Free Essay

Computer Games

In:

Submitted By bossingp12
Words 5833
Pages 24
 75

Effects of Computer Gaming on High School Students’ Performance in Los Baños, Laguna, Philippines
Maria Daisy S. CORTES*, Jhoana V. ALCALDE**, Jose V. CAMACHO, Jr.***
Abstract This study examined the effects of computer games on school performance of high school students in Los Baños, Laguna, Philippines. Allowance, gender, peer group and year level positively affect student’s decision to play while time spent on studying, year level, previous grade, number of books and time spent playing computer games are found to be significant in affecting student’s performance. Results showed that the probability of a computer gamer to fail is 39%, given the student has more than four siblings, a previous grade of at most 84, lesser teachers, lesser hours on studying, living near a computer shop, and spends more hours playing computer games. Moreover, 60% of the students’ daily allowance is spent on playing computer games.

Keywords : investment in human capital, computer games, education production function, high school performance, Logit regression model

* Maria Daisy S. Cortes graduated in 2010 with a BS Economics degree at the University of the * assistant professor, College of Economics and Management, University of the Philippines Los Baños. *

Philippines Los Baños, Laguna and currently works at Deutsche Knowledge Services, Taguig City 1634 Philippines.

* * associate professor/associate dean, College of Economics and Management, University of the Philippines Los Baños; *

e-mail at

76

国際公共政策研究



第16巻第 2 号

1. Introduction Education is an important element of investment in human capital and economic growth. Secondary education as being the link between primary schooling, tertiary education, and the labor market, is significant in creating social opportunities and economic benefits. During the late 19th century and throughout the 20th century, new types of mass media were produced and consumed such as dime novels, films, comic books, radio, recorded music, television, video and computer games, and the Internet. Each medium was often immediately praised for its potential benefits and criticized for its potential harms. Many studies have been conducted to test whether technological advances, specifically computers, are advantageous or disadvantageous to individual’s school performance. Many teachers, parents and other concerned organizations and people continuously clamor for a tighter clamp over computer gaming. Protest mainly focused on how the trend is becoming a cause of distraction among students in their studies. Many entrepreneurs set up cafés near schools to cater the youngsters, the market by the industry is seemingly tailored for. Many students are designating cafés as hangout places where hours are spent playing – be it until late at night, or worse, during school hours which makes students skip classes. In 2007, complaints have been received from schools all over Manila, Philippines’ capital city regarding students getting more and more addicted to online computer gaming. This is in spite of the fact that the government’s Department of Education (DepEd) values how online computer gaming also helps sharpen the young generation into highly proficient individuals in new technologies and digital trends. DepEd also recognizes that internet and computer shops cater to the research needs of students, especially those without internet access at home. In addition, it is viewed that computer gaming is a shift from the usual vices of young students today, such as drinking and smoking. Apparently, computer game critics are clamoring that many internet and computer shop owners could not care less since it meant more income for the business. The effects of computer games on student’s academic performance can be both advantageous and disadvantageous. With the boom of computer games, income of computer shop owners and operators are expected to increase. This will mean higher revenue for the local town economy. However, additional revenues from computer shops are generated at the expense of future potential human capital through education. Estimates show that in the Philippines, online computer gaming makes up around 80% of the total usage of Internet in the Philippines. Also, computer gaming constitutes to a quarter of the entire business. Several studies abroad, especially in the United States, supported the use of computer games as a tool in teaching. However, many studies also argued that computer games pose disadvantages to student’s academic performance. Several studies have documented negative correlations between computer game use and school performance for children, adolescents, and college students. Another argument is that, computer games are

Effects of Computer Gaming on High School Students’ Performance in Los Baños, Laguna, Philippines

 77

addictive. Once an individual started playing, he tends to spend much of his time playing. Quality of education and school performance of students are measured by different factors. In a study by Angeles (2004, 28-29), several determinants of school performance in the primary and secondary levels were identified. Income, foregone income, school quality, and health are the factors that affect the demand for education. These factors have a positive relationship with student’s performance, which means that higher/ better values of the factors lead to higher demand for education. On the other hand, factors that affect the supply of education are proximity to school, accessibility to schooling, infrastructure and teacher-pupil ratio. All mentioned determinants, except teacher-pupil ratio, positively affect school performance. With the emerging technological advancements, there are new factors that may affect the quality of educated population (Oliveros and Sapio, 2007, 17-18). Several studies were conducted to find out the relationship between technological advancements, specifically computers and computer games, and students’ school performance. Studies indicate that children who play computer games can improve visual intelligence skills. Parents believed that computer use is related to better academic performance of the children. It was found that high school students who used educational software at home scored significantly higher on computer literacy tests than other students. Computer use at home is also associated with improvements in general academic performance. Other studies also found that students who own computers at home had higher over-all grades, particularly in Math and English, than those without home computers. On the other hand, a study done in Taiwan by Chuang and Chen (2007, 30) investigated and discovered that digital games improve children’s cognitive achievement and can facilitate student’s cognitive learning process. Moreover, the findings indicated that digital game playing not only improves participants’ fact/recall processes, but also promotes problem-solving skills by recognizing multiple solutions. However, the question on which type of digital games works best for students was not discussed in the study. Majority of studies regarding the impacts of computer games on school performance were conducted abroad or internationally. There were only few attempts in discussing the subject locally. Thus, this study analyzed the impacts of computer games on school performance of high school students in Los Baños, Laguna, Philippines. Specifically, the study (a.) identified the factors that influence students’ decision to play computer games; (b.) established the relationship between the number of hours devoted by the students on computer games and the level of performance in school; (c.) determined the probability of computer gamers to fail in academics; (d.) estimated the average cost incurred by computer gamers who play in computer shops and the portion of this to their allowances; and (e.) identified economic implications based on the results of the study.

