FINAL Nursing Thesis
FINAL Nursing Thesis
FINAL Nursing Thesis
INTRODUCTION
Specific Objective
Specifically, it seeks to answer the following questions:
1. What is the demographic profile of the students in terms of:
A. Age of Students
B. Gender of Students
C. Time Spent in Social Networking Sites
D. Time Spent in Online Gaming
2. Is there a significant difference between Social Networking Involvement and
Academic Performance of 2nd year BS Nursing students?
3. Is there a significant difference between Exposure to Online Gaming and
Academic Performance of 2nd year BS Nursing students?
4. Is there a significant difference between Social Networking Involvement and
Exposure to Online Gaming of 2nd year BS Nursing students?
5. Which among the two factors affect the students academic performance the
most?
Hypothesis
study, however, does not attempt to explain in-depth how these two factors affect a
students scholastic rating.
The study will be conducted within a time frame of one semester to one
hundred 2nd year nursing students. The underlying assumption is that the survey
conducted in limited area represents the general psyche of the users of the social
networking site and gaming.
The academic standing will be based on their grade on one subject alone.
It shall not consider the flexible grading system employed by instructors for
evaluating students academic performance based on general point average.
The study is limited to identifying the association of the two variables to
academic performance. It is set on natural environment and shall not in any way,
attempt to influence the behaviour of its respondents. The level of engagement to
social networking sites and online gaming is set, but not explored. The potential
explanatory factors for the students excessive indulgence in social networking and
online gaming is not examined, nor its reasons.
For purposes of limitation, the respondents are limited to 2 nd year BS
Nursing students of RTRMF. Another limitation was the availability of respondents
since there are different schedules among different year levels. The researchers also
apprehend the cooperation of the respondents to answer the questionnaires
truthfully and completely.
Definition of Terms
5
Social networking sites- are social network services that focus on building online
communities of people who share interests and/or activities, or who are interested
in exploring the interests and activities of others.
Academic performance-refers to how students deal with their studies and how they
cope with or accomplish different tasks given to them by their teachers.
II.
A. Social Networking
entertainment.
week. The Ohio report shows that students who used Facebook had a significantly
lower grade point average-the marking system used in US universities-than those
who did not use this site.
reminiscent to those cast on earlier new media, including TV and motion pictures,
and their effect on children. He emphasized however that if students are spending
excessive time on Facebook at the expense of studying, their academic
performance may suffer.
Students are using social networking sites more than many school
administrators may realize. Despite the fact that most schools block access to such
sites via school computers, 9-17 year olds spend as much time using the Internet
for social activities as they spend watching television-about 9 hours a week,
according to a 2007 study by the Alexandria, VA-based NSBA. The study of more
than 1,200 students found that 96 % of those with online access had used social
networking technology-including text messaging- and 81 % said they had visited a
social networking website at least once within the 3 months before the study was
conducted.
B. Online Gaming
online
gaming
addiction
and
online
gambling
problems.;
youth
with
deficiencies in ability to read, express and elicit desired emotions may be more
prone to partake in online-addiction behaviours. Ko et al reached a similar
conclusion and found out that Internet addiction was related to problematic alcohol
use in a sample of Taiwanese high school students.
At the Syracuse University, Associate Professor of Psychology Joshua Smyth
has conducted one study to try to determine the negative and positive effects of
gambling. He assigned gamers to four groups: single-player console games, singleplayer PC games, single- player arcade games and fantasy themed MMORPG. For
the gamers of the MMORPG group, they reported a much lower level of overall
health and well-being than the other groups. They were also observed to not be
sleeping as well as they should and their quality and quantity of real-life
socialization and academic work saw a sharp decrease. It was theorized that
MMORPGs were so complex, so fantastical and alluring and so involved that the
gamers reported they had lost track of time while playing, had gone to bed late
and forgotten to eat. After only a few days of such activity, all the gamers of the
MMORPG group showed a dramatic decrease in all areas of health.
From the same study, Prof. Smyth found that the MMORPG gamers group
reported a much greater enjoyment and sense of reward from the game. They also
reported having a high interest of going back to the game to play some more at a
later time. One more surprising benefit found was the rise in the gaining of new
friends as compared with the single-player groups, and the level of cohesion that
often develops among players of MMORPGs.
10
However, although there are some positive effects that are possible from
computer game use there are mostly negative effects. Several professors conducted
a research project to determine the effect of gaming on academic performance.
