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AMA Computer College Caloocan

This document summarizes a research study about the effects of AMA SHS students playing the online game Crossfire. The study aims to understand the physical and academic effects of playing online games and determine what types of games students play most. The researcher will distribute surveys to AMA Computer College Caloocan senior high students to gather data on time spent playing, physical impacts, and effects on schoolwork and performance. The results hope to inform students on potential consequences of excessive online gaming.

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j tamula
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0% found this document useful (0 votes)
347 views9 pages

AMA Computer College Caloocan

This document summarizes a research study about the effects of AMA SHS students playing the online game Crossfire. The study aims to understand the physical and academic effects of playing online games and determine what types of games students play most. The researcher will distribute surveys to AMA Computer College Caloocan senior high students to gather data on time spent playing, physical impacts, and effects on schoolwork and performance. The results hope to inform students on potential consequences of excessive online gaming.

Uploaded by

j tamula
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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AMA Computer College Caloocan

263 UE Tech Road, Caloocan

CGAU: A RESEARCH ABOUT EFFECTS OF AMA SHS STUDENT PLAYING

CROSSFIRE ONLINE GAMES

ICT-A

Jhon Carl D. Tamula


CHAPTER 1

INTRODUCTION

Many students have stayed late at nigh more than once playing our favorite

computer or online games. And some of us have been heard complaints from our

families and significant others about the amount of time they spent playing online

games rather than with them and their studies. Maybe a few of us have even

wished we could sneak in a game while we were in school.

According to the psychologists and scientific researchers that being too much

playing online games is a growing phenomenon. News stories are bringing

creating a growing awareness of the problems and some gaming companies are

even facing lawsuits from bereaved parents.

Significance of the study

The purpose of this study is to inform the Students playing Computer Games

about the bad things they can suffer if they continue to do these things. It also

adds to my desire to know the balance are their views on the importance of

education and their short-term enjoyment and point out to thousands of teens

who are obsessed with playing computer games. I know it's important for players

to know how to limit themselves to playing it.

This research serves as a guide to fully understand students playing computer

games.
Through this study, researchers are also hoping to provide students with

information on what may possibly happen in the event that they can travel to

computer games.

STATEMENT OF THE PROBLEM

A. General

What are the effects of playing online games towards the academic

performance of Grade 11 and 12 students?

B. Specific

1. What are the physical effects of playing online games to the Grade 11 and 12

students?

2. What type of games do the students play?

-League of legends

-Crossfire

-rules of survival

3. Is playing online game hindrance the students studies?

- doing of assignments/homework

- attending school matters/activities

4. Does the students affect their academic performance at school?

Scope and Limitation

This study focuses on SHS AMACC students, this research focuses on the

reasons why a student plays computer games and does what is good and bad. It
may also be mentioned in this timeline of the various games that the SHS

AMACC students and their players play.

The study conducted demonstrated the desire to use Online Games in learning

that does not usually yield more interest. These studies also express some

recommendations to accomplish the desire to improve the field of study from this

study, recommendations may be used starting from studying different factors

including the psychology of OnlineGames and the thinking of people who directly

affected it.

Definition of Terms

Each term to be mentioned will be included in our researcher. These terms will

help the reader to understand about them, the more they expand their vocabulary

and the more they become familiar with it. Words come from the dictionary,

internet, etc.

Student - school attendance learns in teacher lesson and usually obsessed with

computer games.

Youth - this is used as respondent.

Technology - Promotion and application of tools, machines, equipment and

processes to assist in the treatment of problems.

Internet - A place in the virtual world where computer worlds can connect and

communicate information open public.

Online Game - This is a mechanism for connecting players together for a


particular gaming design, game type of computer required with internet

Synthesis.

Player - goes to the computer shop to play.

Offline Games - Games that do not use internet presence.

Computer (Computer) - A device manipulating automation and provides results

based on a logical program or process, this is the call to a person who uses a

computer.

Computer Program (Computer Program) - The computer program is a

framework of computer-processed commands. This example is computer games,

Players or students are welcome to game or try.

Crossfire - Crossfire is a video game that features a change to the Half-Life

game. Those who play it perform as terrorists, police and soldiers fighting in one

place.

Gamer - People playing electronic or video games regularly. Has a deep

knowledge of one or more types of games.

Computer Games Addiction - The ultimate attraction of an individual in the field

of gaming with a computer. It is often difficult to avoid, especially if one player

can not be stopped.

Download - The process of getting a document that has been deleted from the

Internet and saving it to your computer that can be used in other ways.

Radiation - In the definition of the International Atomic Energy Agency (IAEA),

radiation or radioactivity is part of the planet - every corner is covered by energy

and radiation such as flooring, etc.


Chapter 2

REVIEW OF RELATED LITERATURE AND STUDIES

Synthesis

In an increasingly technology development based society, people will continue to

use computer not only for business but also for pleasure. computers have

become a social and economic necessity that permeates every part of ours lives;

it is feasible that in the future, every person in the world may own or use a

computer.

The research conducted this research to know the effects of playing online

games towards the academic performance of the selected high school students

of St. Joseph college of NOVALICHES INC. further more, the research aims to

give significance the following:


For the students, they will know what are the emotional and physical effects of

playing online games every time and they will realize that playing too much

online games is not worth their money.

Teacher, they will be giving more attention to the students.

There are also teachers who tried and played online games too. They can help

and let their students explore deeper words, meanings and thoughts that the

students learned from different online games. In longer time, they will have fun

and at the same time they are also learning. School, students usually get to know

more of their classmates or schoolmates in other grade levels when the play

online games.

Community, most online gamers gain friends within the games they play, even

though they haven’t seen those friends in person. There is a bonding happening

and it can build a strong relationship.

And parents, they will be benefited by they will have more time and

communication with their children. They surely know how to limit their child from

playing online games by guiding them wisely.


CHAPTER 3

Research Design

The researcher used the descriptive approach, specifically the descriptive survey

method to gather information of the related study.

Respondents of the study

Our respondents are senior high students of AMA College Caloocan.

Research Instruments

The research instruments are the questionnaires/ survey forms are written in

english. The questionnaires were divided into two parts namely personal

information and the question related to the study. The questioning method is in

checklist form.

Data Gathering

Boys Girls Total

ABM 7 1 8
GAS 5 2 7

STEM 5 1 6

HUMSS 5 1 6

ICT 9 0 9

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