Professional Documents
Culture Documents
By
Johanna JalboAspacio
Ray Jane Navilla Cordero
Wilfred John Abracia Manatad
March 2012
ii
APPROVAL SHEET
In fulfillment of the project for the subject English2, this research paper which is entitled
Computer Games: A Barrier through the Effective Learning of the Freshmen Electrical
Engineering Day Students of the University of Southeastern Philippines was made and
presented by the group of researchers printed below:
Johanna Aspacio
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ABSTRACT
This study entitled, Computer Games: A Barrier through the Effective Learning of
the Freshmen Electrical Engineering Day Students of the University of Southeastern
Philippines SY 2011-2012 attempts to describe and examine the current insights, views, and
knowledge of the respondents about the effect of Computer Games.
The selected respondents of this study are the freshmen Engineering Students of The
University of Southeastern Philippines of the second semester of school year 2011-2012.
The researcher did not attempt to examine the data of the study by the use of any high
and sophisticated statistical instrument. Only the numbers of the selected choices of each item
were being tallied.
Base on the presented data, the researchers lead to following conclusion that most of the
respondents studies are affected.
Also, based on the findings and conclusions, the researchers recommend therefore that
students must possess self-discipline and should set time limits in playing computer games.
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ACKNOWLEDGMENT
A warm thank you is what we give to the following persons and offices for the important
help, contribution and support to the success of this research paper:
to our teachers, Mr. Geoffrey Marfa, Ms. KezziahJirehCodillo and Ms. Honey Mae
Molato, our ever patient teachers in English2 for helping and guiding us in making a
research paper in a medium of teaching the right ways of making and the right steps in
questionnaire,
to our beloved family, for the unending support, understanding and consideration during
DEDICATION
Han-Wil-Ray
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TABLE OF CONTENTS
Title Page ..
Approval Sheet .
ii
Abstract
iii
Acknowledgment .
iv
Dedication
Table of Contents .
vi
CHAPTER
I
II
III
IV
PAGE
INTRODUCTION
Background of the Study
Conceptual Framework.....
Definition of Terms ..
Related Study
METHODS
Research Design.
Research Locale .
The Respondents
Research Procedures...
vii
10
11
Conclusion .
11
Recommendations .
12
APPENDIX ..
13
REFERENCES ...
17
CURRICULUM VITAE
18
CHAPTER I
INTRODUCTION
Also because of the ability of the computer to attract people. Nowadays, computer games
have become a trend. But lately, this trend has been observed to bring more disadvantages than
advantages.
The researchers believe that it is time to make the people aware of the bad effects of
computer games. As computer users, we are obliged to use computer as a benefit not a liability.
Statement of the Problem
This term paper gives information about the computer games and aims to meet the
answers of the following questions:
1.) What are the effects of computer games to the Freshmen Electrical Engineering
Students of the University of Southeastern Philippines regarding with the efficiency
of their learning?
Conceptual Framework
Computer Games
Effective Learning
To the students. That this will serve as a source of wisdom for them to acquire the knowledge
they need regarding the world of computer games.
To the researchers. That this can be a reliable source of information about the effects of
computer games and may serve as a reference for related future study.
To the teachers. That they can acquire knowledge about the effects of computer games, that
they may pass it on to their students.
To the society. That they may achieve the most potent precaution for them to be able to warn
themselves and how they will be able cope up with the effects of computer games.
Scope and Limitation
This research limits the study on the effects of computer games to the efficiency of
learning of the freshmen electrical engineering day students of University of Southeastern
Philippines SY 2011-2012. The origin of computer games will also be tackled in this research.
Definition of Terms
Barrier hindrance
Computer games games which uses a computer as its primary tool for it to work
FreshmenEngineering Students of USEP first year students who are taking up
engineering as a course in USEP
CHAPTER II
REVIEW OF RELATED LITERATURE AND STUDIES
RELATED LITERATURE
According to Feierabend and Kingler (2001) that interactive video and computer games
belong to new multimedia culture that is based on the digital computer technology. These games
have become increasingly popular in the past 20 to 25 years especially among young people. In
the beginning they were mainly played by youth and young adults who were enthusiast about
computers. During the early nineties, however, video and computer games became a matter of
course in the everyday life of young people including children.
On the report of Rafael Cabredo, one of the faculties of De La Salle University, a child in
America started to play computer games at the age of six and the average age of the players is
29. This statistical result may not be the same to the Philippines. However, there is still some
closeness on the data.
Gentile and Anderson (2003) shows that playing computer games may increase
aggressive behavior because violent acts are continually repeated throughout the computer game.
