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TitleEffects of Computer Gaming on High SchoolStudents' Performance in Los Baños, Laguna,Philippines

Author(s) Cortes, Maria Daisy S.; Alcalde, Jhoana V.;Camacho, Jose V., Jr.

Citation 国際公共政策研究. 16(2) P.75-P.88

Issue Date 2012-03

Text Version publisher

URL http://hdl.handle.net/11094/24497

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� 75

*MariaDaisyS.Cortes<e-mail:mariadaisy.cortes@gmail.com>graduatedin2010withaBSEconomicsdegreeat theUniversityof thePhilippinesLosBaños,LagunaandcurrentlyworksatDeutscheKnowledgeServices,TaguigCity1634Philippines.

**assistantprofessor,CollegeofEconomicsandManagement,UniversityofthePhilippinesLosBaños. ***associateprofessor/associatedean,CollegeofEconomicsandManagement,UniversityofthePhilippinesLosBaños;

e-mailat<anjoecon@yahoo.com>

EffectsofComputerGamingonHighSchoolStudents’PerformanceinLosBaños,Laguna,Philippines

MariaDaisyS.CORTES*,JhoanaV.ALCALDE**,JoseV.CAMACHO,Jr.***

Abstract

Thisstudyexaminedtheeffectsofcomputergamesonschoolperformanceofhighschoolstudentsin

LosBaños,Laguna,Philippines.Allowance,gender,peergroupandyearlevelpositivelyaffectstudent’s

decisiontoplaywhiletimespentonstudying,yearlevel,previousgrade,numberofbooksandtimespent

playingcomputergamesarefoundtobesignificantinaffectingstudent’sperformance.Resultsshowed

thattheprobabilityofacomputergamertofailis39%,giventhestudenthasmorethanfoursiblings,a

previousgradeofatmost84,lesserteachers,lesserhoursonstudying,livingnearacomputershop,and

spendsmorehoursplayingcomputergames.Moreover,60%ofthestudents’dailyallowanceisspenton

playingcomputergames.

Keywords : investmentinhumancapital,computergames,educationproductionfunction,highschool

performance,Logitregressionmodel

国際公共政策研究 � 第16巻第 2号76

1. Introduction

Education isan importantelementof investment inhumancapitalandeconomicgrowth.Secondary

educationasbeingthelinkbetweenprimaryschooling,tertiaryeducation,andthelabormarket,issignificant

increatingsocialopportunitiesandeconomicbenefits.

Duringthelate19thcenturyandthroughoutthe20thcentury,newtypesofmassmediawereproducedand

consumedsuchasdimenovels,films,comicbooks,radio,recordedmusic, television,videoandcomputer

games,andtheInternet.Eachmediumwasoftenimmediatelypraisedforitspotentialbenefitsandcriticized

foritspotentialharms.Manystudieshavebeenconductedtotestwhethertechnologicaladvances,specifically

computers,areadvantageousordisadvantageoustoindividual’sschoolperformance.

Manyteachers,parentsandotherconcernedorganizationsandpeoplecontinuouslyclamorfora tighter

clampovercomputergaming.Protestmainlyfocusedonhowthetrendisbecomingacauseofdistraction

amongstudentsintheirstudies.Manyentrepreneurssetupcafésnearschoolstocater theyoungsters, the

marketbytheindustryisseeminglytailoredfor.Manystudentsaredesignatingcafésashangoutplaceswhere

hoursarespentplaying–beituntillateatnight,orworse,duringschoolhourswhichmakesstudentsskip

classes.

In2007,complaintshavebeenreceivedfromschoolsalloverManila,Philippines’capitalcityregarding

studentsgettingmoreandmoreaddicted toonlinecomputergaming.This is inspiteof thefact that the

government’sDepartmentofEducation(DepEd)valueshowonlinecomputergamingalsohelpssharpenthe

younggeneration intohighlyproficient individuals innewtechnologiesanddigital trends.DepEdalso

recognizesthatinternetandcomputershopscatertotheresearchneedsofstudents,especiallythosewithout

internetaccessathome.Inaddition,itisviewedthatcomputergamingisashiftfromtheusualvicesofyoung

studentstoday,suchasdrinkingandsmoking.Apparently,computergamecriticsareclamoringthatmany

internetandcomputershopownerscouldnotcare lesssinceitmeantmoreincomefor thebusiness.The

effectsofcomputergamesonstudent’sacademicperformancecanbebothadvantageousanddisadvantageous.