78

国際公共政策研究



第16巻第 2 号

2. Theoretical and Conceptual Framework Production function refers to the physical relationship between the inputs or resources of the firm and the output of goods and services at a given period of time, ceteris paribus (Costales et al., 2000, 67). This can also be applied for education where output is represented by the grade and the inputs are the resources and other factors affecting the student’s performance. There is no single model that can fully capture the relationships between school inputs and quality of education. However, educational production function remains a good analytical tool to determine the significance of any input used to enhance student learning. The effect of new resources like televisions, information technology and computers on education can be measured using the education production model. The education production function is a structural relationship and depicted as: G = gpf (C, FS, MS, Q, S, E) where G is grade, ‘pf’ denotes a production function, C is a vector of fixed child characteristics (innate ability), FS and MS are fathers’ and mothers’ education, Q (‘quality’) is a vector of school and teacher characteristics and EI refers to all educational ‘inputs’ under parental control (e.g. time spent studying at home and education materials at home).

Charts and Diagrams

Number of Siblings

Proximity of computer shops to house Gender

School type Number of Teachers Number of books

Peer group Owning a PC Time spent on playing

Parent’s education Family income

Year level

Class size

Computer Games

School factors

IQ

Family factors

Student’s Performance
Figure 1. Factors affecting school performance.

Effects of Computer Gaming on High School Students’ Performance in Los Baños, Laguna, Philippines

 79

School performance is affected by several factors, however, for the purpose of the study; the factors considered are limited to school factors, family factors and factors affecting computer gaming, and IQ level (see Figure 1). School factors such as class size, number of books and number of teachers affect students’ performance. It is hypothesized that class size is negatively related to student’s performance. Bigger class size will have a negative impact on school performance. However, number of teachers and books positively affect students’ performance. Schools can be private or public. School type affects school performance due to the differences on grading system and resource endowments. Private schools have higher ratio of resources than public schools relative to students. Intelligence Quotient (IQ) level, proxied by student’s final grade during the sixth grade in elementary, directly affects students’ academic performance. Holding all other variables constant, students with higher IQ level tend to perform better than others. Family income, indirectly, has a huge influence on school performance. Students from high-income families are more capable of buying school supplies, paying tuition fees, and attending review and/or advance classes that may help them perform well in class, resulting in higher grades. Parent’s education also affects students’ performance. Parents with higher educational attainment will have higher valuation on education thus; will motivate children to exert more efforts in studying. Having a personal computer at home will mean better access to computer games since the machine is free and always available. Longer hours of playing games may be spent when there is computer at home. Time spent on playing computer games largely affect students’ scholastic performance. As a student spend more time playing, lesser hours are devoted for homework, reviews, and other school-related activities. Longer hours of computer gaming might have a negative impact on school grades. Proximity of computer shops to student’s house is another determinant of school performance. If a computer shop is located near a student’s house, there is a greater tendency to play computer games rather than do school tasks. Gender is one of the major determinants of computer gaming. Several studies have shown that the probability of male students to engage in computer gaming is higher than females. Moreover, in terms of frequency in playing, males are more frequent players than females. Many studies have shown that the number of siblings is also a determinant in playing computer games. Frequent players are usually those who belong to a small family with 1-2 children, especially if of opposite sex. Peer groups affect individual’s attitude towards computer gaming. Those who belong to a group wherein members are computer gamers have higher tendency to become a computer gamer than those who do not have.

80

国際公共政策研究



第16巻第 2 号

3. Methodology
3-1 Data Collection The study was conducted in Los Baños, Laguna, Philippines. Both primary and secondary data were used in the study. Secondary data were composed of school records, municipal records, other related studies, journals, books, and other publications. Interviews/surveys were also conducted. Both students and teachers participated in the interview and survey. Data gathering was done from October-December 2008 through personal visits in respondents’ schools. A total of 240 students from both public and private schools were interviewed. The schools included in the study were Maquiling School Inc. (MSI), Trace College, Los Baños Community National High School, and Los Baños National High School (LBNHS). Using random sampling, 15 students for every year level were selected as respondents of the study, or a total of 60 students per school. 3-2 Data Analysis To identify the factors that could influence student’s decision to play computer, the logit model below was employed. A value of 1 is assigned if the respondent is a computer gamer, and 0 if not. The variables in Figure 1 illustrate the factors that influence students’ decision to play or not. Peer group is a dummy variable; a value of 1 was assigned if more than half (majority) of the members were computer gamers and 0 if not. To identify if playing computer games is a significant factor that contributes to student’s school performance, an Ordinary Least Squares method was conducted. The dependent variable was student’s performance (measured by the student’s previous average grades). Explanatory variables include family’s monthly income, parents’ education, number of siblings, student’s peer group, distance between student’s school and nearest computer shop, child’s year level, number of hours spent on playing computer games and doing school work, presence of computers at home, class size, number of teachers and number of books. To determine the probability of a computer gamer to fail in his/her academics, the logit equation was used. Sample size consisted of computer gamers only. Variables used in the model denote the factors that affect the student’s probability of passing and failing. The passing mark for both public and private schools is 75%, so a dummy value of 1 was assigned if the student got below 75% while 0, if otherwise. Explanatory variables included hours spent on playing, time spent on studying, distance between house and computer shop, distance between computer shop and school, family’s monthly income, student’s gender, type of school, student’s year level, ownership of a PC, peer group, class size, number of teachers, number of books, parents’ education and student’s final grade during the 6th grade.

