1. What are the demographic profiles of the respondents in terms of:
c. Year level
d. Frequency of playing online games
e. Average time span of playing online games
f. Length of period of playing online games (since they’ve started)
2. How does playing online games affect the academic performance of the students in relation with:
a. Class Participation
b. Number of Hours spent in Studying
c. Frequency of Absences in Class
3. Is there significant relationship between playing online games and academic performance of the student
Playing online games have large bad effects to the academic performance of students of College of Business Administration ...view middle of the document...
If the content is negative, then negative results can be expected. The study examined research from many sources in arriving at this conclusion.
There is a movement to leverage video games as a part of the learning process. A paper from EDUCAUSE suggests that faculty need be aware of games that could be helpful to the in class learning experience (Hitch & Duncan, 2005). It mentions using tactical and strategy games to enhance the level of understanding and engagement with the material. It specifically mentioned using Civilization IV, a game which focuses on empire building and economies of scale to aid in the understanding of history and economics.
A 2005 paper suggests that videogames are changing education and that games are more than a simple form of entertainment (Shaffer, Squire, Halverson, & Gee, 2005). It explains that student learning can be enhanced by experiences in vast virtual worlds. These worlds can allow students to interact as a community. Virtual worlds are useful “because they make it possible to develop situated understanding” (Shaffer, Squire, Halverson, & Gee, 2005, p. 106). This means that...