Withtheboomofcomputergames,incomeofcomputershopownersandoperatorsareexpectedtoincrease.

Thiswillmeanhigherrevenuefor thelocal towneconomy.However,additionalrevenuesfromcomputer

shopsaregeneratedattheexpenseoffuturepotentialhumancapitalthrougheducation.Estimatesshowthatin

thePhilippines,onlinecomputergamingmakesuparound80%of the totalusageof Internet in the

Philippines.Also,computergamingconstitutestoaquarteroftheentirebusiness.

Severalstudiesabroad,especiallyintheUnitedStates,supportedtheuseofcomputergamesasatoolin

teaching.However,manystudiesalsoarguedthatcomputergamesposedisadvantagestostudent’sacademic

performance.Severalstudieshavedocumentednegativecorrelationsbetweencomputergameuseandschool

performanceforchildren,adolescents,andcollegestudents.Anotherargumentisthat,computergamesare

� 77EffectsofComputerGamingonHighSchoolStudents’PerformanceinLosBaños,Laguna,Philippines

addictive.Onceanindividualstartedplaying,hetendstospendmuchofhistimeplaying.

Qualityofeducationandschoolperformanceofstudentsaremeasuredbydifferentfactors.Inastudyby

Angeles(2004,28-29),severaldeterminantsofschoolperformanceintheprimaryandsecondarylevelswere

identified.Income,foregoneincome,schoolquality,andhealthare thefactors thataffect thedemandfor

education.Thesefactorshaveapositiverelationshipwithstudent’sperformance,whichmeansthathigher/

bettervaluesofthefactorsleadtohigherdemandforeducation.Ontheotherhand,factorsthataffect the

supplyofeducationareproximitytoschool,accessibilitytoschooling,infrastructureandteacher-pupilratio.

Allmentioneddeterminants,exceptteacher-pupilratio,positivelyaffectschoolperformance.

Withtheemergingtechnologicaladvancements,therearenewfactorsthatmayaffectthequalityofeducated

population(OliverosandSapio,2007,17-18).Severalstudieswereconductedtofindout therelationship

between technologicaladvancements,specificallycomputersandcomputergames,andstudents’school

performance.

Studies indicate thatchildrenwhoplaycomputergamescanimprovevisual intelligenceskills.Parents

believedthatcomputeruseisrelatedtobetteracademicperformanceofthechildren.Itwasfoundthathigh

schoolstudentswhousededucationalsoftwareathomescoredsignificantlyhigheroncomputerliteracytests

thanother students.Computeruseathome isalsoassociatedwith improvements ingeneralacademic

performance.Otherstudiesalsofoundthatstudentswhoowncomputersathomehadhigherover-allgrades,

particularlyinMathandEnglish,thanthosewithouthomecomputers.

Ontheotherhand,astudydoneinTaiwanbyChuangandChen(2007,30)investigatedanddiscoveredthat

digitalgames improvechildren’scognitiveachievementandcan facilitatestudent’scognitive learning

process.Moreover,thefindingsindicatedthatdigitalgameplayingnotonlyimprovesparticipants’fact/recall

processes,butalsopromotesproblem-solvingskillsbyrecognizingmultiplesolutions.However,thequestion

onwhichtypeofdigitalgamesworksbestforstudentswasnotdiscussedinthestudy.

