First Chapter 2.0
First Chapter 2.0
First Chapter 2.0
A Research Paper
Presented to
The Faculty of Senior High School Department
Southwestern University PHINMA
Cebu City
In Partial Fulfillment
Of the Requirements for the Subject
Practical Research 2 (APP 006)
BY:
GARSOLA, GERALD L.
LANTICSE, LYKHA G.
LINGAYO, EMMALIN P.
MACAPOBRE, MARY CLAIRE B.
MENDEZ, GWYNETH E.
MISA, CHESKA BERNICE C.
OGABANG, MARIA JUBEL A.
OMEGA, JOANNE JEAN A.
ONG, KRISTINE ANNE NICOLE L.
October 2019
i
APPROVAL SHEET
ii
TABLE OF CONTENTS
APPROVALSHEET ……………………………………………………………………ii
B. Theoretical/Conceptual Framework……………………...……………………5
D. The Problem
E. Research Methodology
iii
Chapter 2
RECOMMENDATIONS
Summary
Findings
Conclusion
Recommendations
BIBLIOGRAPHY
RESEARCH DOCUMENTATION
APPENDICES
CURRICULUM VITAE
iv
Chapter 1
of the widely used leisure activities by many people. For some people it is said
that playing video games has a number of reasons to be played, for it can be a
interaction, and even mentally escaping from the real world. For most people,
DOTA is one of the best past time that they acquire specially for teenagers,
youngsters and students. Playing DOTA makes them feel relief because during
school hours, students tend to feel stressed due to loads of school works and
playing that game provide them something that no one can give. According to
situations, especially those adventure games that keep the players to be alert,
active and strategic. But too much usage of DOTA can also leads in some
the child are divided that even their health and social life is unknowingly affected.
Research shows that more and more children are playing video and
computer games - like DOTA especially ultra-violent ones that are top sellers. A
1
shows that a majority of video games include violence, and about half of the
violent incidents would result in serious injuries or death in the real world.
numbers of violent responses from children who play these kinds of games.
According to American psychologist Dr. Phil McGraw, parents can minimize the
possibility of getting harm from violent video games by giving limited time as well
as the check the types of games their children play. Active parental involvement
solutions to real life conflicts, reducing time spent on violent media, and
Software Ratings Board (ESRB) rates the age appropriateness of video games;
and indicates whether they have violent, sexual themes, or graphic language
content. However, some features may not be labeled as such by the ESRB.
Further, video or computer games may have hidden content, or any playable
content that may be disabled or blocked from a user of such game so that it can
video and computer games policy of the State to promote and protect the
2
accordance with to this policy, this Act shall prohibit deceptive conduct in the
can affect the students and their academic performance. It will also show the
effects of playing too much DOTA which will be discussed in the later chapter of
the lives of STEM students of the Southwestern University PHINMA (SWU) this
students are addicted to online games such as DOTA. DOTA is a famous not
only in the Philippines but also worldwide. According to Maslog C. (2015), this
phenomenal game had related many versions, and the latest version of DOTA is
genders play online games, about 94% male players and 6% female players from
high school, college, out school youth and even adults. DOTA dominates the life
of a students as DOTA arise, many issues also arise. This introductory message
will begin to tackle the effects of playing DOTA in academic performance among
bases our study to students who play DOTA and know about how it effects to
their academic performance, because in this level, many students are addicted to
this game.
3
According to Sea Conference, one of the current major trends is online
gaming. It is becoming prominent all over the world for it can be a stress reliever
from the reality, specifically DOTA. These days, many teenagers play DOTA. It
does not limit to teenagers but also to grown people. Some may play DOTA just
for fun, but there are people too who get paid by just playing and winning the
online computer game concerning multiple players that started as a mod for
the performance on the game. However, DOTA has many negative effects,
research will inform the readers the reality effects of playing too much Defense of
the Ancients (DOTA). As students spend most of their time on playing it instead
4
Conceptual Framework
Research indicates that there are many impacts of playing too much
Urgello Street, Cebu City. The study is all about the impacts of playing too much
DOTA which is the Dependent Variable of the study. As an input, the researchers
will gather all the information about the impacts of playing too much DOTA. It is
identified that it can affect our behavior as a human, our health and even in our
academic performance.
The theory of this subject, taking part in video games of most teenagers
that may have an effect on their works and studies. Taking part in video games
can ruin their future and may destroy their life as a student within the society.