Effects of Computer Gaming on High School Students’ Performance in Los Baños, Laguna, Philippines

 81

4. Results and Discussion
4-1 Overview of the Respondents Results showed that forty-eight percent of the respondents are classified as non-computer gamers while 52% are computer gamers. More than 75% of the total number of computer gamers belong to a peer group whose members are also computer gamers. Also, 68% of non-gamers belong to a peer group whose members are, likewise, non-gamers. With regards to parents’ education, 23% of computer gamers have parents who did not reach college level, 30% have a parent who reached college level, either mother or father, and 47% have parents who reached college level. Meanwhile, 27% of non-computer gamers have parents who did not reach college level, another 31% have parents who reached college level and 42% have parents who both reached college level. The survey revealed that 61% of the total number of computer gamers have less than three siblings while 33% have greater than four but less than six siblings. Lastly, only 6% belongs to a family with greater than seven siblings. The average daily allowance of computer gamers is PhP 70.69, relatively higher than the average daily allowance of non-gamers which is PhP 58.28. Twenty-six percent of computer gamers have a daily allowance of more than PhP 101 while only 3% of non-gamers have the same amount of daily allowance. (At the time of the study, a Philippine peso (PhP) is equivalent to approximately 1.79 Japanese yen). Majority of the respondents (74%) have monthly family income ranging from PhP 0-30,000. Computer gamers and non-gamers whose monthly family income is less than or equal to PhP 30,000 comprised 66% and 84% of the samples, respectively. However, it is important to note that 11% of computer gamers are within the range of PhP 60,000-120,000 monthly income compared to that of non-gamers which is only 6%. From the results of the survey, it can be concluded that computer gamers have higher monthly family income than nongamers. Out of 124 computer gamers, 54% owns a computer at home while the remaining 46% does not have computers at home. Also, the survey showed that most respondents who have computers at home are from private school. On the average, a computer gamer spends two hours per day doing school tasks while non-gamers spend three hours for the school tasks. In fact, 69% of computer gamers spend a maximum of two hours on doing assignments, etc. while the largest part of non gamers spends 3-5 hours. This is because, 56 out of 124 computer gamers claimed that if not playing, they are most likely doing the assignments, reviews, projects, etc. It is also shown that extra-curricular activities and household chores are given up when playing computer games. On the other hand, 31% of the total number of computer gamers revealed that sleep had to be given up as well

82

国際公共政策研究



第16巻第 2 号

as other leisure activities such as watching television just to play computer games. More than half of computer gamers are from private schools while the remaining 48% are from public schools, another indication that most of computer gamers come from rich families. First and second year high school students are more frequent computer gamers than those students who are already juniors and seniors. Basically because junior and senior students spend more time studying to prepare for college years. Grades incurred by the students during the second grading period were noted. Results showed significant difference between the grades earned by computer gamers and non-gamers. Lower grades were achieved by gamers compared to non-gamers. Thirty one out of 124 computer gamers got a grade ranging from 70-75. In addition, 29 out of 31 students earned a failing mark (74 and below). The average grade of non-gamers is 86, higher than the average grade of computer gamers which is only 82. There seemed to be a negative relationship between grades and time spent on computer gaming. In fact, 80% of computer gamers spend 1-3 hours a day playing. Furthermore, gamers who play for 4-6, 7-9, and more than 10 hours daily amounted to 14%, 5%, and 1%, respectively. The average daily number of hours spent on playing is 2.5. Given the amount of time spent on playing, it is also important to know the types of computer games that students play. Massively Multiplayer Online Role-Playing Games (MMORPG) are games that do not have ending and is designed to be played forever. MMORPG’s are usually played with thousands of other players online at the same time, adding a highly addictive social component to the game. Examples of endless games are Warcraft, DOTA, Ragnarok and Cabal. Another type of game is fighting game which is also called versus game. That is, one player versus another. The game emphasizes brutality of fighting, and learning of the fighting moves. Fighting games often take a lot of playing in order to master all of the moves of a given fighter. Examples of versus games are Tekken and Street fighter. Role-playing games (RPG’s) on the other hand, are usually designed for only one player, unlike MMORPG’s and RPG’s, have an ending. Depending on how the gamer plays the game, the ending is often different. The more a gamer plays, the deeper he gets into the story, and the more powers the character gains. The player usually portrays a role; waitress, musician, etc. Examples of this kind of game are dinner dash, automania and burger restaurant. There are games which are typically abstract games of logic with no theme or characters, they are called Puzzle games. Players of logic games must line up blocks or games to solve math problems. Abstract games are simple to learn and play. Examples of these are Zuma, Textwist, and Solitaire. Survey showed that the most played type of computer games is the Massively Multiplayer Online RolePlaying Games (MMORPG), next is fighting games followed by puzzle games and lastly, role-playing games. Results revealed that MMORPG and fighting games are usually played by male gamers while role-playing and puzzle games are common for female gamers. More than half of the male gamers (53%) frequently play MMORPG, while 33% usually play fighting games. On the other hand, there are 32% and 24% female gamers

Effects of Computer Gaming on High School Students’ Performance in Los Baños, Laguna, Philippines

 83

who commonly play RPG’s and puzzle games, respectively. 4-2 Factors Affecting the Decision to Play Computer Games A Logit regression model was used to identify the factors that could influence students’ decision to play computers. Results of the regression are summarized in Table 1.
Table 1. Factors affecting the decision to play.
Parameter Number of siblings Type of school Gender Peer group Mother‟s education Father‟s education Allowance PC at home Year level
* *

Estimate -.022 -.389 .66** 1.95* -.02 .31 .013** .49 .69** Prob > chi2 = 0.00 Pseudo R2 = 0.23

