Effects of Playing DOTA to Students Academic Performance

jsamepi 30 views 30 slides Sep 24, 2024
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About This Presentation

Effects of Playing DOTA to Students Academic Performance


Slide Content

Effects of Playing DOTA to Students Academic Performance John Sedrick A. Melgar

Rationale The advancement of technology has taken the world to a whole new experience and a totally different way of living. It is evident that how the youngsters spend their leisure time has changed. In classical times, they used to play outdoor games to enjoy but nowadays, they are engaged into video gaming as their past time. One of the online games that is popular among teenagers is DOTA or Defense of the Ancient. DOTA is an online video game where strategy and critical thinking are an essential skills that the player must possess, if the player aims to ace the game.

Rationale Video gaming proved to be pleasurable to a lot of youngsters but surely has its negative effects. Playing video games for a long period of time can lead to addiction (Young, 2009). It has become a phenomenon to teenagers. And according to Steam.com (2017), the official tracker of the number of players of DOTA, 800,000 players had been recorded playing the game at the same time across the world. The record greatly show how youngsters are getting hooked to video games like DOTA.

Rationale Filipino students ’ reveals that they excel in knowledge acquisition but far considerably low in lessons requiring higher order thinking skills especially in the mathematics field (Leongson J, & Limjap, A., 2008). This is even highly justified by the result of TIMSS (Trends in International Mathematics & Science Study) in 2013, which showed that the Philippines ranked 34th out of 38th countries in Math and Science respectively.

Rationale One best scenario to picture out this kind of situation are the addiction of the students in Canduman National High School to this particular video game. This case best presents that any people of any status are firmly attached to DOTA. The game has been a viral activity online which rapidly spreads across the globe. Inclined with this matter, are the factors that derives those who are so much into this game and the advantages and disadvantages it may brought to someone’s lifestyle.

Rationale It clearly presented the need to address the challenge our country is facing on our students Mathematics performance vis- à -vis the time they spent playing video games. In addition, the lack of research focusing on the relationship between the match-making rank of DOTA players and their mathematics academic performance, prompted the researcher to conduct this study. Relationship between Match-Making Rank of DOTA Players and Mathematics Academic Performance

Related Study DOTA 2 has also believed to decreased mathematical performance due to lack of sleep among students during at night, lack of studying by the students because of giving less time in school and home study and having a less time for leisure among students after drowning themselves in playing this game. The game also promotes violence among the young minds of the students and creates conflict between the players that could result to ramble among the children.

Related Study In Jackson et al (2008) found that time spent playing games was a negative predictor of academic performance and that those who played video games more often had poorer grades than those who played less. This continuous behavior will change drastically the person that was affected by the game making him/her a less proficient member of the society.

Related Study According to Anderson and Dill (2007) the people who studied the video games has showed it does not only make impacts on mathematics performance but also trigger the level of aggression among the students that will soon lead to lack of mental health and decreased academic performance.

Related Study . Also according to Smyth (2007) suggested that complex games may lead to academic success by engaging players in problem solving, critical thinking, and creativity in various fields. The real time analization and problem solving are improved for the students brain is said to be working such as thinking for another strategy to be made or another combo to take out the enemies’ characters.

Statement of the Problem This study aims to determine the relationship between the match-making rank of DOTA players and mathematics academic achievement of Senior High School students in Canduman National High School school year 2017-2018 basis for a proposed design of mathematics enrichment learning materials.

Statement of the Problem Specifically, it will seek to answer the following questions: What is the profile of the respondents in terms of: age; 1.1 weekly average hours playing DOTA; and 1.2 number of years playing DOTA? 1.3 match-making rank (MMR); and 1.4 mathematics’ academic performance? Is there a significant relationship between match-making rank of the DOTA players and their mathematics academic performance?

Statement of the Problem 3. What are the reasons why the respondents play DOTA? 4. What are the benefits playing DOTA? Does playing DOTA affect the students’ mathematics academic performance in relation with: 5.1 class participation; 5.2 hours spent in studying; and 5.3 absences in class? Does playing DOTA contribute a positive mark in the students ’ mathematics academic performance?

Significance of the Study Parents. This study will help them understand why their children play DOTA. This will study will also help them to know the techniques or methods on how to lessen their children’s time on video games. Teachers. This study help them expand their knowledge about their students play video games. Students. This study will increase their awareness on the effects of DOTA towards their attitude, behavior and towards their studies School. This will help the performance of the students in the certain school because this study will give techniques or methods on how the school will handle the students that are addicted to video games

Research Methodology The purpose of this study is to gain an understanding of the experiences of the easy going but pre-occupied DOTA player. In doing so, this study used a phenomenological design. Phenomenological is the study of structures of consciousness as experienced from the first-person perspective. The purpose of this study is to describe experiences as they are lived, to capture the lived experiences of participants, what experiences of people are like and the meaning for them of the phenomenon

Participants The participants of this study are the 30 DOTA players of Canduman National High School.

