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COMPUTER GAMES: A BARRIER THROUGH THE EFFECTIVE LEARNING OF

THE FRESHMEN ELECTRICAL ENGINEERING DAY STUDENTS


OF THE UNIVERSITY OF SOUTHEASTERN
PHILIPPINES SY 2011-2012

A Research Paper Presented to the


Institute of Languages
College of Arts and Sciences
University of Southeastern Philippines
Obrero Campus, Davao City, Philippines

In Partial Fulfillment of the Requirements


For English 2
(Writing In the Discipline)

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

Ray Jane Cordero

Wilfred John Manatad

Received by the Institute of Languages, College of Arts and Sciences, University of


Southeastern Philippines as a part of a study in the subject, English 2.
Geoffrey Marfa
Professor
Ms. Keeziah Jireh Codillo
Student Teacher

Ms. Honey Mae Molato


Student Teacher

iii

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.

iv

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

writing a research paper,


to Engr. Rosello Lyndon H. Roble, dean of the College of Engineering for allowing us to

conduct a survey to the Freshmen Engineering students,


to the authors, editors and researchers of the informations that we used in the study,
to our respondents, for giving time and honesty in answering the given survey

questionnaire,
to our beloved family, for the unending support, understanding and consideration during

the process of making this research paper, and above all,


To God Almighty for listening to our hopes and for giving us the toughest strength and
motivation in order to finish this research paper.

Once Again, thank you very much!


The Researchers

DEDICATION

The researchers dedicate


this paper to their beloved
family, valued friends and
most specially, to God, the
norm and source of all.
LausDeo!

Han-Wil-Ray

vi

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

Statement of the Problem ......

Conceptual Framework.....

Significance of the Study..

Scope and Limitation

Definition of Terms ..

REVIEW OF RELATED LITERATURE AND STUDIES


Related Literature .

Related Study

METHODS
Research Design.

Research Locale .

The Respondents

Research Procedures...

Research Instrument .......

RESULTS AND DISCUSSION

vii

Graph of how often the Freshmen Electrical


Engineering Day Students play computer games .

Graph of how long the Freshmen Electrical


Engineering Day Students play computer games .......

Reasons of the Freshmen Electrical Engineering


Day students in playing computer games

Graph of the response of the respondents to the


question: Do computer games affect the
efficiency of your learning?.........................................................

10

SUMMARY, CONCLUSION AND RECOMMENDATION


Summary of Findings .

11

Conclusion .

11

Recommendations .

12

APPENDIX ..

13

REFERENCES ...

17

CURRICULUM VITAE

18

CHAPTER I
INTRODUCTION

Background of the Study


The first electronic digital computers were developed in the mid-20th century (1940
1945). Originally, they were the size of a large room, consuming as much power as several
hundred modern personal computers (PCs). In this era mechanical analog computers were used
for military databases.
At first, the word computer means a thing that calculates and gives results based on a
logical way and process. With no doubt, computers make life easier in a sense that it organizes
and improves generations of lifestyles. Wherever we go, we could say that a lot of people are
using it and had become part of their needs.
It is already natural to us, human beings to create using the desire to discover things and
the computer is one big proof of this. For this reason, the wide use of computer sprouts. Later,
Virtual World or also known as Virtual Reality was created. In this world, a person enters a
different world where he experience a different dimension produced by imagination while
watching and traveling through the aid of a monitor.
Then it was realized that virtual reality can be used to play and travel the imaginative
mind of a person. This is also when the creation of computer games and game play of people
started as a form of recreation.
As time goes by, electronic games became more complicated, sophisticated and
innovated. From simple cathode ray tubes and oscilloscopes used to be able to visualize the flow
of a game, the visualization became more advanced and complex through the aid of LCD screens
and graphic card devices. From 2-dimensional game, it became 3-dimensional game which made
it more refined.

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

Figure 1- Schematic Diagram of the Study

Significance of the study


The researchers believe that this study is of great importance. Thus, it will be significant
to the following individuals:

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.