Majorityofstudiesregardingtheimpactsofcomputergamesonschoolperformancewereconductedabroad

orinternationally.Therewereonlyfewattemptsindiscussingthesubjectlocally.Thus,thisstudyanalyzed

the impactsofcomputergamesonschoolperformanceofhighschoolstudents inLosBaños,Laguna,

Philippines.Specifically,thestudy(a.)identifiedthefactorsthatinfluencestudents’decisiontoplaycomputer

games;(b.)establishedtherelationshipbetweenthenumberofhoursdevotedbythestudentsoncomputer

gamesandthelevelofperformanceinschool;(c.)determinedtheprobabilityofcomputergamerstofailin

academics;(d.)estimatedtheaveragecostincurredbycomputergamerswhoplayincomputershopsandthe

portionofthistotheirallowances;and(e.)identifiedeconomicimplicationsbasedontheresultsofthestudy.

国際公共政策研究 � 第16巻第 2号78

2. TheoreticalandConceptualFramework

Productionfunctionreferstothephysicalrelationshipbetweentheinputsorresourcesofthefirmandthe

outputofgoodsandservicesatagivenperiodoftime,ceterisparibus(Costalesetal.,2000,67).Thiscanalso

beappliedforeducationwhereoutputisrepresentedbythegradeandtheinputsaretheresourcesandother

factorsaffectingthestudent’sperformance.

There isnosinglemodel thatcanfullycapture therelationshipsbetweenschool inputsandqualityof

education.However, educationalproduction function remainsagoodanalytical tool todetermine the

significanceofany inputused toenhancestudent learning.Theeffectofnewresources like televisions,

informationtechnologyandcomputersoneducationcanbemeasuredusingtheeducationproductionmodel.

Theeducationproductionfunctionisastructuralrelationshipanddepictedas:

G =gpf(C,FS,MS,Q,S,E)

whereGisgrade, ‘pf’denotesaproductionfunction,C isavectorof fixedchildcharacteristics(innate

ability),FSandMSarefathers’andmothers’education,Q(‘quality’) isavectorofschooland teacher

characteristicsandEIreferstoalleducational‘inputs’underparentalcontrol(e.g.timespentstudyingathome

andeducationmaterialsathome).

Figure 1. Factors affecting school performance.

Charts and Diagrams

Number ofSiblings

Peer group

Gender

Owning a PC

Year levelTime spenton playing

ComputerGames

Schoolfactors IQ

Student’s Performance

Proximity ofcomputer

shops to house

School type

Number ofTeachers

Parent’seducation

Familyincome

Familyfactors

Number of books

Class size

� 79EffectsofComputerGamingonHighSchoolStudents’PerformanceinLosBaños,Laguna,Philippines

Schoolperformance isaffectedbyseveral factors,however, for thepurposeof thestudy; the factors

consideredarelimitedtoschoolfactors,familyfactorsandfactorsaffectingcomputergaming,andIQlevel

(seeFigure1).Schoolfactorssuchasclasssize,numberofbooksandnumberofteachersaffectstudents’

performance.Itishypothesizedthatclasssizeisnegativelyrelatedtostudent’sperformance.Biggerclasssize

willhaveanegativeimpactonschoolperformance.However,numberofteachersandbookspositivelyaffect

students’performance.Schoolscanbeprivateorpublic.Schooltypeaffectsschoolperformanceduetothe

differencesongradingsystemandresourceendowments.Privateschoolshavehigherratioofresourcesthan

publicschoolsrelativetostudents.

IntelligenceQuotient(IQ) level,proxiedbystudent’sfinalgradeduringthesixthgradeinelementary,

directlyaffectsstudents’academicperformance.Holdingallothervariablesconstant,studentswithhigherIQ

leveltendtoperformbetterthanothers.

Familyincome,indirectly,hasahugeinfluenceonschoolperformance.Studentsfromhigh-incomefamilies

aremorecapableofbuyingschoolsupplies,payingtuitionfees,andattendingreviewand/oradvanceclasses

thatmayhelpthemperformwellinclass,resultinginhighergrades.Parent’seducationalsoaffectsstudents’

performance.Parentswithhighereducationalattainmentwillhavehighervaluationoneducationthus;will

motivatechildrentoexertmoreefforts instudying.Havingapersonalcomputerathomewillmeanbetter

accesstocomputergamessincethemachineisfreeandalwaysavailable.Longerhoursofplayinggamesmay

bespentwhenthereiscomputerathome.Timespentonplayingcomputergameslargelyaffectstudents’

scholasticperformance.Asastudentspendmore timeplaying, lesserhoursaredevotedforhomework,

reviews,andotherschool-relatedactivities.Longerhoursofcomputergamingmighthaveanegativeimpact

on schoolgrades.Proximityof computer shops to student’shouse is anotherdeterminantof school

performance.Ifacomputershopislocatednearastudent’shouse,thereisagreatertendencytoplaycomputer

gamesratherthandoschooltasks.

