Group 6 Chapter 2
Group 6 Chapter 2
Introduction
This chapter presents the related studies and related literature from international sources
and local sources for the research topic of “Analyzing the Impact of Online Games Problem-
Solving Skills Among Mataasnakahoy Senior High School Students Across Genders” it includes
ideas, finished thesis, generalization, conclusion methodologies and others. Those were included
in this chapter to help in familiarizing information that are relevant and similar to the present
study.
Foreign literature
With the prevalence of personal computers and the availability of various computer
hardware choices, computer assembly has become a practical skill for daily life. Individuals who
possess the requisite knowledge and skills can assemble a computer in accordance with their
budgets and their requirements for computer performance and functionality. These individuals
can also accurately diagnose computer problems and replace broken components by themselves
to avoid wasting the time that would be required to return the computer to the company for
maintenance. Sufficient time must be devoted to repeatedly reviewing and practicing computer
knowledge and skills to ensure that this learning is appropriately acquired and used. However,
during the course of teaching computer knowledge and skills in school, the opportunities to
engage in hands-on exercises are typically limited because of both the restricted availability of
time and equipment and concerns regarding safety issues. The adoption of information and
computer technology (e.g., simulation software) may provide a solution to overcome the
aforementioned limitations and assist students’ learning of the knowledge and skills that would
be required for computer assembly. However, little research has been conducted to address the
use of information and computer technology for contributing to the learning of this subject.
Although a previous research has used ubiquitous learning technologies to support peer
interactions during computer-assembling tasks (e.g., Hwang, Wu, Tseng, & Huang, 2011), the
approach has been utilized as help-seeking assistants instead of as instructional tools that provide
Simulation learning tools are designed to provide an authentic and secure environment in
which students can repeatedly manipulate learning content and observe the results of these
manipulations (Alessi & Trollip, 2001). Simulations that model various concepts, such as
computer architecture and operating systems, have been designed to support the instruction of
computer science courses (e.g., Mustafa, 2010, Yehezkel et al., 2001). Students who used
simulations experienced better learning outcomes than students who used traditional paper
exercises (Mustafa, 2010). In a meta-analysis conducted by Vogel et al. (2006), researchers found
that better cognitive gains and learning attitudes of students could be promoted by interactive
simulations and games than by traditional instructions. However, as noted by Prensky (2001),
simple and repeated manipulations in simulations might become boring for students. Thus, it has
been suggested that the addition of game elements (e.g., goals, rules, challenges, and stories) to
simulation instructional software could help to create a diverting learning experience (Prensky,
2001). By providing students with an enjoyable learning experience and a specific and
challenging goal, games are thought to be superior to simulations with respect to stimulating
integrated simulations into their game designs to create simulation games. This type of games
allows students to learn from manipulating simulated content in contexts that include game
elements to make these manipulations challenging and interesting. Simulation games have been
employed to enhance learning through not only helping students understand the basic principles
of either a domain (e.g., physics laws) or design models (e.g., computational models) but also
processes as they attempt to complete the goals of the game (e.g., Anderson and Barnett, 2011,
Game-based learning has become a research trend in the field of educational technology
(Hwang & Wu, 2012). Many researchers have suggested that digital educational games could
facilitate learning (e.g., Gee, 2007, Oblinger, 2004, Prensky, 2001, Squire and Jenkins, 2003).
Digital educational games have increasingly been applied to different learning domains (e.g.,
mathematics learning, health education, language learning, and social science learning), and their
learning effectiveness has been reviewed and discussed by many researchers (e.g., Blakely et al.,
2009, Divjak and Tomić, 2011, Egenfeldt-Nielsen, 2006, O’Neil et al., 2005). From these
reviews, it is obvious that most of the game-based learning studies have focused on evaluations
investigations of game design elements, game acceptance, and gaming experience (e.g., flow
experience) have been less emphasized by empirical studies in this field. However, these
overlooked considerations are important aspects of designing a game that could better meet the
needs of learners; therefore, these considerations merit the same level of attention that has been
devoted to more extensively studied topics. Among the empirical studies in the literature, there is
also a lack of multi-aspect empirical research that analyzes and evaluates specific digital
educational games.
Several researchers have suggested important game characteristics to consider during the
process of game design. In particular, Prensky (2001) listed a number of game design elements
that make a game engaging and fun, including goals, rules, interactivities, feedbacks, and
challenges. Alessi and Trollip (2001) also suggested that goals, rules, competition, challenge,
fantasy, safety, and entertainment are general features of a game. Moreover, Aleven, Myers,
Easterday, and Ogan (2010) proposed a design framework for educational games. Within this
framework, in addition to learning objectives and instructional strategies, the game design
elements of mechanics, dynamics and aesthetics are essential components of a game. The
aesthetic design of a game would influence a player’s emotional reactions or feelings of pleasure.