1. Asking permission to conduct the study. The researchers addressed


a letter to Dr. Dr.

Rosello Lyndon H. Roble, Dean of College of

Engineering, to ask permission to conduct the study.


2. Getting the total population of the respondents. The whole
population of electrical engineering freshmen day session was taken
as respondents of the study.
3. Preparing the questionnaire. The researchers prepared a eight-item
test which was used as an instrument to verify the effects of
computer games to the efficiency of learning of the freshmen
electrical engineering day session students.
4. Validating the questionnaire. The researchers requested Ms. Keeziah
Jireh Codillo to validate the researcher-made questionnaire before it
was finally administered to the respondents.
5. Administering the test questionnaire. The researchers administered
the questionnaire to the () respondents of the study. These
questionnaires were then collected back for the making of the rest
of the research paper.
Research Instrument
This study was conducted through a survey. The researcher prepared a survey
questionnaire that aimed to collect data about current insights, views, and knowledge of the
respondents about the effect Computer Games. ( See on Appendix B )

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%.

Graph of how long the Freshmen


Electrical Engineering Day Students play
computer games

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%

relief from stress


15%

32%
30%
nothing to do at home

for fun and enjoyment

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.

11

CHAPTER V
SUMMARY, CONCLUSION AND RECOMMENDATION
Summary of Findings
Based on the context of the study, the following results are as follows:

1. Most of the respondents play computer games every day.


2. About 62% of the respondents spent one to two hours in playing computer games and
there are 9% who play 4 hours and up.
3. The respondents play computer games as a means of relief from stress which gathered
32% while 30% is playing computer games because there is nothing to do at home.
4. Out of the 45 students, 26 of them say that playing computer games affects the efficiency
of their learning.
Conclusion
1. The respondents consider playing computer games as a part of their daily activity.
2. Most of the players have self-discipline for theyve limit themselves for one to two hours
only in playing computer games.
3. The majority considered computer games as an effective tool for relieving out stress or
other emotional problems.
4. Playing computer games affects the efficiency of learning of the respondents.

12

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

How long do you play computer games?


( ) 1-2 hours

( ) 2-3 hours

( ) 3 hours and up

( ) just minutes

3. What are your reasons on playing games? (Selection of multiple items is considered)
( ) pastime

( ) relief from stress

( ) nothing to do at home

( ) for fun and enjoyment

4. Do computer games affect your studies?


( ) yes

( ) 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%

Computation for graph3


16

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%

17

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

18

CURRICULUM VITAE

E-mail Address: zheifyrr@hotmail.com

Cellphone No: 09301192953

Personal Data
Name: Johanna J. Aspacio
Address: Garcia Heights, Bajada, Davao City
Date of Birth: November 26, 1993

Age: 18

Civil Status: Single

Citizenship: Filipino

Religion: Assembly of God


Family Background
Fathers Name: Arnold C. Aspacio
Mothers Name: Jenney J. Aspacio
Languages/ Dialects you speak or write: English, Filipino, Spanish and Cebuano
Educational Background
Primary: Monkayo Central Elementary School
Secondary: Monkayo National High School
College: University of Southeastern Philippines
E-mail Address:
Cellphone No:

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:

20

E-mail Address: breaks_115@yahoo.com


Cellphone No: 09303553990

Personal Data
Name: Wilfred John A. Manatad
Address: Benjamin Hills Subdivision, Panacan, Davao City
Date of Birth: September 15, 1994

Age: 17

Civil Status: Single

Citizenship: Filipino

Religion: Roman Catholic


Family Background
Fathers Name: Cenon E. Manatad
Mothers Name: Irene A. Manatad
Languages/ Dialects you speak or write: English, Filipino and Cebuano
Educational Background
Primary: AFPLC Elementary School
Secondary: Holy Cross of Agdao
College: University of Southeastern Philippines

Course: BSEE

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