On the study of Walsh (2000) a majority of teen admitted that their parents do not impose
a time limit on the number of hours they are allowed to play video games and most parents are
unaware of the content of the video games their children are playing.
Khalid Al Mubireek (2003) also presented the features of an educational computer games
and compared it to simple computer games. According to her, an educational computer games
may help or may use as a substitute for a teacher and help to show the actual relationships of
things. On the other hand, a computer games purpose is to enjoy the player. There are still
aspects that being enhanced in playing computer games but the aspect that is least noticeable is
on the academic field.
The surveys and interviews of Jane M. Healy, Ph.D. (1999) give some recommendation
about the different matters in choosing the advisable softwares of the computer games.
RELATED STUDY
In the study of Nicolas Yee Ph.D. (1999) entitled The Deadalus Project, the study
revealed the different reasons of playing computer games of the player. It was grouped into five;
achievement, socialization, immersion, lent/escape and competition. It is also shown that most of
the individuals engaged in playing computer games particularly online games are the students
from the age of thirteen up to seventeen. And the majority practiced computer games as a part of
their weekly activities that spent ten to twenty hours in playing per week. On his study, he also
presented that the number of boys playing computer games is greater than the number of girls
engaged in playing computer games.
Nicolas Yee studies the reasons and persons involved in computer games while the
researchers only focus on the effects of computer games on the efficiency of learning of the
respondents.
CHAPTER III
Research Design
This study is conducted through quantitative analysis. It had attempted to describe and
examine the current insights, views, and knowledge of the respondents about the effects of
computer games.
Research Locale
This study was conducted at University of Southeastern Philippines, Obrero Campus
Davao City particularly in the College of Engineering building.
The Respondents
The selected respondents of this study are the Freshmen Electrical Engineering Day
Students of The University of Southeastern Philippines of the second semester of school year
2011-2012.
Table1. Respondents of the Study
Session
Course/ Level
Total
Respondents
Percentage
Day
BS Electrical
Population
45
Population
45
100%
Engineering / 1
Research Procedures
Specified below were the procedures followed by the researchers in conducting the study.
CHAPTER IV
RESULTS AND DISCUSSION
This chapter presents the results and discussions of the data gathered and its relationships
to the related literature and studies.
Graph of how often the Freshmen
Electrical Engineering Day Students play
computer games
Graph1
everyday
21%
36%
twice a week
once a week
18%
rarely
25%
Graph1 shows that frequently, the respondents play computer games everyday gathering
36% of the total percentage. It is then, followed by twice a week which gathered one-fourths of
the total percentage. 21% is from the answer, rarely. And once a week got the least percentage
which is 18%.
Graph2
1-2 hours
9%
16%
3-4 hours
13%
62%
4 hours and up
just minutes
Graph 2 shows the time frame of the respondents in playing computer games. Clearly, the
answer 1-2 hours was the choice of most of the respondents which gathered more than half of the
total percentage. 3-4 hours is the second on the percent ranking which gathered 16% of the total
percentage. The answer, just minutes gathered 13% and 9% is given to the answer, 4 hours and
up.
Reasons of the Freshmen Electrical
Engineering Day students in playing
computer games
Graph3
pastime
23%
32%
30%
nothing to do at home
10
Graph3 shows the percentage of the reasons of the respondents in playing computer
games. Most of the respondents chose the answer, relief from stress which gathered 32% from
the total percentage. The answer, nothing to do at home, then, followed the percentile ranking
garnering 30%. 23% is from the answer, for fun and enjoyment and pastime got 15%.
Graph of the response of the respondents
to the question: Do computer games affect
the efficiency of your learning?
Graph4
yes
42%
58%
no
Graph4 shows the answer of the respondents from the question, Do computer games
affect the efficiency of your learning?. The answer yes got more than half of the total
percentage while the answer no gathered 42% from the total percentage.
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CHAPTER V
SUMMARY, CONCLUSION AND RECOMMENDATION
Summary of Findings
Based on the context of the study, the following results are as follows:
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Recommendation
1. For our government, have some recreational activity or programs for the youths that
would give them enjoyment rather than playing computer games. For example, revive the
Filipino traditional games (Laro ng Lahi).
2. For the parents, give time to your children. Pay attention to them because most of them
play computer games as a relief from stress. There could be no other person who could
give an advice and comfort to them but only you.
3. For the students, learn how to use your time wisely. There are a lot of things to do at
home instead of playing computer games. For example, by helping in household chores,
studying and doing assignments. It is better to focus on your studies than wasting time
and money in playing computer games.
