Chapter 1 Problem and Its Background
Chapter 1 Problem and Its Background
Chapter 1 Problem and Its Background
by
Bogayao, Anjie
Thesis Adviser
March 2018
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ABSTRACT
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TABLE OF CONTENTS
ABSTRACT
Hypotheses …………………………………………………………………………………... 9
12
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Research Design
Research Instrument
STUDY
Summary of Findings
Conclusions
Recommendations
BIBLIOGRAPHY
PERSONAL VITAE
CHAPTER 1 - PROBLEM AND ITS BACKGROUND
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Most of the Senior High School students of STI College Fairview are greatly seen inside
computer shops with their uniforms on. There are two possibilities in this situation. First, the
students are likely to go to computer shops even if they still have classes. On the start of the first
semester of the academic year 2017-2018, the number of the students, who cut classes, that we
encounter are greatly seen inside the computer shops near the campus of STI College Fairview.
Second, the students go directly to the computer shops on their free time. Students who stay
long enough inside the computer shops and use the computers are more likely to be late on their
next subject which is causing them low grades. Also, the students who go to computer shops to
play on their vacant days have a hard time to excel in their studies because they are spending
more time in front of the computer screens rather than bonding with their books, notes, and
handouts.
And lastly, the students go to the computer shops after their classes and tend to go home late.
Students who take too much time inside the computer shops after their classes have less time to
More professors are doubting about their students' level of seriousness when it comes to their
academics and extra-curricular activities at school because of this. The level of involvement of
the Senior High School students to the school activities are sinking as the time goes by.
The agenda of this research is to uncover the time management of the STI College Fairview
students. This research would be able to state whether they prioritize their priorities as a student
or not.
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The study to be made by the researchers was formulated on June 2017 and approved by Mrs.
The agenda of this research is to unveil the relationship of the time spent on playing computer
games and studying the lessons of the curriculum of the respondents. The following questions
General Problem:
How often do ICT students from STI College Fairview spend more time on playing computer
Specific Problem:
1. How often are the students being late because of playing computer games?
A lot of students are obviously playing computer games than studying. Some students study
because that is what they want or because of the examinations. Some are not totally studying.
Their focuses are on their favorite game’s update, new skins, new heroes, and such. Those
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students who are not studying are only hoping for their seatmate’s answers. This research would
uncover how often do these students prefer to play their favorite games rather than studying.
The significance of this research is to unveil the priorities of the Grade 12 students of STI
College Fairview.
This is for the awareness of the parents about the daily activities of their children. Seeing the
results of this study may result in revealing the areas that they need to work on with their
This study may also help the class representatives and the class advisers to be aware of their
class’ behind the scenes. This research may help them to know what strategies they may think of
The school management may also benefit from this research for they may know where the
students are and that they may set corresponding laws that may help on preventing below
average grades of their enrollees which may help on keeping the school’s reputation neat. This
may also help them to know what steps they may do to help those students who go to the
Hypotheses
The following are some of the researchers’ hypotheses about the frequency of the time spent
Majority of the ICT students from STI College Fairview are spending much time on
playing computer games rather than spending it for their top priorities as a student.
A great number of students tend to cut classes and end up in front of the computer’s
Few students prioritize their school works and responsibilities in school. These students
put their focus on their students and have a clear vision of their future.
An estimate of 4/10 students put their studies first before their recreation.
Definition of Terms
telecommunications, computers, middleware and the data systems that support, store, and
Skin – a graphic or audio file used to change the appearance of the user interface to a program
LITERATURE
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Online gaming has invaded the lives of the students nowadays (Kirriemuir, J. & Mcfarelane
A., 2004). In our emerging world, the interests of children are shifting and coping with
technology. The leisure and recreations of most teenagers are inclined with digital devices. As
for Aristotle, everything else in life is related to leisure. When leisure takes much of the person’s
time, he is neither a tradesman nor a merchant (Bammel, G. & Bammel, L., 1996). We should
Local Studies
Based on the report from the GMA News (April 2, 2015), gaming has different effects on the
person’s body and behavior depending on the time spent on it. Less hours spent on online games
may gain positive results on the person’s behavior and mental health (Oxford University) while
spending excessive time on internet games may lead to destruction (Cuneta, 2011).
As said by Jonathan Craton, playing online games is often seen in our society as linked with
poor academic performance which was supported by some research. Gaming may either help the
person or destroy the person. Its effects may not be on-the-spot but may manifest in the future.
According to the GMA News (2015, Para. 8), the researchers found out that playing video
games for more than three hours a day would lead to hyperactivity, getting involved in fights,
and being uninterested in school. Being provided with this fact that children are starting to lower
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their interests in their studies when they are inclined to gaming. Spending too much time on
computer games may lead to destruction in their studies. They may prioritize their addiction
According to the GMA News (2015, Para. 3), the visual training that the gamers receive
through their gaming may contribute to building their mechanisms in the brain, especially their
visual skills. The Oxford University researchers stated that gaming for less than an hour might
According to JC Cuneta (2011), the addiction to online games, specifically the massive
multiplayer online role-playing games (MMORPGs), have emerged as a threat to the public
health which is to be considered as a new epidemic. “Although they pose no direct physical
danger, they take a toll on the mental well being of players.” Addiction to online gaming may
result to losing interest in school, which was mentioned earlier, that can lead to lower grades than
usual.
Increasing cognitive demands inside the school may cause stress to the teenager. According to
Bernabe G. (2016, p. 135), if this stress is not handled properly, it can impact the person’s mental
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health. This may make the person vulnerable to depression and anxiety. To avoid these serious
diseases of the brain, one outlet of teenagers is online gaming. Online gaming may help a person
to be relieved from stress, may reduce depression, and make a person feel better. (Dube, R.,
Foreign Studies
that can endanger a child’s health, personal and social compatibility. Since it can also affect
educational performance of students, it has received great deal of attention. Some students have
neglected their studies due to their immersion in games. Spending too much time playing games,
can also put themselves at risk of social isolation when they spend most of their time playing
games. A gamer who spends so much time alone with no human contact can become withdrawn
and this will have a negative effect on their social skills. The time spend playing games has
affected the amount of time spent doing homework or in some cases actual attendances at school.
Some of their interest on school are decreasing because they want their time and attention on
Gender
According to Kirriemuir and Mcfarelane (2004), Gender has been a common subject of game-
related researches. With them specifying that, “focusing mainly on the image of females within
games, or the role of gender in influencing games play.” The number of females that are playing
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computer games are increasing which may be related to the growing number of offline
multiplayer options.
According to Dube R. (2015, Para. 6), 45% of women are gamers and the other 55% are men.
The number of men and women gamers are nearly going equal. He stated that, “This reality
means that people from every walk of life and every age group turn to video games for their
entertainment”.
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BIBLIOGRAPHY
Abedini, Y., Kheradmand, A., Rajabizadeh, G., & Zamani, B.E. (2012). Impacts of Mothers’
Bammel, G. & Bammel, L. (1996). Leisure & Human Behavior. Third Edition. Brown &
achievement/
Dube, R. Science Proves that Plaiyng Video Games Reduces Your Stress. Retrieved on
start-playing-right-now/
http://www.gmanetwork.com/news/scitech/technology/463170/video-games-boost-skills-but-
also-harmful-studies/story/
Kirriemuir, J. & Mcfarelane, A. (2004). Literature Review in Games and Learning. A NESTA
Murray, J. (2011). Cloud Network Architecture and ICT. Retrieved on December 18, 2011,
from. http://itknowledgeexchange.techtarget.com/modern-network-architecture/cloud-network-
architecture-and-ict/
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