Escolar Documentos
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Cultura Documentos
By:
Alcorcon, Edelyn S.
Formentera, Criza Mae S.
Vigafria, John Randolph C.
Masayao, ErwinT.
Apaso, Given Jay T.
i
ACKNOWLEDGEMENT
We as researchers would like to convey our genuine appreciation and profound thanks
and sincere gratitude to all who have extended their help in accomplishment of this
study. We gratefully acknowledge the following people for without their support this
We give our gratitude to our adviser for helping us and sharing his knowledge and
guidance for our project. He is the one of the reason why we are able to this research.
We solemnly pledge our appreciation for his patience in behalf of our laziness in doing
this research.
To Ms. Mica Jean Abdullah for sharing his knowledge about our study.For helping us
and for the full support about our study. To our true friends out there who really motivate
us even in hardest times that pulling us down in the end of our limitations, they are there
To our family, for the financial support and for understanding. Above all our Almighty
God, sources of life, wisdom, and strength for his unconditional love, care and
protection in our everyday lives and for making this study possible. We Thank You
All.
ii
ABSTRACT
The research is all about the level of classroom behavior in relation to online gaming of
Center. Technology really affects the behavior of a student, not just in its academic
performance but also in its social interaction. One of the most common activities of
using technology is online gaming. There are many negative effects on the behavior of
an individual while doing this kind of activity. These effects may cause the individual in
hurting another people, having a negative personality, and misbehaviors. This activity
leads an individual mostly students in applying those violent actions into real life. Even if
there are positive benefits you can get in online gaming, negative effects override the
whole aspect of an individual that may result to the misbehavior or aggression. If not
interaction.
iii
TABLE OF CONTENTS
Title Page……………………………………………………………………………i
Acknowledgement……………………………………………………………........ii
Abstract……………………………………………………………………………...iii
Table of Contents………………………………………………………………….iV
Hypothesis…………………………………………………………..……...…..4
Theoretical Framework…………………………………………………..……6
Conceptual Framework…………………………………………………….....7
Definition Of Terms………………………………………………………...….9
iV
Chapter 1
Behavior is a way of a human being and other organisms act. It usually acquired
upset people it can also take physical attack against people or their possession
who may be capable of assuming practically psychic state of any of the other
character types. Dominant is a behavior that is having a greater power. Such can
ascend to an energetic state for only a brief period, and he is quite apprehensive
engaged in using internet. Nowadays, many people are starting to use the
internet. At the same time, online games have become extremely popular among
the young generation thus leading to the proliferation of online game addiction of
and hostility are the most common issues that are usually done in
classrooms.(Mancil, 2010) 1
According to the International Social Work, online gaming has become one of the most
addictive internet activities today. (Wang & Zhu, 2011).There are many students who
are very affected with this kind of internet activities specially in their
behaviors such as exclusion from the group, spreading false rumors and cyber bullying
were also left out of the earlier studies (see Owens, 1996; Owens, Shute, &Slee, 2000;
The factors included in this type of activity are student misbehavior, alienation, and
aggression which can be intrusive and sometimes abusive. How these practices may
clinical studies (Peronea, 1998). In the Philippines there is a new breed of gamers who
are casual in their habits. They are mostly young, urban professionals and students,
who treat games us another alternative form of entertainment away their time. (Vidal,
2010). Negative effects of this online gaming are rampant in the society. Most of the
students in every schools have the ability to access internet with their own hands to the
point that they acquire some traits that they usually learn in accessing internet both
positive and negative sides of it. Cyber bullying, poor academic performance, saying
bad words, violence and even disrespecting others are few of the traits that students
acquired in accessing internet but always been observed in people doing this kind of
activity.
In local aspect, schools in Davao City have their problems regarding to their students`
behaviors in socializing with their classmates and even schoolmates. Behaviors such as
Aggression, Submissive, Dominance, and Hyperactivity are rampant in their
environment, adding to the factor that they are dealing with the current technologies.
Statement of the Problem
The study was determined the level of effect of online gaming in terms of the behavior
1.1 sex
1.2 age
2.)What is the level of classroom behavior among the respondents in terms of;
3.1 aggressiveness
3.2 submission
3
Hypothesis
4
Scope and Limitations
5
Theoretical Framework
In this study, the research theorizes that playing online games affect the behavior
of the students.
for iconic representation, while instant satisfaction may lessen the eagerness to
make the kinds of effort required to enjoy the reward of playing ( Walsh, D.,
2002).
and associated risk factor (Kuss, 2013). Excessive online gaming can lead to a
On the basis of the previously cited theories the researcher conceptualizes that
games with its types of games: arcade, action and adventure and the dependent
6
Conceptual Framework of the study
The study is all about the behavior of the SHS students which researcher gather
to study.
Figure 1:
Independent Variable
Aggressiveness
Dependent Variable
Submission
Online Gaming
Dominance and
Hyper activity
Moderating Variable
Age
Sex
7
Significance of the Study
This study will help the students have an insight on the impact of Online Games
PARENTS
To the parents, it will serves as basis to help share with other parents the
information about certain games or ideas to help each other in parenting, also it
will help them understand behavior of their children when they’re engaged to
such activity.
TEACHERS
educating students about the level of online gaming to student’s behavior. It will
FUTURE RESEARCHERS
To the future researchers, it will add to their conducted study and help them to
conduct their study with preparedness and knowledge in the field of this study.
Definition of Terms
To form clarity and a common frame of reference the following terms are defined:
fun in the sense of enjoyment and pleasure, puts us in a relaxed receptive from