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APPENDIX A
Februar
y 29, 2012
Dr. Rosello Lyndon H. Roble
Dean, College of Engineering
University of Southeastern Philippines
Sir,
Greetings!
We are the students of the course, Engineering. We are currently taking the subject, English2
under the supervision of Professor Geoffry Marfa, Ms. Honey Mae Molato and Ms. Kezziah
Jireh Codillo. One of our requirements on the said subject is to create a research paper.
Currently, we are writing a research paper about Computer Games: A Barrier through the
Effective Learning of the Freshmen Electrical Engineering Day Students of the University
of Southeastern Philippines.
In line with this, we are asking from your good office a permission that would allow us to
conduct our survey on the selected freshmen students of the College of Engineering.
The collected datum from the survey will help us in our study.
We are hoping for your positive response.
Respectfully yours,
Johanna Aspacio
Group Leader
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APPENDIX B
To our respondents,
Greetings!
We, the researchers are currently conducting a study about Computer Games: A Barrier
through the Effective Learning of Freshmen Electrical Engineering Day Students of the
University of Southeastern Philippines for our research paper as compliance for our
English2 project.
This survey questionnaire is prepared to gather information that would help us regarding with
the study.
We are hoping for your participation by honestly answering the following items. We assure
you that the information from your answers will be confidential.
Thank you.
The Researchers
Name (Optional):
1. How often do you play computer games?
( ) everyday
( ) twice a week
( ) once a week
2.
( ) rarely
( ) 2-3 hours
( ) 3 hours and up
( ) just minutes
3. What are your reasons on playing games? (Selection of multiple items is considered)
( ) pastime
( ) nothing to do at home
( ) no
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APPENDIX C
TABULAR COMPUTATION OF THE RESULT OF THE DATA
Computation for graph 1
Choices
Everyday
Twice a week
Once a week
Rarely
Total
Computation for graph2
Choices
One to two hours
Three to four hours
Four hours and up
Just minutes
Total
No. of Students
16
11
8
10
45
Percentage
[(16*100)/45] = 36%
[(11*100)/45] = 25%
[(8*100)/45] = 18%
[(10*100)/45] = 21%
100%
No. of Students
28
7
4
6
45
Percentage
[(28*100)/45] = 62%
[(7*100)/45] = 16%
[(4*100)/45] = 9%
[(6*100)/45] = 13%
100%
Choices
Pastime
Relief from stress
Nothing to do at home
For fun and enjoyment
Total
Computation for graph4
Choices
Yes
No
Total
No. of Students
18
38
35
27
118
Percentage
[(18*100)/118] = 15%
[(38*100)/118] = 32%
[(35*100)/118] = 30%
[(27*100)/118] = 23%
100%
No. of students
26
19
45
Percentage
[(26*100)/45] = 58%
[(19*100)/45] = 42%
100%
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REFERENCES
http://devdelay.org/newsletter/articles/html/147-failure-to-connect.html
http://books.google.com.ph/books?id=sl-HjfgMyUC&pg=PA157&lpg=PA157&dq=Feierabend+and+Kingler+(2001)&source=bl&ots
=EwOWftfVeG&sig=5gVIFKJU2e5sMrcPTy_hqEwevJM&hl=tl&sa=X&ei=zVJUT_sI6
KKIB5-e6dUL&ved=0CFcQ6AEwBQ#v=onepage&q=Feierabend%20and%20Kingler
%20(2001)&f=false
http://www.pamf.org/preteen/parents/videogames.html
http://en.wikipedia.org/wiki/Nick_Yee
http://www.nickyee.com/pubs/Dissertation_Nick_Yee.pdf
http:// http://www.megreencampus.com/learning-styles/what-is-effective-learning
www.gamestudies.org/0301/fromme/
http://www.video-game-addiction.org/what-is-computer-internet-addiction.html
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CURRICULUM VITAE
Personal Data
Name: Johanna J. Aspacio
Address: Garcia Heights, Bajada, Davao City
Date of Birth: November 26, 1993
Age: 18
Citizenship: Filipino
Course: BSECE
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Personal Data
Name:
Address:
Date of Birth:
Civil Status:
Age:
Citizenship:
Religion:
Family Background
Fathers Name:
Mothers Name:
Languages/ Dialects you speak or write:
Educational Background
Primary:
Secondary:
College:
Course:
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Personal Data
Name: Wilfred John A. Manatad
Address: Benjamin Hills Subdivision, Panacan, Davao City
Date of Birth: September 15, 1994
Age: 17
Citizenship: Filipino
Course: BSEE