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   A Correlational Analysis of Computer Gaming and Self-Efficacy : A Study Among Grade 12 ICT Students of Precious High Academy - Gerona Inc. In Partial Fulfillment of the Course Inquiry, Investigation and Immersion By : Abedania, Joseph B. Asuncion, Brian B. De Leon, Zyra Ashley Fortin, Serwin C. Gamboa, Ricky Jun F. Mata, Jette-lee  2 Chapter 1 THE PROBLEM AND ITS BACKGROUND Background of the Problem Computer is a machine or electronic device used for storing, processing, computing data or information. It is one of the most sophisticated human invention that is ever been build. It is very useful and relevant in many aspect or fields, for instance in engineering, robotics, arts, literature, communication, information dissemination, simulation, business, mathematics and even in entertainment like games or computer gaming. Computer gaming can define as an act of playing games in your computer device. In some cases , it is oftenly misunderstood that computer gaming is only applicable in  playing computer games in your desktop computer or Personal Computer(PC) but it is also applied in your console, arcade machine, mobile phone and other devices as long as it has a computer-controlled game where players interact with objects displayed on a screen for the sake of entertainment. Nevertheless, the delight and pleasure it give make it  popular to teenagers, adults and young at hearts. The Entertainment Software Association (ESA) Gallagher 2018 Essential Facts About the Computer and Video Game Industry in April 2018, whereas revealed the fact that there are 64% of US households own a device that they use to play video games and gamers age 18 or older represent more than 70 percent of the video game-playing  population. Household play games 41% on personal computer, 36% on smartphone, 24% on wireless device, 36% on dedicated game console, 14% on dedicated handheld system and 8% on virtual reality.  3 Setting aside its popularity, computer gaming are sometimes viewed in different manner. Pro gamers see its sportsmanship where players display their fair and whole-heartedly match. Some adults see its function as stress reliever and have some fun. Some students play computer games for exercising and enhancing their mental capabilities.  Numbers of teenagers see it as an opportunity to meet other people and make some friends. But some parents or guardian see its value as a nuisance or distraction to the study or growth of their child or children. However the researcher see it as a way to increase the belief in our own abilities, specifically the ability to meet the challenges ahead of us and complete a task successfully, it improves our own self-efficacy. Players may gain self-efficacy in playing computer games, as they win challenges or match they gain confidence to overcome any obstacles in game or in life and eventually increase their self-efficacy. According Bandura (1994), self-efficacy is defined as people's beliefs about their capabilities to produce designated levels of performance that exercise influence over events that affect their lives. A strong sense of efficacy enhances human accomplishment and personal well-being in many ways. People with high assurance in their capabilities approach difficult tasks as challenges to be mastered rather than as threats to be avoided. Such an efficacious outlook fosters intrinsic interest and deep engrossment in activities. They set themselves challenging goals and maintain strong commitment to them. They heighten and sustain their efforts in the face of failure. They quickly recover their sense of efficacy after failures or setbacks. They attribute failure to insufficient effort or deficient knowledge and skills which are acquirable. They approach threatening situations with assurance that they can exercise control over them.  4 Such an efficacious outlook produces personal accomplishments, reduces stress and lowers vulnerability to depression. People who doubt their capabilities shy away from difficult tasks which they view as personal threats. They have low aspirations and weak commitment to the goals they choose to pursue. When faced with difficult tasks, they dwell on their personal deficiencies, on the obstacles they will encounter, and all kinds of adverse outcomes rather than concentrate on how to perform successfully. They slacken their efforts and give up quickly in the face of difficulties. They are slow to recover their sense of efficacy following failure or setbacks. Because they view insufficient performance as deficient aptitude it does not require much failure for them to lose faith in their capabilities. Researchers’ r  espondents may obtain different forms or levels of self-efficacy depending on various situations. For instance, they may develop the attitude of not  backing down on hard quest,puzzle,opponent, anything that is a problem, because they may think that it has an absolute answer and only time, efforts and hardship can solve the  problem. They may adapt it in real life and attain academic self-efficacy if it is apply in academic tasks or goals. Academic self-efficacy refers to an individual's belief (conviction) that they can successfully achieve at a designated level on an academic task or attain a specific academic goal (Bandura, 1997). This can help them to succeed in academic section. They may also improve their self-regulatory efficacy, for situation such as when our subjects experience defeat but they can convert their frustration for their loss in to motivation for success and also for situation such as when they suffer from desperation, and anger may bloom out but instead they keep their cool and search for possible answers  5 for that particular situation, they can maintain themselves. This can help them to become stronger and more focused in order to reach their goal. Computer gaming may also develop social self-efficacy, defined as an individual’s confidence in her/h is ability to engage in social interactional tasks necessary to initiate and maintain interpersonal relationships(Smith 2000; Betz 2000). Playing computer games with friends or online igniting our subjects’ social interaction to others, this can improve their confidence initiating conversation and built interpersonal relationship to other people. This can help them to develop social skills which is needed nowadays. Self-efficacy is important in helping human to achieve their dream and goals. It has a big contribution to their success. This is the reason to take action to probe for sources of success. This research focused on the relationship between computer gaming and self-efficacy among the students of Precious High Academy(PHA)  –   GeronaInc. The respondents was the Grade 12 ICT students of PHA, representing clusters of student that is moderate to hard gamers as well as those students that has light to no gaming experience. Establishing the relationship between computer gaming and self-efficacy give a tremendous support in each individuals, community and society. The researchers can  prepare for worst case scenario, further implication and innovation if needed. The respondents can enrich the quality of our growth and way of living. They can also have a more accurate view on computer gaming in which help its reader to judge it wisely. Strengthen the past research related to the subject and to have an own local based reference about the topic. To assist students as well as readers achieve their better selves

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Jan 22, 2019
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