A Thesis Proposal
Presented to
College of Education
Mindanao State University
General Santos City
In Partial Fulfilment
Of the Requirements for the Degree
Bachelor of Elementary Education
by:
SUNSHINE L. MAHILUM
TABLE OF CONTENTS
TITLE PAGE
APPROVAL SHEET
ACKNOWLEGEMENT
LIST OF TABLE
CHAPTER I THE PROBLEM Introduction Statement of the Problem Significance of the Study Scope and Delimitation II REVIEW OF THE RELATED LITERATURE Online Games Learning Behavior Conceptual Framework Definition of terms III METHODOLOGY Research Design Respondents Instrument
Chapter I
THE PROBLEM Games have always been a popular pastime. Thus, online gaming is hugely popular with children and young people nowadays. It can provide a fun and social form of entertainment often encouraging teamwork and also allows players to find and play against, or with, other players from around the world. One of the reasons of its popularity is that it is a successful source of entertainment and play for all ages, especially for student. It has the ability to link players together and online socialization with different kind of people, because of its fantastic characteristics most of the students become hooked on it. Ronald James Panis (2007) quoted Joey Alaralla, founding president of the Asian Gaming Journalists Association, who observe that teens and “ twenty somethings tend to patronize online games more”. In addition, the Asian Institute of Journalism and Communication conducted Survey on Internet Access and Use By Filipino Schoolchildren shows that the incidence of playing online games is a little over three-fourth (77%) play online games, with Luzon respondents reporting the highest (91%) incidence and Mindanao the lowest (66%)