TO ACADEMIC PERFORMANCE OF 3rd YEAR OM STUDENTS
IN RTU, BONI CAMPUS
SY 2012-2013
A THESIS
Presented to
The Faculty of the CBET
Rizal technological University
Mandaluyong City
In Partial Fulfillment of the Requirements
For the Degree of Bachelor of Science in Office Administration
Major in Office Management
By
Ronalyn Bacarra
Kristine Mae Panganiban
Princess Joy Pergis
Leonardo Jayme II
Acknowledgement
There are many people whom we want to thank and would forever be grateful.
To all of you, we want to thank you with all our heart that had helped us in those painstaking moments we had. In case we forget someone hope he/she will forgive and understand. Not everything would come into existence without the help of ALMIGHTY GOD whom we’ll always be thankful with the blessing of him for bestowing knowledge and spiritual support.
The researchers acknowledge with appreciation and gratitude the assistance of all those who in one way or another made this research work possible. Their encouragement, support and inspiration continually motivated the research in their quest for educational upliftment.
The researchers owe a great deal to the thesis adviser, Elenita Sta. Ana whose constructive criticisms and valuable suggestions have been become fruitful one. Her insightful comments become instruments for finalization of this research. Thank you for helping us be enlighten to our topic.
To all 3rd year OM students who served as respondents of this study and who conscientiously answered the questionnaires. Conducting a study has its own numerous difficulties and pain and sacrifices, but lots of sincerity good people extended their support to draw more courage and inspiration especially to our loving parents, brothers and sisters, for their undying support financially and morally.
To all of you who helped us make our thesis come true, we dedicate this to you.
Table of Contents
Title Page …………………………………………………………………………………………………………………………i
Approval Sheet…………………………………………………………………………………………………………………ii
Acknowledgement…………………………………………………………………………………………………………..iii
Thesis Abstract…………………………………………………………………………………………………………………iv
Table of Contents……………………………………………………………………………………………………………..v
List of Tables…………………………………………………………………………………………………………………….vi
CHAPTER I Problem and its Background
Introduction………………………………………………………………………………..
Conceptual Framework……………………………………………………………….
Statement of the problem…………………………………………………………….
Hypothesis………………………………………………………………………………….
Research paradigm……………………………………………………………………
Significance of the Study…………………………………………………………..
Scope and Limitation………………………………………………………………….
Definition of Terms…………………………………………………………………….
CHAPTER II Review of Related Literature…………………………………………………… Related Literature………………………………………………………………………
CHAPTER III Research Methodology…………………………………………………………….. Methodology……………………………………………………………………………. Research Methodology……………………………………………………………….. Population/Sampling Schemes……………………………………………………. Demographic Description of the Respondents…………………………….. Research Instrument………………………………………………………………… Validation of the Instrument……………………………………………………. Date gathering Procedures………………………………………………………. Statistical Treatment of Data………………………………………………….
CHAPTER IV Presentation, Analysis and Interpretation of Data…………………
CHAPTER V Summary, Findings, Conclusions and Recommendation.......... Summary……………………………………………………………………………….. Conclusions…………………………………………………………………………… Recommendations…………………………………………………………………..
Bibliography
Appendices
Appendix A Authorization Letter for Conducting the Survey............................
Appendix B Certification of thesis Critic.............................................................
Appendix C Sample Questionnaire......................................................................
Appendix D Photograph…………………………………………………………………………………….
Curriculum Vitae……………………………………………………………………………………………………………..
CHAPTER 1
The Problem and its Background
Introduction
Online games create greater negative consequence and great enjoyment. Online games with thousands of simultaneous players have become popular in the past two decades and are now multi-billion dollar industry with tremendous financial success. Based on the facts on Wikipedia, from 1990 to the present year, online games had a big impact to us especially to the academic performance of 3rd year OM students’ students of RTU Boni in the school year of 2012-2013. Games will become online game if it involves the use of a computer or a series of computer with one player in each computer to battle it out with other players using the internet depending on the game genre. Playing online games makes the player experienced different feeling because it is as if the player is really the one taking the challenges. In addition, this is the reason why most of the students are addicted in online gaming.
This research focuses on the effects of online gaming to the academic performances of 3rd year OM students of RTU Boni in the school year 2012-2013. It sought to answer the following questions provided by the researchers.
