Chapter IV
Result and Discussion
This chapter represents the result and discussion of data, based on the sequence of the research questions.
Result
OBJECTIVE
• To know the benefit of playing MOBA game among SHS STEM student of the UE Manila. Out of 50 respondents 30% strongly agreed and 34% agreed that students can balance studies while gaming while 10% strongly disagreed and 10% disagreed and 16% are not sure about if they can balance gaming and studies
Out of 50 respondents 16% strongly agreed and 26% agreed that MOBA games can help SHS students in their studies meanwhile 16% strongly disagree that are not helping them and the other 26% are still not sure about it.
Out of 50 respondents 30% strongly agreed and 44% agreed that MOBA game can relieve stress from SHS students while 6% disagreed and 8% strongly disagreed that it isn’t stress reliever while the other 12% based doesn’t believe either it is a stress reliever or not
Out of 50 respondents 30% strongly agreed and 36% agreed that SHS students play MOBA
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To be able to know the benefits of and constraints of playing MOBA games. We used the percentage formula as a statistical tool to get the results of the studies. The process of percentage formula is frequently divided by respondents and we multiply it by 100. The number of the participants is 50 STEM students of university of the east manila campus. During the survey we utilized the simple random tech. often we use to collect data from participants who best reflect the purpose of the study. In other words we gather participants that will best fit for our objective so we can gather essential information and problems in our study. The summary of result shows that most of them are positive results that show the benefits of playing MOBA games can help them academically and it boosts their self esteem that motivates them in school and in their daily
The world of zombies and video games is excellent break from the real world filled with stress and responsibilities. Everyone has been there; students are so stressed they can barely think. Students are worrying about how well they did on an exam, how much homework and projects they have to do in such a limited time. But college is not the only stress they are facing. Students also have to have lots of responsibilities like paying bills and tuitions in a very little college budget. At this point many student lose their mind and need something else to do to help take their mind of these stress and responsibilities. For some, it might be reading, or playing sports. But now in current generation it is video games, and zombie movies. In todays world “Computers and video games are fulfilling human needs that the real world is unable to satisfy” (McGonigal 224). Students play games
The purpose of this report is to identify the effects of gaming on students VCAA study scores. My method of testing is a prediction of scores of gaming and not gaming results for the students study score. The results of the testing conclude that students do better when they don’t play video games rather than playing video games. I will further explain on the hypothesis, testing, research findings, effects of gaming on the health and brain, my final conclusion.
In order to complete the study, research questions were developed with specific variables in order to determine the results
As the results demonstrated, there was a significant difference between males and females in the amount of time they spend playing video games. Future researchers could figure out how to draw more female players into the video game community for the benefit of their sales. Another angle would be the introduction of video games into education. With new technological advancements in the virtual reality industry, the possibilities are endless regarding video games and their potential use in
A past study has shown that teens who play games almost every day scored higher than
M. E. Rutger Engels and Adam Lobel. The research journal explores the benefits of playing video games. Similar to Jane McGonigal, the authors of the journal state that video games can be motivational, important for social bonds, research and so much more. The source of motivation for gamers is failure, players try their best. When they do fail it does result in [A]nger, frustration, or sadness, although players often do feel these negative emotions intermittently. Instead, or as well, players respond to failures with excitement, interest, and joy” (Granic et al 71). Essentially players get a sense of optimism from playing video games. Similar to the primary source, Granic et al state that players do not give up when they do lose in a game. Instead they persevere and become better. The research journal includes a study conducted in the U.S in which it [S]howed that adolescents who played games with civic experiences (e.g., Guild Wars 2, an MMORPG, or massive multiplayer online role-playing game) were more likely to be engaged in social and civic movements in their everyday lives (e.g., raising money for charity, volunteering, and persuading others to vote) (Isabel Granic et al. 73). This is similar to Jane McGonigal statement in the primary source. She also believed playing video games leads to players feeling extremely well about themselves. This then encourages them to help others and causes bigger than
It is obvious that the positives that can be gained from utilizing far outweigh the negatives. If schools make a more positive effort to implement video games into the education system, it will lead to an increase in student engagement and make learning more entertaining. Education can benefit from video games in the long run if utilized wisely. It is important for students to achieve a balance between education and gaming in order to achieve academic
What many people do not realize is that some video games have parts in them that are actually based on historical events. Obviously, the entire game is not completely accurate but parts of the game are. There are also games where quick thinking and math skills are required in order to complete or finish an important task. Though it may not seem that important, having to do things like that will help them prepare for timed test in school and help them problem solve faster which can be helpful if they are found in intense situations where a problem needs to be resolved quickly. So it is understandable that the results the professors found were highlighting improvement after video games were played. Which only enhances that video games are actually beneficial to the world's youth.
This sample size is appropriate because the study must account for the vast number of multiplayer games that a respondent may participate in, which may have an impact on their communication skills. It is important to recognize however, that this particular sample, though a convenience sample, is also made up of respondents who are part of the gaming community. Thus, this sample has certain limitations in that the data will compiled from a self-selected sample.
Video games can be used as instructional tools as well. They have positive elements and add value; they create a micro world of their own. The players act based on natural tendencies towards learning. Therefore, learning occurs while playing (Rosas et al., 2003).
Preview: Today, I will discuss why video games should be part of a class curriculum, and how it benefits students struggling academically.
Research Questions: In this research, I will plan to investigate that how online games are affecting on NSU students and all other students. In addition, in what way
According to a review of research on the positive effects of video game,published by the American Psychological
Video games and university students. These days, university students were told about the stereotype of negative effect of playing video games by their parents or elders. Parents mostly keep telling them to stop playing or lessen their time playing video games that they love. But, does the parents know that in reality video games actually are not as bad as they think? In fact, video games hold a great potential and advantage in various aspect despite of its entertainment value. There are several advantage of video games that beneficial for university students such as its help in the aspect of learning, promote healthy life style and enhance student’s social life.
Because in todays life, people always feel tried and restrain, people find many ways to relax, gaming is one of the ways to do that, and it is the most popular one. And because of the internet’s founded, online gaming become the main stream of that. But then people find online gaming have some problem, so online gaming is really positive or negative for the world is the topic that this essay will show you. Now, an online game what is called the league of legends is so popular. Many young people like this game. But someone thinks that online gaming could only take the negative effect like internet addiction to the society, it should be limited by government, but for other people’s opinion, online gaming also have many positive effects for the society, and its good effect is more important than the bad side. Such as the increasing of the economical development, remitting the employment pressure, fostering people’s sense of duty and so on. Today, many people only know the malpractice of online gaming but do not evaluate it with a objective view. This essay will tell you how useful and positive the online gaming is.The first advantage of online gaming is that it could increase the economic development, now the all star game of online gaming is very popular(at least in China). That means as that goes by, games industries will develop so fast and bring a huge number of economic benefit. And the development of these compony could provide many job offers to remit the employment