CHAPTER II
REVIEW OF RELATED LITERATURE
The researchers made a thorough review of literature and studies which
have relevant contribution to the present research. This chapter presents the
Review of Literature and Studies, Synthesis of the-state-of-the-art, and Gap bridged
by the study. It also includes the Theoretical and Conceptual Framework.
RELATED LITERATURE
FOREIGN
Dockrill (2016) pointed that research in Australia involving more than 12,000
high school students found that, when it came to internet usage, students who
regularly played online video games scored higher in math, reading, and science
tests than their peers who didn’t. Students who regularly spend time playing online
games are developing analytical and problem-solving skills that can also help them
in their schoolwork.
Ip, Jacobs and Watkins (2008) emphasized that the notable finding is the fact
that there is a telling relationship between gaming and examination results, where,
in most cases, frequent gamers perform less well than non- or infrequent gamers.
Remarkable result of all is that not a single significant positive correlation was found
between gaming frequency and academic performance a finding which, in effect,
vindicates the stereotypical view that gaming is detrimental (or at least of no benefit)
to academic study. The patterns uncovered here show strong indications that
frequent gamers (both males and females) generally perform less well than less
frequent gamers in examinations.
Anderson & Dill (2000) states that playing video games is often associated in
our society with poor academic performance. This anecdotal idea is supported by
some research. A 2000 study found a negative correlation between GPA and time
spent playing video games the correlation was relatively small. Time alone
accounted for a 4% variance in GPA, yet the findings are significant. However,
several older studies contend that the results of research have been mixed.
Turner et. Al (2017) mentioned that as the number of nontraditional students
enrolled in colleges courses and online classes increase, post-secondary
institutions are pressured to develop effective strategies to not only engage but
promote academic success for this population of students. As a result, the demand
for digital games in education for nontraditional undergraduate students will
continue to grow because of the potential role in academic achievement and
student engagement. Digital games have been found to promote students’
confidence, satisfaction, interest, and effort.
Anand (2007) in his study analyzes the correlation between video game
usage and academic performance. Scholastic Aptitude Test (SAT) and grade-point
average (GPA) scores were used to gauge academic performance. The amount of
time a student spends playing video games has a negative correlation with
students’ GPA and SAT scores. The effects of video games maybe be cumulative;
however, drawing a conclusion is difficult because SAT scores represent a measure
of general knowledge. GPA versus video games is more reliable because both
involve a continuous measurement of engaged activity and performance.
LOCAL
Vinluan (2016) pointed out that in the Philippines, the population of gamers is
very huge. Beginning from the simple cartoon games played by the toddlers up until
the riot playing games played by the college students and the older ones too.
Researchers found that video games, particularly shooter games, have tendency to
strengthen the cognitive skills of their test subjects, especially in the area of spatial
navigation, reasoning, memory, and perception.
Dumrique, Castillo (2018) states that there is a significant relationship
between the academic performance of the respondents and playing online games
during weekends. Which result to having a good grade while playing online games.
This can be interpreted as the trade-off when playing computer games. If the
student decides not to play, then there will be no deduction in the grades. Which is
true to the researchers’ study for the respondents’ academic performance is only
significant to playing online games during weekend. Weekends are the days when
the respondents have their pleasure time for recreational activities.
(Cortes, Alcalde, & Camacho, 2012) cited that computer gaming, measured
by number of hours spent playing, contributes to the probability of student to fail.
Because computer gaming poses negative effect on a student’s performance in
school, there is a possibility that education in high school would have a tendency to
deteriorate. As computer gaming industry continues to grow, bigger number of
students will lose interest for studies. This might mean that investment on higher
education will lead to lower rate of return among students. Thus, resources such as
money, time, school inputs, etc. are probably go to waste.
(Iris L. Gulbe, 2016) emphasized that students chose generation-trending
online games, as the MMORPGs, on themes, as survival, teamwork, adventure,
and competition, with levels of addiction, as not so serious, reflecting that their
academic responsibility was being affected by the level of their online gaming
addiction in meeting daily attendance of classes, doing assignments, engaging in
daily review of studies, though, not on project.
Castillo (2016) Most children regularly engaging in Video Game Play have
demonstrated by sophisticated imaging studies that the release of the hormone
dopamine is increased, which is associated with most types of addiction. A high
level of dopamine makes one experience pleasure. Repeated exposure to an
addictive substance or behavior such as playing video games conditions the brain
cells in key areas like the prefrontal cortex-the area of the brain involved in planning
and executing tasks-to crave and go after the substance or behavior causing the
release of dopamine. The end result is being “addicted” to the source of pleasure,
and in our children’s case-addiction to video games. Kruger a noted researcher and
healthcare professional who’s not involved in the study, commented though that it’s
difficult to conclude whether the structural brain abnormalities were the effect or the
cause of excessive video game playing. “It is quite possible that children with lower
IQs are drawn to gaming because of its intrinsic features whereas more capable
children are attracted to more intellectual pursuits.
RELATED STUDIES
FOREIGN
Skoric, Teo, and Neo (2009) went one step farther and studied addiction to
video gaming versus simple engagement in video gaming. Although no definitive
definition of addiction was given, they found that those addicted to gaming
consistently performed negatively in the academic setting, while there was no
negative correlation between time spent playing or engagement and academic
performance.
Wongwaitaweewong, and Sangsupawanich (2009) found that the excessive
playing of video games (five hours or more per session) resulted in school grades
that were below a 3.00 average, and that time spent playing was a predictor of
academic performance. They also suggested that video games indirectly lead to
decreased performance through promoting violence. Finally, they noted that playing
video games took time away from school activities, homework, social interaction,
etc.