Genderisoneofthemajordeterminantsofcomputergaming.Severalstudieshaveshownthattheprobability

ofmalestudentstoengageincomputergamingishigherthanfemales.Moreover,intermsoffrequencyin

playing,malesaremorefrequentplayersthanfemales.Manystudieshaveshownthatthenumberofsiblings

isalsoadeterminantinplayingcomputergames.Frequentplayersareusuallythosewhobelongtoasmall

familywith1-2children,especiallyifofoppositesex.

Peergroupsaffectindividual’sattitudetowardscomputergaming.Thosewhobelongtoagroupwherein

membersarecomputergamershavehighertendencytobecomeacomputergamerthanthosewhodonot

have.

国際公共政策研究 � 第16巻第 2号80

3. Methodology

3-1 DataCollection

ThestudywasconductedinLosBaños,Laguna,Philippines.Bothprimaryandsecondarydatawereusedin

thestudy.Secondarydatawerecomposedofschoolrecords,municipalrecords,otherrelatedstudies,journals,

books, andotherpublications. Interviews/surveyswere also conducted.Both students and teachers

participatedintheinterviewandsurvey.

DatagatheringwasdonefromOctober-December2008throughpersonalvisitsinrespondents’schools.A

totalof240studentsfrombothpublicandprivateschoolswereinterviewed.Theschoolsincludedinthestudy

wereMaquilingSchoolInc.(MSI),TraceCollege,LosBañosCommunityNationalHighSchool,andLos

BañosNationalHighSchool (LBNHS).Usingrandomsampling,15students foreveryyear levelwere

selectedasrespondentsofthestudy,oratotalof60studentsperschool.

3-2 DataAnalysis

Toidentifythefactorsthatcouldinfluencestudent’sdecisiontoplaycomputer,thelogitmodelbelowwas

employed.Avalueof1isassignediftherespondentisacomputergamer,and0ifnot.ThevariablesinFigure

1illustratethefactorsthatinfluencestudents’decisiontoplayornot.Peergroupisadummyvariable;avalue

of1wasassignedifmorethanhalf(majority)ofthememberswerecomputergamersand0ifnot.

Toidentifyifplayingcomputergamesisasignificantfactorthatcontributestostudent’sschoolperformance,

anOrdinaryLeastSquaresmethodwasconducted.Thedependentvariablewasstudent’sperformance

(measuredbythestudent’spreviousaveragegrades).Explanatoryvariablesincludefamily’smonthlyincome,

parents’education,numberofsiblings,student’speergroup,distancebetweenstudent’sschoolandnearest

computershop,child’syearlevel,numberofhoursspentonplayingcomputergamesanddoingschoolwork,

presenceofcomputersathome,classsize,numberofteachersandnumberofbooks.

Todeterminetheprobabilityofacomputergamertofailinhis/heracademics,thelogitequationwasused.

Samplesizeconsistedofcomputergamersonly.Variablesusedinthemodeldenotethefactorsthataffectthe

student’sprobabilityofpassingandfailing.Thepassingmarkforbothpublicandprivateschoolsis75%,soa

dummyvalueof1wasassignedif thestudentgotbelow75%while0,ifotherwise.Explanatoryvariables

includedhoursspentonplaying,timespentonstudying,distancebetweenhouseandcomputershop,distance

betweencomputershopandschool,family’smonthlyincome,student’sgender,typeofschool,student’syear

level,ownershipofaPC,peergroup,classsize,numberofteachers,numberofbooks,parents’educationand

student’sfinalgradeduringthe6thgrade.