Most students believe that taking part in computer game is nice as a result of it
will build them happy and that they supposed to be, that it can solve their issues
Students that are enthusiastic about video games will not simple to prevent their
selves from taking part of it but it can reduce the possibility in playing video
games.
There are different theories that states the effect of playing too much
DOTA. One of that effects includes the academic performance of the students.
By wasting their time in computer shops just to play DOTA can affect their
computer games rather than focusing in school that’s why DOTA maybe just a
game but it can affect your entire life by just playing it.
5
According to Lepper, M. R. (2015) too much playing of mobile games can
cause physical and mental problems which can lead to disorder. It includes
conclusion, mythologies and others. Those that included in this chapter helps in
familiarizing information that are relevant and similar to the present study.
Related Literature
Communication Today, Quezon City: New Day Publishers, games came in many
forms and style; like clothes, but unlike clothes however, you cannot wear them
and it isn’t food so you cannot eat them. So why are people going crazy over
such a powerful game? The answer is so simple, people nowadays are addicted
to mobile games that can harm them not physically but mentally.
excessive use of these games can cause, number of physical and psychological
6
you choose the right educational computer games, your child may learn better
problem solving skills and eye and hand coordination. Your child may also get
the ability to think fast and think of multiple things all at once. Skills obtained from
playing computer games may help your child learn quickly when it comes to his
studies. If your child is struggling in one of his school subjects, there are many
educational computer games available for him. There are math and reading
related games that may help boost your child's skills. These games can be both
fun and educational for your children. Because there is no official diagnosis of
the diagnostic criteria for gambling addiction and used this as a rough
rarely used today and for better or for worse, it is essentially up to the individual
are some signs and behaviors that are almost always included in definitions of
frequently turning down social invitations in favor of gaming, doing most or all of
one's free time for gaming, regularly playing late into the night and which results
entirely negative. It’s not that the medium itself is inherently faulty, but it can be a
7
lot of the data it transmits. As stated in a media attention and cognitive ability
results. In reaching this conclusion, the study examined research from many
sources.
students. One of the negatives is this. Many cases among students are addicted
and this addiction may lead to worse problems. The students might steal money.
They may become lazy when it comes to studying and prefer playing the whole
day long. Some may even skip school in order to have more playing time.
According to Sujatali Hamzah, Addicted gamers spend so much time playing that
Among addicted gamers who are married, up to 50 percent report a strain in their
Related Studies
One social problem that has been observed is that the Internet café has
typical Internet café, according to one study, people are addicted to games. The
use of the remaining computers was split between browsing, email, online chat,
word processing and research. The Internet cafés have become not just game
center. They are becoming center of addiction among the youth, mostly boys,
8
including children. According to Internet café entrepreneur, “Internet cafés are
seducing youths to addiction which may not destroy their bodies as drugs do, but
Playing video games is often linked to bad academic results in our culture.
adverse correlation to time spent playing video games between GPA (Anderson
& Dill, 2015). Relatively low was the correlation. Time alone represented a GPA
variance of 4 percent, yet the results are important. Several older studies,
however, claim that the study findings were limited. A 2017 research indicates
video game play” (Emes, 2017, p. 413). The study continues to be “scarce and
independent tests of the relation between video game violence and aggression,
electronic games are violent, children below legal ages are emotionally disturbed
and caused several changes on their behavior. Austin, Pinkleton & Fujioka
performance. And has been shown to increase beliefs in social norms, and to
9
decrease fear. “Which refers to the parental consent of the player as they play a
violent-oriented game.
According to Gentile & Walsh (2017), wherein 55% of parents said that
“always” or “often” should parents put limits on the amount of the time their
children may play computer and video games, and 40% said they “always” or
“often” check the video game rating before allowing their children to buy or rent
computer or video games. Even though these numbers are not particularly high,
game. DOTA basically is a game expanded from version of War of War Craft,
Through the years, studies have yielded different results. Some of them say that
they are co-related when some say that they are not. According to Anderson and
Dill (2015), there is a negative correlation between the two. Thus, meaning that
there is no relation between the number of hours played by a player and his
grades. At times, the students defend the games they are playing by saying that
they do learn something from it. A paper from Educause backs these students up
by suggesting that the faculty should learn and know about these games so they
can help students in class learning experience (Hitch and Duncan, 2017).