According to the Australians Journal of Educational Technology: Gaming Frequency
and Academic Performance individuals who spend two or more hours playing
games on a daily basis score lower in every subject than their non-gaming
counterparts. By spending a high percentage of time on video games there is not
enough time left to spend in studying for classes. The study found out that there
was not a single positive correlation between gaming and academic performance.
For the past years, social networking has been very popular for people
worldwide. Social networking is a great form of entertainment. It allows users to
meet new people, reconcile with old friends, and find friends across the globe with
the same interests.
11
The term social network site is used to describe this phenomenon, and
is alternately used with social networking sites. The term networking
emphasizes relationship initiation, often between strangers. On most sites,
participants are not necessarily looking to meet new people, rather they are
primarily communicating with people who are already part of their extended social
network.
The main types of social networking services are those which contain
category divisions, (such as former classmates), means to connect with friends
(usually with self-description pages) and a recommendation system linked to trust.
Popular methods now combine many of these. Facebook is widely used worldwide.
account. Alternatively, sites like MySpace allow users to choose whether they want
their profile to be public of Friends only. Facebook takes a different approach-by
default, users who are part of the same network can view each others profiles,
unless a profile owner has decided to deny permission to those in their network.
Structural variations around visibility and access are one of the primary ways that
social network sites differentiate themselves from each other.
After joining a social network site, users are prompted to identify others
in the system in which they have a relationship. The label for these relationships
differs depending on the site popular terms include Friends, Contacts and
Fans. Most social network sites require bi-directional confirmation for friendship,
but some do not. These one-directional ties are sometimes labelled as Fans or
Followers but many sites call these Friends as well. According to Boyd (2006),
the term Friends can be misleading, because the connection does not necessarily
mean friendship in the everyday vernacular sense, and the reasons people connect
are varied.
Most social network sites also provide a mechanism for users to leave
messages on their Friends profiles. This feature typically involves leaving
13
comments although sites employ various labels for this feature. In addition, social
network sites often have a private messaging feature similar to webmail. While both
private messages and comments are popular on most of the major social network
sites, they are not universally available.
Beyond profiles, Friends, comments and private messaging, these sites vary
greatly in their features and user base. Some have photo-sharing or video sharing
capabilities; others have built-in blogging and instant messaging technology.
While social network sites are often designed to be widely accessible, many
attract homogenous populations initially, so it is not uncommon to find groups using
sites to segregate themselves by nationality, age, educational level, or other factors
that typically segment society, even if that was not the intention of the designers.
sites to lure in potential victims, most of which are children ranging from nine to
seventeen years old, sometimes even younger.
Wikipedia reports that social networks are also being used by teachers and
students as a communication tool. Because many students are already using a
wide-range of social networking sites, teachers have begun to familiarize
themselves with this trend and are now using it to their advantage. Teachers and
professors are doing everything from creating chat-room forums and groups to
extend classroom discussion to posting assignments, tests and quizzes, to assisting
with homework outside of the classroom setting. Social networks are also being
used to foster teacher-parent communication. These sites make it possible and
more convenient for parents to ask questions and voice concerns without having to
meet face-to-face.
c. Social network sites have adverse effects
Dr. Himanshu Tyagi forwarded the idea that sites like Facebook and MySpace
could be harmful for the young people that frequent them. According to him, the
problem is that when teens begin to live their lives actively online, they may begin
to put less value on their own real lives.
Social networking in the middle and high school and even college can
become a detriment to education. Attention and popularity is the most important for
which most of them tend to misuse social networking sites and use them for
socializing and meeting new people instead of using it for educational purposes. It
tends to become a distraction to these kids; they tend to pay more attention to
these sites instead of the teachers.
15
16
activity surveyed (28 in all) significantly more frequently than other students both
at home and at school-which likely means that they break school rules to do so.
B. Online Gaming
Online gaming provides emotional escape and relief from high intervals of
stress and social interaction. Since college students continue to actively meet an
endless array of deadlines, stress becomes an innate aspect of college life. With the
simultaneous exposure of an intense social atmosphere, many students are fearful
to expose themselves as shy and vulnerable human beings. The games allow
people to protect themselves from the real world, both socially and emotionally,
while stimulating excitement. Thus, online gaming is a source of addiction.
