The Effect of Online Games To The Academic Performance of First Year Students
The Effect of Online Games To The Academic Performance of First Year Students
The Effect of Online Games To The Academic Performance of First Year Students
Students
Effects of Online Games
The Effect of Online Games to the Academic Performance of First Year Students of Smcl in Year 2010-2011 (Completed from Chap. 1 to 3)
1.1 Introduction
As time passes by, technology continues to evolve. Because of technology, new things were created that sustains and lightens human work. Computers were
created because of technology. Computers were the greatest things ever invented by man itself. In the modern age, computers have become a part of man’s life.
Computers with the aid of modern machines made almost all the things around us. From the edited books, computers made all design, special effects in movies,
and televisions etc.
Along with the evolution of technology, computers continue to upgrade as well until the time that computer has now become a part of man’s everyday life that
are hooked to computers. Computers can now edit documents to your PC, play mini games, search information you need using the internet, save documents to
your PC and play online games. It’s like an all-in-one gadget that can do all the things you want anytime you need it. Based on the facts on Wikipedia, from
1990 to the present year, online games had a big impact to us especially teenagers.
Online games have many genres, including FPS games, MMORPG, Casual games and multiplayer games. A game will become an online game if it involves in
using a computer or a series of computers with one player in each computer to battle it out with other players using the Internet depending on the game genre.
According to Wikipedia, an online game is a game played over some form of computer network. Online games can range from simple text based 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.
The purpose of the research is to get responses from first year students of SMCL in year 2010-2011 to get proofs and ideas on how online gaming affects their
academic performance, whether it is positive or negative.
It is enclosed in an oval. The arrow next to it is called flow lines. It indicates the next step to be executed. The Process in the flowchart is enclosed in
rectangular boxes. This is the step-by-step method to collect information needed for the research. The process is divided into five rectangular boxes with flow
lines indicating the next step to be doned. The Output is the last step if the research. After collecting information from correspondents, data is gathered about
the effect of online games to the academic performance of First year students of SMCL in year 2010-2011 and encoded to computer.
To Readers: Readers can get information about how online gaming affects the academic performance of first year students of SMCL in the year 2010-2011 To
Teachers: Teachers will become more conscious about their students’ academic performance.
Survey- a gathering of a sample of data or popinions considered to be representative of a whole. Technology- the Brach of knowledge that deals with the
creation and use of technical means and their interrelation with life, society, and the environment, drawing upon subjects as industrial arts, engineering, applied
science, and pure science.
I. History of Online Gaming According to Aradhana Gupta, online games really blossomed after the year 1995 when the restrictions imparted by the NFSNET
(National Science Foundation Network) were removed. This resulted in the access to the complete domain of the internet and hence multi-player games became
online ‘literally’ to the maximum possible degree of realism. Today, most of the online games that are present are also free and hence they are able to provide
ample resources of enjoyment without the need to spend a single penny.
According to Dachary Carey, the history of online gaming includes contributions by many different companies and entities. Online gaming began as
multiplayer gaming, but has evolved to include online gaming servers and massively-multiplayer online gaming setting.
1. Multiplayer games started in 1972 with PLATO PLATO was a joint project of the UNIVERSITY of Illinois and Control Data Corporation, which enabled
students to interact with other terminals for the purpose of education and computer aided learning.
In 1972, new interfaces enabled students to begin creating games, and the world of multiplayer gaming began.
2. MUD was the first network game MUD in 1978 spawned a genre of network based games, enabling players on the network to interact and explore the MUD
game world. MUD games ultimately paved the road for MMORPGs, with the concept of a shared world.
3. MAD on BITNET was the first worldwide multiplayer game In 1984, MAD appeared, and it was the first game to enable worldwide connectivity.MAD was
a MUD accessible to anyone on the worldwide computer network, and it lasted for two years.
4. Maze War fueled development of server-host gaming Simultaneously to the development of MUDs and BITNET, a game called Maze War, which originated
with NASA in 1973, was helping to fuel development of server-host gaming. Maze War paved the way for two computers connecting directly in a peer-to-peer
connection, computers connecting to a server and games hosting on the server with local workstations.
5. Neverwinter Nights was the first graphical MMORPG ?aunched to AOL customers in 1991, Neverwinter Nights was the first graphical MMORPG. It was
integral to the development of future MMO games.
6. Doom paved the way as a first person shooter multiplayer game Doom made major landmarks as a first-person shooter game with multiplayer capabilities in
1993. You should connect and play with others via local network, or you could direct dial to other folks via your modem. Dom also spawned the creation of
DWANGO, an independent service that matched players up online to promote multiplayer gaming. . Quake paved the way for modern multiplayer gaming
Quake was similar to and followed Doom in 1996, but it was revolutionary for the development of one extremely important bit of technology: client-side
prediction. Quakeworld introduced the concept of client-side prediction, which drastically reduced lag and made it possible for multiplayer to game
simultaneously without significant server delays. 8. Ultima Online was the beginning of MMOs Massively multiplayer online games really took off with the
release of Ultima Online.