= significant at 1% = significant at 5% n = 124 *

Based on the results of logit, at 5% level of significance, factors such as allowance, gender, peer group, and year level increase students’ the decision to play computer games. All factors exhibited a positive sign. This means that the variables imply a directly proportional relationship to the decision-making behavior of the students. Student’s daily allowance is a significant factor that affects decision to play. The factor can work in two ways. First, students with higher daily allowance may mean that they are from a rich family. Families with higher income are more capable of buying a computer set. Thus, making computer gaming more accessible to children. However, availability of computer at home was found to be insignificant regression analysis. Secondly, children with higher daily allowance can spend more money for playing. This also explains why computer gamers have higher daily allowance compared to non-gamers. From these, it can be concluded that students from rich families are more prone to computer gaming. The study also found out that being a male increases the student’s decision to play. This explains why 60% of computer gamers are males and only 40% are females. Students who belong to a peer group whose members are also computer gamers are more prone to computer gamers than those whose peer groups were non gamers. This is because the usual computer games, especially those which are played by males, require three or more players. Year level was also found to be significant in the regression analysis. Freshman or sophomore is more likely to become a computer player. This is because junior and senior students devote more time studying in

84

国際公共政策研究



第16巻第 2 号

preparation for college education (college entrance exams). The result showed that more than half of the total number of computer gamers are freshmen and sophomores. 4-3 Factors Affecting High School Students’ Performance in School Results of the regression analysis revealed that at 5% level of significance, factors such as time spent on studying, year level, final grade during Grade 6, number of books and time spent playing computer games are found to be significant (Table 2).
Table 2. Factors affecting academic performance
Parameter Income Year level Time spent on studying Proximity of computer shops Presence of PC at home Time spent on playing Class size Number of teachers Number of books Final grade during Grade 6 Peer group Mother’s education Father’s education Number of siblings * * *

Estimate -.0000165 1.37** .47** -.0000279 .61 -.91* .01 .14 .30** .70* -.53 -.32 .32 -.13 R-squared = 0.49, n=240 Prob > F = 0.00

= significant at 1% = significant at 5%

Among the significant variables, only time spent on playing computer games carries a negative sign, which indicates a negative relationship with student’s grades. This means that one more hour spent on playing computer games results in a 0.91 point decrease in student’s grade. This can be interpreted as the trade-off when playing computer games. If the student decides not to play, then there will be no deduction in the grades. Furthermore, if the student decides not to play and devote more time to study, instead of a 0.91 decrease, an increase of 0.47 point in the grade will be attained. That is the reason why time spent on studying and doing school works show a positive relationship with grades. School inputs such as number of books have a positive relationship with grades. The regression results show that, giving one more book to a student, increases grades by 0.30 point. Students’ final grade during Grade six was used, as a proxy variable for child’s IQ level. A one unit increase in the student’s final grade during Grade six causes a 0.70 increase in grades. Year level is also a positive factor. If a student is a junior or senior, grades increase by 1.37 compared with freshman or sophomore. According to the interview and survey, lower level students tend to participate more

Effects of Computer Gaming on High School Students’ Performance in Los Baños, Laguna, Philippines

 85

in extracurricular activities such as clubs, organization, etc. while juniors and seniors concentrate more on academics in preparation for enrollment during college years. A correlation between the dependent and independent variables was conducted. Result showed that class size and income were correlated to the type of school and daily allowance. Also, the matrix confirmed that the distance of the nearest computer shop to school and the respondent’s house are highly correlated. Therefore, to eliminate multicollinearity in the model, variables such as class size, allowance, and distance between the nearest computer shop and school were dropped. 4-4 Determining Computer Gamers’ Probability of Failing Another logit regression was carried out to determine the probability of a computer gamer to get a failing mark. The results of the logit regression analysis are as follows: F = 3.47-0.67 Income-0.84 Gender + 3.70 No_siblings-1.10 TOS + 0.97 Year_lvl + 2.81 ProxH+ 0.88 Peer-2.12 TimeS + 0.60 Mo_educ-0.41 Fa_educ-1.96 NoTe + 0.60 NoBo+3.27 Gr6+4.50 TimeP At 10% level of significance, factors such as number of siblings, final grade during grade six, number of teachers, time spent doing school works, distance between the nearest computer shop and respondents’ house, and time spent playing computer games proved to be significant (Table 3).
Table 3. Probability of having a failing mark
Parameter Gender Type of School Number of siblings Year level Final grade during Grade 6 Number of books Number of teachers Time spent on studying Proximity of computer shops Peer group Time spent on playing Mother’s education Father’s education Income = significant at 1% = significant at 5% * * * = significant at 10% n=124 * * *

Estimate -.84 -1.10 3.70** .97 3.27** .60 -1.96*** -2.12** 2.81** .88 4.50* .60 -.41 -.67 Pseudo R2 = 0.72 Prob > chi2 = 0.00

Students’ final grade during grade six showed a positive relationship with students’ probability of failing. Meaning, if a child’s final grade during Grade 6 is less than or equal to 84, the probability of failing in the current year is increased. Probably because high school years consist of relatively harder subjects which