17
Excessive
computer
game
playing
can
wreck
players
academic
18
In a 2008 bulletin for the American Medical Association, Dr. Ronald M. Davis
cited a Swiss study which found that every hour children spent playing on computer
games each day, the risk of obesity doubled. In addition to the effects of prolonged
sedentary activity, KidsHealth notes many computer games require repeated
motions from players that puts stress on joints, tendons and muscles, increasing
their risk for suffering reprtitive stress injuries such as carpal tunnel syndrome and
tendinitis. In their paper "Working with Gamers: Implications for Counselors," Gerra
W. Perkins and her co-authors note that computers games' flashing images can
trigger epileptic seizures, even in players with no prior history of convulsions.
time commitments from players to develop alter egos and progress through openended game worlds. Many players join guilds, collectives of players within a game,
and the relationships players develop online can take precedence over their realworld relationships and obligations. Cash notes young players may devote
themselves so much to playing they neglect coursework, sabotaging their academic
careers
and
job
prospects.
C. Performance
III.
METHODOLOGY
Research Design
Research Environment
21
at
Remedios
Trinidad
Romualdez
Medical
Research Instrument
the students perceptions on the impact of online games to their own academic
achievement. The test was administered for 10 minutes. We also interviewed the
respondents as to specific questions in the survey.
Validity
evidence
for
the
instrument
was
provided
by
reviewing
the
questionnaire for the following: (1) Clarity in wording, (2) relevance of the items, (3)
use of standard English, (4) absence of biased words and phrases, (5) formatting of
items, and (6) clarity of the instructions (Fowler, 2002). The team members used
these guidelines to review the instrument. Based on their comments, the instrument
was revised prior to administration.
Research Locale
The study will be conducted at RTRMF Tacloban City, with its concern on 2 nd
year BS Nursing students.
Respondent
social status and the likes will be randomly chosen from the sections comprising the
2nd year level.
Statistical Analysis
24
IV.
I.
Demographic Profile
Frequency
Percentage
Male
12
20%
Female
48
80%
25
TOTAL
60
100%
The results in Table 1.1 shows the distribution of sex of the respondents. Results
show that among the 60 respondents, 80% are female, while the remaining 20% are
male. The disparity in the equal distribution of gender can have an effect on the
results of the study.
Table 1.2 Distribution of Respondents by Age
Age
Frequency
Percentage
16-17
15
25%
18-19
33
55%
20-above
12
20%
TOTAL
60
100
Shown in Table 1.2 is the Distribution of Respondents by Age. Since the respondents
came from a class of 2nd year nursing students, another way to describe them would
be to group them by age. Based on the results, majority of our respondents are
aged from 18-19, followed by 20-above age group. The mean and mode age is 18.
II.
Academic Information
Frequency
Percentage
1.6-2.0
15%
2.1-2.5
27
45%
26
2.6-3.0
24
40%
TOTAL
60
100%
One of the variables of the study was the academic performance of the
students. This is a constant factor that will be the basis of determining if their
gaming and social networking pattern has an impact on their grades. For purposes
of this research, we shall use the General Weighted Average for 1 st semester of our
respondents. The highest GWA is 1.96, while the lowest is 2.89. The mean GWA of
our respondents is 2.380.
The results show that 45% of our respondents GWA fall within the 2.1 to
2.5 range. The other 40% belonged to the 2.6 to 3.0 range, while the remaining
15% form part of the 1.6-2.0 range.
It should be stressed however that there could be other factors which
could have affected the GWA of the students which includes study habits, the
technicality of the course, pressures from family/peer and others.
Figure 1: How many hours do you spend studying in a day?
27
Literature
Sports
Club
None
28
III.
Table 3.1 Time Spent on Online Gaming (per day) of the Respondents
Time
Spent
on
Frequency
Percentage
1 minute-1 hour
44
73%
2-5 hours
11
18%
5-9 hours
8%
10 hours-beyond
TOTAL
60
100%
Online Gaming
Results of the study showed that 73% said that they spend up to an hour of online
gaming daily, while 18% claimed that they can go from 2-5 hours of online playing
each day. Notably, 8% are heavy online gamers.
However, it is essential to note that the said figure is only a modest
estimate of their game time in a day. Some students said they play up to 8 hours
especially on a weekend. But on weekdays, they only devote 1-2 hours to play.
Among those who said they play 5-9 hours, they said that they only play
at night-time but they still attend their classes. Those who were engaged in online
games were observed to be thrill seekers. They play computer games because they
are after the friendly competition they have with their peers, and the challenge and
excitement of winning.
