Cerium Tubalyka-Glize
Cerium Tubalyka-Glize
Cerium Tubalyka-Glize
Submitted by:
Angel Samonte
Charles Jose
Louige Cabatcha
Francis Dago
Subject Teacher:
1
Table of Content
Abstract………………......................................................................3
Acknowlegement……………………………………………………………….4
Chapter 1
Chapter 2
Chapter 3
2
Chapter 4
4.1 Introduction…………………………………………………………….. 21
4.7 Conclusion……………………………………………………………….27
Chapter 5
Summary……………………………………………………………………….28
Discussion of Findings………………………………………………………28
Conclusion…………………………………………………………………….29
Recommendations……………………………………………………………29
Bibliography…………………………………………………………………32
3
Abstract
moderate video game use may have positive effects on cognitive skills, such as
difficulties, and reduced study time. Factors such as the type of video games
potential risks associated with heavy video game use among grade 10 learners.
students success and mitigate the negative effects of video games on academic
4
Acknowledgements
I would like to acknowledge the contributions of the researchers, educators,
5
CHAPTER 1
6
of video games. Indeed, this relatively new form of
entertainment has exploded in popularity
since its beginnings in the 1980s. In a 2009 survey, 88 % of
American youth between the ages of
8 and 18 reported playing video games at least occasionally
with an average time spent per week
at 13.2 h (Gentile). The amount of time spent on video games
continues to increase, though
comparable data are scarce. Interestingly, increases in video
game time have not led to decreases
in television time.
The advent of computerized technology has transformed the entertainment
industry. Tablets, phones, home computers, and Game consoles have provided
As a result, interest has accrued from parents, educators, policy makers, and
scientists alike regarding the potential effects of this relatively new media. (
can have both positive and negative effects on cognitive abilities. Studies
suggest that certain video games may enhance problem-solving skills, spatial
performance. Researchers argue that the type and duration of game play can
7
circuits, giving the brain a real workout.
2. Are they any positive effects when you play video games?
The Teacher. This study will lead the teacher to help the students stop being
addicted to video games and encourage to stay focus on their academics.
The Parents. This study will significantly help the parents teach their kids
how video games affect themselves and for them to have family bonding also
The Grade 10 Learner’s. This study will help the grade 10learners of Labo
National High School identify the effect of video games not only their health
8
1.4 The Assumption of the Study
learner’s are very addicts when they play because of the lack of solitude
and maybe because they don’t know how to socialize with people so they
Learner’s at Labo National High School and how they solve their addiction
Defined.
Video Game-is an electronic game that can be interacted with using an input
device, such as a controller, keyboard, or joystick.
9
Chapter 2
This Chapter indicates the related literature and studies, locally nationally and
Janice Leung(2006) stated that… “ social mobile games will find the most
teenagers) who are already familiar and comfortable with the idea of virtual
social networking. However this once again draws attention to the fact that
compliments their own lives, but since the “MySpace generation “ are no longer
niche audiences the reach of Mobile Games, with more and more of the
populace being people who are familiar and already integrated with the concept
of digital socializing. This allows the game to be more successful than it should
service. Typically, the mobile network operator to whose network the player
10
subscribers collects the revenue, the revenue stream may be also shared with
“this puts into view the reality of digital entertainment. First and foremost, it is
a business. The game Mobile Legend is a front in order to get your money
experience. This is why making video games addictive and accessible is highly
profitable because once you’re hooked it’s terribly tough to get out.
fact, the competitive aspects of the game were emphasized and the children
were encouraged to finish each round as soon as possible to keep their score
high. Because of this, the children were highly competitive while playing the
game, only focusing on their individual scores and not realizing there was a
group…” this was a game created by the researchers, yet they still failed to
create a mainly collaborative game, means that even if the developers intention
humanity will eventually start to show. Even if Mobile Legends was all-in-all, a
game between two groups, more often than not, it became a game between 10
people, all blaming one another for mistakes and exalting oneself for
11
simulations in the educational process is often up to the instructor’s
discretion.
papers are analyzed and summarized as follows, providing useful guidance for
this study. Through their systematic review, Tsekleves et al. (2014) provide
insight into the barriers and benefits of using serious games in education.
well as realism and immersion. Finally, they propose some guidelines to help
new types of games are best deployed through proper instructor guidance.
