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The Level of Classroom Behavior in Terms of Playing Online Games Among

Senior High General Academic Students in the Pablo OmerezCedeño Memorial


Learning Center

In Partial Fulfillment for the Requirements in Research

By:

Alcorcon, Edelyn S.
Formentera, Criza Mae S.
Vigafria, John Randolph C.
Masayao, ErwinT.
Apaso, Given Jay T.

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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

study could not be possible.

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

with their full support.

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.

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ABSTRACT

The research is all about the level of classroom behavior in relation to online gaming of

Senior High General Academic students in Pablo OmerezCedene Memorial Learning

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

prevented it may possibly leads to a serious problem about individual`s social

interaction.

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TABLE OF CONTENTS

Title Page……………………………………………………………………………i

Acknowledgement……………………………………………………………........ii

Abstract……………………………………………………………………………...iii

Table of Contents………………………………………………………………….iV

CHAPTER 1: THE PROBLEM AND ITS SETTINGS

Background of the Study………………………………………………….......1

Statement of the Problem……………………………………………………..3

Hypothesis…………………………………………………………..……...…..4

Scope and Limitations…………………………………………………………5

Theoretical Framework…………………………………………………..……6

Conceptual Framework…………………………………………………….....7

Significance of the Study…………………………………………………......8

Definition Of Terms………………………………………………………...….9

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Chapter 1

THE PROBLEM AND ITS SETTING


Background of the Study

Behavior is a way of a human being and other organisms act. It usually acquired

by the people in their surroundings. In this study, behaviors that are

accompanied in using internet are Aggression, Submissive, Dominant, and

Hyperactive behaviors. Aggression is a behavior that an individual may hurt or

upset people it can also take physical attack against people or their possession

or verbal abuse. Submissive is a behavior that is basically introverted individual

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

and vulnerable if he is in competitive surroundings, or to extent that he comes to

consider himself above any person. Another is hyperactive behavior which is a

state of excessive muscular activity. These are misbehaviors that a human

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

global platform. (Iowa State University, 2011). Student misbehaviors such as

disruptive talking, chronic avoidance of work, clowning, interfering with teaching

activities, harassing classmates, verbal insult, rudeness to teachers, defiance,

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

behavior.Furthermore, In relation to bullying and aggression, the more indirect

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;

Spears, Slee, Owens & Johnson, 2009).

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

contribute to school violence is documented in survey data, anecdotal evidence, and

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

of the Senior High Students in the University of Mindanao. Specifically, it sought

answers to the following questions:

1.) What is the profile of the students in terms of;

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

3.3 dominance and

3.4 hyper activity

3.)Is there a significance difference between the level of classroom behavior


among the respondents when analyzed by Home Economics major tract

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Hypothesis

This study tested the null hypothesis at 0.05 level of significance.

HO: There is significant different on the level

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Scope and Limitations

This study is conducted only the SHS in the Pablo OmerezCedeñoMemorial


Learning Center.

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Theoretical Framework

In this study, the research theorizes that playing online games affect the behavior

of the students.

According to some studies, playing online games may encourage a preference

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).

Online games became popular, while studies of internet gaming addiction

emerged outlining the negative consequence of excessive gamingits prevalence

and associated risk factor (Kuss, 2013). Excessive online gaming can lead to a

wide variety of negative psychosocial consequences for a minority of affected

individuals ( Mark, 2014).

On the basis of the previously cited theories the researcher conceptualizes that

online gaming has something to do with the behavior of Home Economics

students. On this framework, the independent variable is the playing online

games with its types of games: arcade, action and adventure and the dependent

variable is the behavior on the following indicators: aggressiveness,

submissiveness, dominance and hyperactivity.

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Conceptual Framework of the study
The study is all about the behavior of the SHS students which researcher gather

survey question to beapplied through the research study. Through gathering

some information, we conceptualize our own variables in order to generate ideas

to study.

Figure 1:

Independent Variable
Aggressiveness
Dependent Variable
Submission
Online Gaming
Dominance and
Hyper activity

Moderating Variable
Age
Sex

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Significance of the Study
This study will help the students have an insight on the impact of Online Games

towards their behavior.

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

To the teachers, it will provide additional knowledge on what strategy to be use in

educating students about the level of online gaming to student’s behavior. It will

also help them to be aware about their students experienced.

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:

Playing online games- It is a voluntary, self-directed activity an experience that

probably cannot be a captured in a laboratory experiment (Garvey, 1991). It is

fun in the sense of enjoyment and pleasure, puts us in a relaxed receptive from

mind open learning (Prensky, 2001). 8


Students Behavior- It involve a person’s actions. It can be observed, describe

and recorded by others or by the person engaging the behavior (Miltenberger,

2001). It refers to behavior of students in terms of aggressive, submissive,

dominant and hyperactive behaviors.

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