Chapter 2

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CHAPTER 2:
EVALUATION DESIGN AND FRAMEWORK

In this part of the research, the discussion of Expected Output and Justification

that is consist of the importance of the research. Theoretical and Conceptual

Framework, the variables, definition and importance of the study and definition of terms.

Discussion of Expected Output and Justification

The purpose of the study is to know the effect on the performance of Senior High

School students to online gaming. The performance of Senior High School Students on

the online gaming has two different effects, they are positive and negative effects. The

Researcher need to gather data to know the effects of online games on the

performance of Senior High school students in selected schools in Marikina City. The

Researcher also need to analyze the data that they gathered. The Analyst anticipates

having a reply on how to manage up or bargain with it.

To avoid being addicted to online games, they need to spend their extra time in

extracurricular activities like physical activities in the school like intramural. Physical

activities like intramural can help you to enhance teamwork, to exercise, to be more

sociable or friendly towards another person and Intramurals can help you to decrease

your stress in your school or anything.

Theoretical Framework

A theory that suggests that learning and authentic activities, context, and culture

are connected. This theory is Situated Cognition (Brown et al., 1989). It is also stated
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that doing un-natural activities is more complex, making it hard to understand. When a

person engages in technology, mainly gaming, it provides them a sense of

accomplishment easier because they applied the instinctive of problem-solving from

their past experiences. Some of the possible linkages of gaming and learning include:

authenticity of activities, numerous acquisition of roles and point of views, provides

learning and guidance one may not experience, and how it can mirror information that

can be applied in real life. Students are more likely to have perseverance and interest in

terms of academics if it is designed to be relevant in experiences. Therefore, a person

may not process every information they are given when it aligns or contradicts with their

existing belief.

A philosopher reveals that a distraction is a matter of value (Young, 2010). The

source of distraction can signify how it reduced the control to direct one's life. The

distraction-conflict theory explains how the conflict about attention is the key to

progressing. This can imply a person's attentional emphasis can link to distraction

because of the numerous effect on social behavior and changes in attitude and

Cognition. The variable reinforcement schedule is when a person receives

reinforcement after an unpredictable period. It explains how an individual can reward

herself at an unexpected rate or when a certain goal must be met before engaging in

what gives a person comfort. If the system is abused, it can provide negative effects

that can affect one's lifestyle and well-being that may result in distraction.
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Conceptual Framework

INPUT PROCESS OUTPUT

Demographics
 Gender
 Age
Device
 Computer
 Mobile
General Average
 Grade 9
 Grade 10
 Grade 11
 Current

FEEDBACK

Figure 1
This conceptual model shows the input, process and out of the research.
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This conceptual model shows the input, process and output of the study.

As in the figure shown above, the first frame refers to the input in terms of the

demographic profile of the students in terms of their age and gender, the kind of device

being used such as computer and mobile phones, and lastly the general average of the

students in selected schools in Marikina.

The second frame refers to the questionnaires that the researchers will make, the

distribution of the questionnaires to all the respondents and the gathering of data and

analyzing of the gathered data.

The third frame illustrates the output of the study wherein the researchers will

make an action plan to help the students avoid addiction to online games.

The Variables, their Definitions, and Importance to the Study

To enhance this research, the researcher made a research on a variety of books,

journals, theses, and dissertations. These readings have come from many different

sources both foreign and local.

The following discussions deal on the main focus of the study and the variables

to be used. The discussions include the ideas from literature and findings from studies

relevant to the present study.

 
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Academic Performance

Academic Performance is important because it will affect a person’s success in

the future. Some companies are more conservative with higher degrees completed by

new graduates than lower degrees. There are many reasons for students having poor

academic performance. Most of the factors that students encounter is resulting in stress

which is the main reason why students experience poor academic performance

(Kadapatti, 2012) One of the examples of stress that affect poor academic performance

is financial problems because nowadays many people lose their job due to COVID19

Pandemic. 

General Average

 As the Grade Point Average (GPA) has been used as a unit of measure to

assess the academic performance of the students it is important to identify and

understand the factors that influence the Grade Point Average of students. The

objective of this study is to determine which factors have impact on students’ Grade

Point Average (GPA). To meet this objective, a survey was carried out at Eastern

University with third year commerce and management students. For the study, factors

such as the time spent for studying, and language barrier were tested to find out which

factor influencing on Grade Point Average (GPA) among students. (Gendra, N. Y &

Anthony, A. 2012). The general average of the senior high school students in the

selected schools in Marikina City will help the researchers to determine the effect of

online gaming to the academic performance of the students.

 
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Leisure Activity

 The importance of Leisure Activity is a coping skill of a student we will assess if

this leisure time is a distraction to a student's academic performance. Leisure as activity

encompasses the activities that we engage in for reasons as varied as relaxation,

competition, or growth. Online games are one of the widely used leisure activities by

many people. For some people it is said that playing video games has a number of

reasons to be played. Teens who play online games are just having fun (Kuss &

Griffiths,2009). They do not play just because of some sort of seriousness, but also

because they just want to feel relief because during school hours, students tend to feel

stressed due to loads of school work and through playing it will relieve their stress. The

interface's most important features to remember when playing an online game are

basic, easy to run, and user-friendly. Moreover, playing online games can help students

relax and reduce stress, as well as increase their focus and imagination. In addition,

students can develop their English vocabulary, grammar, and ability to express

themselves by play.