86

国際公共政策研究



第16巻第 2 号

require stronger foundation of basic lessons in Math, Science, English, etc. Also, high school years have more extra-curricular activities that might lessen student’s time for studying. Number of siblings has a positive relationship with probability of getting a failing mark. Having more children in the family increases the probability of the student to get a failing mark. According to the interview, students from bigger families, especially females, need to look after younger siblings and do household chores thus reducing time for assignments, etc. The quantity of teachers in a school is an apparent factor for students’ performance. The greater the number of teachers employed by the school, the probability that students will fail is reduced. This is simply because another entity will help students understand the lesson more. This explains the negative relationship between the numbers of teachers and students’ grades. An obvious negative relationship between the number of hours devoted on studying and probability of failing was observed. If a child decides to spend more hours on doing assignments, projects, etc. the probability of getting a failing mark is reduced. The result was confirmed by the significance of the number of hours spent playing. That is, more hours devoted for playing increases the probability that a student will get a failing grade. An additional hour devoted to playing computer games will mean lesser hours devoted for other activities such as doing household chores, assignments, extra-curricular activities, etc. The distance between the respondent’s house and the computer shop, in the absence of a computer at home, and the probability that the student will fail is positive. In the interview, majority of the students who do not have computers at home tend to go to the nearest computer shop to play. The exact value of the probability that a computer gamer will get a failing mark was also computed using the equation below: F = 3.47 + 3.70 NO_SIBLINGS + 2.81 PROXH-2.12 TIMES-1.96 NoTe + 3.27 Gr6 + 4.50 TIMEP F = 3.47 + 3.70 (1) + 2.81 (.222)-2.12 (2.2)-1.96 (9) + 3.27 (1) + 4.50 (2.4) Z = ln (p/1-p) = -0.44 PF = ez (1+ez) = 0.39

Based on the computations, the probability of a computer gamer to get a failing grade is 0.39. This is true if the student: (1) has greater than four siblings, (2) has a final grade 6 rating of at most 84, (3) has lesser teachers at school, (4) spends fewer hours per day on studying, (5) living near a computer shop, and (6) spends more hours per day on playing computer games. 4-5 Average costs incurred by computer gamers Results from the survey showed that on the average, a computer gamer who plays in computer shops spends about 60% of daily allowance or PhP 39 on playing. The amount is a significant portion since only 40% is left

Effects of Computer Gaming on High School Students’ Performance in Los Baños, Laguna, Philippines

 87

for more important expenses such as food, transportation, savings, etc. Given that 78 students (32.5%) spend PhP 39 on playing, the estimated total effect on the demand for computer games is PhP 1,267.50. Food comprises 56% of the displaced expenses. This means that 56% of those who spend part of the allowance on computer games sacrificed their food consumption. Savings cover 31%, a relatively significant percentage. Given that food is the most displaced expenses, a negative impact on student’s academic achievement could be observed. According to Behrman (1996), better health and nutrition are positively associated with gains in schooling in many areas: enrollment at younger ages, less grade repetition, less absenteeism, more grades completed and better performance on test scores. Some observations in the study showed that the money spent on computer gaming exceeds daily allowances of the respondents. So, aside from the daily allowance, some respondents have other means of acquiring money just to be able to play.

5. Conclusion Computer gaming, measured by number of hours spent playing, contributes to the probability of a student to fail. The study of Mañugo (2007, 45-46) proved that the number of subjects failed increases the probability of a LBNHS student to drop out. Thus, computer gamers also have the tendency to drop out of school; either repeat one academic year or stop schooling. Because computer gaming poses negative effect on student’s performance in school, there is a possibility that education in high school would have a tendency to deteriorate. As computer gaming industry continues to grow, bigger number of students will lose interest for studies. This might mean that investment on higher education will lead to lower rate of return among students. Thus resources such as money, time, school inputs, etc. are probably go to waste. Number of books was also found to be a significant factor affecting student’s grade. Adding one more book per student increases student’s grade. However, it is apparent that public schools lack books compared to private schools. Thus, the government should place serious attempts in giving more books especially to public schools where inadequacy of books is apparent. Also, the government should allocate the national budget such that it caters to the needs of the people, most especially human capital development through education. With higher allowance, students are most likely to become computer gamers. A student with higher daily allowance tend to play more which leads to higher demand for computer games. This will give wider market for computer shop owners and an opportunity to increase revenues. Likewise, child/children from rich families, capable of giving higher allowances to children, are more prone to computer gaming, and eventually failing. Based on the opportunity cost of the student’s expenses on computer games, some implication might be

88

国際公共政策研究



第16巻第 2 号

observed on the nutritional and health status of high school students. Aside from food, savings is also greatly affected when a student spends money on computer games. It was also proven that the quantity of teachers affect student’s probability of failing. More teachers would mean lower probability of failing. However, due to the demand of teachers abroad, many teachers decide to go out of the country because of higher income and greater job opportunities. This resulted in less number of teachers which can lead to higher probability of students’ failing. Thus, a greater allocation of resource for teachers would potentially help upgrade the seemingly deteriorating quality of education. Providing greater incentives would keep teachers in their jobs so as to prevent brain drain in the country.

Literature Cited
Angeles, M. L. 2004. An Inquiry on the Determinants of School Performance in the Primary and Secondary Levels: Philippine Case. Undergraduate Thesis. UP Diliman. Chuang, T. Y., and W. F. Chen. 2007. Effects of Digital Games on Children’s Cognitive Achievement. Journal of Multimedia 2(5) : 30. Costales, A. C., et al. 2000. ECONOMICS: Principles and Applications. Quezon City: JMC Press, INC. 322 p. Mañugo, M. R. G. 2007. Analysis of Factors Affecting Dropouts in Los Baños National High School. Undergraduate Thesis, UP at Los Baños. Mitchell, A., and C. Savill-Smith. 2004. The use of computer and video games for learning: 7-24. 50 p. Oliveros, R. P., and M. T. Sapio. 2007. Into IT: Computers and Student Academic Achievement in Public Secondary Schools. Undergraduate Thesis. UP Diliman.

Similar Documents

Free Essay

Computer Games Addiction

...Computer games are the most popular enter tainments in modern societies and they target a variety of people in different ages. The addiction to the rivalry and excitements of the games make them the most common recreational programs for today's teenagers, so that they do anything to reach a higher level of the game, they immerse in the game so much that they completely separate from their surroundings. Challenging with the obstacles and reaching a higher level in the game, make the players excited and losing the game make them anxious.1 Computer games started in 1972 with Pang, a computer tennis game, and then developed in hardware and software systems. Improvement of quality and variety of games increasingly spread it in the society especially adolescences.2 It is believed that computer games like watching TV provides opportunities for visual learning. Especially because these games are more active compared to watching TV, they are considered more effective.3 Since these games are known as the second entertainment after TV, opponents of these games emphasize on their negative effects such as stimulating anger and violence, costing a lot of money and having negative effects of physical and mental health, which are much higher than the positive effects of the games such as increasing the coordination...