The reason why this research is made is to understand the effects of online gaming to the academic performance of 3rd year OM students.
CONCEPTUAL FRAMEWORK
Online Gaming
1. Saves the money 2. Lessen the time in online gaming 3. Spend time in family
CBET-05-502P
3rdyear Om student
1. Awareness of heath condition 2. School activity 3. Curriculum 1. Getting addicted 2. Become first priority in life 1. Affects academic performance 2. Attitudes 3. Heath condition 1. Failing grades 2. Tend to be a rebel 3. Loss of vision & appetite
Statement of the Problem 1. What is the Demographic Profile of the respondents? 2. What are the effects of online gaming in the academic performances, attitude, and health condition of 3rd year OM students? 3. What are the reasons why some 3rdyear OM students do not focus in their studies? 4. What are the problems encountered by3rd year OM students who play online gaming? 5. What are the recommendations that you can suggest in order to solve the effects of online gaming encountered by 3rd year OM students?
Hypothesis
This study operates on the following hypothesis: 1. Online gaming addiction in the family and school affects parent-students-professors relationship. 2. Online gaming affects academic performances of 3rd year Om students. 3. Friends of online gaming addicts become online gaming addicts, too.
Significance of the Study
As students, we should be aware of the existing problems regarding the effects of online gaming. We should know the related problems concerning our academic performance.
Particularly, this study will help students to acquire information on the effects of online gaming to academic performances, and thereby apply the positive and preventive solutions concerning the effects of online gaming to academic performances. “The youth is the hope of the nation,” so it is important that we have to protect and our fellow students into righteousness.
The findings of this research could also be used as a future reference for their thesis and to the author; it is an honor to accomplish such tedious work.
For the professors, it will be helpful to motivate their students towards academic performances. The professors are able to understand the situation of the students regarding to the effects of online gaming such as; being sleepy, daydreaming and talkative.
For the parents, there will be a big chance to awake their minds to ensure their son/daughter is participating in class.
This study was undertaken with the hope that the findings would prove useful to the following: 1. Students, upon knowing its effects to their lives would think twice before playing online games. 2. Professors who encounter problems would conscientiously understand the situation facing the youth. 3. Students who will do their parting shaping the minds of online gaming addicts to be more productive and effective in life and to keep them make sensible decisions.
Scope and Limitation
This study concerns mainly to the effects of online gaming to the academic performances of the 3rd year Om students. This study is limited to 200 OM students studying in Rizal Technological University, Boni, Mandaluyong City, enrolled in the school year 2012-2013. Their ages range from 18-26 years old. Only the scores or answers gathered from the questionnaires will be analyzed and interpreted to furnish answer to the questions asked in this study.
CHAPTER II
Review of Related Literature
Online gaming is one of the distractions of 3rd year OM students in academic performance such as attentiveness, attendance, cooperation and participation in class. The online gaming is a video game played over some form of computer network, using a personal computer or video game console. This network is usually the internet or equivalent technology, but games have always used whatever technology was current: modems before the internet, and hardwire terminals before modems. The expansion of online gaming has reflected the overall expansion of computer networks to the internet and the growth of the internet access itself. Online games can range also from simple text based environments to games incorporating complex graphics and virtual worlds populated by many players simultaneously. Many online games have associated online communities, making online games a form of social activity beyond single player games. Online gaming is a website and installing in the computer that may appear and became the student’s willingness to try it.
The online gaming is become bad influence to the students like dota, warcraft, death for life, salie’s salon, angry birds and temple run. Those games are some example of online gaming.
The computer and video game industry has grown considerably over the past decade. In 2005 a study conducted by the Kaiser Family Foundation: "Generation M: Media in the Lives of 8-18 year-olds", showed that over 80 percent of teenagers had a video game player in their home. The widespread use of video games has led to a series of questions. The most common question discusses the effects that the video/computer games have on the academic performance of the gamer. Researchers have found that each situation should be handled independently because the effects vary from individual to individual.
