The Effects of Computer Games to the Academic Performance of the Students
Introduction: In the beginning of the 20th century, the phenomenon of Electronic Devices has started. As the years passed it begins to flourished, and it is known as an ordinary part of the day to day life of man. As this industry expands, man has made the most beautiful invention that has been created in Earth, the computer. It facilitates the works of man. Computer is considered as one of the most beautiful invention that has been created by man on Earth that is because it is one of the most powerful machines that run almost all the part of the world to make life easier and better.Computer is used in many different fields like in business, medicine, entertainment, communication and many other fields in science which gives multifarious and wonderful benefits to humankind today.
It is not avoided to use the capabilities of the computer to make a world which visualized the imagination of man. Because of this intention, Virtual World or popularly known as Virtual Reality is created. Soon, the idea entered that Virtual Reality can be used to play and travel the human imagination. So here began creating human computer games and use it for its leisure.Playing computer games did not began as an industry that is immediately revealed to the world. It started as a hobby for computer software engineers.
Upon entering the ’70 decade began the industry of electronic games. Also at this time, began the computer gaming industry and 1st Generation of electronic gaming devices or gaming consoles. As times passed, electronic games became more complicated, sophisticated and beautiful. From non-colorful and 2 Dimensional it transform to 3 Dimensional games which becomes more colorful and beautiful.At the present time, we are in the 7th Generation of electronic gaming devices.
Until now, many games appear and were patronized by game enthusiasts. Among the most famous games is currently DOTA (Defense of the Ancient) and WOW (World of War craft). In some studies, statistics generally shows that a gamer, which is usually 13 to 17 years old, spends 10-20 hours a week playing computer games. Because of the ability of computer games to cajole players, some young people nowadays are addicted to it. This resulted to low grades and sometimes fails into one or more subjects.
A consequence to this effect is the destruction of the view of parents, schools and government to computer games. In response to this problem, the parents are doing some stringent measures to prevent their children. The government also is enforcing some laws and ordinances to limit young people using or playing computer games. Frequent computer gaming among the students is also one of the problems being encountered by our school today. It has been observed that students mainly boys, frequently visit computer shops for computer gaming after class.
After examination, results shows that frequent gamers generally achieve lower marks than less frequent games. So, it is necessary to conduct this research to find out more efficient and effective remedial measures that may be implemented to our school and also to our country. We got very much interested in determining more efficient and effective way in lessening the problem of computer games to academic performance of the students. So, we conducted this research. Statement of the Problem:This study was conducted to investigate all effects of computer games to the academic performance of freshmen students during the academic year 2011-2012. Specifically, the study attempted to answer the following questions: a)Are you fond of playing computer games? b)How do computer games affects academic performance? c)How frequent does the students visit the computer/computer shop for gaming? d)How disciplined are the students with their studies? e)What are the general attitude of the students towards computer gaming? f)What is the general attitude of the students towards their study? )What are the advantages and disadvantages of computer games in our health? h)What recommendation are offered by the teachers, parents and the students to lessen the problem with computer gaming i)What factors affect the result of the students’ grade? Significance of the Study: The researcher’s study about the effects of computer games to the academic performance of students is intended for the students, the parents and the academe.
The students will realize that too much time spent in doing computer games will surely affect their scholastic rating.It may lower or they might fail in some subjects. However, parents should closely monitor the activities of their children inside and outside the school. They can do it by asking the progress of their children through their advisers. The school administrators together with the Local Government Unit (LGU) could formulate policies and ordinances that will regulate the use of computer especially playing computer games during class hours. This study will also give information on the positive and negative effects of computer games.
Definitions of Terms: )Computer- a powerful machine that facilitates the works of man to make life easier and better b)Virtual Reality- is a world which visualizes human’s imagination. c)Computer Software Engineers- are engineers that attend the development of the computer. d)Gaming Consoles- a gaming device which employs electronics to create an interactive system with which a player can play. e)2 Dimensional- is a simple illustration of a shape or an object. f)3 Dimensional- shows deeper illustration of a shape or object; more complicated than 2D.Scope and Delimitations of the Study: This investigation was conducted to determine the effects of the computer games to the academic performance of freshmen students during the academic year 2011-2012.
The aspects looked into were gaming frequency, study discipline, general attitude towards gaming and study, the results of grades, and proposed solutions to problems. General Purpose: To determine the effects of the computer games to the academic performance of the freshmen students.Subject Matter: The effects of computer games. Topics (aspects) studied: Gaming frequency, study discipline, general attitude towards gaming and study, the results of grades, and proposed solutions or recommendation to problems. Population or Universe: The respondents were the freshmen students.
Locale of the Study: In PSU Laboratory High School. Period of the Study: During the academic year 2011-2012