Words: 668 - Pages: 3

Premium Essay

Computer Games

...everyday life. “Games, video, computer, online games, Playstations, etc can be used as entertainment and stress relief by many.” (Woolley). Games are created to give people some time of pleasure and fun, time to get away from the world and don’t think about the problems they face. But entertainment has become a business. Companies dealing with entertainment business make millions of dollars by (for example) putting a single computer game on sale. Their success depends on their products, and if the product is an MMO (mass multiplayer on-line) Game then their success will be great. Because even though MMO Games are created with the same purpose of a normal game – to entertain, they do cause addiction. In 1949, a young engineer named Ralph Baer was given an assignment to build a television set. He wasn't supposed to build just any television set, but one that would be the absolute best of all televisions. This was not a problem for Baer, but he wanted to go beyond his original assignment and incorporate some kind of game into the set. He didn't know exactly what kind of game he had in mind, but it didn't really matter because his managers nixed the idea. It would take another 18 years for his idea to become a reality, and by that time there would be other people to share in the glory, like Willy Higginbotham, who designed an interactive tennis game played on an oscilloscope, and Steve Russell, who programmed a rudimentary space game on a DEC PDP-1 mainframe computer. And then there...

Words: 491 - Pages: 2

Free Essay

Effects of Computer Games

...EFFECTS OF COMPUTER GAMING ON NEUST STUDENTS’ IN CABANATUAN CITY 1. FOREWORD ....................................................................................................................................................................... 3 2. INTRODUCTION ....................................................................................................................................................................... 4 2.1. THE REPORT ....................................................................................................................................................................... 5 2.2. BACKGROUND ....................................................................................................................................................................... 5 3. RESEARCH DIRECTIONS ....................................................................................................................................................................... 8 3.1. ACTIVE USER PERSPECTIVES ....................................................................................................................................................................... 9 3.1.1. Important studies ..................................................................................................................................................................... 11 3.1.2. Problems with the Active User perspective ............................................

Words: 13956 - Pages: 56

Free Essay

Computer Games Addiction

...ago, a Filipino consider his/her childhood complete if he experienced playingtrumpo (top), playing sipa (the Philippines' national sport), playing taya-tayaan (a game of tag)or playing other physical games. Filipino children really loves hide and seek which we call tagu-taguan. I also experienced playing these games which made me consider my childhoodcomplete. Today, the children here in the Philippines consider computer games more fun thanthe physical games which I used to play. If a person asked a kid if which of these he/she prefers,the kid will likely answer computer games. I admit that these games are really addicting whichmade me think if these things have good effect on a person.Computer games can be dangerous to children. It can be a threat to their physical healthbecause these computer games can lead to obesity, seizures, muscular, postural or evenskeletal disorders. These things happen due to overindulgence and addiction to a certain game.Another disadvantage of computer gaming to a child is seen in playing violent games. Violentgames can cause physiological arousal, increased aggressiveness behavior of a child anddecreases a child's pro social helping. (Gentile, D.)Even though video games are harmful, there are also things which computer games canprovide which can be beneficiary to children. Computer games can develop better following of instruction; improve problem-solving, hand-eye coordination, fine motor, spatial, planning,resource management and management skills...

Words: 377 - Pages: 2

Premium Essay

Computer Game Controversy

...Computer Game Controversy Task: Video games are seen as a way of stress release and recreational activity. However in recent times the violent content of particular games has hit the headlines in a storm of controversy. Discuss the impact violent computer games has had on young people. In today’s world, there is an outrageous demand for video games that provide entertainment for millions across the globe. However in recent times, the so called ‘recreational activity’ seems to be stirring up a huge, on going debate over the controversy of its violent content. Now, more than ever the violence within some games is both offensive and mentally harmful to people ; but is it really as negative as the media is telling us? Today, video games are in a colossal industry all their own, making billions annually for major companies such as Microsoft, Nintendo and Sony. You may ask yourself why there is such a demand for these products. The reason is simple; video games are highly entertaining. Through the evolution of, what is in my opinion, an astounding invention, a variety of genres have also developed which makes these games so fantastic. One minute you could be storming a medieval castle, fighting a fire-breathing dragon. The next you could be flying a Spitfire in World War Two; or even scoring the winning goal in the World Cup Final. To simplify, the possibilities are endless and thus, the reason why the industry in so successful. Despite the industry having a majorly positive...

Words: 1309 - Pages: 6

Premium Essay

Effects of Computer Games

...The Effects of Computer Games Addiction On Academic Performance of Students. A Research Paper Prof. Aurora De Luna English Teacher New Era University, Lipa City branch Antonio Julius V. Arellano 9-Galatians Introduction In the few decades, interactive electronic media has grown from virtual non-existence to one of the primary means of entertainment for students. In more recent years the arrival of the internet has become the complete change of landscape of electronic media from something individual and static into interactive and social one of the type of game is a MMORPG (Mass Multiplayer Online Role Playing Game) which has no ending at all its meant to be played forever another types of game are RPG, Shooter, Racing, Sims and Open World. Companies around the world invest millions of dollar on developing games according to the CNN the gaming franchise is multi-billion dollar business and companies want to get all the attention of gamers world to play their game. The term computer game is in sharp competition with video games, console games, and arcade games. Video games and console games usually mean games connected to a TV, whereas arcade games means games placed in public spaces. Computer games on the other hand, are occasionally used to mean games played on a personal computer. However, since all of these areas have been developed in close parallel...

