Cassandra Maria Heyu Dumpit, John Michael Elbambo, Jezreel Carl Gatanela, Noebi Campana, Joseph Maranoc, Angelique Lacasandile
{"title":"马尼拉国立大学巫师圈一、二年级学生玩电子游戏时间与现实技能的相关性分析","authors":"Cassandra Maria Heyu Dumpit, John Michael Elbambo, Jezreel Carl Gatanela, Noebi Campana, Joseph Maranoc, Angelique Lacasandile","doi":"10.1145/3485768.3485789","DOIUrl":null,"url":null,"abstract":"Video game is an electronic game that involves interaction among users or other players within a specific platform. Video gaming has been around for a long time that it became one of the most significant money-making industries. Moreover, most people who do not understand how the game works might think that reading books or listening to podcast is much better than playing video games, not realizing that it is a coping mechanism for some individuals. The researchers conducted a correlational study analysis between time spent on playing video games and real-life skills. A lot of students find comfort and relaxation while playing these games, not realizing the skills they could acquire and enhance. Several studies suggest that playing video games can enhance real-life skills, which we use in school, work, or in a daily basis. As Barr discussed, playing video games for an average of fourteen (14) hours per day can improve one's graduate attributes. Various studies also concluded that video games could exercise students’ logical skills, resilience, and critical thinking skills. This research comprises six (6) real-life skills: Problem-Solving Skills, Strategical-Thinking Skills, Reaction Time, Communication Skills, Decision-Making Skills, and Critical-Thinking Skills. The three (3) skills were interpreted by a six (6) point-Likert Scale. While the reaction time skill was tested thru the use of the human benchmark website reaction time test. On the other hand, the critical thinking skill was divided into five (5) sections: Arguments, Assumptions, Deductions, Interpreting information, and Inferences. The researchers chose the quantitative approach by conducting an online survey and the sampling technique used to acquire the data is the voluntary response sampling technique. Once data is gathered, each skill's overall correlation coefficient was computed using Pearson's' R formula. Results show that out of the six (6) skills the greatest improvement goes to the communication skill, followed by the strategical thinking skill, the reaction time, the critical thinking, the decision making and lastly, the problem-solving skill. This study's objective is to determine whether players’ long hours of gaming enhance real-life skills and use it in real-life situations.","PeriodicalId":328771,"journal":{"name":"2021 5th International Conference on E-Society, E-Education and E-Technology","volume":"19 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-08-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"A Correlational Analysis Between Time Spent on Playing Video Games and Real-Life Skills of 1st Year and 2nd Year Students of National University-Manila's Wizard's Circle\",\"authors\":\"Cassandra Maria Heyu Dumpit, John Michael Elbambo, Jezreel Carl Gatanela, Noebi Campana, Joseph Maranoc, Angelique Lacasandile\",\"doi\":\"10.1145/3485768.3485789\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Video game is an electronic game that involves interaction among users or other players within a specific platform. Video gaming has been around for a long time that it became one of the most significant money-making industries. Moreover, most people who do not understand how the game works might think that reading books or listening to podcast is much better than playing video games, not realizing that it is a coping mechanism for some individuals. The researchers conducted a correlational study analysis between time spent on playing video games and real-life skills. A lot of students find comfort and relaxation while playing these games, not realizing the skills they could acquire and enhance. Several studies suggest that playing video games can enhance real-life skills, which we use in school, work, or in a daily basis. As Barr discussed, playing video games for an average of fourteen (14) hours per day can improve one's graduate attributes. Various studies also concluded that video games could exercise students’ logical skills, resilience, and critical thinking skills. This research comprises six (6) real-life skills: Problem-Solving Skills, Strategical-Thinking Skills, Reaction Time, Communication Skills, Decision-Making Skills, and Critical-Thinking Skills. The three (3) skills were interpreted by a six (6) point-Likert Scale. While the reaction time skill was tested thru the use of the human benchmark website reaction time test. On the other hand, the critical thinking skill was divided into five (5) sections: Arguments, Assumptions, Deductions, Interpreting information, and Inferences. The researchers chose the quantitative approach by conducting an online survey and the sampling technique used to acquire the data is the voluntary response sampling technique. Once data is gathered, each skill's overall correlation coefficient was computed using Pearson's' R formula. Results show that out of the six (6) skills the greatest improvement goes to the communication skill, followed by the strategical thinking skill, the reaction time, the critical thinking, the decision making and lastly, the problem-solving skill. This study's objective is to determine whether players’ long hours of gaming enhance real-life skills and use it in real-life situations.\",\"PeriodicalId\":328771,\"journal\":{\"name\":\"2021 5th International Conference on E-Society, E-Education and E-Technology\",\"volume\":\"19 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2021-08-21\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2021 5th International Conference on E-Society, E-Education and E-Technology\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3485768.3485789\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2021 5th International Conference on E-Society, E-Education and E-Technology","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3485768.3485789","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
A Correlational Analysis Between Time Spent on Playing Video Games and Real-Life Skills of 1st Year and 2nd Year Students of National University-Manila's Wizard's Circle
Video game is an electronic game that involves interaction among users or other players within a specific platform. Video gaming has been around for a long time that it became one of the most significant money-making industries. Moreover, most people who do not understand how the game works might think that reading books or listening to podcast is much better than playing video games, not realizing that it is a coping mechanism for some individuals. The researchers conducted a correlational study analysis between time spent on playing video games and real-life skills. A lot of students find comfort and relaxation while playing these games, not realizing the skills they could acquire and enhance. Several studies suggest that playing video games can enhance real-life skills, which we use in school, work, or in a daily basis. As Barr discussed, playing video games for an average of fourteen (14) hours per day can improve one's graduate attributes. Various studies also concluded that video games could exercise students’ logical skills, resilience, and critical thinking skills. This research comprises six (6) real-life skills: Problem-Solving Skills, Strategical-Thinking Skills, Reaction Time, Communication Skills, Decision-Making Skills, and Critical-Thinking Skills. The three (3) skills were interpreted by a six (6) point-Likert Scale. While the reaction time skill was tested thru the use of the human benchmark website reaction time test. On the other hand, the critical thinking skill was divided into five (5) sections: Arguments, Assumptions, Deductions, Interpreting information, and Inferences. The researchers chose the quantitative approach by conducting an online survey and the sampling technique used to acquire the data is the voluntary response sampling technique. Once data is gathered, each skill's overall correlation coefficient was computed using Pearson's' R formula. Results show that out of the six (6) skills the greatest improvement goes to the communication skill, followed by the strategical thinking skill, the reaction time, the critical thinking, the decision making and lastly, the problem-solving skill. This study's objective is to determine whether players’ long hours of gaming enhance real-life skills and use it in real-life situations.