Edp 8
Edp 8
Edp 8
INTRODUCTION
Video games are the most popular form of gaming and are found on computers, laptops, and
mobile devices. Gaming is all about being entertained and it cannot possibly be utilized for a
While it may seem college students who are involved in playing a game during class time or
their study time may not be learning, there are inherent qualities in a well-planned game that can
increase motivation and engagement, along with improved cognition. The use of games to
promote adult learning is not new. Games, game-like activities, and simulations have been used
in corporate training classes and college classrooms for quite some time (Johnson, 2012). The
essence of video games involves “skills in which success depends on perseverance, intelligence,
practice, and learning not change (Gray, 2007). An online game is a video game that is either
partially or primarily played through the internet of another computer network, online game are
ubiquitous on modern gaming platforms, including PCS, consoles and mobile devices, and span
many genres, including first-person shooters, strategy games and massively multiplier online
Playing games are part of recreation in our daily life activities it can help maintaining our mental
and physical balance. Students nowadays are making fun with the internet and most of it the
online games which trigger them to sit, play and enjoy. Online games are also trending
in social media not only teenagers are playing but also children who are underage, but in this
study we will be focusing on what motivates the college students to play online games and still
they manage to attend classes and get average grades even they are busy in their studies and
making lot of fun. Today lots of online games with different features was released in the internet
accompanied by the help of social media, especially they called “App Store” which can be easily
downloaded to your computers, laptops, and mobile phones. Motivations come from different
aspects of life but in this research, what are the possible answers came from students, why they
are active on this area even there a lots of problems in our society.
OBJECTIVES
Fun and learning are basically part of student’s life; it captures once attention that they need also
extra time to deal with others and other time to focus on their goals in life.
Gaming is the running of specialized applications known as electronic games or video games on
game consoles like X-box and PlayStation or on personal computers (in which case the activity
is known as online gaming). The term "gaming" originated as a synonym for "gambling"
although most electronic games today do not involve gambling in the traditional sense(Rouse,
2016).
Online or video games was prominent nowadays, according to Sharp (2012), an Education
specialist through her research “Promoting Community Service and Global Awareness
throughGamification”, within her research says that games have to promote important functions
aims to replicate the motivational pull of video game play and apply it to eLearning experiences.
While gamification has been met with some criticism, it seems that it’s more the application that
is the problem rather than the technique itself. In order to successfully gamify an eLearning
course we need to satisfy people’s basic psychological needs. If we look at popular video games
over time such as Sonic the Hedgehog, Super Mario, Angry Birds, Guitar Hero, Wii Sports,
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Donkey Kong, World of Warcraft or Space Invaders, we can see how they satisfy these needs
and use similar approaches to our own eLearning design. On this matter we will know what
Motivation neither can be seen nor can be touched. It is not easy to come up with a specific
definition of motivation because it can neither be observed nor directly be measured precisely, it
can only be inferred from what people provide and do (Wlodkowski, 1999).Psychologist also
says that "The term motivation refers to factors that activate, direct, and sustain goal-directed
behavior... Motives are the "whys" of behavior - the needs or wants that drive behavior and
explain what we do. We don't actually observe a motive; rather, we infer that one exists based on
the behavior we observe (Nevid, 2013).In this case there are two types of motivations the
Intrinsic and Extrinsic Motivation. Intrinsic Motivation is the act of being motivated by internal
factors to perform certain and behavior its needs and causes are by an Autonomy, Relatedness,
behavior because the individual is affected by the eternal factors such as rewards or punishments
and also the needs and cause of it are by Money, Praise, Competition, and Threat of punishment.
Games are inherently interactive in the sense that they require players to make choices to
progress a narrative, and this choice-making process has the potential to challenge people to
think reflectively about moral, ethical, and social problems. Previous research has focused on
games from a game theory perspective (Smith, 2005, Zagal, Rick, &Hsi, 2006). Game theory
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simulates considering future interactions with each other by modeling iterated versions of the
Prisoner’s Dilemma (Felkins, 2001). In this model, it has been demonstrated that the most
benefiting choice is to initially cooperate with the other person with no betrayal.
Research in Australia involving more than 12,000 high school students found that, when
it came to internet usage, students who regularly played online video games scored higher in
maths, reading, and science tests than their peers who didn't (Dockrill, 2016) "Students who play
online games almost every day score 15 points above the average in maths and 17 points above
the average in science," says economist Alberto Posso from RMIT University in Melbourne.
