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LAGUNA NORTHWESTERN COLLEGE
CHAPTER 1 THE PROBLEM AND BACKGROUND
A.Introduction League of Legends, Special Force, Cabal, and DOTA are the popular and entertainingly online games today. Nowadays many teenagers and even adults became addicted to online game. Today, you can no longer see children and teenagers who do not know what online game is. Online game or online gaming is a technology rather than a genre; a mechanism for connecting players together rather than a particular pattern of game play. Online games are played over some form of computer network, now typically on the internet. One advantage of online games is the ability to connect to multiplayer games, although single player online games are quite common as well. These days, online gaming is becoming a problem to the students of III-Carnelian in Laguna Northwestern College. It is because of its effects to the students who are addicted to online gaming.
B. Background of the Study Defense of the Ancients or what we used to call DOTA is one of the most addicting online games. It is a multiplayer online battle arena mode for the video game Warcraft III: Reign of Chaos and its expansion, Warcraft III: The Frozen Throne, based on the "Aeon of Strife" map for StarCraft. The objective of the scenario is for each team to destroy the opponents'
2 Ancients, heavily guarded structures at opposing corners of the map. Players use powerful units known as heroes, and are assisted by allied heroes and AIcontrolled fighters. As in role-playing games, players level up their heroes and use gold to buy equipment during the mission.
C. Statement of the Problem
The study aimed to determine how the online games like DOTA affects the studies of the III- Carnelian students in Laguna Northwestern College S.Y 20122013.
Specifically it sought to answer the following questions:
1. How do online games like Dota affects the studies of III-Carnelian students in LNC? 2. Do these effects became good for them or not?
D. Statement of the Hypothesis
The students can’t focus on their studies. They prefer playing online games than doing their assignments. They cut classes.
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E. Conceptual Frameworks
F. Significance of the Study
The researcher viewed that the study would be beneficial to the following concern people:
Parents will be more aware of those things their children were addicted to.
Teachers will be more aware of why their students were not focusing on their studies.
Students will be more focused on their studies.
G. Scope and Limitations of the study
The main thrust of the study is to determine how does playing online games like dota affects the studies of III- Carnelian students in Laguna Northwestern College S.Y 2012-2013. The study included forty-five (45) students which twenty-one (21) were boys and twenty-four (24)of them were girls.
H. Definitions of terms
Defense of the Ancient (DOTA): - is a multiplayer online battle arena mod for the video game Warcraft III: Reign of Chaos and its expansion, Warcraft III: The Frozen Throne, based on the "Aeon of Strife" map for StarCraft. Online Games: - is a technology rather than a genre; a mechanism for connecting players together rather than a particular pattern of game play.
CHAPTER 2 REVIEW OF RELATED LITERATURE AND STUDIES
This chapter presents the related literature and studies both from foreign and local sources which bear relevance and significance to the premise of the study.
A.
Related Literature
Game Addiction as we commonly call someone playing (video/online) games as if there’s no tomorrow, is still out of the “addiction book” of the doctors.
CHAPTER 3 METHODOLOGY
This chapter discusses the research design, the participants of the study, the research instrument, the data gathering procedures, and the statistical treatment of data.
A. Research Design
The descriptive method of research was used in this study. The distractive method aims to describe the nature of a situation as it exists at the time of the study and to explore the causes of a particular phenomenon. The descriptive method then,attempts to determine the factual status of a certain phenomena under study interprets and analyses the data gathered.
Primarily, the study is concerned with the addiction of the students in online games like Dota that affects their studies.
B.Sampling Procedure
C.Participants of the Study
D. Research Instrument
Survey Questionnaires for Students. This instrument was used to determine the effects of playing online games like DOTA and how this affects to the people studying in school.