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Project management assignment with critical thinking, time management and review
Typology: Study Guides, Projects, Research
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Research Proposal on A Study on Impact of Online Gaming on Academic Performance of Students Presented to: Kamal Pokhrel Student name: Puran bohara Centre name: ISMT College Tutor: Kamal Pokhrel Unit: Computing Research Project Research Topic: “A Study on Impact of Online Gaming on Academic Performance of Students” Chapter 1 1.1Abstract This study was conducted to assess and find out the impact of on-line gaming on the academic performance and social behavior of the students of United Academy High School at Tikapur Kailali Nepal. Furthermore, this study sought answers on the significant relationship between playing on-line games and academic performance of the students. The study revealed that boys are more of a player compared to girls who often play games that require three or more players like League of Legends, Clash of Clans, Crossfire, PUBG mobile, Free fire and many more to mention. It is also stated that those who play online games are around 14 - 16 years old who are believed to be in the Grade 8 to 10 level. These students who often play games have an average weekly allowance. Playing online games affect their grades for they know how to limit themselves. They know that they need to control themselves in order to function well in their class that is why they only play games during vacation and weekends with a lot of time compared when they have classes. E-sports have become a very popular leisure activity among children and adult in recent years. In fact, based on popularity alone online video gaming garners a larger share of favourite’ votes among young people than physical team sports such as ice hockey and football combined. There are many benefits of the Internet as it not only acts as an entertainment tool, but also an important professional resource for work, communication as well as education. However, despite all of its inherent advantages, the Internet also has its drawbacks. Although the Internet could be very productive, it can have a drastically opposing effect. For some
people who play online games, the Internet acts as an enabler. It is used to feed an addiction, which by its very definition interferes with daily life, work and personal relationships. According to a report of Syracuse University on the Science Daily website (2007), online gaming console may have significantly negative consequences, especially in the lives of students, through causing distraction and interfering with important reaction of out-game life actions, such as academic performance, health and social life. The gaming industry boomed up in 21 st^ century with the online gaming, mobile, console and multiplayer gaming. But the type of harm it is doing to the social world is beyond the imagination, the students are playing online games around the world without thinking about negative affections especially on their Grade Point Average (GPA). 1.2 Introduction Internet as a source of information plays an important role in developing one's mind and life experiences by creating productive works in schools, offices, and even at home. Nowadays, this can be a person's most efficient strategic tool for enabling himself to take charge and cope with the fast growing technology. The fact that people live in on informative lifestyle where everything is updated, internet became one of the necessities of human beings regardless of age or sex in today's society. However, the influence of this useful machine on youth is undeniably questionable. As to what Rock said, all these technologies are very good at distracting people. In line with this development, online gaming was created to give entertainment to people. The majority of people believe that online computer games have more negative effects on the players and there are researches that support this belief. Significant negative association between time spent in gaming and academic performance have been confirmed in some studies In a study by Rideout, Foehr & Roberts (2010), 47% of a sample of American children and adolescents were found to get poor grades due to heavy gaming time. Comparatively, they noted that only 23% of their respondents who were not heavy game users got low grades. A similar study involving elementary school children showed that frequent gaming time significantly predicts low academic performance at the end of the academic period even when intervening variables were controlled to a certain degree. The child’s potentials are not maximized in school when a portion of his time is heavily spent on gaming, especially online games wherein the challenge is not just to defeat the computer but to defeat real human beings who have mastered the games. This is the hypothesis of displacement. Online gaming can negatively influence school performance by displacing time that would have been spent in other educational activities such as reading and homework. Empirical support for this hypothesis has been written about. American teens who play video games have been found to spend 30% less time reading and 34% less time doing homework than non-gamers.
1.4 Aims and objective of the research This study was conducted to determine the negative effects of online games on the academic performance of the Grade 8 to 10 high school students of United Academy School. Objective of this study is also to analyse the relationship between college students’ gaming behaviour and their academic performance. However, a number of special research objectives have been set out below: ▪ To understanding how much playing online games effect in students GPA. ▪ To identify the reason of students for playing online games. ▪ To find out the average time college students spend on playing online games perday. ▪ To evaluate the extent of online gaming addiction among students. ▪ To know the most popular online games among the students.
The research on the chosen topic is essential due to the limited number of research studies conducted on how online gaming impacts the academic performance on the school level students. The findings of this research will have implications for the field of social services by identifying gaps in service provision, assessment, and treatment planning with respect to impact of online gaming on student academic performance. The findings may lead to updates in a clinician’s approach to assessing the client’s concerns and developing a treatment plan to address treatment goals. The findings of this research may contribute to social service provision on a macro level by updating service accessibility and policies regarding online gaming outlets. 1.5 Significance of Study The findings of the study will have a great value in helping the students, parents, teachers, developers, especially the learners. 1.5.1 It will help the students have an insight on the impact of online games towards theiracademic performance. 1.5.2 To the parents, it will help them understand the behavior and study habit of their childrenwhen they are engaged into such activity. 1.5.3 To the Teachers, it will provide additional knowledge on what strategy to use to educatestudents about the well-known effects of online gaming to students’ academic performance, 1.5.4 T0 developers, to develop the game in significance with the proper environment
and thecorrect combination of time frame and role of game in student and society. 1.6 Scope of the Research This research will be conducted to determine the impact of online gaming console on academic performance of college students. This research is mainly focused on college students, age group of 20 - 26, young generation people who are mainly focused on games rather than social interaction. The research will be conducted on specific place, time, age group, with the help of interviews, group discussion, observation and study of past report and news.