Positive Effects * Many people focus on the negative effects of these games and fail to see the opportunity for learning and growth. According to Raise Smart Kids: “The Good and Bad Effects of Video Games” there are several positive effects that come from spending time playing video games. Most games do not teach kids math, history and other subjects, however, they do provide students indirect opportunities to learn principles that can help them in their academic pursuits. Certain types of video games can help train kids to follow instructions as well as helping them develop their problem solving and logical thought processes. These skills translate directly to the classroom as students are asked by teachers to complete tasks and are presented problems that require them to use logical problem solving skills. Kids can also learn inductive reasoning and hypothesis testing. Games will often present them with a situation that needs to be solved and this causes the kids to have to develop problem-solving techniques. Before purchasing a video game a parent should talk with a representative at the store to see what the overall premise of the game is to see if it includes elements that will help build these aforementioned qualities.
Negative Effects * Although there are some positive effects that are possible form video/computer game use there are mostly negative effects. Several professors conducted a research project to determine the effect of gaming on academic performance. According to the Australasian Journal of Educational Technology: “Gaming Frequency and Academic Performance” individuals who spend two or more hours playing games on a daily basis score lower in every subject than their non-gaming counterparts. By spending a high percentage of time on video games there is not enough time left to spend in studying for classes. The study found that there was “not a single significant positive correlation between gaming and academic performance.”(KyleAldous,2012)
CHAPTER III
Research Methodology
This chapter presents the methodology used by the researchers in undertaking the study.
Research Method Used
This research is a descriptive study dealing with the effects of online gaming to academic performances of 3rd year OM students in Rizal Technological University.
The descriptive method as expounded by Sevilla (1984) is design to gather information about the present existing conditions.
Descriptive method used to discover facts on which judgment could be based. It describes records, analyzes and interprets what it is.
It is used in different fields of study because of its applicability to solved varied kinds of problem.
Population/Sampling Scheme
The study made of random sampling that was drawn in such a way that every number of respondents has an equal chance of being included in order to get the better perspective of the case study.
Random sampling is the drawing of samples of study which gives each member of the population equal chance to be picked-up without a definite pattern being followed in the process of drawing samples.
Demographic Description of the Respondents
The respondents of the study were the 3rd year OM students of Rizal Technological University located in Boni Avenue , Mandaluyong City.
Research Instruments It discussed the instrument used by the researchers. It has two parts. Part I comprise of demographic profile of the respondents according to age, gender, and family income. Part II includes questions about the title or the Survey Questionnaire. The researchers made a questionnaire that is valid and related to the effects of online gaming to academic performance of the students. It can be answered in three (3) to five (5) minutes.
Questionnaire and observation were used in this study. There was no special or detailed questionnaire developed in the conduct of this study. The questions were specifically simple and designed to get specific data from the subjects. The observation was used to strengthen and verify the results of their answers in their questionnaire.
The researcher made an expert validation of the questionnaire.
Data Gathering Procedure
A letter of permission to be given to the authorities of Rizal Technological University, College of Business And Entrepreneurial Technology and was signed by the Thesis adviser, Department Head and the Dean of CBET. 200 3rd year students of Office management were randomly selected to serve as subjects for the survey.
In order to gather the needed information, the researchers utilized questionnaire in a checklist form. After the questionnaires were finalized, the researchers secured the permission from the Department Head of CBET to distribute these instruments to the respondents. The survey is held for3-5 minutes.
The respondents are given the first set of questionnaire which consists of personal profile. The researchers collected and recorded that data obtained from the respondents. The data were processed and analyzed.
Statistical Treatment of Data The data gathered were classified, tallied, and presented, interpreted and summarized to obtain the profile of the subjects with the use of statistical formula: f P= x 100 % n
Where: P = Percentage n = Number of Respondents f = Number of Frequency 100 is constant
The following arbitrary limits were used to interpret results of the weighted mean.
POINT | RANGE | RANK | 5 | 4.20-5.00 | Strongly Disagree | 4 | 3.40-4.19 | Disagree | 3 | 2.60-3.39 | Neither | 2 | 1.80-2.59 | Agree | 1 | 1.00-1.79 | Strongly Agree |
The formula for computing the weighted mean: fw WM = n
Where:
WM = Weighted Mean f = Frequency n = Total number of Respondents
Data gathered using the information above formula would be presented in the tables for better understanding of the fact.
COLLEGE OF BUSINESS AND ENTREPRENEURIAL TECHNOLOGY
RIZAL TECHNOLOGICAL UNIVERSITY
Boni Avenue, Mandaluyong City
Philippines
November 29, 201
Mrs. Rosa Diestro
Department Head
Boni Avenue, Mandaluyong City
Madam:
Greetings in the name of the Lord Jesus Christ!
