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
This article of Lisa Bowen on American Psychological Association in 2014 significantly discusses the mental effect of video games regarding the development of personal health. The influences and outcomes of gaming techniques do not only improve the cognitive and decision-making skill but also, help to enhance the social interaction. Moreover, under-researched data and statistical information collected from psychological studies across the level of university and medical college, the biological progress that video game is starting to change within human mind is fascinating. In compelling with my original thesis, the article of Bowen stands out as a scientific framework that supports the logical flow of the paper. Statistical data can also be used in term of solid and credible evidence for real life
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
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.
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.
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
More research needed to be completed on the other side of the spectrum, how video games can positively affect a child life. Next, Cheryl Olsen goes on to give the reasons why 1,254 boys and girls enjoy playing video games. Following these reasons she acknowledges the benefits the boys and girls receive from these video games. The reasons why they are benefitting from the video is broken into different sections such as; The Joy of Completion, The Opportunity to Lead, Youth Teaching Each Other, and Expressing Creativity. Just the few reasons previously stated are great enough to persuade the reader to continue reading.
This survey will be attached to the student email using a link to the online survey engine SurveyMonkey. After clicking on the link, the consent for participating in the survey will be shown. Once the survey is accepted, the participant will give full access to the results anonymously through SurveyMonkey. The survey will be set up so that the participant can only take the survey one time. The survey will be available online for two weeks. The survey consists of 26 questions and will take between five to ten minutes to
There are many benefits to playing video games. Some parents and/or educators can use video games as a tool to subconsciously teach and reinforce learning methods. Educational games and games that requires skillful thinking are tools that can help academically. Merzenich (2011) explains in his research that games can help with judgement, memory, cognitive thinking, and higher speeds in skill processing. He gives reasoning behind the academic growth of children that are gamers and how they acquire academic success due to the excessive time they spend playing.
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
A past study has shown that teens who play games almost every day scored higher than
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.
Participating in the survey were 193 high school and middle school aged students from a mid-sized southeastern school. Forty-four percent of the respondents were male, and 56% were female. Seventy-eight percent of the respondents were between the ages of twelve and fifteen, while 22% of the respondents were between the ages of sixteen and eighteen. Only about 1 of 10 students (9.8%) said that when Pokemon Go was popular they played every day. However, roughly 3 in 10 students (31.6%) answered that when it was popular their friends played every day.
Preview: Today, I will discuss why video games should be part of a class curriculum, and how it benefits students struggling academically.
The repetition of the statement claiming that video games do not help children in their educational enterprises is unfair. There have been numerous studies conducted providing evidence that children gain structural knowledge while engaging in video game play (Pillay 2002).
Subject: Proposal to conduct a research project on Effects of Online Games on NSU Students