aggression and lower grades, as male participants were more likely to experience these effects than female gamers. Digital wellbeing has a goal of designing technology in such a way that it supports the healthy use of Technology and helps in improving lifestyles through its use. It is a set of tools and techniques that can help us limit when and how we use our devices. It studies how digital devices can affect us and how we can fight back the harms of digital gadgets. It covers the latest scientific research on the impact of digital technology on human wellbeing. 2.2Online gaming and Students Students' learning takes place unexpectedly, but the inappropriate usage of playing online games also leads in some problems such as being distracted in school. Further, it is where the attention of the child were divided that even their academic performance is unknowingly affected. Parents and educators have been affected appropriately. Addiction to online games is believed to have effects and contribute to the mental health and social anxiety that students and even small children face today results in poor academic grades. There seems to be a connection between depression, self-esteem, and the time a person spends playing video games. Nowadays most of the students are facing various of problems regarding of most of the time spending on online games.
Chapter 3 3 .1 Research methodology Choosing a subject for a research is one of the critical stages at the start of the research, I will be conducting research on the topic “A STUDY ON IMPACT OF ONLINE GAMING ON ACADEMIC PERFORMANCE OF STUDENTS”. The topics main objective is to find whether the online gaming console is associated with academic performance of college students. Prior studies (research) are studied after selecting a proper topic for my research to find out what previous papers have to say about the same topic. The next step would be to prepare a research proposal outlining the ideas behind the research on a particular topic. Upon finishing a research proposal, it was an essential part to pick a venue and thus the subjects. I will take samples from 30-40 respondents at a particular location in Banepa for my study. Getting ready surveys and questions for an interviewer is a next vital step, after the venue of the study and the respondents have been finalized. Different sets of questionnaires will be designed for the collection and interpretation of data from social media users. A next step could be to gather data from respondents using different methods, and another important step would be to analyze those data. The final stage is to draw up a report by analyzing the data obtained from those respondents. Some research scope and the study is not done properly due to time space. The main method taken to collect data is from questionnaires, group discussion, and interviews. All the data collected are mainly the hard core gamer. For the research purpose different kind of interviews, questionaries’ are done from the selected hard core gamer in my surrounding. All the old literature reviews, the report already made and published are also taken as a primary source ofdata. 3.2.1 Data collection Data are mainly collected by using the different set of interviews to the gamers, asked them about the current scenario and about the recent news. They are also asked about their academic
which can either involve counting the number of times a specific phenomenon occurs, or the coding of observational data in order to translate it into numbers. 3.8 Mixed Methods Research: Mixed Methods Research integrates both Qualitative and Quantitative Research. It provides a holistic approach combining and analyzing the statistical data with deeper contextualized insights. Using Mixed Methods also enables Triangulation, or verification, of the data from two or more sources. The quantitative portion of the study was descriptive in design, while the qualitative piece pertained to the Grounded Theory methodology.
One of the crucial elements of the analysis is the selection of topics for research. For the range of research topics, I have estimated about 4 days. After selecting the right subject for analysis, the next move is to learn if somebody has already done some research about it or not and study it properly. I have dedicated almost 12 days to review previous researches. I have allocated 4 days after reviewing the literature for the preparation of a research proposal. The next one would be a list of locations and respondents for performing a study after planning a research proposal. 4 dayswere allocated for selecting the position and respondents. Almost 11 days have been allocated for the preparation of questionnaires and interview questions. Data should be collected from the targeted respondents for whom I have allocated 34 days, after preparing questionnaires and questions for interview. The next step would be to prepare a report after data collection for which I have designated 20 days. 4.2 Budget for research Cost for Research Budget is among the essential components of a research project. No work will start without a budget. I have divided works into different sections for conducting my research and intended budget accordingly. The COVID-19 pandemic lowers the travelling and printing expenses and replace the visiting survey to electronic medium. By analyzing the depth of research all the required expanses are measured in the following tables. S.N Expanses Budget (NPR) 1 Transportation RS 2000 2 Telephone RS 1000 3 printing RS 1000 4 Stationery Items RS 1500 5 Breakfast and launch RS 5000 6 Other expense RS 3000 7 total RS 13500 Table 1: Approximated Budget
4.3 Conclusion Therefore, a report on the subject "A STUDY ON IMPACT OF ONLINE GAMING ON ACADEMIC PERFORMANCE STUDENTS" will be carried out using objective research and different research methods and methodologies. The main objective of the research done is to analyze the relationship between college students’ gaming behavior and their academic performance. After this research I believe that all college students are also able to know about impact of online games, why students are addicted to online gaming console and how much time they spent on playing games. It will help the students have an insight on the impact of online games towards their academic performance. Similarly, it will provide additional knowledge on what strategy to use to educate students about the well-known effects of online gaming to students’ academic performance.