12
Lameras et al. (2016) who provide conceptual and empirical evidence on the
and incorporated by faculty, specifically with a view to fully integrate these into
lesson plans and the learning process as a whole. Games allow practitioners to
quickly come to grips with the way in which learning activities, outcomes,
feedback and roles may vary, as well as to enhance the in-game learning
three recurring conditions for the successful use of simulations and games: the
specificity of the game, its integration in the course, and the role of a guiding
instructor, which are all conditions in line with Bellotti et al. (2013)‘s results.
Young et al. (2012) choose 39 articles that meet the inclusion criteria related to
games versus video games for educational purposes. The studies are
Science, and Languages. Results indicate that there exists limited evidence of
and traditional games, they conclude that computer games can be as effective,
13
as supplementary elements (Rajan, 2013), \games require the adoption of
high-
cognitive and met cognitive skills. This finding contradicts the study carried
out by Girard, (2013). This study treats video games as Vlachopoulos and
controversial issue, finding that only few games result in improved learning,
while others have no positive effect on knowledge and skills acquisition, when
analysis, Clark et al. (2015) systematically review articles to study the detailed
role of gaming design beyond its medium. Prior to this review, but running
along the same lines, Backlund and Hendrix (2013), in their meta-analysis
14
targeting cognitive, behavioral, affective and motivational impacts, as well as
(effort), two cognitive (declarative knowledge and retention), and two skill-based
15
use within an instructional programmed, high level of learner activity, no
gaming time limit, and adopting the simulation game as a supplement to other
methods, which is inconsistent with Outers et al.’s survey (2013). Hsu et al.
recent review of business literature, Carneys and Moya (2016) discuss the
both from a theoretical point of view and on a practical basis through three
which research has been deemed appropriate for DGBL deployment, and c) the
can be attained through digital games. This study moved current research
analyses. After studying the previous reviews, it is evident that the most
commonly referred games in past reviews are digital and computerized games
(Sitzmann, 2011; Young et al., 2012; Smetana & Bell, 2012; Girard et al.,
2013; Merchant et al., 2014; Clark et al., 2015; Carneys & Moya, 2016; Warren
16
et al., 2016). The technological revolution and the invasion of Internet in
Higher
Education urge students to build digital and collaborative skills for the twenty-
simulations. Other games mentioned are serious games and their impact on
the learning process (Connolly et al., 2012; Bellotti et al., 2013; Backlund &
Hendrix, 2013; Outers et al., 2013; Tsekleves et al., 2014; Fu et al., 2016). The
researchers refer to serious games since they are basically considered as games
with educational orientation and not with just entertaining ones. Another
partially integrated into the learning process. Most of the researchers agree
et al., 2012). Moreover, games could even be fully integrated for achieving
better learning outcomes (Lameras et al., 2016) because games add diversity in
on instructors’ contribution and the way they design and incorporate games in
their teaching. This means that instructors should be equipped with knowledge
17
regarding cognitive outcomes. Results indicate that games can be as effective
knowledge acquisition (Smetana & Bell, 2012; Backlund & Hendrix, 2013;
Clark et al., 2015; Warren et al., 2016), as well as content understanding and
concept learning (Connoly et al., 2012; Li & Tsai, 2013; Fu et al., 2016).
effectiveness of games not only in the cognitive domain but also in the affective
and behavioral domains (Ritzhaupt et al., 2014; Shin et al., 2015; Tsekleves et
al., 2014; Fu et al., 2016; Carneys & Moya, 2016). The affective domain is
interactivity and feedback among players, and develop social and soft skills as
well. Some other studies contradict these findings, in a way that they do not
reveal positive effects of games (Young et al., 2012; Girard et al., 2013;
Merchant et al., 2014), or reveal a rather neutral effect (de Smale et al., 2015).
instructional methods.