Mobile Devices

Most of these days Mobile Devices are important it is one of the necessities of

many people around the world. Mobile devices are the perfect way to communicate with

others who are away from us. Most of the students today are currently using mobile

devices for their online learning due to the current pandemic. Many students use mobile

devices both in their free time and during school. Mobile devices have the potential to

be used for learning purposes as well as for personal use. The purpose of this thesis is
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to examine the ways in which students utilize mobile devices and the services Lahti

University of Applied Sciences provide and identify potential ways in which mobile

devices can be used to support the learning process of students (Autumn, 2017). can

store important business and personal information, and can often be used to access

University systems, email, banking information, work and personal accounts. Mobile

phones have been a must for many people all over the world. Cell phones are the best

way to stay linked to others and give the customer a sense of security. In the case of an

emergency, getting a mobile phone will help you get there faster and could potentially

save your life.

Online Games

This section illustrates a plan for the advancement of educational multiplayer

online gaming based on activity theory as an alternative to the current trend of

multiplayer gaming and a way of encouraging cooperation between students. To

investigate whether video games are attractive to learners. They identify several

influences related to game play such as the frequency of game usage, gender

differences, character identity, and game interests as well as certain psychosocial

factors that can affect learning such as academic success, self-esteem, and machine

self-efficiency. (Paraskeva, F., et. Al, 2010). It is important to help and to determine the

effect of online games to Students and Playing online games helps students to succeed

in dynamic problem-solving abilities, teamwork, and ability to cope well with unintended

outcomes. They also improve the observation capabilities of the player, intuitive ability,

and enhance their alertness and focus. This research helps the selected senior high

school in Marikina city to make alternative ways to lessen their uses in online games.
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Private School

A school supported by a private organization or private individuals rather than by

the government. In many cases, students who attended a private school want to come

back to teach there. Private schools are also probably more likely to hire people who

graduated from the school. The teachers at a private school play a large part in creating

the school’s community. Therefore, “private schools are generally very selective about

who they place in front of their students” (Nichols, 2010, p. 77). Private School Is one Of

the important To our study Because We as a Private school student We know that even

in Private school There's a Student Addicted in Online Games that Can Affect Their

Academic Performance

Public School

Public School is a school that runs by the Government with the use of public

funds/taxes. It is way less expensive compared to private schools. Public Schools tend

to have a larger class size (Maureen,2011).

The student may have opportunities to interact with more children, different races

and social class. Their academic performance may vary from their learning environment

so the aim of public school is to create a total environment for learning that enhances

the ability of students to learn.

The public school is where we will get some of our respondents since the class

size of public schools are usually larger than the class size of private schools. This

study can also help the students of the public school to avoid addiction to online games.
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Senior High School Students

One of the importance of Senior High School in Students is to pursue jobs easily

in other countries where companies require a minimum of 16 years of formal education

to be employed or to be qualify. When k-12 program has not yet approved, the

graduates have struggled to find jobs in abroad that are aligned with the course they

have finished in our country. Starting in the 2012-2013 school year, the education

system of the Philippines was enhanced from the ten years of basic education to a 12-

year program through an initiative called the k-12 Education Plan sponsored by the

Department of Education (HubPages Inc. 2016). Senior High School has different

strands that can aligned to the course you want in college, that can help you to be

prepare in college because some of the subjects or lessons in Senior High School will

be teach in college.

Definition of Terms

The following main words used in the analysis are operationally specified for

clarity and better understanding.

Academic Performance

Is the measurement of knowledge of the student after they learn, it is usually the

outcome of their learning maybe it is success or fail in their performance in school,


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when they are focused in online games the possible outcome of their performance was

failed or passed.

Assessment

The evaluation or estimation of the nature, quality, or ability of someone or

something. In this study, the researchers will assess the academic performance of the

senior high school students in the selected schools in Marikina.

Addiction

A complex condition, a brain disease that is manifested by compulsive substance

use despite harmful consequences. The researchers are going to observe the addiction

of senior high school students towards online gaming and if this affects their academic

performance.

Gadget

A small mechanical or electronic device or tool that we use for online school,

online games, to socialize, to entertain and to make business, etc. Gadgets makes our

life easier instead of writing down some notes we just simply type or took a photo of it.

we can also store files in it instead of bringing a lot of papers you can put it in a file and

store it in the specific gadget that we are using.

Internet

It is a computer network that everyone has and through it they can access all the

sites specifically in gaming sites they can play games and interact with their co-player
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through chat or voice call. Specially during this pandemic internet is the most necessity

of people for students and teachers it is their way to conduct online learning.

Online Games

Online games are one of the leisure activity that children and adults use to do.

There are benefits of playing games it helps players in the development of difficult

problem-solving abilities, leadership abilities, and the ability to cope more effectively

with unexpected outcomes. They also improve a player's observational skills, intuitive

ability, and alertness and focus.

Technology

Technology is one of the important today because technology is one the

reason why our life became easy. Technology helps us to conquer this pandemic

because of technology we can continually use during the school year. Because of

technology we can buy through online food, or anything that we need and want.

 Stress

Is a physical, mental and emotional attack. Stress starts when you pressure in
something like studies. Online classes are new for Filipino students. That's why most
of the students today are stressed about their academic performance because not
all students are fast learners like others.

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