Furthermore, another paper claims that these games are not just for
entertainment (Shaffer, Squire, Halverson, & Gee, 2017). They claim that this
game may be used to learn and experience different things and interact with
10
The researcher’s study about the psychological factor, whether that is
factor to the online game addiction among students. Unlike with substance abuse,
person to escape the real world and change the perception of self-worth which
can make the game addict suffers from a psychological component to the
addiction. An online gaming addiction is not that far from drug addiction. Because
both are searching for a way to make them feel better, the lure of a fantasy world
player assumes the role of a game character and interacts with other players in a
virtual world. For the game addict virtual life becomes more appealing than real
life. For some people playing online games is harmless compared with the
dangers of a drug overdose, but actually experts say online game addiction can
ruin lives. Children who play five hours or etc. per day have no time for
socializing, doing homework, or playing sports leaving little time for normal social
development. Those individuals who play games to get away from their lives or to
pretend to be other people seem to be those most at-risk for becoming part of a
vicious cycle. These gamers avoid their problems in real life by playing games,
which in turn interferes with their lives because they’re so busy playing games.
Internet addiction gives the gamer to the unique psychological properties which is
the users increase their use of these internet services, the utility they gain from
each usage does not decrease, leading not only to self-destructive addiction but
also to social ills. When people have a problem, playing video games can take
part with their real-life obligations such as work, and players can end up lying
11
about playing video games. The study found that “problematic” video game use
can have similar effects as other addictive activities, such as abusing alcohol.
Games addiction shows the bad effect among the people nowadays
especially for students. Addiction to the internet shares some of negative aspects
failing school, family and relationship problem. It can make the people who are
addicted feel that the games can provide opportunities for achievement, freedom
and even a connection to the players. The role of media in advertising the games
also make negative effect, why because the game addict will be more interested
society. Mu (2016) points out that some of the main symptoms of Internet and
online game addictions are the decrease in friends’ face-to-face interactions with
others, become infrequent while the member of friends in the virtual world
exponentially increases.
It is widely believed that game players who spend playing too many hours
especially above 10 hours a day are at high risk of being addicted to video
games according to Anand, (2016). Previous studies have shown that video
social competence, and aggression. Although playing video games is one of the
most popular leisure activities in the world, research into its effects on players,
12
deserves to be taken seriously, not least because playing video games has
13
Playing too much DOTA Academic
(Defense on the Ancients) Performance
Variables
14
THE PROBLEM
This study aims to determine the effects of playing too much DOTA to the
DOTA?
Class participation
students?
15
Research Hypothesis
much DOTA.
much DOTA.
The researchers have identified that the following stakeholders will benefit
Students. This study will help the student have an insight on the impact of
DOTA towards their academic performance. Hence, they will manage their time
Gamers. The result of this study will help the gamers to enhance their
Parents. The result of this study will help the parents to know the effects
Teachers. This study will give the teachers the knowledge on why some
of their students have low academic performance. Furthermore, the teachers will
be able to help the students and as well as guide them to have a higher grade on
16
Future Researchers. This study will help the other/future researchers to
know the possible effects of playing too much DOTA on the students' academic
The researchers aim to determine the effects of playing too much DOTA
The focal point of this study is to determine the correlation between the
STEM students. This study focused only on the factors namely: the advantages
and disadvantages, reasons of students on playing DOTA, and its effects to the
The time frame of the study is based on the first and second quarter of the
first semester of the school year 2019-2020. The respondents of this said study
RESEARCH METHODOLOGY
Procedure.
17
Research Design
The study entitled “The effects of playing too much DOTA in relation to the
descriptive research that aims to determine the effect of playing DOTA to the
questionnaires.
Research Environment
The university has two campuses. The main campus is located on Urgello St.;
Campus on Aznar Road. Its Located about 50 meters from the main campus, this
Research Respondents
particular study and have actually taken part in the study. This definition applies
special roles in the research. Without the participants this research wouldn’t be
18
The main respondents of this study are the Senior High School STEM
2020. The researchers considered grade 11 and grade 12 STEM students of the
and 15 respondents from the grade 12. They are the chosen respondents for
they are under k-12 curriculum, taking up the academic track specializing
Research Instruments
discover the effects of playing too much DOTA to the Academic Performance of
be used to identify the effects of playing too much DOTA to the students. This
evaluation scale is a five point likert scale, composing eight items of questions.
The statements indicates if this game could benefit the respondents, how it
affects the respondents and how often the respondents play this game.
Respondents were asked to check each item from Never to Always if they have
experienced it.
