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Background of the study

It is known that we are living in technological era. The computer becomes irreplaceable tool in

every day life of almost each person. The adult’s user generally uses it for business purposes while the

Youngers for computer games. Computer became that part of our life and every important component

in the spheres of the leisure. And nowadays majority of young people spend their leisure time playing

computer games, surfing through internet. Computer games are the most popular entertainments in

modern societies and they target a variety of people in different ages. The addiction to the rivalry and

excitements of the games make them the most common recreational programs for today's teenagers, so

that they do anything to reach a higher level of the game, they immerse in the game so much that they

completely separate from their surroundings. Challenging with the obstacles and reaching a higher level

in the game, make the players excited and losing the game make them anxious. Computer games

started in 1972 with Pang, a computer tennis game, and then developed in hardware and software

systems. Improvement of quality and variety of games increasingly spread it in the society especially

adolescences. It is believed that computer games like watching TV provides opportunities for visual

learning. Especially because these games are more active compared to watching TV, they are considered

more effective. Since these games are known as the second entertainment after TV, opponents of these

games emphasize on their negative effects such as stimulating anger and violence, costing a lot of

money and having negative effects of physical and mental health, which are much higher than the

positive effects of the games such as increasing the coordination of eyes and hands.
Statement of the problem

How often they spend their time in surfing the net? In studying?

What computer games or social networking sites they visited the most?

How the computer games and social networking sites affect the study habits of the students?

Significance of the study

This study will help students have an insight on the impact of computer addiction towards their

academic performance.

To the parent, it will serve as basis to help share with other parents the information about

certain games or ideas to help each other in parenting. Also it will help them to understand the

behaviour and study habit of their children when they’re engaged computer addiction.

For the teachers, it will provide more knowledge on what they can do to educate students about

the well-known impacts of computer addiction to the academic performances, decision making, spatial

visualization and problem solving strategy.

Theoretical Framework

According to Buzzle.com the advantages of Computer and Internet are: Entertainment one of

the major reason why people prefer to surf in internet and Source of Information: Information is the

biggest advantages that Computer/ Internet offer. Faster Communication: the foremost target of the
Internet has always been speedy communication and it has excelled way beyond the expectation. And

the disadvantages are: Pornography is biggest disadvantages of computer and internet. Spamming it

refers to sending unwanted mails in bulk which provide no purpose and needlessly block the whole

system. Virus, users are often plagued by virus attacks on their entire system. Virus programs are

inconspicuous and may get activated if you click a seemingly harmless link. Computer game addiction

generally refers to an excessive, unhealthy amount of playing computer games. Rather than engaging in

the real world, an addicted user devotes the majority of his or her time to gaming ( Conrad, 2011). The

issue of game addiction is getting spread widely and uncontrollable. Gaming addiction became a

mysterious problem which is still difficult to treated, more terrifying than alcohol or drugs addiction.

Whereas, in fact, Dr Shumaila Yousafzai (2009) from Cardiff Business School said popular online video

games warned players not to overuse their products. Parents across the globe are increasingly

concerned about their sons online gaming habits. They are sure that there is a problem but counsellors

unfamiliar with online gaming addiction don’t understand how seductive they can be (Young, 2009,

p.4). Fraser (2012) mentions that kids are among the most vulnerable to video game addiction, experts

said, and may become violent when their "drug" is taken away. Video game and Internet addiction

usually point to other mental problems including anxiety, depression and trouble forming healthy

relationships.

Conceptual Framework

INPUT PROCESS OUTPUT

 Student Profile Make a time plan for The students know


 Age student that makes how to balance their
 Gender him/her balance his/ time in studying and
 Gen. Average her time in studying playing computer.
and playing computer

I. Assumptions of the study


The researcher wants to know if computer games/ social networking sites like Facebook is highly affect

the study habits of the students of St. Paul School Barotac Nuevo, Iloilo based on the time schedule of

the students. Computer games/ social networking sites affect the study habits of the students; they are

not just balancing their time in playing than in studying.

Scope and Limitations

This study cover two important things: first, the impacts of excessive use of computers in the study

habits of the students, and second is how they can balance their time in studying and surfing the net/

playing computer games.

The researcher will do this research evaluated by Grade 10 students of SPSBN to determine

which they’re prefer most. The survey will be done in the whole Gr. 10 students. ( 10-St.Paul, St.

Lorenzo, St. Mark and St. Peter.)

Definition of terms

1.) SOCIAL NETWORKING SERVICE- is an online platform which people use to build social

networks or social relations with other people who share similar personal or career interests,

activities, backgrounds or real-life connections.

2.) COMPUTER- A device that computes, especially a programmable electronic machine that

performs high-speed mathematical or logical operations or that assembles, stores, correlates, or

otherwise processes information.

3.) INTERNET - is a global system of interconnected computer networks that use the standard

Internet protocol suite (often called TCP/IP, although not all applications use TCP) to serve

billions of users worldwide.


4.) SPAM- is the use of electronic messaging systems to send unsolicited bulk messages, especially

advertising, indiscriminately.

References

http://www.en.wikipedia.com/

http://www.helpguide.org/mental/internet_cybersex_addiction.htm

https://www.buzzle.com/

Conrad, Brent. (n.d.). Computer Game Addiction - Symptoms, Treatment, & FAQs. Retrieved

from http://www.techaddiction.ca/computer_game_addiction.html

Conrad, Brent. (n.d.). Computer Game Addiction - Ten Arguments For and Against the Disorder.

Retrieved from http://www.techaddiction.ca/computer-game-addiction.html

Young, Kimberly (2009). Understanding Online Gaming Addiction and Treatment Issues for

Adolescents. The Center for Internet Addiction Recovery, Bradford, Pennsylvania, USA Young,

Kimberly (n.d.). Understanding Gaming Addiction. The Center for Internet Addiction Recovery,

Bradford, Pennsylvania, USA

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