Computer Gamers Academic Performance in a Technological State College in Leyte, Philippines
DOI:
https://doi.org/10.25255/jss.2017.6.2S.41.49Keywords:
computer game, academic performance, on-line game, computer gamersAbstract
This study was conducted in order to provide a point of reference information on the academic performance of computer gamer students of PIT-Tabango Campus. A total of 82 identified computer gamer students enrolled across all levels and across all the programs offered in Palompon Institute of Technology-Tabango Campus for the school year 2015-2016 were involved in the study. It uses secondary data in the form of grades reflected in the student prospectus; likewise, a questionnaire was utilized in satisfying the research inquiries. Based on the evaluative measures set by the school, results showed that an astonishing sixty (62) percent of the gamers were good performers in the academe. Twelve (12) percent were having an incomplete grade within the entire school year and seven (7) percent were dropped out of school during the second semester. Based on the findings of the study, it was revealed that being a computer gamer may affect the students’ academic performance negatively if; a gamer plays too much (more than four hours a day), a gamer plays too often (more than four times a week), and a gamer plays until late night (10 to 12 midnight). Researchers recommended an in-depth study to include factors that were not embraced in the study, so as to help those computer gamers who have low performance in the academe.
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