� 81EffectsofComputerGamingonHighSchoolStudents’PerformanceinLosBaños,Laguna,Philippines

4. ResultsandDiscussion

4-1 OverviewoftheRespondents

Resultsshowedthatforty-eightpercentoftherespondentsareclassifiedasnon-computergamerswhile52%

arecomputergamers.Morethan75%ofthetotalnumberofcomputergamersbelongtoapeergroupwhose

membersarealsocomputergamers.Also,68%ofnon-gamersbelongtoapeergroupwhosemembersare,

likewise,non-gamers.

Withregardstoparents’education,23%ofcomputergamershaveparentswhodidnotreachcollegelevel,

30%haveaparentwhoreachedcollegelevel,eithermotherorfather,and47%haveparentswhoreached

collegelevel.Meanwhile,27%ofnon-computergamershaveparentswhodidnotreachcollegelevel,another

31%haveparentswhoreachedcollegeleveland42%haveparentswhobothreachedcollegelevel.

Thesurveyrevealedthat61%ofthetotalnumberofcomputergamershavelessthanthreesiblingswhile

33%havegreaterthanfourbutlessthansixsiblings.Lastly,only6%belongstoafamilywithgreaterthan

sevensiblings.

TheaveragedailyallowanceofcomputergamersisPhP70.69,relativelyhigherthantheaveragedaily

allowanceofnon-gamerswhichisPhP58.28.Twenty-sixpercentofcomputergamershaveadailyallowance

ofmorethanPhP101whileonly3%ofnon-gamershavethesameamountofdailyallowance.(Atthetimeof

thestudy,aPhilippinepeso(PhP)isequivalenttoapproximately1.79Japaneseyen).

Majorityof therespondents(74%)havemonthlyfamilyincomerangingfromPhP0-30,000.Computer

gamersandnon-gamerswhosemonthlyfamilyincomeislessthanorequaltoPhP30,000comprised66%and

84%ofthesamples,respectively.However,itisimportanttonotethat11%ofcomputergamersarewithinthe

rangeofPhP60,000-120,000monthlyincomecomparedtothatofnon-gamerswhichisonly6%.Fromthe

resultsofthesurvey,itcanbeconcludedthatcomputergamershavehighermonthlyfamilyincomethannon-

gamers.

Outof124computergamers,54%ownsacomputerathomewhile theremaining46%doesnothave

computersathome.Also,thesurveyshowedthatmostrespondentswhohavecomputersathomearefrom

privateschool.

Ontheaverage,acomputergamerspendstwohoursperdaydoingschooltaskswhilenon-gamersspend

threehoursfortheschooltasks.Infact,69%ofcomputergamersspendamaximumoftwohoursondoing

assignments,etc.while the largestpartofnongamersspends3-5hours.This isbecause,56outof124

computergamersclaimedthatifnotplaying,theyaremostlikelydoingtheassignments,reviews,projects,

etc.Itisalsoshownthatextra-curricularactivitiesandhouseholdchoresaregivenupwhenplayingcomputer

games.

Ontheotherhand,31%ofthetotalnumberofcomputergamersrevealedthatsleephadtobegivenupaswell

国際公共政策研究 � 第16巻第 2号82

asotherleisureactivitiessuchaswatchingtelevisionjusttoplaycomputergames.

Morethanhalfofcomputergamersarefromprivateschoolswhile theremaining48%arefrompublic

schools,anotherindicationthatmostofcomputergamerscomefromrichfamilies.Firstandsecondyearhigh

schoolstudentsaremorefrequentcomputergamersthanthosestudentswhoarealreadyjuniorsandseniors.

Basicallybecausejuniorandseniorstudentsspendmoretimestudyingtoprepareforcollegeyears.

Gradesincurredbythestudentsduringthesecondgradingperiodwerenoted.Resultsshowedsignificant

differencebetweenthegradesearnedbycomputergamersandnon-gamers.Lowergradeswereachievedby

gamerscomparedtonon-gamers.Thirtyoneoutof124computergamersgotagraderangingfrom70-75.In

addition,29outof31studentsearnedafailingmark(74andbelow).Theaveragegradeofnon-gamersis86,

higherthantheaveragegradeofcomputergamerswhichisonly82.