Shao-I, Jie-Zhi, and Der-Hsiang (2004) also studied addiction (once again no
definitive definition was given) and noted a decrease in school performance when
the student was addicted to gaming. They found that gaming addiction physically
impacts academic achievement because the student is too involved in the game to
do homework or prepare academically.
Wood, Griffiths, and Parke (2007) included open-ended questions that
encouraged participants to report different feelings about playing video games.
Some of the negative consequences indirectly related to school performance, in that
participants reported often missing lectures, skipping homework, etc. They also
found that these consequences were
More likely to impact males, because males play more often and were more
likely to report losing track of the time while playing.
Hart et al (2009) used the Problem Video Game Playing survey to measure
four different areas of life, including academic behavior, impacted by the playing of
video games and suggested that there was not a significant correlation in any area.
LOCAL
Villarosa (2013) a Filipino blogger, from his research of “The effects of
computer games to Filipino Children”, he believes that the rise of computer games
can mean the rise of information and knowledge that leads to good economy, but
like everything else it also has some negative effect to our society. There are a lot
who got interested and time were wasted by spending it mostly on computer games
and some invested on those games that causes unnecessary spending of money
which can be used for something that much more important.
Salazar (n.d) according to his study most of the respondents play online
games for about two to three hours per day and two to three days per week. With
their academic performance, majority of them received a grading period average of
85-89, they usually spend less than 1 hour in studying and almost of them never
missed school to play online games. Although there is a relationship between online
gaming and academic performance still it is very low and it cannot be supported.
Baylas et. Al (n.d) in their study majority of the respondents have the same
thought about online games as a distraction, therefore we prove that it do really
have effects and we also conclude that online game is a distraction in the lives of
student and especially to their studies according the result of the study.
Orendain (2017) In the findings of their study, they concluded that the
respondents agree that playing online games can affect their study or their
academic performance in school. The respondents agree for according to them they
are fine but it has a negative impact on their lives specifically on their health. The
respondents agree on this portion for some of the respondents are affected of the
symptoms process between online games and academic performance.
Lumbay et. al (2017) according to their study results showed that an
astonishing sixty (62) percent of the gamers were good performers in the academe.
Twelve (12) percent were having an incomplete grade within the entire school year
and seven (7) percent were dropped out of school during the second semester.
Based on the findings of the study, it was revealed that being a computer gamer
may affect the students' academic performance negatively if, a gamer plays too
much (more than four hours a day), a gamer plays too often (more than four times a
week), and a gamer plays until late night (10 to 12 midnight).
SYNTHESIS OF THE STATE OF THE ART
The related studies both foreign and local were found closely related to the
present study. There were also some aspects wherein the previous studies differ
from the present study, such as the respondents, data-gathering and treatments
including solutions to the problem met by the respondents.
The published articles showed that the academic performance of the
students is affected by playing online video game but some of the articles says that
playing online video game help the students to strengthen their skills in school
specifically their analytical and problem-solving skills, spatial navigation, reasoning,
memory and perception.
Also, previous studies explain that excessive playing of online video game
resulted to have a low grade in schools. Thus, playing online video game has a
negative effect on academic performance of the students.
GAP BRIDGED BY THE STUDY
Most of the studies reviewed dwelt on impacts of Online Video Game to
Academic Performance of the students or players. Some were causes and effect,
positive and negative impacts, and significance of academic performance of online
video games to its players or the students. All studies were on academic
performance of online video game players but not specifically on the measures that
are proposed to improved academic performance of online video game players.
The present study will focus on the profile of the students: a. Age b. Sex. c.
Nos. of year/s playing d. Game being played e. Time of playing f. Average Daily
number of hours spent playing Online Video Games; the academic performance of
online video game players in terms of: a. Punctuality b. Participation c. Quiz; and
measures proposed to improve the academic performance of online video game
players. Furthermore, it also shows that this is first topic conducted as of the
moment.
THEORETERICAL FRAMEWORK
UniThis study was anchored by the Theory of Performance of Don Elger.
Elger’s Theory of Performance (ToP) develops and relates six foundational
concepts to form a framework that can be used to explain performance as well as
performance improvements. He states that humans are capable of extraordinary
accomplishments. Also, wonderful accomplishments occur in day to-day practice in
higher education. An advisor inspires students to follow their dreams. A teacher
magically connects with students. A researcher continually asks the quintessential
questions that lead to revolutions in thinking. A dean inspires an entire college to
collaborate and attain wonderful outcomes.
The performance of a system, for example a home enter yuptainment
system, depends on the components of the system and on the interactions between
these components. Similarly, level of performance of an individual or an
organization depends on the components.
INPUT PROCESS
OUTPUT
Demographic profiles of the
respondents
1.1 age
1.2 sex
1.3 Nos. of year/s playing
Measures to improve
1.4 game of being played the academic
Intrepetation and
1.5 Ave. Daily number if performance of
analysis
hours playing online video game
players
Academic performance of
online video game player in
terms of:
Punctuality
Participation
Quiz
Figure 2. Conceptual paradigm of the study
THEORY OF PERFORMANCE
Notes:
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video
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Level Level Level
Fixed factors
of
Anderson, of Video games andof
C. A. (2000). Personalfeelings,
aggressive thoughts, factors and
behavior in the
Identity skills Knowledge
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ACADEMIC PERFORMANCE OF ONLINE VIDEO GAME PLAYERS IN SAN JOSE NATIONAL HIGH
SCHOOL
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Brains Figure 1. Theoretical paradigm
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Online
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