Words: 309 - Pages: 2

Premium Essay

Computer Games Addiction

...Computer game addiction has become a major problem in our society, since many children and teenagers play an excessive amount of hours of computer games a day and develop countless problems such as violent behavior and social isolation. In the past, not many people really cared about computer games being violent, it was not a hot topic as it is today. But within the past few years, with games becoming more realistic and violent, there have been certain acts of violence committed by individuals who have been known to play such games. As an example, in China a 13 years old boy killed himself after playing for 36 hours straight. The boy left a suicide note saying he wanted to join the heroes of the game he worshiped. Guilty pleasures like video games, television, and candy are tolerable when done in moderation. The problem with computer games is that unless they are controlled or limited, they can endanger not only one's social life ,but also one's health. Those who believe games containing violent gameplay and images are to blame for some murders would often assume that because of gun crime in some countries, like USA, has gone up during the time these games have been around. The way some see it is that if a child sees and plays games that contain, for example gang violence from a young age, then the child may be more likely to think of such things as acceptable. As an example, the game "Counter-Strike" became a huge hit when I was little. This computer game promoted violence...

Words: 868 - Pages: 4

Premium Essay

Computer Game Addiction

...leading problem concerned by the society regarding gaming is Game addiction which leads to a lot of complications. Many people find computer games a great way to escape from the stressful reality as these games provide a high level of quick gratification. You are almost constantly being rewarded and, when you lose, you get to easily start over to work on your goal. This fact predisposes the risk of game addiction. As people get addicted to computer games, they will prefer staying in front of the computers all the time that they skip meals, refuse going out for work or school, do not sleep and exercise enough. They start to lose their social ability and also mix up the real and virtual world which may pose a risk not only to themselves, but other people especially their close relatives. Only earlier in May this year, A heavily game-addicted South Korean couple who left their baby to starve while raising a "virtual child" on the Internet were given prison. This revealed how game addiction can lead to harm of others. The excessive gaming of game addicts also poses harm to their own health. There are many computer-related diseases. One most common disease is Repetitive Strain Injury, an injury of the musculoskeletal and nervous systems, mainly in the upper limb for gamers, due to repetitive use of their upper limb in playing the computer games. Also, Computer vision syndrome condition resulting from focusing the eyes on a computer display for protracted, uninterrupted periods of time...

Words: 429 - Pages: 2

Premium Essay

Computer Game Addiction

...highly likely you’ve played a game before on a computer or a console, against the artificial intelligence of the computer as your only obstacle. And while gaming this way is still (as it has been for a very long time) very popular, your broadband connection gives you instant access. Online gaming addiction, is now based in Melbourne. The introduction Since 1990s a number of computers, video and online games have been developed. Some of gaming dangers online gaming addiction opens kids up to other dangers, too. Chatting online with other game players may expose them to online. Seemingly addicted to games. Although video game addiction is not a new observable fact, the introduction of an online component in the current generation of games. Online gaming addiction is caused by the constant updates and the never ending game play; this is solved by limiting online game. In fact do not know they are addicted to the online games or its harmful effects. The consequence of online game addiction could be serious. Gaming achievements its more of an addiction than an innocent little game. The slope between a gaming addiction and gaming for fun is a slippery one. Video games. The aim of this research is to find out the BSIT 2A‟ attitude towards the effects of addiction in online games. This research will focuses on finding the student’s attitude towards online games and also finding the significant difference between BSIT 2A attitudes towards online games with regard to gender of the...

Words: 256 - Pages: 2

Premium Essay

The Effects of Computer Games to Students

...THE EFFECTS OF COMPUTER GAMES ON THE ACADEMIC PERFORMANCE OF CSC134 STUDENTS IN UiTM TERENGGANU DUNGUN CAMPUS BY: NOR AZILA AWANG ABU BAKAR NAZATUL AZLEEN ZAINAL ABIDIN NORLINA MOHD SABRI MARCH 2008 COPYRIGHT © UiTM Tarikh No. Fail Projek 19 Mac 2008 Penolong Naib Canselor (Penyelidikan) Institut Penyelidikan, Pembangunan dan Pengkomersilan (lRDC) Universiti Teknologi MARA 40450 Shah Alam YBhg. Prof., LAPORAN AKHIR PENYELIDIKAN "THE EFFECTS OF COMPUTER GAMES ON THE ACADEMIC PERFORMANCE OF CSC134 (COMPUTERS AND INFORMATION PROCESSING) STUDENTS IN UiTM TERENGGANU DUNGUN CAMPUS" Merujuk kepada perkara di atas, bersama-sama ini disertakan 2 (dua) naskah Laporan Akhir Penyelidikan bertajuk 'The Effects of Computer Games on the Academic Performance of CSC 134 (Computers and Information Processing) Students in UiTM Terengganu Dungun Campus' oleh kumpulan Penyelidik dari Fakulti Teknologi Maklumat dan Sains Kuantitatif, UiTM Terengganu (kampus Dungun) untuk makluman pihak Prof. Sekian, terima kasih. Yang benar, NOR AZILA AWANG ABU BAKAR Ketua Projek Penyelidikan ii COPYRIGHT © UiTM PROJECT TEAM MEMBERS NOR AZILA AWANG ABU BAKAR Project Leader ................................................: 11 ~ / Sig at t'e . NAZATUL AZLEEN ZAINAL ABIDIN Project Member ~ .............................. . NORLINA MOHD SABRI Project Member ............................................ 1':f?~ Signature iii COPYRIGHT © UiTM . ACKNOWLEDGEMENT First and foremost we thank Allah...

