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How Does Online Gaming Affect the Study Habits of Second Year Students?

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    Online game is a video game played over some form of computer network, using a personal computer or video game console. This network is usually the internet or equivalent technology, but games have always used whatever technology was current: modems before the Internet, and hard wired terminals before modems. The expansion of online gaming has reflected the overall expansion of computer networks from small local networks to the internet and the growth of internet access itself. Online games can range from simple text based environments to games incorporating complex graphics and virtual worlds populated by many players simultaneously.

    Many online games have associated online communities, making online games a form of social activity beyond single player games. “Online gaming is a technology rather than a genre, a mechanism for connecting players together rather than a particular pattern of game play . ” Online games are played over some form of computer network, typically on the Internet. One advantage of online games is the ability to connect to multiplayer games, although single-player online games are quite common as well.

    A second advantage of online games is that a great percentage of games don’t require payment. Also third that is worth noting is the availability of wide variety of games for all type of game players. During the 1990s, online games started to move from a wide variety of LAN protocols and onto the Internet using the TCP/IP protocol. Doom popularized the concept of deathmatch, where multiple players battle each other head-to-head, as a new form of online game. Since Doom, many first-person shooter games contain online components to allow deathmatch or arena style play.

    And by popularity, first person shooter games are becoming more and more widespread around the world. And FPS (First Person Shooter) games are now becoming more of an art form because it takes lots of skills and strategy with teammates. More first person shooter competitions are formed to give players a chance to showcase their talents individually or on a team. The kind of games that are played at the more popular competitions are Halo, Counter Strike, Call of Duty and Killzone. Competitions have a range of winnings from money to hardware.

    Online gaming can refer to any type of game that someone can play through the Internet or over a computer network. Most of the time, online gaming refers to video games played over the Internet, where multiple players are in different locations across the world. Online gaming also can refer to the idea of gambling over the Internet, through an online casino or an online poker room. In terms of video games, online gaming is growing in popularity for a variety of reasons. Gamers can easily find opponents of a similar skill level when playing a head-to-head game over the Internet.

    Players also can compete in massively multiplayer games, where dozens of players play an ongoing game in a virtual world. Often times, participants can communicate with other gamers through text chat sessions during online gaming or, sometimes, players can actually speak to other players, using special audio hardware The researcher wants to know how does online gaming affect the study habit of second year student in Manila Cathedral School SY:2012-2013. The researcher will study about the said problems so the researcher could help the second year students, their teachers and school.

    The researchers can help the students to know their limitations by telling them the good and bad effect in their study habit even they are playing online games they will not get failing grade. The researcher can also help their teachers by telling them the reasons why online gaming is addictable. The reason of the researcher/s to do study is to lessen the second year students in Manila Cathedral School to be addicted in online gaming and it may cause problem in their academic performance and to lessen the students who are getting failing grades and to help the school in preventing the said incident.

    Statement of the Problem This Study aims to analyze the effect of online gaming to the study habits of 2nd year students at Manila Cathedral School. Specifically this research targets to answer the following question : 1. How many students are engaged to online gaming ? 2. What are the effects of online gaming to the study habits of 2nd year high school students? 2. 1 Good 2. 2 Bad 3. What are the implications of the effects of online gaming to the study habits of 2nd year students? Assumption It is assumed that most of the second year students are playing online games or played online games.

    Significance of the Study In this study, the researchers’ goal is to determine Manila Cathedral School second year students the good and bad effects of online gaming in their studies. The result of this study hopes to benefit the following: Students: this study will help them to know the good and bad effects of online gaming to there study habits. Therefore they will know their limitations and to them to realize that the things that their addicted with is the things or the reasons why they failed at schools so that in their early life in high school they can prevent their failing grades.

    Teachers: Online gaming’s have lots of bad effects in the student that the teachers should know. But online gaming also have good effects on the student and some of it might help the teacher from teaching the students. The teachers will have an idea how to make an activity that won’t be boring for the second year students. Using some online games in their activities will attract the students for joining it. Therefore the teachers can prevent the second year students in getting failing grades. Future Researchers: this study can serve as reliable reference for other researchers working the same topic.