However, there were some who claimed they have moved out of their
heavy online gaming habit. One of them said I was into heavy gaming in high
school but when I entered college my priorities changed. My course (BS Nursing) is
a demanding course that requires lots of time to study and attend to school
requirements.
Frequency
Percentage
Facebook Games
29
48%
MMORPG
6.67%
First-person shooter
games
13%
30
Adult/gambling/erot
ic games
Puzzle/strategy
games
10
16.67%
Racing/stimulation
games
5%
6.67%
*Facebook
games,MMORPG &
shooter games
3%
TOTAL
60
100%
31
Figure 3 Which do you do more, surf the net for schoolwork or play online games?
or play computer games? Results showed that 60% of the students would rather
play games with the computer rather than use it for school-related activities. One
respondent offered an explanation, We use the computer to relax and entertain,
but rarely for schoolwork. Most of our lessons are in the textbook anyway, so if I
would want to study, I would just read my books rather than surf the net for
schoolwork. I would not be able to resist playing online games and that would just
divide my time and attention.
However, the remaining 40% who answered that they would rather surf
the net for schoolwork says they use the internet to gain additional information on
their lessons. They say some medical terms require further reading and the internet
has a huge library for them to research on.
34
Still, the results show that students are more inclined to play online games than do
research
on
the
internet.
Yes
No
on their performance. These students claim that they are in control of their studies
and their gaming behaviour. One respondent even added, It will only affect your
grades negatively if you let it be. Discipline and time management is very
important. On hectic schedules and on examinations, I refrain myself from playing.
Those in the 30% who attest that online gaming has affected their academic
performance negatively said that it is because their attention and their time for
their studies has been divided.
Figure 5: Have you experienced circumstances where you play computer games when you are supposed to be studying?
Yes
No
36
It is hard to focus on studies when you keep thinking about your character or your
farm. Its so tempting to just sit beside the computer and play, confirmed one
respondent.
The remaining 40% suggested that it is only a matter of priority setting.
Though they admit to have the urge play, they said they try to resist it.
Figure 6: Compare your grades before you become engaged in computer games and after you have become involved. Do you see a drop in academic performance?
Yes
No
As for the question, Compare your grades before you have become
engaged in computer games and after you have become involved. Do you see a
drop in academic performance?, and as shown in Figure 6, most of the students
responded No. These respondents believe that playing computer games does not
have significant effect to their studies, and as further mentioned, if there is a
decrease in their academic performance, it could be due to other factors, but not
solely because of online gaming.
37
For the remaining 30% who said that involvement in computer games
have resulted to a drop in academic performance, they attributed this cause to poor
time management and lack of priority setting on their part, mainly because they
were engrossed in computer games.
Yes
No
38
Whereas, only 20% said they believe they are already addicted to
computer games. A male respondent offered an explanation. He said, I think I am
addicted to computer and online games because I play it every day and I think I
cannot live without it.
Figure 8: Do you think your time for studying is reduced because of the time you spent for online gaming?
Yes
No
As for the question, Do you think your time for studying is reduced
because of the time you spent for online gaming?, we got mixed response, as 52%
claimed that their time for studying has indeed been reduced while the remaining
48% says the opposite.
Among the 52% of respondents who said their time for study has been
reduced also reported that playing games has caused them to stay up late and get
less sleep.
39
Those who said their time for studying has been reduced further stressed
that although their time for studies has been reduced, their grades have not been
affected.
IV.
Socializing via the Internet has become an important part of young adult
life. Related literature shows that adolescents and young adults are the heaviest
computer and internet users, primary using it social network sites. The research
looked into the behaviour of the respondent in terms of Internet use for social
network sites.
Frequency
Percentage
1 minute-1 hour
46
76.67%
2-5 hours
11
18%
5-9 hours
5%
10 hours-beyond
TOTAL
60
100%
40
Frequency
Percentage
55
91.67%
1.67%
Others
6.67%
TOTAL
60
100%
Social networking sites are being patronized for increasing connection between
strangers and friends, and the other features it offers.
41
The most common social networking site is Facebook, with 91.67% of our population
are users of this site. The site was created by Mark Zuckerberg to help residential
college and university students identify students in other residence halls. It is
described as an online directory that connects people to social networks at colleges
and universities. Currently, there are more than 350 million active users of the site.
Meanwhile, the remaining 6.67% are into other social networking sites not specified
in the survey, while 1.67% is into Twitter.
One respondent confessed, Browsing through my Facebook account is very
entertaining. You would not notice that time has passed by. I update my status from
time to time, check on my friends updates and chat with my online friends. It is a
great way to relax.