Words: 4089 - Pages: 17

Free Essay

Software Engineering for Computer Games

...LITERATURE REVIEW ON SOFTWARE ENGINEERING FOR COMPUTER GAMES Name: Course: Date Page 1 Abstract Games have often been very common in the past period of time, but with the discovery of computer games, they have penetrated. In spite of the third vista to computer games which is verifiable, it pertains to investigating what characteristics those who play such games anticipate from the gaming using the computer. Permit us state the meaning of a computer game as a play which is undertaken with an aid of a computer program. This meaning still leaves behind some flexibility because it does not imply that the whole game happens in the computer. For instance, Chess may be played on the computer screen and on a true-globe board, heedless to whether the one who objects to the play is a computer application. Huizinga in his classic work defined play as ``an activity which proceeds within certain limits of time and space, in a visible order, according to rules freely accepted, and outside the sphere of necessity or material utility. The play mood is one of rapture and enthusiasm, and is sacred or festive in accordance with the occasion. A feeling of exaltation and tension accompanies the action, mirth and relaxation follow``. A lexicon likewise states the meaning of game as `‘a universal form of recreation generally including any activity engaged in for diversion or amusement and often establishing a situation that involves a contest or rivalry’`. Besides, Elliot...

Words: 8674 - Pages: 35

Premium Essay

Impact of Computer Games on Society

...impact of computer games on society Playing computer games has its benefits and its drawbacks. It is extremely important to highlight both of these aspects due to the hundreds of millions of people and children who play them. In this report, we will explain four benefits and four drawbacks of playing computer games. Benefits Social connection The majority of computer games in the modern day allow for gamers to be involved in multi-person play, whether this is with people present in the same room or people all around the world which are connected online. This means that playing computer games is an extremely popular social activity, and one which is discussed among gamers among themselves. If somebody doesn’t play computer games, they might find themselves left out of the conversation. This is definitely not a bad thing, and does not mean that everybody has to play computer games; it just shows how popular computer games are as a social activity. Having friends online can help people deal with daily struggles in their life, which is why the social connection is one of the most important benefits of playing computer games. Better vision Playing computer games can vastly improve one’s visual skills, including eye-to-hand co-ordination and improved reaction times. Also, gamers will learn to think fast in pressured situations. All these are skills which can be used in everyday life. Research has been carried out on older drivers, which concluded that playing video games reduced...

Words: 969 - Pages: 4

Premium Essay

Adventurous Computer Games, Inc.

...Accounting for the Cost of Software Programs at AdCom Games, questions A-C: A product costing system for Adventurous Computer Games, Inc. (AdCom) should take into account all the costs that are associated with each different game. This will ensure that all costs, both variable product costs as well as fixed costs are being covered. Beginning with the project team costs was a simple allocation, as these costs were already divided between the three different games. Next, the costs from the product development center needed to be allocated to each game; however, they did not keep track of these costs per product. The information that was provided gave some detailed information as to the number of hours the project team worked on each game, the number of lines of code that were written for each game by the product development center, and the cumulative pages of documentation provided for each game. I decided that to accurately distribute the product development costs to each of the games using lines of code as the activity would be the most relevant. Lines of code would provide an actual report of the actual work that was done on each game from the product development center. By taking the total development product center cost and dividing them by the total number of lines of code gave them a cost of $63.76 per line of code. Using this dollar amount I was able to allocate the product development costs to each different game. The other costs which include, manufacturing costs...

Words: 2253 - Pages: 10

Premium Essay

Computer Games In Language Instruction Essay

...Computer Games in Language Instruction A computer game is a formal, rule-based system performed on a computer, with a variable and quantifiable outcome (Tobias, Fletcher, Dai, & Wind, 2011). The computer game engages players by requiring them to influence the outcome using various strategies and to feel the consequences (such as winning the game or certain rewards) (Tobias, et al., 2011). In the classroom, computer games can increase a feeling of involvement and engagement with the game and improve motivation to learn the fundamental material (Tobias, et al., 2011). The history of computer games as an instructive tool is relatively short. The entry of computer games into learning and instruction began in the 1980s, when the design and construction of the games themselves was a popular way to learn about computers (Games & Squire, 2011). However, it was not until the 1990s that the computer game began to be a common tool for instruction. In the mid-1990s, commercial edutainment games were used commonly, and then they were disappeared in the mid-2000s due to the poor management of the sector’s leaders (Games & Squire, 2011). Nowadays, digital game-based learning, focusing on an emphasis of interaction and learning, is more common than only edutainment games (Games & Squire, 2011). Computer games have been used in language...

Words: 2182 - Pages: 9

Premium Essay

Which Is Best Computer Games or Consoles?

...As almost any gamer can tell you, video games are apparently on the rise of popularity while every other medium of entertainment and leisure including music, movies, television, books, magazines and newspapers are on the decline. This was given in a speech by Activisions Mike Griffith at the 2009 consumer’s electronic show. Here the question arises, is this true? Are consoles more popular than computer games nowadays? The battle has long waged between different gamer types which is better, console or PC?but we can all keep trying. Console gaming appears to be on the rise according to a new report from market research firm Nielsen. The data came from Nielsen’s sample of 12,000 television using households in the US, which found that although the number of “television households” has only risen by 1.6%,the number of game consoles in those households has risen by 18.5% in the same period of time. Moreover by the end of 2006 there were 45 million homes with the console and 148 million people had access to at least one system. The use of connected consoles-consoles that connect to the internet has grown steadily over the years to 4 million even before the introduction of PlayStation 3 and Wii in late 2006.Systems such as PlayStation 2, XBOX and XBOX 360 appear to have made connected consoles commonplace in the home and online gaming services are becoming more popular than ever, as evidenced by the success of Microsoft’s Xbox live service. In addition to this, consoles come with...

Words: 537 - Pages: 3