Eight general aesthetic elements were suggested for games, including sensation, fantasy,
narrative, challenge, fellowship, discovery, expression, and submission. For the design of a
problem-solving game, Kiili (2007) proposed a problem-based gaming model that emphasized
the importance of context, task, and feedback. According to Kiili, a problem-solving game
should provide a well-designed game context that would allow learners to utilize different
strategies to accomplish game goals (i.e., to solve the problems that they encounter in the game),
and the process of reflection plays a very important role in this problem-solving process. It is
necessary to design a game that could provide learners with appropriate and adequate feedback
and enable them to reflect on their gaming strategies and adjust these strategies as necessary.
elements of game design and simulated manipulation scenarios may promote students’ learning
motivations, allow students to continuously reflect on their manipulations, and assist their
Before an innovative technology can impact students’ learning, students must be willing
to use the technology. In his technology acceptance model, Davis suggested that “perceived
usefulness” and “perceived ease of use” were two critical factors that would predict user
intentions to use technology. Many scholars have used Davis’ model to investigate the
games, and online games) and the factors that would affect this acceptance (e.g., Fang et al.,
2005, Hsu and Lu, 2004, Jeong, 2011, Kim et al., 2008, Lee and Tsai, 2010, Suki et al., 2012,
Tao et al., 2009). In a study of game acceptance, Chang, Peng, and Chao (2010) found that the
degree to which students accepted educational games could predict the learning interests of these
students. Another study that investigated student acceptance with respect to the use of
educational games in the classroom concluded that students’ perceptions of the ease of use,
usefulness, and learning opportunities of games and their prior game experiences would
influence their degree of game acceptance (Bourgonjon, Valcke, Soetaert, & Schellens, 2010).
Moreover, Liu and Li (2011) found that perceived usefulness, perceived enjoyment, and
cognitive concentration positively affected university students’ attitudes towards mobile gaming
and that this attitude would then affect their intention to use mobile games. These studies
suggested that the investigation of game acceptance would provide important information for
game evaluation. Given the dearth of research that investigates the acceptance of simulated,
the user acceptance of educational simulation games to understand the characteristics and
limitations of this type of games.In addition to the degree of game acceptance, the game-playing
experiences of players have also been stressed by researchers that have studied game-based
learning. The flow experience has commonly been used to describe a player’s psychological state
during the course of playing a game. According to the flow theory that was introduced by
Csikszentmihalyi, flow is “the state in which people are so involved in an activity that nothing
else seems to matter; the experience itself is so enjoyable that people will do it even at great cost,
for the sheer sake of doing it.” When people enjoy doing a particular activity, they can obtain
control over the quality of their experience and can thereby achieve the optimal experience. To
promote students’ quality of learning, the question of how to achieve certain flow states of
students during their learning processes has recently drawn attention from many researchers. The
flow experience has been found to either directly or indirectly influence learning outcomes (e.g.,
Choi et al., 2007, Ho and Kuo, 2010, Schuler, 2007, Skadberg and Kimmel, 2004). In a study
was found that students who played the game in question could experience higher levels of flow
states than students who used traditional learning methods (Liu et al., 2011). Moreover, this
previously published study also revealed that when students experienced flow in the game, they
would perform multiple problem-solving strategies, including both deep and surface-level
approaches, whereas students who felt bored or anxious during the performance of a game
primarily utilized surface-level problem-solving strategies. Another study that explored students’
flow experiences during gameplay concluded that a flow state was more readily achieved by
boys than by girls (Inal & Cagiltay, 2007). The challenge of a game was stated by the children as
the most important element that influenced their flow experiences (Inal & Cagiltay, 2007).
Local literature
Students use online games to relieve them of their stresses but the excessive use of online
games may lead to worsened learning ability, concentration problems, poor academic
performance and decreased interactions with other people. One most common effect of online
Along with entertainment from games, students are able to socialise with their peers from
around the world while forming communities, and friendships (Jongco, 2022). On the other
hand, overindulgence in the activity of playing online games can also lead to negative activities
like delay in accomplishing tasks, neglect of obligations, and dropping down in academic
achievements. This is further disturbing regarding students who may spend more time gaming
than studying, which in turn will affect their grades and lessen their attention in class (Dumrique
The effects of internet gaming and social media use. With the rapid increase in the
prevalence of the Internet and/or smartphone usage worldwide in the last decade, engagement in
internet gaming and social media may be problematic and may lead to negative consequences on
mental and physical health among young adults (Kwok, et al., 2021).
Several reviews have reported the alarming potential of online games to be addictive
which in the case of students can lead to playing for long hours, often interfering with a student’s
daily schedule and even disrupting sleep, meals, and study (Kwok et al., 2021). That being said,
addiction to games not only involves usage but can also lead to a situation in which students can
become dependent on these games and ignore all other useful or social engagements.
In the Philippines, online gaming is one of the widely used leisure activities by many
people. For some people it is said that playing video games has a number of reasons to be played,
for it can be a stress reliever, challenge and competition, relaxation, enjoyment, social
Interaction, and even mentally escaping from the real world. For most people, online gaming is
one of the best past times that they acquire specially for teenagers, youngsters and students
As for the Filipino youth, online games have been a source of fun and an escape from
stress, but it should be emphasized that too much of it can also lead to negative effects. Thus, it is
important to moderate gaming and foster positive online behavior to avoid the adverse effects
Conceptual Framework
IPO Method
IV DV