Figure 9: Which do you do more; surf the net for school work or for entertainment?
School work
Entertainment
42
In reference to the discussion above in computer games, we also asked the students
if they are more inclined to use the internet for school work or for entertainment. As
presented in Figure 9, 60% of the students said they use it for social network sites
while only 40% claim to use it for school work. One student shared, Actually, I do
both. I do my research on the internet for school and check into my Facebook
account at the same time. I have practiced the habit of multi-tasking. In that way, I
can do two things at a time.
Related studies define multi-tasking as the simultaneous execution of two or more
processing activities at the same time. The current generation has through practice
developed the ability to quickly switch between different tasks or different media.
However, this does not mean that
25
20
15
10
5
0
Positively
Negatively
Uncertain
their performance negatively. In addition, these students reported that they feel not
being in complete control of their Internet use and that it has hurt their time for
schoolwork. They said they have spent more hours online than necessary and that
they are more likely to stay up late and get less sleep.
Meanwhile, 46% percent said that social networking site has no effect
on their academic performance. These students claim that leisure and study are two
different activities and they are in total control of the time they devote for the two
activities. During interviews, participants reported they keep the website open in a
browser almost all of the time they are using the computer to study. They said they
would sometimes take a peek on the site just to check if there are new updates but
they would immediately go back to studying after. For this students, the use of
Facebook and other sites is not a separate activity, but rather, something that the
students carry our while studying or during lectures.
Figure 11: Do you find it hard to concentrate on schoolwork knowing that you can log in to your Facebook account?
Yes
No
44
45
Yes
No
46
Figure 13: Do you think you are addicted to social networking sites?
Yes
No
47
Figure 14: Perception on reduced time for studying due to social networking sites
Yes
No
Figure 10 presents the students response to the question Do you think your
time for studying is reduced because of the time you spent logging in to social
networking sites?. The results show that 54% (27) of the students perceive that
their time for studying has been reduced due to engagement to social networking
sites, while
management is very important. Social networking sites can only affect academic
performance adversely if the students excessively engage in such activities instead
of managing his/her time wisely.
48
Such that, according to the result of this research, 100% of Facebook users
accessed their account daily, usually checking it several times to see if they had
received new messages and updates from their friends and other contacts, or to
play online games. The amount of time spent on Facebook at each log-in varied only
from just a few minutes to more than an hour. The time devoted into checking their
accounts is taken from the time for studying. This decline on the studying hours of a
student may result to poorer performances in exams, recitations, class discussions
and other academic activities. The time which could be spent reading, studying,
taking rests are spent playing, gaming, chatting, socializing and keeping up with
friends which may be done after they have finished their school requirements. This
shows that a lot of students have difficulty in prioritizing the most important things.
In the same manner, students also show the act of procrastination and
cramming because of social networking sites that exist in the present day. We
talked to our respondents and found out that the everyday habit of procrastination
and regular cramming of homeworks and studying of lessons have been the most
tremendous factor of acquiring substandard scores, the cause of which is the
excessive usage of social networking sites.
Table 5: Analysis of Variance
Source
of
variation
DF
SS
MS
Interpretati
on
Decision
Factor
I:Social
Network
Site
0.036
0.018
0.31538
<.1
Not
Significant
Accepte
d
49
Factor
II:Online
Gaming
0.0667
0.0667
1.16865
7
<.1
Not
Significant
Accepte
d
Interacti
on
0.0653
0.03265
0.57206
4
<.1
Not
Significant
Accepte
d
Within
54
3.082
0.05707
4
Total
59
3.25
To test and verify the hypotheses made in the study, the F values for
Factor 1 (social network sites), Factor 2 (online gaming) and the interaction of these
two factors should be compared to the corresponding probability values of F (P
column). For social network sites, F value of 0.31538 is less than 2.404 at 10% level
of significance, with degrees of freedom set at (2/54). This means that the students
perceive that engagement to social networking sites has no significant effect on
academic performance. Factor 2 (online gaming) shows the same result. For online
gaming, 1.168657 F value is less than the 2.801 based on 10% significance level,
with degrees of freedom set at (1/54). Therefore, online gaming provides no direct
and significant effect on academic performance of students. The interaction of both
social network sites and online gaming does not affect academic performance. This
is only logical because the two factors do not have a separate main effect on the
independent variable. Based on Table on Analysis of Variance, F value of 0.52064 is
less than the P value 2.404 at 10% significant level, with degrees of freedom 2/54.