"When you play online games you're solving puzzles to move to the next level and that involves
using some of the general knowledge and skills in maths, reading, and science that you've been
understanding and assessing how players differ from one another and how motivations of play
relate to age, gender, usage patterns and in-game behaviors. In the current study, a factor
analytic approach was used to create an empirical model of player motivations. The analysis
variables (age, gender, and usage patterns) are also presented.Oftentimes, both the media and
researchers into media effects collapse all video gamers into a simplistic archetype. While this
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(i.e., addiction and aggression), this strategy inevitably ignores the important fact that different
people choose to play games for very different reasons, and thus, the same video game may have
Video game aficionados get so engrossed in their game that they somehow block the
external environment and feel that their play space is as important and vivid as the “Real World”
outside. Researchers at CSU have recently revealed that afore-stated absorptive instances in right
circumstances can actually have positive results, offering tremendous mental health
published two different studies, examining the types of video game experiences and their
subsequent effects on players (mostly students).Snodgrass examined many popular online games
for his research and concluded that the very complex nature of such games influenced the players
to feel that they are actually a part of the highly vivid and compelling alternate version of the
(Campbell, 2016), she says that “The study — Internet Usage and Educational Outcomes Among
15-Year-Old Australian Students — tracked exam results and the personal habits of 12,000 high
school attendees. All had taken an internationally recognized paper called Program for
International Student Assessment (PISA) which tests for proficiency in mathematics, science and
literacy. The students also filled out forms highlighting their socio-economic backgrounds as
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well as their personal lifestyle choices. Use of "online games," both single and multiplayer, was
one area of the questionnaire, though individual games were not named."Online games foster a
range of skills that promote higher order thinking, which could potentially lead to improvements
in math and literacy," stated Posso, though he added that "it could be argued that people who are
good at math and reading also enjoy games that allow them to employ, or even sharpen these
skills."
Technologies, especially computers are beneficial for the life of a person; it takes man sit
a long period of time without even think about the wasted time as long as they attain their needs.
As an additional tribute to the information of everyone especially in our community, in this case
we would like to achieve what are the desire that motivates students to play online or video
CONCEPTUAL FRAMEWORK
The game industry has become one of the most lucrative industries in the world due to
the billion dollar sales of digital games was released. Online game play is like a culture among
majority of students who play every day. Online videos games are one of the latest methods for
students to get fun without any hesitation or an outcome for their future. They spent much
doing an action for the purpose of gaining a reward in material form. Whereas, intrinsic
motivation mainly refers to an action performed for the sake of the act alone which is
considered rewarding in itself. Intrinsic motivation occurred when people engage in it for its
own sake, rather than in order to receive some external rewards or to avoid some external
punishments. We know that there are negative effects of too much playing video games but in
some country there some research studies that online games can be also a good thing for the
In this study we will use the underlying impacts of playing online games as to the
motivations/reasons to play, what the acquired strategies and skills, much time spent,
educational attainment about their studies and learning's, also their behavioral status and kind
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of games played for the Independent variable. As to Dependent variable we will see what are
the beneficial effects to them while they play different kinds of online games.
RESEARCH PARADIGM
The study will aim to determine the impact of playing online games to students and its beneficial
effects.
The findings of the study will have a great value in helping parents, teachers and especially the
students.
To the parents, it will serve as basis to share with other parents the information about the certain
games or ideas so that it can also help in parenting and in guiding their children in good way.
To the teachers it will add to their knowledge o what are the good reasons of their students in
playing online games as to their academic or school performance. They can also evaluate the
To the students they will put to their mind the good side of playing online games when they see
student who are frequently played through computer or mobile phones and also the additional
knowledge or information why are some students get link to play online games.
This study will be conducted to determine the impact and beneficial effects of playing online
games to students their way of playing, school performance, and behavior towards him/her and
to others, time management and the usual games they played. Specifically this study looks
forward to the average point on motivations and to the reasons behind why students decide to
play. This study measured by a survey questionnaire, the respondent of this research was
students of the Assumption College of Nabunturan (ACN) and also the other online game
players.
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DEFINITION OF TERMS
ONLINE GAMES -A video game which is or can be played over a computer network (now
usually the Internet); (later) especially one enabling two or more players to participate
MOTIVATION - the reason or reasons one has for acting or behaving in a particular way. The
BEHAVIOR- the way in which one acts or conducts oneself, especially toward others.