INTRODUCTION Online games are one of the medium of entertainment especially in the youth of modern era in Batangas. Virtual or cyber games over internet are direct personally to each individual user. It encourages and requires the participation of individual user or gamester. It is an inexpensive in the sense that the internet connections for the online games are easily accessible everywhere and anywhere and affordable these days. This aspect works in association with the personal characteristic and importance of discipline to the individual (student) gamester.
The effective advertisement and promotions of online games developers caught the youth or student’s attention to response. These qualities of online games advertisement give it immense influence over a vast range and sizeable number of youth or student gamester. Certainly, it is not just a matter of a single flick. The online game is an industry. An industry is any grouping of businesses that share a common method of generating profit. Online game is a business and profit has to generate.
Apparently, businesses, or anyone for that matter, do not see many monetary profits from hardcore developmental animation, graphic development, and as businesses, they must do everything to maximize profits. The children, teenager or students are where the money is at, and corporate boards of many online game sites decided that these are the ones who must be targeted. The more children, teenager or students playing at strategic times of the day, the more they could advertise and give promos. This sole mercantile purpose sparked the first ever prototype of an online games in 1999.
But then, is the online games industry all about commercialization, all about making profit? Certainly, it is yes. As the online game developers’ states, there is amount of charge that internet cafe and computer shop should hold. That is the idea behind the online games that the student cannot understand. THEORETICAL AND CONCEPTUAL FRAMEWORK This part presents a review of some studies undertaken in the local setting and abroad. It also includes Literature and Theories, which serve as underpinnings of the present study. A discussion of the Conceptual Framework is also part of this part.
THEORETICAL FRAMEWORK This study further concerned on cognitive ability of the students and their performance in the actual classroom interaction. The following are the three theories of motivation that supports the idea on how to arouse the attention of the students: 1. Instrumental/operant learning: (Skinner) it states that the primary factor is consequences: rein forcers are incentives to increase behavior and punishers are disincentives that result in a decrease in behavior. (Stimulus => response => reward) 2. The desire of reward is one of the strongest incentives of human conduct; … he best security for the fidelity of humankind is to make their interest coincide with their duty. –Alexander Hamilton (The Federalist Papers) 3. Observational/social learning: (Bandura) it suggests that modeling (imitating others) and vicarious learning (watching others have consequences applied to their behavior) are important motivators of behavior. CONCEPTUAL FRAMEWORK Figure 1 presents the paradigm of the study. Playing Online Games is the Independent Variable while the Students Academic Performance is the Dependent Variable. Spending more time playing online games may affect the student’s academic performance. STATEMENT OF THE PROBLEM . What is the demographic profile of the respondents? (In terms of) A. Age B. Gender C. Academics Achievements 2. What are the effects of playing online games to the formation of study of habits of HM1F? 3. What is the significant relationship of playing online games and study habits? (Internet gaming) HYPOTHESES Playing online games has no significance effects on the students study habits. There are no significance differences among the perception of the first year student regarding online games. SCOPE AND DELIMINATION OF THE STUDY One of the major limitations of this study is the unequal number of student gamester examined.
There is no set number of gamester to be interview for each of the internet cafe and computer shop nearby LCC campus. The data gathering process was carry on as all the gamester came from the same pool: online games. The researcher acknowledges the existence of a dichotomy in the industry – online and offline games. Definitely, the researcher’s biases as a critical individual cannot fully set aside. It will not get in the way and become taxing for this study to be factual and objective, however. Au contraire, these biases will be channeled to the advancement of this study.
These biases, after all, are not a matter of taste, but of criticality towards any form of entertainment medium. New formats not discriminated against for fear of change, but evaluated for their overall effects on and contribution to the current state of Filipino education and culture. IMPORTANCE /SIGNIFICANCE OF THE STUDY The college students are often considered a bell wither of internet use, but the internet is not the only technology they have in corporate into every life. Furthermore, today college students are using technologies like cell phones, MP3 players, and other device to certain themselves wherever they may be.