For that reason, the interaction of the dependent variables of the study has no
significant effect on the independent variable.
Therefore the entire null hypothesis that were formulated are accepted:
50
V.
Summary
Social networking sites and online gaming are two popular recreational
activities students and youth engage in. Related literature suggests that these
factors, separately, may have an adverse effect on academic performance,
however, others say it has no effect.
The main objective of the research was to determine the relationship
between indulgence in social networking sites and online gaming and its effect on
academic performance. The study focuses on individual and combined relationship
among engagement in social networking sites, online gaming and academic
performance on 2nd year BS Nursing students. Specifically, it aims to answer the
following:
51
Findings
52
The purpose of the research was to determine whether online gaming and social
network sites have an impact on the academic performance of 2 nd year BSN
students in RTRMF.
It has been reported that the respondents are more addicted to social network sites
than to online games. This can be attributed to the fact that majority of the
respondents are female.
The findings of the study reported that moderate and heavy users of social network
sites and those who frequent online gaming spends fewer hours per week studying
than average and mild users.
Further, mild and moderate users reported comparable average daily use of social
network sites and game play. Also, majority of these users claimed to use their
accounts daily and multiple time per day, with many saying they spend between 45
minutes to one hour per day.
The researchers would like to reiterate however, that the results of the study are
solely based on self-reports of the student and that the respondents were not
subjected in an experimental setting to measure the number of times they devote
for internet use and online gaming.
Based on the result of the statistical method applied, the following findings were
derived:
1. There is no significant relationship between indulgence in social network sites
and academic performance.
2. There is no significant relationship between students online gaming habit
and academic performance.
53
Conclusion
Based on the findings there is no relationship among the three factors studied,
social networking site indulgence, online gaming and academic performance.
Meaning, being addicted to social networking site and online games does not
necessarily translate to impaired grades.
However, the researchers feel that there were so many factors left unaddressed and
that it is not enough to make a conclusion at this point. We would also like to stress
that there might be other factors that could affect academic performance, as well as
use of social networking sites and online gaming.
For example, certain personalities are more inclined to use social networking sites
and online games. Also, time could be a factor. It could be that some students are
too busy with their academic lives to engage in and be active with their online social
profile or that playing games is not a priority. This is a topic that could use specific
future research.
Further, we have made additional conclusions on the internet-use of students:
54
1. Students are indeed capable of playing with technology, but they are not
using it efficiently. With the current technological trends, it may make it
easier to engage in multiple activities while trying to study.
2. Quantity is not as important as quality when it comes to technology use and
student achievement. When the quality of technology use is not closely
monitored or ensured, computer use may do more harm than good to student
achievement in school. Further, too much recreational internet use can lead
to impaired academic performance because the student losses focus and
time in studying.
3. Time management and setting of priorities is very important so that our
students will not be robbed of their time to study because they are already
hooked to social networking sites. Interruptions has been found out to result
to higher workload, more stress, higher frustration, more time pressure and
effort.
Finally, the study also yielded some interesting qualitative results:
1. First, majority of those who use social networking sites or play online games
reported that it did not impact their academic performance to not using these
sites or play online games for such an effect to occur. They also emphasized
that academics was a priority for them.
2. For those who reported a negative impact, the majority relate it to
procrastination behaviour on their party. These students reported having poor
time management skills and that using social network sites or playing online
allows them to put off studying while not giving them the feeling that they
are not working, evidenced by their statements that these is also beneficial to
their learning.
55
3. Clearly, they place the locus of control of their social network use and online
gaming and its effect outside of these two factors and in their own
personalities.
Recommendation
After
interpretation
and
analysis
of
data
gathered,
we
these
are
our
recommendations:
1. Parents should encourage the educational use of technology to improve
academic achievement.
2. It is necessary that the results of the study be re-analyzed and presented in
another paper. The overall consensus of the researchers is that more
research needs to be done and that questioned relationship between social
networking sites, online gaming and academic performance remains largely
unanswered.
3. The use of internet for social networking sites and online gaming is a multifaceted phenomenon where there are many factors that can influence each
other. This research only exposes the top of the iceberg, but as with all
icebergs-though we cannot see what is under the tip, we know it is there and
we know that it can cause damage if not heeded.
REFERENCES
56
Boyd, D. M., & Ellison, N. B. (2007). Social network sites: Definition, history, and
scholarship.Journal of Computer-Mediated Communication, 13(1), article 11.