18
19
Chapter 3
indices for the data selection. The search is related to a variety of scientific
National High School. A group of 60 students out 136 are selected in order to
answer the questionnaires Given. They are selected based on amount of people
that are playing video games, because this study is about the people of grade
10
learner’s that are playing video games, the Selection will focus on those
questions to know what are the effect of video games on grade 10 Learners, and
20
performance This questionnaire will be developed based on insights from the
free time. Ensuring that the students understand the purpose of the study and
reassure them that their response are not wrong. Additionally, the researcher
will conduct detailed interviews with selected students to know what are the
effect and to experience the positive of video games. These interviews will be
analysis.
Upon collecting all the responses of the students at the questionnaire, the
researcher will analyze them to identify the effect of video games. . The
researcher will also consider factors like the even distribution of data and the
21
Chapter 4
4.1 Introduction
This chapter presents the analysis and interpretation of the data collected for
to 18 years old. The survey included questions about video games usage
mechanisms.
Age (Years)
22
18 yrs. Old 1 0.22%
Gender
Female 12 2.63%
Male 10 2.2%
Section
Barium 7 1.54%
Cerium 4 0.88
Chromium 6 1.31%
Helium 5 1.1%
Table 2
grades minimal.
23
critical thinking abilities.
9. Playing video games can also improve your 11 (2.42%) 7 (1.54%) 4 (0.88%)
beneficial in problem-solving.
10. Do you feel that playing video games has led 10 (2.2%) 11 (2.42%) 1( 0.22%)
motivation?
video games.
responsibilities.
occurs.
14. Playing video games may have a negative 10 (.2.2%) 9 (1.98%) 3 (0.65%)
24
impact on one’s ability to retain information.
16. Playing video games can lead to an 6 (1.31%) 15( 3.3%) 1 (0.22%)
many individuals.
17. Playing video games can lead to an increase 7 (1.54%) 14 (3.08) 1( 0.22%)
18. Do you agree that video games can provide a 5 (1.1%) 12 ( 2.63%) 4 (0.88%)
19. Do you agree that playing video games has 5 (1.1%) 9( 1. 98%) 7 (1. 54%)
20. Do you believe that video games can improve 6 (1.31%) 12 (2.63%) 4 (0.88%)
25
4.2 Distribution of Respondents Age, Gender and Section
Percentage
Section
Gender
Age
4.824 4.826 4.828 4.83 4.832 4.834 4.836 4.838 4.84 4.842
The data were analyzed using descriptive statistics to summarize the response
The 16 yrs. Old of Labo National High School in Grade 10 are more engaged
26
Female respondents tended to spend more time on social media than male
Respondents
1.54% of students agreed that playing video games has led to a decline in
Some students do not agree that playing video games can ham their
academic performance.
Most grade 10 teenagers have more time for activities other than school
tasks.
Question number 3 has never had a never scale with fewer votes
27
Parents and schools should be aware of the potential impact of video
needed.
4.7 Conclusion
The data analysis revealed that minor students has a significant impact on
28
Chapter 5
popular video game, and like any form of entertainment, it can have both
playing Mobile Legends can limit face-to-face social interactions with friends
and family, potentially affecting social skills development. Mobile Legends, like
any addictive game, can lead to gaming addiction, where teenagers prioritize
effects when playing video games, including games like Mobile Legends. Like,
Certain video games including strategy and puzzle games, can enhance
players to strategize, analyze situations, and make quick decisions, which can
improve cognitive abilities. Video games often require players to develop and
master various skills, such as hand-eye coordination, fine motor skills, and
reflexes. These skills can transfer to real-life situations and other activities.
29
Multiplayer games like Mobile Legends provide opportunities for social
content can help maximize the potential benefits while minimizing any negative
impacts. Engineer Ralph Baer, a pioneer in the field of interactive video games,
invented what became known as the Magnavox Odyssey Home Video Game
System. In 2004, the video game industry accounted for more than $8 billion in
In the 1960s, Baer worked for defense contractor Sanders Associates. Although
his primary focus was to develop military systems, Sanders thought that his
gaming ideas could make money. Baer developed a number of games that
1972.
introduced in 1978.