19
The respondents were asked to check the following responses:
1 - NEVER
2 - SELDOM
3 - SOMETIMES
4 - FREQUENTLY
5 - ALWAYS
Those students who belonged to category 1, are the one who never
encountered such thing, those in category 2, are the one who seldom
encountered such thing, those in category 3, are the one who sometimes
encountered such thing, while those in category 4, are the one who frequently
encountered such thing and lastly those in category 5, are the one who always
Range Interpretation
3:41-4:30 Satisfactory
1:81-2:60 Weak
created to seek answer as to what is the effects of playing this online game to the
students of SWU.
20
Data Gathering Procedure
Lastly, the data collected were scanned and carefully evaluated for the
researchers to come up with solid effects of too much DOTA in relation to the
consisted of examining and categorizing the gathered data and then proceeding
Statistical Treatment
To compute for playing DOTA, weighted mean was used. To compute for
Range Interpretation
21
Furthermore, the playing Dota questionnaire created to assess generally
DEFINITION OF TERMS
study that refers to its effects to the students who used to play DOTA. It
refers to the average grade from first to second quarter of the first semester of
22
Bibliography
A. BOOKS
Anderson, C. A., Gentile, D. A., et. Al p.413 (2017). Violent Video Game Effects
on Children and Adolescents
B. INTERNET/MULTIMEDIA
Anderson & Dill (2015). The Effect of Videogames on Student Achievement.
Retrieved from http://www.acsd.org/article/the-effect-of-videogames- on-
student-achievement/
Fantando, J. (2016). Top Five Reason You Should not Play Defense of
The Ancients. Retrieved from
https://becomingchristians.com/2013/07/19/top-five-reasons-you-should-
not-play-defense-of-the-ancients-dota/
Prot, S., Anderson, C. A., Gentile, D. A., et. al (2015). The positive and
negative effects of video game play. Media and the Well-Being of
Children and Adolescents (109-128). New York: Oxford University Press.
Retrieved from
https://pdfs.semanticscholar.org/daeb/6178d0e950e9ff2128434ce415542c
58698a.pdf
23
strike?fbclid=IwAR18W7g9INhKwT4TOanhywxRFvA29pID5PU6FsQY0Pd
fUNKV_93K7e5WwYU
O’Brien, Bartly. (2017) The Effect of Online Games on the Filipino Youth.
Retrieved from
https://www.bartleby.com/essay/The-Effect-of-Online-Games-on-the-
PKYRW29KRYYS?fbclid=IwAR2mPBRI4S7kFS0eszFTKFsmER-
1wB68FVoLYOFdlQZDjbRG0iaqFRz2ayw
24
APPENDICES
1 2 3 4 5
1. This game
benefits my
strategy
skills.
2. How often do
you play
DOTA?
3. DOTA is an
effective
stress
reliever?
4. Does it
affects you
negatively?
5. Is it a
distraction to
your studies?
25
6. Does it
makes you
spend a lot of
money?
7. Were you
able to
balance both
academic and
your time for
playing this?
8. Does playing
DOTA
enhanced
your social
interaction?
26
CURRICULUM VITAE
Gerald L. Garsola
+639562906436
Personal Information
Age: 18
Sex: Male
Weight: 41 kgs.
Education
27
CURRICULUM VITAE
Lykha G. Lanticse
+639669951253
Personal Information
Age: 17
Sex: Female
Weight: 54 kgs.
Education
28
CURRICULUM VITAE
Emmalin P. Lingayo
+639959943168
Personal Information
Age: 17
Sex: Female
Weight: 50 kgs.
Education
29
CURRICULUM VITAE
Cebu City
+639776135702
Personal Information
Age: 17
Sex: Female
Weight: 43 kgs.
Education
30
CURRICULUM VITAE
Gwyneth E. Mendez
+639305756915
Personal Information
Age: 17
Sex: Female
Weight: 45 kgs.
Education
31
CURRICULUM VITAE
+639568473953
Personal Information
Age: 17
Sex: Female
Weight: 44 kgs.
Education
32
CURRICULUM VITAE
Cebu
+639054007479
Personal Information
Age: 17
Sex: Female
Weight: 45 kgs.
Education
33
CURRICULUM VITAE
+639235379481
Personal Information
Age: 17
Sex: Female
Weight: 46 kgs.
Education
34
CURRICULUM VITAE
+639353639632
Personal Information
Age: 18
Sex: Female
Weight: 49 kgs.
Education
35