    Scope and Limitation This study focused on the students who played or playing online games that affect their studies of Manila Cathedral School second year students, thus determining the good and bad effects of online gaming in their study habits. The researcher excludes the assessment of performance on the studies of the respondents. The respondents of the study were the (__) Second Year High School students who were taken randomly from (__) Second Year High School students of Manila Cathedral School, municipality of Manila , school year 2012-2013.

    This study used the descriptive research design, specifically the two forms of descriptive research: survey research and correlational study. CHAPTER II REVIEW OF RELATED LITERATURE This chapter will introduce the reader to the information that was found by the researchers that related to their study. We researchers was told to find some books, thesis, etc. that are related or can help to our studies. This chapter indicates the ideas that are related to the study and in order to develop a new method and procedures.

    History of the internet The history of the Internet began with the development of electronic computers in the 1950s. The public was first introduced to the Internet when a message was sent from computer science Professor Leonard Kleinrock’s laboratory at University of California, Los Angeles (UCLA), after the second piece of network equipment was installed at Stanford Research Institute (SRI). This connection not only enabled the first transmission to be made, but is also considered to be the first Internet backbone.

    This began the point-to-point communication between mainframe computers and terminals, expanded to point-to-point connections between computers and then early research into packet switching. Packet switched networks such as ARPANET, Mark I at NPL in the UK, CYCLADES, Merit Network, Tymnet, andTelenet, were developed in the late 1960s and early 1970s using a variety of protocols. The ARPANET in particular led to the development of protocols forinternetworking, where multiple separate networks could be joined together into a network of networks.

    In 1982, the Internet protocol suite (TCP/IP) was standardized and the concept of a world-wide network of fully interconnected TCP/IP networks called the Internet was introduced. Access to the ARPANET was expanded in 1981 when the National Science Foundation (NSF) developed the Computer Science Network (CSNET) and again in 1986 when NSFNET provided access to supercomputer sites in the United States from research and education organizations. This paper is abstracted from notes for an article about the suit that British Telecommunications PLC (known as British Telecom, and informally as BT) filed in late 2000 vs.

    Prodigy Communications Corp. , the first Internet Service Provider, claiming extensive rights to many aspects of the Internet and the Worldwide Web. In late August of 2002, knowledgeable Judge Colleen McMahon of the Southern New York Division of the U. S. District Courts, White Plains, NY, ruled definitively against British Telecom for a variety of reasons, mainly that their patent, even if valid in some respects, applied to a single central computer, not apply to a distributed network of such. (Bemer,1980) History of Computers

    A computer is an apparatus built to perform routine calculations with speed, reliability, and ease. Three important types are digital computers which function internally and perform operations exclusively with digital (discrete) numbers (a type on which most recent progress has centered and that is the focus of much this article); analog computers, which use continuously variable parts exclusively for internal representation of magnitudes and to accomplish their built-in operations. The most important early computing instrument is the abacus which has been known and widely used for more than 2,000 years.

    It is simply a wooden rack holding parallel wires on which beads are strung. Babbage. While Tomas of Colmar was developing the desktop calculator, a series of very remarkable developments in computers was initiated in Cambridge, England, by Charles Babbage. Babbage realized (1812) that many long computations, especially those needed to prepare mathematical tables, consisted of routine operations that were regularly repeated; from this he surmised that it ought to be possible to do these operations automatically. Use of Punched Cards by Hollerith.

    A step toward automated computations was the introduction of punched cards, which were first successfully used in connectuin with computing in 1890 by Herman Hollerith and James Powers, working for the U. S. Census Bureau. Automatic Digital Computers. By the late 1930s punched-card machine techniques had become well established and reliable, and several research groups strove to build automatic digital computers. One promising machine, constructed of standard electromechanical parts was built by an International Business Machines (IBM) team led by Howard Hathway Aiken. Electronic Digital Computers.