30
Born in Germany, Baer came to the United States as a teenager. After serving
in the U.S. Army Military Intelligence during WWII, he attended the American
Television Institute of Technology, receiving his B.S. in 1949. After a brief stint
at Loral, Baer worked at Sanders until 1987 before devoting all of his time to
his own consulting business. In 2004, Baer was a recipient of the National
Medal of Technology.
the students participated. The graph shows that among the variables, 16-year-
olds have been playing more video games. Furthermore, the data indicates that
terms of sections, the Barium section has a higher number of students who are
students disagreed, while 41.78% agreed. Lastly, 16.01% of students fell under
the “never” scale in response to the question, they are total of 96.86%.To
students. They agreed that this research might help grade 10 students have a
break from playing video games, allowing them to focus on their school
performance.
31
Based on the limitations identified in previous research on the effect of video
factors that may influence the relationship between video games and academic
performance.
Building upon existing findings is crucial for advancing the field of research on
assess the overall impact of video games on academic performance. Design and
parents and teachers to increase their awareness of the impact of video games
habits.
32
By fostering digital literacy, promoting responsible gaming, integrating
that equips students with the skills and knowledge they need to succeed
33
Bibliography
Laboratory and in Life. Research Gate. Retrieved September 22, 2020, from
https://www.researchgate.net/publication/
12523769_Video_Games_and_Aggressive_Thoughts_
Feelings and_Behavior_in_the_Laboratory_and_in_Life
Bellotti, F., Kapralos, B., Lee, K., Moreno-Ger, P., & Berta, R. (2013). Assessment in and of
Clark, D. B., Tanner-Smith, E. E., & Killingsworth, S. S. (2015). Digital games, design, and
learning a systematic review and meta-analysis. Review of educational research, 86(1), 79–122
0034654315582065.
Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic
literature review of the empirical evidence on computer games and serious games. Computers &
34
Gegenfurtner, A., Quesada-Pallarès, C., & Knogler, M. (2014). Digital simulation-based
Girard, C., Ecalle, J., & Magnan, A. (2013). Serious games as new educational tools: How
effective are they? A metaanalysis of recent studies. Journal of Computer Assisted Learning,
29(3), 207–219.
Groves, C. & Anderson, C. (PDF) Negative Effects of Video Game Play. Retrieved
deo_Game_Play
https://www.scribd.com/document/450691341/MOBILE-LEGENDS-
Research-Paper-on-Pax-Students
Lameras, P., Arnab, S., Dunwell, I., Stewart, C., Clarke, S., & Petridis, P. (2016). Essential
features of serious games design in higher education: Linking learning attributes to game
Rajan, P., Raju, P., & Sankar, C.S. (2013). Serious Games to Improve Student Learning in
Engineering Classes. Paper presented at 120thASEE Annual Conference & Exposition, 23-26
35
Ritzhaupt, A., Poling, N., Frey, C., & Johnson, M. (2014). A synthesis on digital games in
education: What the research literature says from 2000 to 2010. Journal of Interactive Learning
Rutten, N., van Joolingen, W. R., & van der Veen, J. T. (2012). The learning effects of computer
Smetana, L. K., & Bell, R. L. (2012). Computer simulations to support science instruction and
learning: A critical review of the literature. International Journal of Science Education, 34(9),
1337–1370.
Tsekleves, E., Cosmas, J., & Aggoun, A. (2014). Benefits, barriers and guideline
recommendations for the implementation of serious games in education for stakeholders and
12223
Warren, J. N., Luctkar-Flude, M., Godfrey, C., & Lukewich, J. (2016). A systematic
36
Young, M. F., Slota, S., Cutter, A. B., Jalette, G., Mullin, G., Lai, B.,
Simeoni, Z., Tran, M., & Yukhymenko, M. (2012). Our princess is in another
castle a review of trends in serious gaming for education. Review of Educational Research,
82(1), 61–89
37