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I.                  
Introduction

   Rationale

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Technology, over the years, has
evolved and it is still evolving until the present time. Technology was invented
to create new things that decrease human work. Great examples of modernistic
technology are computers. They are one of the greatest inventions humans ever created.
It has been used for calculations and functioning machines since years ago.

Along with the evolution of
technology, computers continue to upgrade and this upgrade includes the Internet.
The generation today includes computers in their everyday life of humans. Computers
can now be used in communicating with people all around the world, organizing
files, editing documents, searching for new information, and playing games. It
is basically an all-in-one gadget that can be used anytime, and this is the
reason why people get hooked to it. Soon then, with the help of the internet, Online
Games were created.

According to Wikipedia, on 1990, online
games were created and right until the present time, it has made a huge impact
to humans, especially teenagers. Internet games, often called as online games,
are games that are played on computers, cell phones, laptops, and other
technological platforms. Online games need the internet and necessary plug-ins
to be played. Online games have many genres, including casual games and multiplayer
games. According to a research paper in Saint Michael’s College of Laguna, a
game will become an online game if it uses the internet and it includes a
computer with one player and they fight against other players in another
computer with the same genre. An online game is a game that uses some form of
computer network. Online games have been popular throughout the online community,
making it a source of entertainment and socializing.

The teenage demographic has been
greatly affected to online games addiction due to cheaper internet fees and consoles.
Teenagers often say that their reason for playing online games is linked
leisure time. This keeps them outside the sun without knowing the effects of
these games. While it is fun, online games have many negative side effects such
as anti-socialization, increasing anxieties and anger, damaging relationships
with friends and family and the decreasing of academic grades. Most complaints
from families and friends have increased due to the lack of time spent with
each other and some teenagers may want to increase their online performance
than their academic performance.

However, according to a research in
Australia that has more than 12,000 high school students respondents, students
that plays online games on the regular has higher scores on math and science
than those who don’t. According to an economist, Alberto Posso, online gamers
develop analytical and critical thinking skills that help them in their grades.
 Because of these contrasting details,
the researchers want to know if online games really affect the academic
performance of teenagers who are in school. The response of this study will
depend on the answer of selected respondents on our created survey.

 

Statement of the
Problem

            Our study aims to present information
on an average senior high school student of Cebu

Doctors’ University’s participation on online games
and how that may affect their academic performance. This research paper also
aims to answer the following questions:

1.
What are the negative and positive effects of playing online games relating to
one’s academic performance and wellbeing?

2. Do hours of playing online games
help more than they harm relating to one’s

academic performance?

3. What are the possible ways to
avoid the negative effects of online games?

 

Hypothesis of
the Study

1. Online games affect the academic
performance of senior high school students of

 Cebu Doctors’ University.

 2. Online games do not affect the academic
performance of senior high school students

            of Cebu Doctors’ University.

Significance of
the Study

The
study will be significant to the students, parents, schools, and future
researchers.

 

              
Students. The information the research provides will thoroughly educate
the students. This will enable them to adjust their habits and lifestyles
according to the collected data in order for them to know their bodily limits
which in turn allows them to avoid the negative effects of playing online games.
This will give students the consciousness of the said effects to make right
decisions in the long run.

 

             Parents.
The study will give parents insight on the effects of playing online games.
This will give them a better understanding and will allow them to guide or
present restrictions to their children.

 

             Schools.
The study will assist academic administrators, those in charge of developing
the school program, and those in charge of making changes in the curriculum in
assessing and evaluating what helps students progress academically and socially
and what will harm their health. They can make changes to assure productivity
and understanding on the student’s part. They may be able to make good
strategies and smart revisions on activities that will address the problem at
hand.

 

             Future
Researchers. The ideas presented in the research may be used as reference data
when conducting separate and more detailed researches in the future. It may be
used to test the validity of certain facts through related findings. The study
may also serve as an overview or background for data that will be found and
proved after the completion of this paper. This may also serve as insight into
this generation’s students and their participation to online games.

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