Quakeworld refined the technology, and Ultima Online introduced game world where players could freely interact and pummel each other. Today’s online
gaming owes much to these predecessors.
II. Effects of Online Gaming According to Science Daily (Oct. 22, 2007), Joshua Smyth, Associate professor of psychology in The College of Arts and
Sciences of Syracuse University, recently conducted a randomized trial study of college students contrasting the effects of playing online socially
interconnected video games with more traditional single player or arcade-style games.
Smyth’s research found that online, socially integrated multiplayer games create greater negative consequences (decreased health, well-being, sleep,
socialization and academic work) but also garner far greater positive results (greater enjoyment in playing, increased interest in continuing play and a rise in the
acquisition of new friendships) than do single-player games.
Based on the facts of Searle Huh of University of Southern California and Nicholas David Bowman of Michigan State University in April 26, 2008, with the
growing popularity on online video games, there have been anecdotal reports suggesting that these games are highly addictive, with some gamers spending in
excess of 40 to 5 o 50 hours per week playing. Thus, research into individual characteristics that lead to excessive play is warranted.
Computer games as a leisure activity have become an ever-increasing part of many young people’s day-today lives (Griffiths &Davis; Durkin, 2006). More
recently, with the rapid diffusion of broadband Internet services and high-end graphic cards for computers and console systems, online videos-games—games
played over a certain online networks- have become more popular and attractive than ever before (Sherry & Bowman, in press).
In the history of online gaming, Aradhana Gupta stated that online games blossomed after the year 1995 while Dachary Carey stated that the history of online
gaming includes contributions by many different companies and entities In the effects of online gaming, based on the facts of ScienceDaily in October 22,
2007, Joshua Smyth found out that online socially integrated multiplayer integrated multiplayer games create greater negative consequences but also garner far
higher good results than do single player games, while Searle Huh and Nicholas David explained that online games are highly addictive.
The use of the remaining computers was roughly split between browsing, email, online chat, word processing and research. The Internet cafes have become not
just game centres. They are becoming centres of addiction among the youth, mostly boys, including elementary school pupils. According to one concerned
Internet cafe entrepreneur, “Internet cafes are seducing youths to a new form of addiction, one which may not destroy their bodies as drugs do, but, which is
certainly twisting their minds. To the young, play is reality and reality is play”.
According to them, addiction is too much playing, and it cannot be resisted because most of the youth tells that they are bored with their everyday lives,
especially to their studies. That’s why online games is addictive and it gives them enjoyment.
CHAPTER 3 METHODOLOGY
According to Garcia, the methodology is the chapter 3 of research papers. From all the short research papers, the methodology is already stated at start and other
additional details about the methods used are only stated in the appendix. But from one scientific research statement, the methodology is one of the most
important chapter that contains methods used in researching.
According to Bernales, this chapter is divided into one of the following parts:
The researcher chose this kind of research design because the study does not require complicated statistical explanations and it is the most commonly used
research design which is very easy to handle.
The researcher will get 10 correspondents from each of the five courses for data gathering. The researcher chose them as correspondents for the research
because most first year college students are hooked into online gaming.
Correspondents that are covered by data gathering are ten students from each first year college course of Saint Michael’s College of Laguna in the year 2010-
2011. the researcher will be able to gather data if the correspondents have free time to fill up the survey questionnaires. It’s not going to be easy for the
researcher to gather data from correspondents because not every time the correspondents are around inside the campus. 3. 4 Statistical Treatment of Data
According to Bernales, treatment of data explains what statistical plan is used in order for the numerical data is stated.
Since this is a research paper only, according to Bernales, it doesn’t need to use complex statistic treatments. It is enough to get the percentage after tallying all
the answers from the questionnaire from the correspondents. After the researcher gathered all the data from the respondents, data will now be treated and
process. The researcher will use a simple statistics that will be used for tallying the percentage of certain topic from the questionnaire which is written below.
Count of chosen answers from the questionnaire Number of respondents
The statistics which is written above will be applied after the data is treated and processed. ———————– %= INPUT Gather information using survey
questionnaire Generate survey questionnaires for thesis statement Distribute survey questionnaire to correspondents PROCESS Correspondents fill up survey
questionnaires Retrieve filled-up survey questionnaires from correspondents Get related ideas and topics on survey questionnaires Information about the effect
of online games of First year students of SMCL in year 2010-2011 are now gathered and encoded to PC OUTPUT