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Impact of computer games on the study habits of online games Kimberly Joy P. Paulete... [et. al]

Contributor(s): Material type: TextTextLanguage: English Publication details: 2016Description: 61 leaves : colour illustrations ; 28 cmContent type:
  • text
Media type:
  • unmediated
Carrier type:
  • volume
Subject(s): LOC classification:
  • LB1065  .Im8 2016
Dissertation note: Thesis (Bachelor of Elementary Education) -- University of Rizal System-Morong. Summary: EXECUTIVE SUMMARY: The study aimed to determine the impact of computer games on the study habits of online games players utilized by Grade 1-6 pupils in University of Rizal System. This research was conducted at the University of Rizal System during school year 2015-2016. The respondents were the Grade 1-6 online games players, selected through purposive sampling technique. The variables used to determine the impact of computer games on the study habits were the profile, computer games, time management and behavior of the respondents. The study used descriptive type of research using the survey form, structured interview and questionnaire checklist as an instrument in gathering data to know the impact of computer games on the study habits of online games players in University of Rizal System. The responses were collected, tabulated and interpreted using the appropriate statistical treatment. Frequency and percentage distribution was to determine the determine the profile of the respondents in University of Rizal System Laboratory School. Weighted mean was employed to determine the impact of computer games in the study habits of the respondents before and after being engage in online games with respect to time management and behavior. One-way analysis of variance (ANOVA) was applied to determine the significant difference on the behavior of the respondents before and after being engage in online games in terms of their profile. T-test was applied to determine the significant difference on the behavior of the respondents before and after being engaged in online games with respect to time management and behavior. From the analysis of data, findings were summarized in terms of time management and behavior of the respondents before and after being engaged in online games. The obtained mean before being engaged in online games was 3.59 with a standard deviation of 0.81 and mean after being engaged in online games was 2.96 with a standard deviation of 1.15 using the same 123 degrees of freedom, t-value of 5.25 using 0.000 level of significance. Therefore the null hypothesis which states that there is significant difference on the study habits of the respondents before and after being engaged in online games with respect to time management is rejected. The computed mean before being engaged in online games was 3.75 with a standard deviation of 0.5 and mean after being engaged in online games was 2.82 with a standard deviation of 1.0 using the same 123 degrees of freedom, value of 10.31 using 0.000 level of significance. Therefore the null hypothesis which states that there is significant difference on the study habits of the respondents before and after being engaged in online games with respect to their behavior is rejected. Moreover, in the list of findings, the study concluded that online gaming has a significant impact on the behavior and time management of the students. From the conclusion drawn, the study recommended that the parents of the pupils are advised to watch and guide the activities of their children especially with the usage of computers, they must limit the time spend in playing of online games, teachers should integrate the proper usage of technology regarding its advantages and disadvantages, students must be aware of the result of playing online games, school must conduct forum about the negative and positive effects of online games and must encourage the students to participate and a follow up study to provide a basis for further explanation about the problem is highly recommended.
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Theses and dissertations Theses and dissertations Morong College Library Reference LB1065 .Im8 2016 (Browse shelf(Opens below)) 1 Not for loan URSMOR-CL-004333

Thesis (Bachelor of Elementary Education) -- University of Rizal System-Morong.

EXECUTIVE SUMMARY: The study aimed to determine the impact of computer games on the study habits of online games players utilized by Grade 1-6 pupils in University of Rizal System. This research was conducted at the University of Rizal System during school year 2015-2016. The respondents were the Grade 1-6 online games players, selected through purposive sampling technique. The variables used to determine the impact of computer games on the study habits were the profile, computer games, time management and behavior of the respondents. The study used descriptive type of research using the survey form, structured interview and questionnaire checklist as an instrument in gathering data to know the impact of computer games on the study habits of online games players in University of Rizal System. The responses were collected, tabulated and interpreted using the appropriate statistical treatment. Frequency and percentage distribution was to determine the determine the profile of the respondents in University of Rizal System Laboratory School. Weighted mean was employed to determine the impact of computer games in the study habits of the respondents before and after being engage in online games with respect to time management and behavior. One-way analysis of variance (ANOVA) was applied to determine the significant difference on the behavior of the respondents before and after being engage in online games in terms of their profile. T-test was applied to determine the significant difference on the behavior of the respondents before and after being engaged in online games with respect to time management and behavior. From the analysis of data, findings were summarized in terms of time management and behavior of the respondents before and after being engaged in online games. The obtained mean before being engaged in online games was 3.59 with a standard deviation of 0.81 and mean after being engaged in online games was 2.96 with a standard deviation of 1.15 using the same 123 degrees of freedom, t-value of 5.25 using 0.000 level of significance. Therefore the null hypothesis which states that there is significant difference on the study habits of the respondents before and after being engaged in online games with respect to time management is rejected. The computed mean before being engaged in online games was 3.75 with a standard deviation of 0.5 and mean after being engaged in online games was 2.82 with a standard deviation of 1.0 using the same 123 degrees of freedom, value of 10.31 using 0.000 level of significance. Therefore the null hypothesis which states that there is significant difference on the study habits of the respondents before and after being engaged in online games with respect to their behavior is rejected. Moreover, in the list of findings, the study concluded that online gaming has a significant impact on the behavior and time management of the students. From the conclusion drawn, the study recommended that the parents of the pupils are advised to watch and guide the activities of their children especially with the usage of computers, they must limit the time spend in playing of online games, teachers should integrate the proper usage of technology regarding its advantages and disadvantages, students must be aware of the result of playing online games, school must conduct forum about the negative and positive effects of online games and must encourage the students to participate and a follow up study to provide a basis for further explanation about the problem is highly recommended.

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