Playing video games improves manual dexterity among surgeons, making them faster and less likely to make mistake. STUDENT:It is a benefit to the student like us because it can us the proper knowledge for our future. Through studding, we can learn more and we can motive our skills in our daily activities another factor also is that we can simplify our learning’s to those who has take lack of education ,studying is an important concept to each individuals because, this will be basement on how other people will interact if we are educated or uneducated.
It also gives us the power though were not that molded; still we can express ourselves for our rights as an individual. PARENT:If a benefit in our parents because without this thing they would not fazed us up life this if they do not have the formal education. As a parents have the proper education, they though to us the proper matter, regarding in our lives, example of this is on making up our decision as a youth. Studying is really a hinge benefit to our parents, can observe it on what profession they have. Just like being a doctor, we can be prep of when they have the occupation and that was because of education.
DEFINITION OF A TERM Online:Switched on and ready to receive data. Referring to equipment that is connected to and controlled by the central processor of a computer. Gamester:A person who paid by the group to play online games. A gambler in all of games. Gamer:A person who plays online games. Internet:The worldwide system of linked computer networks. Media: A collective term for outfits of mass communication such as television, radio, print, and internet. REVIEW OF FOREIGN LITERATURE Girls and Online Games Review Literature.
Considerable research has been conducted on gender differences and games. This chapter intersperses a literature review of this domain with expectations of how girls and boys in the research experiment will compare in their reactions when they are required to play six different space-related games in same-sex, same level, small group settings of OG addicts. Throughout this section, “game” is used to refer to digital forms of games, including ones played on computers and consoles such as PlayStation Portable, unless otherwise noted. REVIEW OF FOREIGN STUDIES
The National Bureau of Economic Research (USA) study followed 210 students at Berea College, which was chosen because it eliminated many distracting and variable factors from student’s lives. Roommates were randomly assigned, nightly homework and attendance is strictly controlled, outside jobs are prohibited, and the college is located in a dry (alcohol-free) town. REVIEW OF LOCAL LITERATURE Gaming for Computer Literacy? Psychologists point out that both genders can improve spatial skills by practicing video games. Many imply that girls are disadvantaged in the long run by playing far less games (SWS, 2007; AMA Poll, 2008).
Regardless of the element of violence, online games have been envisioned as potentially effective tools for learning. Furthermore, researchers believe that online gaming opens a door to computer literacy leading to potential technology careers (SWS, 2007; AMA Poll, 2008). REVIEW OF LOCAL STUDIES The Local Government Unit and Non-Government Unit of Batangas join hands together to control the internet cafe and computer shop to operate online games during class hour especially those who are neighbors of the educational institution to prevent the students from cutting classes, and other negative effect of online games.
RELEVANCE OF RELATED LITERATURE AND STUDIES REVIEWED WITH THE PRESENT UNDERTAKING Subjects were divided up into two categories. Those who had access to online game system of some kind in their dorm room and those who didn’t. Gamers were equally divided to differentiate between those who brought their own console, and those who’s roommates did. For every 3. 5 hours of study for those without access to online games, those with access spent 2. 84 hours studying, and 0. 66 hours gaming. Researchers noted that this led to a drop of 0. 24 points in GPA for those who brought their wn gaming rigs, and 0. 13 point drop for those whose roommates had a console. While gender affected the proportion of students who brought their own console, it seemed to have no effect on the study habits of those with access to one. No control group was used to see what happened when the students just spend 0. 66 hours of study time per 3. 5 doing anything else other than studying. The researchers took the results and concluded that for every hour spent studying, GPA increased 0. 36 points. The study’s conclusion is pretty obvious. If you want to increase your GPAs, spend more time studying.
Clearly if you are gaming instead of studying, that will affect your marks. Mark Reagan Logan (2009), in his study on the skills performance among freshmen students in Lipa City Colleges (LCC) in the unit of HRM 1 during the school year 2008 – to present revealed that the lack of interest is caused by lack of motivation and poor study habits. ———————– PLAYING ONLINE GAMES (INDEPENDENT VARIABLE) STUDENT ACADEMIC PERFORMANCE (DEPENDENT VARIABLE) Figure 1 Conceptual Model of the Study ———————– Lipa City Colleges