One of the requirements of the Bachelor of Science in office Administration major in Office is Management is conduct a thesis study. In this regard, may I request from your good office to allow us to facilitate our study to make our objective possible upon your approval, we will distribute the questionnaires to 200 3rd year Om students of Rizal Technological University as your respondents with our study entitled “EFFECTS OF ONLINE GAMING TO ACADEMIC PERFORMANCES OF 3RD YEAR OM STUDENTS OF RIZAL TECHNOLOGICAL UNIVERSITY.” With your kind assistance, it is our honest belief that we can deliver the necessary information and best result relative to our research.
Thank you very much for your favorable response regarding this matter.
Respectfully yours,
Researchers Noted by: Dr. Asturias Adviser
You May Also Find These Documents Helpful
-
Little did we know that morning that God was going to call your name. In life we loved you dearly in death we do the same It broke our hearts to lose you. You did not go alone for a part of us went with you that day God called you home. You left us peacful memories, your love is still our guide, and alothugh we can not see you, you are always at our side.…
- 515 Words
- 2 Pages
Satisfactory Essays -
Today is our chance to say "thank you" for the way you brightened our lives, even though God granted you but half a life. We will all feel cheated, always, that you were taken from us so young and yet we must learn to be grateful that you came along at all. Only now you are gone do we truly appreciate what we are now without and we want you to know that life without you is very, very difficult. We have all despaired at our loss over the past week and only the strength of the message you gave us through your years of giving has afforded us the strength to move forward.…
- 1212 Words
- 5 Pages
Powerful Essays -
When people think of video games’ effects on society, many envision apathetic young adults wasting time in their parent's basement, mashing buttons in front of a glowing television screen instead of looking for a job; some envision rabid children, screaming into microphones and throwing tantrums in stores to get their parents to buy the latest popular video game; still others envision the violent, disturbing images, and antisocial content in many video games worming their way into impressionable young minds, cultivating the future killers and sociopaths of tomorrow. Much research has been done on the negative effects of video games on individuals and society, but not as much research has been completed on the positive effects they have. In class, the prosocial aspects of video…
- 1145 Words
- 5 Pages
Good Essays -
Stroman, J, Wilson, K, Wauson, J 2012, Administrative Assistant 's and Secretary 's Handbook, 4th edn, AMACOM, books24x7, viewed 18 March 2013…
- 640 Words
- 3 Pages
Good Essays -
Weis, D.L., & Slosnerick, M. (1981). Attitudes toward sexual and nonsexual extramarital involvements among a sample of college students. Journal of Marriage and the Family. 43. 349-358.…
- 27849 Words
- 112 Pages
Powerful Essays -
Droning away on the computer next to me, my friend is able to completely zone out his surroundings; with each click of the mouse, he is exclusively in the virtual world he creates. His constant need to disappear from society and to construct his own, compels me to question the reason of why he’s doing what exactly he is doing. I do not have an answer why he does what he does but at least he’s doing something that he can be good at. However the reasons could be from a feeling of detachment from society or running away from a deeper problem that is put deep inside oneself and not directly confronted. Gaming is not the problem. It is merely something that is used to console and comfort. The excessive use of it, however, is what can hold harmful effects to normal behavior and social attitudes. It could turn into developing real psychological problems like social awkwardness , depression, difficulty in a job enviroment and relationships, being disconnected from reality and in some cases can develop into antisocial disorders. (Meek 2) With the number of gamers and games increasing each year, (Sinclair) changes need to be done for our future generations to be more engaged and more responsive with society. Beginning with parenting in such way that sets a good example of what it means to be a responsible and productive citizen, such as active parenting and atively pursuing a better responive citizen.…
- 934 Words
- 4 Pages
Good Essays -
In 2010, Robert Weis and Brittany Cerankosky conducted a study to see how video games affect academic success. They selected a group of boys who didn’t own video games and assigned them to one of two conditions: the “video games now” group got a game system immediately, and the “video games later” group didn’t receive their systems until months later. The researchers tracked the boys’ academic success at school. They found that the boys who got their game systems immediately spent less time on schoolwork and, 4 months later, they got lower reading and writing scores. This makes sense, since more time spent playing video games means less time studying. Also, the distraction of video games can cause kids to lose interest in their studies and cause them to fall behind. These results line up with another survey done by Cummings and Vandewater in 2007, which concluded that kids aged 10-19 who played video games spent 30% less time reading and 34% less time doing homework. (Cummings & Vandewater)…
