THE EFFECTS OF DOTA 2 TO STUDENTS' ACADEMIC PERFORMANCE IN UBAY NATIONAL SCIENCE HIGH SCHOOL S.Y. 2015-2016
UBAY NATIONAL SCIENCE HIGH SCHOOL
Fatima, Ubay, Bohol
(S.Y. 2015-2016)
Chapter (1)
RATIONALE AND BACKGROUND
INTRODUCTION:
Video Games, what is/are video games? Video Games are games that are usually played indoor it is a game that use visuals. It is a game with two types, the online games and offline games. Offline games are usually single played while most of the addictive kind of online games is MMO (Massive Multiplayer Online). The MMORPG commonly known as Massive Multiplayer Role Playing Game is a branch of MMO and all MMORPG are MMO's but not all MMO are MMORPG. These days MMO are very popular to students.
Dota 2 is one of the addictive MMORPG these days. Dota 2 is a multiplayer online battle arena (MOBA) video game, the stand-alone sequel to the Defense of the Ancients (Dota) Warcraft III: Reign of Chaos and Warcraft III: The Frozen Throne mod. Dota 2 is played in matches involving two teams of five players, each of which occupies a stronghold at a corner of the map. Each stronghold contains a building called the "Ancient", which the opposite team must destroy to win the match. Each player controls a "Hero" character and focuses on levelling up, collecting gold, acquiring items and fighting against the other team to achieve victory. For other MMO such as Clash Of Clans or commonly known as CoC, to improve your own village or level up you should spend a lot of money just to have a faster development of your village, while for Dota 2 it's based on your owns skill to improve your performance in the certain game.
Others have said that all video games result to the same effects to a person.
Effects of video games towards the students, Excessive amounts of time spent on playing online video games can be severely disruptive to school, it also effects the overall "Academic Performance" of a student. It seems that online games, especially multiplayer online role playing games such as Dota 2, are more often associated with video game addiction. Drawing parallels to other industries–such as gambling–which are heavily regulated, the issue of social responsibility of the video game industry is explored. Presently, online video game publishers provide neither referral services nor customer care with regards to video game addiction and these can trigger violence and disruption in the academic performance of the gamers. Disruption in the academic performance of students can cause chaos towards their future. This study aims to help the individuals manage their time in video games to overcome their encountered problems regarding to their academic performance because of addiction to Dota 2.
PROBLEM
What are the effects of video games to the holistic health of students in Ubay National Science High School?
STATEMENT OF THE PROBLEM
Many teenagers these days get easily attracted or addicted to video games and with this increasing population, many of them have become violent and in some cases they would kill just to take revenge when they would experience defeat or when they are afraid to be defeated. Video game addiction can also lead to crimes such stealing, robbery and hold up. When an addict cannot play the video game that he/she really likes, because he/she doesn't have the money to pay for the internet cafe, this can push the gamer to commit crime so that he/she can play the game. This study aims to reduce the increasing population of teenagers that has been addicted to video games and also to reduce the increasing amount of crimes that have been committed because of video game addiction and help them to lessen their time in playing these games or even help them to stop playing these video games. Teenagers can be easily hooked up on these games but lessening the time on these games are usually the problems, cause once a teenager get addicted to these, it is very hard to stop. This study also aims to help teenagers lessen their time on video games. These few words can be helpful in achieving the goal of the researchers.
"Discipline"– The teenager need to put in mind that they should have discipline in spending their time in playing video games.
"Time Management" – They should have time management in order that they can balance their works and so that it would not cause trouble on their studies.
Hypothesis
The researchers hypothesis is that video game addiction will not be lessen if teenagers would not know how to control their selves and if appropriate measures would not be followed with proper guidance of parents, teenagers cannot achieve their goals as an individual.
CONCEPTUAL/ THEORITICAL FRAMEWORK
The theory of this topic, playing video games is the addiction of most teenagers that can affect their works and studies. Playing Video Games can ruin their studies and can destroy their life as a student in the society. Most students believe that playing video game is good because it can make them happy and they think that it can solve their problems in school or in their family but in fact it can add their problems. Students that are addicted to video games cannot easy to stop their selves from playing video games but it can lessen them in playing video games.
SIGNIFICANCE OF THE STUDY
The researcher hopes:
To the parents: That this study will help them to know why their children play video games. This will also help them to know the techniques or methods on how to lessen their children's time on video games.
To the teachers: This study will help them to know how to lessen the time of their students on video games. This study will also help them expand their knowledge about why their students play video games.
To the students: This study will help them lessen their time on playing video games. This study will also help them understand the effects of video games towards their attitude, behaviour, and towards their studies.
To the school: This study will help the performance of the students in the certain school, because this study will give techniques or methods on how the school will handle the students that are addicted to video games.
Scope and Limitations
This study was conducted by the researchers on Fatima, Ubay, Bohol, particularly on Ubay National Science High School, with the duration of 1 day in one week. The researchers interviewed students who were addicted to video games and they found out that many of them have no time management and there were only few who have successfully controlled there time in playing video games. During the interview, students said that, "It's difficult to stop playing this game once you have already started it." This was said particularly by Mr. Inso of Gr. 9-Lithium. They said that they need techniques or advices who have overcome addiction of video games.
Definition of Terms
Video Games - An Electronic game in which players control images on a television, computer screen or any other gadgets.
Addiction – A strong and harmful need to regularly have something or do something.
Student – Are the subjects used to perform our study on the cause and effects of video games towards their studies, behaviours, and attitudes.
Studies – The activity of learning about something by reading, memorizing facts, attending school.
Behavior – The way a person acts or behaves or the way something moves, functions, or reacts.
Attitude – The way you think and feel about someone or something, a feeling
or way of thinking that affects a person's behavior.