of students, parents should set

limits on how often and how long their child is allowed to play video games.

Online Game as Addiction among Senior High School Students of Southern City
Colleges
The effects of electronic games and other factors in the grade five pupils’

academic performance at A. Quezon elementary school, DEPED, Manila was looked into

by Dorol (2009). Dorol concluded that electronic games were related significantly to

pupils’ academic performance with correlation of .194 significant .o21 levels. This means

that the computer games played by the pupils before going to sleep, after taking lunch or

supper, and during recess significantly related to their performance in school. Mandanas

(2009) conducted a study on the effects of playing computer games and students’ profile

in the socialization and academic performance of selected students inKapayapaan

National High School, Canlubang, Calamba City. The study concluded that 18 most of

the students playing computer games and the students’ profile both have a significant

effect on the socialization on the students but no significant effect on the academic

performance of the students.

Effects of Computer Gaming on High School Students’ Performance in Los Baños,

Laguna, Philippines

Studies indicate that children who play computer games can improve visual

intelligence skills. Parents believed that computer use is related to better academic

performance of the children. It was found that high school students who used educational

software at home scored significantly higher on computer literacy tests than other

students. Computer use at home is also associated with improvements in general

academic performance. Other studies also found that students who own computers at

home had higher over-all grades, particularly in Math and English, than those without

home computers. On the other hand, a study done in Taiwan by Chuang and Chen (2009)

investigated and discovered that digital games improve children’s cognitive achievement
and can facilitate student’s cognitive learning process. Moreover, the findings indicated

that digital game playing not only improves participants’ fact/recall processes, but also

promotes problem-solving skills by recognizing multiple solutions. However, the

question on which type of digital games works best for students was not discussed in the

study.

EFFECTS OF ONLINE GAME ADDICTION TO THE STUDENTS OF THE

SENIOR HIGH SCHOOL STUDENTS OF SOUTHERN CHRISTIAN COLLEGE

According to The academic research, playing computer games may not be all that

bad for your children. Jeng wei states that educational games can be effective assisting

tools in the educational areas of management, medicine and science. If you choose the

right educational computer games, your child may learn better problem "solving skills

and eye" hand coordination. your child may also get the ability to thing fast and thing of

multiple things all at once. skiills obtained from playing computer games may help your

child learn unlikely when it comes to his studies. if your child is struggling in one of his

school subjects, there are many educational computer games available for him. There are

math and reading related games that may help boost your childres skills. These games

can be both fun and educational for your children some studies have found that video

games are similar to addictions such as gambling which create negative social effects.

massively multiplayer online role playing games have been called heroinwarel because

they are simultaneously competitive and highly social and other studies have noted

positive aspects of the games such as the ability to experiment with aspects of individual

identity which do not come out in public. According to Lan Ying Huang (2003), by

playing the online game features online gamer participants may view the games as source
of providing diversion and filling time. “The biggest risk factor for pathological video

game useseems to be playing games to escape from daily life,” said Joe Hilgard, lead

author of the study and a doctoral candidate in the Department of Psychological Sciences

at Missouri.

Online Game as Addiction among Senior High School Students of Southern City
Colleges

According to the Research Paper of Southern Christian College: Effects of Online

Game Addiction to the Students that Addiction to the internet shares some of negative

aspects of substance addiction and has been shown to lead to consequences such as

failing school, family and relationship problem (Brian. D. NG, M.S & Peter. W. H,

2010). It can make the people who has addicted will feel that the games can provide

opportunities for achievement, freedom and even a connection to the players. Smyth's

research found that online games create greater negative consenquences in health , well

being, sleep, socialization and academic performance of a person but also gives positive

result like enjoyment in playing and interest of having friendship online.

EFFECTS OF PLAYING ONLINE VIDEOGAMES TO THE ACADEMIC


PERFORMANCE OF THE FIRST YEAR COLLEGE STUDENTS OF MANILA
TYTANA COLLEGE, A. Y. 2013-2014

Playing video games can give some positive benefits, such as improved hand-eye

coordination and the potential fot improved academic skills (as when “educational”

games are played) (Charles, 2011). According to Raise Smart Kids: “The Good and Bad

effects of video games”. Certain type of video games can help train kid to follow
instruction as well as helping them develop their problem solving and logical thought

processes. Kid can also learn inductive reasoning and hypothesis testing.

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