Retrieved
October
15,2011,
from
http://jcmc.indiana.edu/vol13/issue1/boyd.ellison.html
Cheong, I. (2009, April 14). Study shows college students who use Facebook may
earn lowerPAs. Retrieved October 13, 2011, from
http://www.collegenews.com/index.php?/article/study_shows_that_college_students_
who_use_facebook_gets_lower_gpas_041420098383/
Chowdhry, A. (2009, April 14). Ohio State Researcher Aryn Karpinski Conducts Study
Concluding Facebook Causes Lower Grades. Retrieved October 12, 2011, from
http://pulse2.com/2009/04/14/ohio-state-researcher-aryn-karpinski-conducts-studyconcluding-facebook-causes-lower-grades
Davis, M.R. (2008, June 9). Friend or Foe? Balancing the Good and Bad of SocialNetworkingSites. Retrieved October 12, 2011 from
http://www.edweek.org/dd/articles/2008/06/09/01networks.h02.html
Facebook has no negative effects on academic grade (2009, May 8). Retrieved
October 13, 2011,from http://www.healthlibrary.com/news2501.htm
Freedman, T. (2009, February 29). Can social networking sites affect your ability to
concentrate,communicate and feel empathy?. Retrieved October 12, 2011, from
http://terry-freedman.org.uk/artman/publish/article_1474.php
Folwer, F. J. (2002). Survey research methods. (3 rd ed). Thousand Oaks, CA: Sage.
Good, R. (2007, November 9). Online Social Networking And Education: Study
Reports On New
Generations Social And Creative Interconnected Lifestyles. Retrieved October 13,
2011,from
http://www.masternewmedia.org/learning_educational_technologies/social57
networking/social-networking-in-education-survey-on-new-generations-socialcreative-and-interconnected-lifestyles-NSBA-20071109.htm
Marklein, M.B. (2009, April 13). Facebook use linked to less textbook time. Retrieved
October
13, 2011, from: http://www.usatoday.com/news/education/2009-04-13-facebookgrades_N.htm#uslPageReturn
McCarthy, C. (2009, April 15). Students Who Use Social Networking Site Spend Less
Time On
Schoolwork, Study Finds. Facebook Bad for the Brain? Retrieved October 13, 2009,
from:
http://cbs4denver.com/watercooler/facebook.student.performance.2.985396.html
Mental Risk of Facebook teens (2008, July 3). Retrieved October 12, 2011, from
http://news.bbc.co.uk/2/hi/health/7487723.stm
Ratner, J. (n.d.). Education, Family Background, Key Factors Determining Economic
Mobility.
Retrieved October 12, 20011, from
http://www.pewtrusts.org/news_room_detail.aspx?id=44318
58
The Northwestern University, Red Orbit (2009, May 8). Fresh Look At Facebook And
Grades.
RetrievedOctober 13, 2011, from
http://www.redorbit.com/news/education/1685390/fresh_look_at_facebook_and_grad
es/i
ndex.html
Weiler, J. (2006, June). Social Networking Sites: Keeping Students Safe. Retrieved
October 13,
2011, from
http://www.iste.org/Content/NavigationMenu/Membership/SIGs/SIG_Newsletter/Archi
ves/200612/june4/SIG_News_June_2006_Social_Networking_Sites_Keeping_Students
_Safe.htm
Willard, N. (2009, December 12). Schools and Online Social Networking. Retrieved
October 12,
2011, from http://www.education-world.com/a_issues/issues/issues423.shtml
59
60
ANNEX C: QUESTIONNAIRE
61
Section I:
Name: ______________
Year Level/Section:_______
Age:________
Gender:___________
Section 2:
1. Please provide us with your General Weighted Average (GWA) for the 1 st
semester AY 2011-2012: _____________
2. How many hours do you spend studying in a day?
o 1 hour and below
o 2-4 hours
o 5 hours and beyond
3. What extracurricular activities are you engaged in?
o Theatre Arts (acting, singing, dancing)
o Literature-related (reading and writing)
o Sports
o Club participations
None
Section 3:
1. At an average, how many hours do you spend on social networking sites per
day?