Profile of Participants Participant Age Average hours playing DOTA Years of playing DOTA MMR Math Grade 1 18 4 hours/day 4 years 4,200 89 2 18 3 hours/day 4 years 3,589 89 3 18 1.5 hours/day 2.5 years 2,365 80 4 18 1 hour/day 2 years 2,200 81 5 18 2 hours/day 2 years 2,081 82 6 18 3 hours/day 6 years 3,200 85 7 19 4 hours/day 2 years 3,300 89 8 17 1 hour/day 6 years 3,000 79 9 18 4 hours/day 6 years 1,000 79 10 18 2 hours/day 5 years 1,900 91 11 18 4 hours/day 5 years 4,900 92 12 16 6 hours/day 9 years 4,500 75 13 20 2 hours/day 0.5 years 1,200 83 14 20 3 hours/day 1 year 1,100 84 15 18 2 hours/day 5 years 4,200 88 16 17 3 hours/day 1 year 1,000 89 17 18 4 hours/day 6 years 4,500 93 18 18 4 hours/day 4 years 1,500 85 19 18 4 hours/day 8 years 1,950 92 20 16 3 hours/day 5 years 2,000 83 21 13 1 hour/day 1 year 1,300 83 22 15 3 hours/day 1 year 1,000 80 23 18 5 hours/day 6 years 5,000 88 24 16 4 hours/day 4 years 3,000 79 25 14 4 hours/day 5 years 3,000 89 26 17 5 hours/day 6 years 1,600 79 27 17 4 hours/day 3 years 3,000 80 28 18 3 hours/day 4 years 1,800 76 29 14 3 hours/day 4 years 1,000 78 30 18 4 hours/day 3 years 2,169 88

Relationship between MMR and Mathematics’ Academic Performance Variable r Interpretation p-value Significance MMR VS Mathematics’ Academic Performance 0.363 Slight Correlation 0.049 Significant Level of Significance: = 5%  

Relationship between MMR and Mathematics’ Academic Performance This finding is supported by the webpage report authored by Peter Dockrill (2016) states that in a research in Australia involving more than 12,000 high school students found that, when it came to internet usage, students who regularly played online video games scored higher in math, reading, and science tests than their peers who didn't . According to Anand (2007) interactive video games can also increase and lead to higher academic performance.

Feedback on the Reasons of Playing DOTA. 1. DOTA is a stress reliever and help forget the problems The participants shared: “It is my stress reliever.” (P1)   “Para pawagtang sa problema ug sa stress.” (P5)   “To relieve stress, to foget problems, to have fun, and to spend time with friends.” (P6) “Para malingaw ug stress reliever.” (P7) “Para pawala sa stress.” (P10)   “Because it take my problem and relax me.” (P22)

Some of the respondents or 6 out of 30 said that they played DOTA to relieve their reliever and to forget their problems. This implies that the main reason why they play DOTA is just to relieve their stress and to forget their problems. We cannot deduce further that were addicted to DOTA. Feedback on the Reasons of Playing DOTA

Feedback on the Reasons of Playing DOTA. 2. DOTA is just for fun and entertainment The participants shared: “Para malingaw ug di malaayan sa kinabuhi kung walay buhaton ” (P2 ) “For fun, para kalingawan lang gud ” (P4 ) “ Maoy kasagaran duwa sa amo ug lingaw sad magduwa ba kay challenging ” (P8 ) “For fun, pampalipas oras ” (P13 ) “ Lingawlingaw ra ” (P15 ) “Para malingaw ra sir” (P16 ) “I just want to play Dota and I just want to have fun with this game” (P30)

Feedback on the Reasons of Playing DOTA Another group of respondents said that they played DOTA just for fun and entertainment. This reveals that this particular computer game was mainly played by various people because of the pleasure of entertainment it had brought them. It serves as an outlet for the players to divert their attention and have something to do in their leisure time.

Feedback on the Reasons of Playing DOTA 3. DOTA serves as a pastime The participants shared : “ Pampalipas oras ra sir” (P9) “ Para malingaw ug pampalipas oras ” (P11) “ Pananglitan walay assignment sir moduwa kog DOTA, or bored ko sa balay or wala koy trabahuon ” (P14) “ Because I’m so bored that’s why I’m playing DOTA” (P28)

Students’ responses on the Benefits of Playing DOTA Theme 1: DOTA brought a lot of fun Theme 2: Develop the values of teamwork, cooperation, multi-tasking and the skills of problem solving Theme 3: To earn money

Responses of Participants on the Effects of Playing DOTA to their Mathematics’ Academic Performance in Relation with Class Participation Theme 1: Just keep on talking and thinking of DOTA during class Theme 2: No effect on class participation

Responses of Participants on the Effects of Playing DOTA to their Mathematics’ Academic Performance in Relation with Hours Spent in Studying Theme: Has great effects on study habits Majority of them said it has effects…

Responses of Students’ on the Effects of Playing DOTA to their Mathematics’ Academic Performance in Relation with Absences in Class Theme 1: Sometimes got absent because of playing DOTA Theme 2: Never got absent just because of DOTA

Responses of Students on the Contribution of DOTA to their Mathematics Academic Performance Theme 1: Improves the skills of calculation and estimation in Math Theme 2: It do not contribute to improve the Math performance

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