    The outbreak of World War II produced a desperate need for computing capability, especially for the military. New weapons system were produced for which trajectory tables and other essential date were lacking. In 1942, John W. Mauchly, John Presper Eckret, Jr. , and their associates at the Moore School of Electric Engineering of the University of Pennsylvania decided to build a high-speed electronic computer to do the job. Advances in the 1950s. early in the 1950s two important engineering discoveries changed the image of the electronic-computer field, from one of fast but often unreliable hardware to n image of relatively high reliability and even greater capability.

    There discoveries were the magnetic-core memory and the transistor-circuit element. .(Groiler Encyclopedia of knowledge,2002 V. 5) Video Games The video game Is not simply a game of physical skill, chance, or strategy, but combines all of these to produce something completely new. There is physical skill in adjusting perceptually to the immense amount of visual information provided on the screen, which must be made on the basis of perceived changes or recognizable logical sequences, so strategy is also involved. Groiler Encyclopedia of knowledge,2002 V. 6) A cross-national World Health Organization study carried out in 2002 and published in June shows that around 20% of Finnish boys between the ages of 13 and 15 spend more than three hours a day at the computer. The figures for “heavy user” girls in the same age-group are only between 2% and 3%. In terms of the large gender difference, Finland was among the most striking examples in the entire study. Boys tend to spend their time playing games, while girls are more likely to be found in chat rooms or exchanging e-mails.

    What is common to both is that those who use the computer most each day are primarily getting only entertainment or excitement out of it, and rarely actually create anything new themselves while at the keyboard. Some 5,400 Finnish school kids took part in the survey, out of a total of 162,000 children and young people in 30 countries worldwide. Even if Finnish boys seem to figure prominently in the listings, Finland was behind a great many other countries in the international comparisons.

    Estonia, Sweden, Norway, and Denmark all showed higher rates of PC-use on weekdays and at weekends, with Estonian boys of 13 claiming that one in three of them spent more than three hours every day glued to the display monitor. (Sanomat,2007) Computer addiction is a mental illness which causes the excessive use of computers to the extent that it interferes with daily life. Excessive use may explain problems in social interaction, mood, personality, work ethic, relationships, thought processes, or sleep deprivation. The Diagnostic and Statistical Manual of Mental Disorders does not include a diagnosis for such a disease.

    The term computer addiction originated long before the Internet. Some people develop bad habits in their computer use that cause them significant problems in their lives. The types of behavior and negative consequences are similar to those of known addictive disorders. Excessive computer use may result in, or occur with: * Lack of social interaction. * Using the computer for pleasure, gratification, or relief from stress. * Feeling irritable and out of control or depressed when not using it. * Spending increasing amounts of time and money on hardware, software, magazines, and computer-related activities. Neglecting work, school, or family obligations. * Lying about the amount of time spent on computer activities. * Risking loss of career goals, educational objectives, and personal relationships. * Failing at repeated efforts to control computer use.

    A cause for many of the above-mentioned effects may be that computer games do not stimulate the release of neurotransmitters responsible for feelings of satisfaction and relaxation, such as oxytocin and endorphin, in the same way that real world activities do. (http://en. wikipedia. org/wiki/Computer_addiction) General Advantages of Using the Internet Information on the Internet can be accessed when it is most convenient for the user. The internet is never closed. If you work best at 3:30 A. M. – then go for it! * The internet is blind to race, religion, sex, and creed. * The direct cost to most academic users is only their time. The resources on the internet have been paid by those organizations who are registered on the internet and by groups such as the National Science Foundation. * Since the primary form of communication on the internet is in writing Messages tend to be better organized and more productive than verbal

    Communications. General Disadvantages of the Internet * Caution must be placed in information received from the internet – how Creditable is it Some people tend to believe that anything that comes from computer must be right. In addition, nasty little critters such as computer viruses could be picked up from the Internet. * While the direct cost to academic users may be next to nothing, other non-academic users might have to pay for communications to the Internet through fees such as long distance bills, Internet service provider organizations, and so forth. Computer in education

    Since their introduction in schools in the early 1980s computers and computer software have been increasingly accessible to students and teachers in classrooms, computer labs, school libraries, and outside of school. By the mid-1990s there were about 4. 5 million computers in elementary and secondary school throughout the United States. School buy Macintosh and IBM-compatible computers almost exclusively, although nearly half of their inventory is composed of computers based on older design such as the Apple lle. Students spend on the average an hour per week using school computers.

