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The Effects of Online Games in the Time

Management of Grade 12 HUMSS of Tanauan


City Integrated High School
Researchers

Antioquia,Clarence P.
Caliso,Rona D.
Rubrico,Jon S.
Torres,John Clienton B.
Villanueva,Marjorie M.
Rationale

Online games are known for being enjoyable and a great


stress reliever that's why students burdened with schoolworks
turned to them whenever they feel tired and that's when the
problem arose and some students become addicted without
caring about anything else resulting in neglection of
schoolwork.
Rationale

This study aims to help those students be aware and


show them the effects of their continuous playing of online
gaming on the time spent needed to accomplished their
schoolwork and knowing the importance of time
management that help will them manage time more
efficiently and accomplish task faster.
Review of Related Literature (3
Entries
1. Purti Olivia Fanny et al. (2020) In this era, technology and the Internet are
growing rapidly. included in the game. In the past, we were familiar with traditional
games. But because of the changing times, the game was traditionally replaced by the
name of this online Penelitian game. It will test the effect of behavior, time
management, motivation, and self-control against addiction to online gaming.

2.Michelle Emmy (2021) While some studies suggest that video games can increase
children’s concentration, other studies, such as a 2012 paper in Psychology of Popular
Media and Culture, have found that playing games can harm children rather than help
solve attention problems, which improves concentration in short bursts but harms long-
term concentration.
Review of Related Literature (3
Entries
3.Maite Frutos-Pascual et al. (2014)
Attention Deficit with Hyperactivity Disorder (ADHD) is one of the most
prevalent disorders in the child population today. Inattention problems can
lead to greater difficulties in completing assignments, as well as problems
with time management and prioritisation of tasks. This article presents an
intelligent tele-therapy tool based on Serious Games for Health, aimed at the
improvement of time management skills and the prioritisation of tasks.
Statement of the Problem
1.What are the demographics profile of the respondents in terms?
1.1 Gender
1.2 Age
2. How frequent are the number of time consumed while playing online
games?
3.Why are students so drawn on playing online games?
4.What are the effects of online games on time managements
of the students?
Respondents/Sampling Method

• Grade 12 HUMSS
• Conduct at Tanauan City Integrated High School
• 32 Respondents, 8 sections (Arcellana, Estioko, Ruiz, Calungsod, Salazar,
Timbreza, Romulo, and Florentino.)
• 16 girls and 16 boys, 4 students per section (2 girls and 2 boys)
• The Researchers limit their study to only 32 of those respondents in the
school due to time and financial constraints to conduct the study.
• The researchers' choice was quota sampling because we were focused on our
respondents
• Brainstorming
• Approval of title
• Search for relevant literature
Data Gathering • Survey questionnaire
Methods • Letter request
• Distibution of quiestionnaire
• Transcribe all the recorder of data
• Analyzing the data
The following statistical procedures were
used to interpet the data gathered from
the respondents of the study:

1. Simple percentage. Simple percentage


Data Analysis the geographic profile variables of the
respondents were analyzed using the
simple percentage.
2. Weighted Mean. This statistical tool
was used to compute for the weight of
the responses in the questionnaires
assigned by the respondents during
actual data gathering procedure.
References (APA Referencing Style)
• Purti Olivia Fanny et al. (2020) Influence of Behavior, Time Management, Motivation, and
Self-Control on Addiction to Playing Online Games https://papers.ssrn.com/sol3/papers.cfm?
abstract_id=3512323&fbclid=IwAR1Vb4XFpadPwAXwOjtu3b1Erig58gmY5T7dZ979clLJN3y47
sBq6w6HgsY
• Michelle Emmy (2021) A study by the Minnesota School of Professional Psychology of Argosy
University found that video game addicts argued with their teachers, argued with their
friends, and scored lower than others who played video
games.https://elearningindustry.com/are-online-games-good-for-students?
fbclid=IwAR2hmc2W_MGzGuj6lXVjtdIsjxj3a6HKum43iXbGSA_PeaQadezyWmGUPtM
• Maite Frutos-Pascual et al. (2014) Adaptive Tele-Therapies Based on Serious Games for
Health for People with Time-Management and Organisational Problems: Preliminary Results
IJERPH | Free Full-Text | Adaptive Tele-Therapies Based on Serious Games for Health for Peo
ple with Time-Management and
Organisational Problems: Preliminary Results (mdpi.com)
THANK YOU FOR LISTENING

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