o 10 hours and beyond
o 5-9 hours
o 2-5 hours
o 1 hour and below
2. At an average, how many hours do you spend on online gaming per day?
o 10 hours and beyond
o 5-9 hours
o 2-5 hours
o 1 hour and below
3. Which social networking site do you visit frequently?
o Facebook
o Twitter
o Others ______
4. What kind of computer games do you subscribe to?
o Facebook games (Farmville, Cityville, Restaurant City, Sims Social etc)
o Massive Multiplayer Role Playing Games (Warcraft)
o First-person shooter games (Counterstrike)
o Adult/gambling/erotic games (Poker Online)
o Puzzle Games (Tetris)
o Racing games (Need for Speed, Gran Turismo)
62
Section 4:
1. Which do you do more?
o Surf the net for schoolwork
o Surf for entertainment
2. Do social networking sites affect your academic performance?
o Positively
o Negatively
3. Have you experienced circumstances where you attend to these social
networking sites when you are supposed to be studying?
o Yes
o No
4. Do you find it hard to concentrate on your schoolwork knowing that you can
log in to your Facebook account?
o Yes
o No
5. Compare your grades before you become engaged in social networking sites
and after you have become involved. Do you see a drop in your academic
performance?
o Yes
o No
6. Do you think you are addicted to social networking sites?
o Yes
o No
7. Do you think your time for studying is reduced because of the time you spent
for social networking sites?
o Yes
o No
Section 5:
1. Which do you do more?
o Surf the net for schoolwork
o Play computer games
2. Does online games affect your academic performance?
o Positively
o Negatively
3. Have you experienced circumstances where you play computer games when
you are supposed to be studying?
o Yes
o No
4. Do you find it hard to concentrate on your schoolwork knowing that you can
play computer games?
o Yes
o No
63
5. Compare your grades before you become engaged in computer games and
after you have become involved. Do you see a drop in your academic
performance?
o Yes
o No
6. Do you think you are addicted to computer games?
o Yes
o No
7. Do you think your time for studying is reduced because of the time you spent
for online games?
o Yes
o No
ANNEX D: COMPUTATIONS
A2
B2
(High
SNS, High
Gaming)
C
(Low
SNS,
High
Gamin
g
(Moderate
SNS, High
Gaming)
C2
D
(Low
Gami
ng,Hi
gh
SNS)
D2
(Low
gaming,
moderat
e SNS)
Low
gaming,
low SNS
2.7
7.29
2.4
5.76
2.9
8.41
2.5
6.25
2.6
6.76
2.9
8.41
2.7
7.29
2.6
6.76
2.5
6.25
2.5
6.25
2.2
4.84
2.8
7.84
2.9
8.41
2.8
7.84
2.8
7.84
2.6
6.76
2.8
7.84
2.6
6.76
2.8
7.84
64
2.9
8.41
2.8
7.84
2.9
8.41
2.9
8.41
2.7
7.29
2.8
7.84
2.8
7.84
2.6
6.76
2.7
7.29
2.9
8.41
2.5
6.25
2.7
7.29
2.8
7.84
2.8
7.84
2.7
7.29
2.8
7.84
2.7
7.29
2.6
6.76
2.5
6.25
2.8
7.84
2.4
5.76
2.8
7.84
2.8
7.84
2.9
8.41
2.6
6.76
27.1
73.87
8.20777
8
26.5
71.67
27.9
27.9
78.21
27.7
77.07
5.9725
9.3
78.23
3.129
2
27.9
2.208333
77.95
25.983
33
1.116
3.1284
1.108
3.0828
3.011111
734.41
165
702.25
778.41
1.116
778.4
1
27225
544.5
A+D
55
3025
A+B+C
81.5
B+E
54.4
2959.36
D+E+F
83.5
C+F
55.6
3091.36
SUM
778.41
767.29
457
SUM
9075.72
6642.
25
6972.
25
1361
4.5
567.2
708
567.2325
457
- (X)2
N
-
(165)2
60
3.25
457
(A2+B2+C2+D2+E2+F2)
- n
- (27.1)2 + (26.5)2 + (27.9)2 +(27.9)2 +(27.7)2
65
10
S
=
3.082
Sc
Sc
(27.1+27.9)2 + (26.5+27.9)2
(27.9+27.7)2
= 10*2
Sc
(X)2
N
-
(165)2
60
0.036
Sr
(A+B+C)2 + (D+E+F)2
= n*3
Sr
(27.1+26.5+27.9)2
+(27.9+27.9+27.7)2
=
30
Sr
(x)2
N
-
(165)2
60
0.0667
c-
= SSt-SSw-SSc-SSr
c-
= 3.25-3.082-0.036-0.0667
c-
0.0653
66
67