    Computers can be used for learning and teaching in school in at least four ways. First, learning involves acquiring information. Computers especially linked to CD-ROMs and video disks that electronically store thousands of articles, visual images, and sounds enable students to search the electronic equivalent of an encyclopedia or a video library to answer their own questions or simply to browse through a maze of fascinating and visually appealing information. Second learning involves the progressive development of skills like reading and mathematics skills that are basic academic enablers.

    Software called “computer-assisted instruction,” or CAI, poses questions to students and compares each answer with a single correct answer. Typically, such programs respond to wrong answers with an explanation and another, similar problem. Sometimes CAI programs are embedded in an entertaining game like context that holds student interest and yet maintains students attention on academic work. Most CAI programs cover limited material, but some large scale, multiplayer reading and mathematics curricula have been developed.

    Third, learning involves the development of a wide variety of analytic competencies and complex understandings. Computers help students attain these goal through software such as word processors (to clarify ideas through writing), graphing and “construction” tools (to clarify concepts and examine conjectures in mathematics), electronic painting and computer assisted drafting (CAD) programs, music composition programs, simulation of social environments and programs that collect data from science laboratory equipment and aid in its analysis.

    Finally, a large element in learning is communicating with others finding and engaging an audience with one’s ideas and questions. Several types of computer software can be used in schools for communications: desktop publishing and image editing software for making professional-quality printed materials, computer programming languages such as Hyper card for creating interactive computer exercises, and telecommunication software for exchanging ideas at electronic speeds with students in other classrooms all over the world. (Groiler Encyclopedia of knowledge,2002 V. 5)

    On a local study. Filipino kids as early as 8 years old use the internet. On this matter, the increase in number of internet cafes and kids’ allowance are said to be the two reasons why kids can have internet access. For elementary students, playing internet games and visiting social networking sites are the most of their time on the internet researching. (Braid. 2009) As recent studies show, children who use internet get younger and younger as years ago by. And for some, it becomes alarming knowing that some of the content of the internet are inappropriate to children.

    According to “A Quick and Practical guide to the Internet” there are countless recreation activities that can be enjoyed over the internet. Some of the most popular sites are those related sports, online board games and animals. (King. 2002) But talking about countless opportunities, internet also exposes children to some inappropriate contents. An online article posted on the federal Bureau of Investigation’s website presented warning to parents and guardians about the internet and its harmful content to children. The internet is known today as a vastly used medium for information seeking, entertainment and communication.

    But Internet, being a medium for any kind of person is disturbing. The internet can be good medium of communication. Through chat rooms, social networking sites, e-mails, it is very possible for the kids to communicate with different people. Together with it are the possibilities that children can be exposed to inappropriate content of internet like pornography, violence and language. Not only have that, children can experienced real danger like meeting someone they just knew online. Being online late at night, excessive use of the into the room of inappropriate internet contents. Lawton, 2009) The study also has additional findings on the effect of media use in different aspects such as: reading. Wherein kids spent less time reading magazine and newspaper, from 14 minutes to 9 minutes on magazine and 6 minutes to 3 minutes on newspaper. Some of them prefer to read magazine and newspapers online. The other aspects are media and homework, rules about media content, gender gap, tweens and media, and the last one is texting wherein grade school students spent 1 hour 35 minutes on sending and receiving text message. (http://www. kff. org/entemedia/entmedia012010nr. cfm)

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    How Does Online Gaming Affect the Study Habits of Second Year Students?. (2016, Nov 10). Retrieved from https://graduateway.com/how-does-online-gaming-affect-the-study-habits-of-second-year-students/

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