- 759 Words
- 4 Pages
Satisfactory Essays -
With the technology advancements improving the gaming experience, more people are playing online games. Starting from children, teenagers, adults, people of all ages are playing online games. People that are addicted to online games have the tendency to lose interest in many hobbies, activities they enjoyed doing. They have little face-to-face interaction with their friends and family, assuming they are spending more than 4 hours a day playing online games. However, some studies show that people addicted to online games are constantly involved in social interaction because the games encourage it. “Online multiplayer games typically encourage interaction between players: some go even as far as demanding it. Collaboration with other players may be a prerequisite for making progress in a game, or a game may be based on competition between players” (ScienceDaily par. 4). Games like World of Warcraft (WoW) and Assassin’s Creed are the typical types of games that include features where you are required to interact with the other players to progress in the game. Interacting is in the game and outside of the game, starting from the chat rooms, different forums, social media, etc.…
- 891 Words
- 4 Pages
Good Essays -
Video games are frowned upon by parents as time-wasters, and worse, some education experts think that these games corrupt the brain. Violent video games are easily blamed by the media and some experts as the reason why some young people become violent or commit extreme anti-social behavior. But many scientists and psychologists find that video games can actually have many benefits – the main one is making kids smart. Video games may actually teach kids high-level thinking skills that they will need in the future.…
- 930 Words
- 4 Pages
Good Essays -
Methodology and Delimitations: This study is based on two approaches. One of them is the qualitative approach based on various interviews, and the other approach is the qualitative one conducted through a survey.…
- 5109 Words
- 21 Pages
Powerful Essays -
To our friends and classmates, who give their advice and moral support upon preparing this study.…
- 5347 Words
- 22 Pages
Powerful Essays -
Personally, I feel that video games can be the cause of aggressive behavior among people, because exposure to games containing violent images has been proven to impact individuals’ mindsets negatively. I agree with Dr. Michael Rich, in that he explains this influential power in regard to violent video games when he states: “Players might be quicker to throw a punch during a disagreement or even carry a weapon to school, simply because they see so much of that on the screen” (Television and Video Games 1). Dr. Rich’s statement explains that viewing violent actions over time causes a person to become accustomed to seeing violent behavior, which can make it easier for that person to behave in that same way himself. In addition, video games can be addictive, and can be distracting from important parts of everyday life. In other words, teenagers are spending more time playing video games than doing homework, or studying, which is influencing their futures in a negative way. Also, video games can even have a negative impact on health in that they can cause a strong addiction. Next, video games can cause aggressiveness as well as violence. Video games are having a negative impact among people because they can be distracting, can influence health, and can cause violence.…
- 1369 Words
- 4 Pages
Better Essays -
Gentile, D. A. (2011). The Multiple Dimensions of Video Game Effects. Child Development Perspectives, 5(2), 75-81.…
- 1690 Words
- 7 Pages
Powerful Essays -
“Game developers must balance an implicit notion of fun with the educational merit of a…
- 1555 Words
- 7 Pages
Powerful Essays -
Online gaming has emerged as a popular and successful source of entertainment and play for people of all ages, especially for the students.People nowadays rely much on technology to help them in their daily lives. Communication by the use of cellphones, gaining information using the internet is just some of the examples. Online gaming has emerged as a popular and successful source of entertainment and play for people of all ages, especially for the students.. They use the computer for recreation and as a tool for online gaming. The research paper will contain facts and information’s about recreation and its definition. It will explain why people may not be able to live if there is no recreation. It will also contain why people need recreation and is vital to the daily lives of people. After that, the research paper will focus to one type of recreation, the online gaming. It will explain what is online gaming, who are the ones mostly engaged in that activity and what is in online gaming that many people seem to be easily attached and addicted to it The research paper will explain what the influences of online gaming to people especially to the high school students. Some may be obvious but the others are somewhat invisible that people don’t realize that they are actually being affected by online gaming in many ways. Those influences will be subdivided into three: social, mental and emotional and will be clearly explained by the researchers. Also, the research paper will contain the positive and negative effects of online gaming in terms of high school student’s manner of talking and thinking.…
- 272 Words
- 1 Page
Good Essays