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The Effects of online Gaming on the Student of Evsu-Sls

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THE EFFECTS OF ONLINE GAMING ON THE STUDENT OF EVSU-SLS

In Partial Fulfilment of the Requirements

For the Subject Research

Research Proposal Writing

By

Arreglado, Jerome Euvan

Espinosa, Jules Garnet

Garcia, Elizabeth

Ruiz, Charity Ann

Villacortes, Francis Miguel


CHAPTER 1

INTRODUCTION

Background of the Study

             Gaming is the running of specialized applications known as electronic games or video games on game consoles like X-box and Play station or on personal computers. The term “gaming” originated as a synonym for “gambling” although most electronic games today do not involve gambling in the traditional sense

              Gaming faces criticism by groups who point out that some of the programs have violent, sexually explicit or otherwise objectionable content. Concern has also arisen because some young people seem to become addicted to gaming, spending inordinate amounts of time at the activity. That said, gaming can be useful in a wide variety of professional and educational scenarios, especially in simulations for activities requiring visual and motor coordination such as driving race cars and piloting military fighter aircraft. (http://www.techtarget.com/ 2017)

               There was a significant positive correlation between students' computer games addiction and their physical and mental health in dimensions of physical health, anxiety and sleeplessness. There was a significant negative relationship between addictions to computer games and impaired social functioning.

                 The positive effects of gaming can improve the Students decision making, and gaming is safer than having your teens do drugs, alcohol and street racing in the real world. While the negative effects of gaming are most be blamed by the violence they contain, it can also effect the health, including obesity, video-induced seizures and postural, muscular and skeletal disorders, such as tendonitis, nerve compression. (http://www.raisemartkid.com/ 2015)

Statement of the Problem

  1. What is the profile of the EVSU-SLS students in according to their:

1.1 Sex                                        1.3 Level of exposure

1.2 Family Income                                1.4 Online Games Played

  1. What is the academic performance of the respondent?

  1. What are the effects of online gaming to the academic performance of the students?

4. Is there a significant relationship between the effects of online gaming and the academic

performance of the respondent?

5. Is there a significant relationship between the level of exposure and academic performance?


Conceptual Framework

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Significance of the Study

High School Students – They are the benefitiary of the study. The students will know the effects of playing online game to their academic performance.

Parents – They will benefit this kind of study because they want their child to focus on their studies rather than playing online games.

Teachers – They will benefit this study because they want the student to stop playing online games because it’s affecting their studies.

Scope and Delimitation

         Out of 50 students every section in EVSU-SLS (Eastern Visayas State University-Secondary Laboratory School). Half of the class will be used for conducting our surveys.

          The purpose of the study is to know what would be the specific effect on EVSU-SLS students and simply to identify how to reduce the population of the students addicted to gaming.

Definition of Terms

These terms are defined conceptually:

Education – The knowledge, skill, and understanding that you get from attending a school, college, or university.

Student – A person who attends a school, college, or university.

School – An organization that provides instruction: an institution for the teaching of children.

Internet Café- A place where people can surf the world wide web.

Online Games – Games that can be played through online devices and is played by people around the world.

Chapter II

Review of Related Literature and Study

This chapter includes the related literature and studies of our research, this was done by immersive and intense in depth search done by the group. This shall serve as a guide for the topic and for better comprehension of the study.

Related Literature

To begin this chapter, the researchers will define the variables involved in the study. The researchers will also examine other research studies and arcticles that show how the variables are related.

“Certain researchers, on the other hand, consider the concept of addiction appropriate, and associate internet addiction with excessively repeated online activities that are similar to the symptoms leading to a substance abuse (Yellowlees & Marks,2007). They highlighted that activities such as excessive online gaming (Kuss & Griffiths, 2012), excessive online gambling (Griffiths & parke,2010), and excessive use of social networking sites (van den Eijnden, Meerkerk, Vermulst, Spijkerman, & Engels,2008) are fairly common. Adolescents, who view the internet as an indispensable part of their daily lives, constitute the most important  risk group in terms of problematic internet use (Lam,2015).”

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