Thereseemedtobeanegativerelationshipbetweengradesandtimespentoncomputergaming.Infact,80%

ofcomputergamersspend1-3hoursadayplaying.Furthermore,gamerswhoplayfor4-6,7-9,andmorethan

10hoursdailyamountedto14%,5%,and1%,respectively.Theaveragedailynumberofhoursspenton

playingis2.5.

Giventheamountoftimespentonplaying,itisalsoimportanttoknowthetypesofcomputergamesthat

studentsplay.MassivelyMultiplayerOnlineRole-PlayingGames(MMORPG)aregamesthatdonothave

endingandisdesignedtobeplayedforever.MMORPG’sareusuallyplayedwiththousandsofotherplayers

onlineatthesametime,addingahighlyaddictivesocialcomponenttothegame.Examplesofendlessgames

areWarcraft,DOTA,RagnarokandCabal.Anothertypeofgameisfightinggamewhichisalsocalledversus

game.That is,oneplayerversusanother.Thegameemphasizesbrutalityoffighting,andlearningof the

fightingmoves.Fightinggamesoftentakea lotofplayinginorder tomasterallof themovesofagiven

fighter.ExamplesofversusgamesareTekkenandStreetfighter.

Role-playinggames(RPG’s)ontheotherhand,areusuallydesignedforonlyoneplayer,unlikeMMORPG’s

andRPG’s,haveanending.Dependingonhowthegamerplaysthegame,theendingisoftendifferent.The

moreagamerplays,thedeeperhegetsintothestory,andthemorepowersthecharactergains.Theplayer

usuallyportraysarole;waitress,musician,etc.Examplesofthiskindofgamearedinnerdash,automaniaand

burgerrestaurant.Therearegameswhicharetypicallyabstractgamesoflogicwithnothemeorcharacters,

theyarecalledPuzzlegames.Playersoflogicgamesmustlineupblocksorgamestosolvemathproblems.

Abstractgamesaresimpletolearnandplay.ExamplesoftheseareZuma,Textwist,andSolitaire.

SurveyshowedthatthemostplayedtypeofcomputergamesistheMassivelyMultiplayerOnlineRole-

PlayingGames(MMORPG),nextisfightinggamesfollowedbypuzzlegamesandlastly,role-playinggames.

ResultsrevealedthatMMORPGandfightinggamesareusuallyplayedbymalegamerswhilerole-playing

andpuzzlegamesarecommonforfemalegamers.Morethanhalfofthemalegamers(53%)frequentlyplay

MMORPG,while33%usuallyplayfightinggames.Ontheotherhand,thereare32%and24%femalegamers

� 83EffectsofComputerGamingonHighSchoolStudents’PerformanceinLosBaños,Laguna,Philippines

whocommonlyplayRPG’sandpuzzlegames,respectively.

4-2 FactorsAffectingtheDecisiontoPlayComputerGames

ALogitregressionmodelwasusedtoidentifythefactorsthatcouldinfluencestudents’decisiontoplay

computers.ResultsoftheregressionaresummarizedinTable1.

Table 1. Factors affecting the decision to play.Parameter EstimateNumberofsiblings -.022Typeofschool -.389Gender .66**

Peergroup 1.95*

Mother‟seducation -.02Father‟seducation .31Allowance .013**

PCathome .49Yearlevel .69***=significant at 1% Prob>chi2=0.00**=significant at 5% PseudoR2=0.23n=124

Basedontheresultsoflogit,at5%levelofsignificance,factorssuchasallowance,gender,peergroup,and

yearlevelincreasestudents’thedecisiontoplaycomputergames.Allfactorsexhibitedapositivesign.This

meansthat thevariablesimplyadirectlyproportionalrelationshiptothedecision-makingbehaviorof the

students.

Student’sdailyallowanceisasignificantfactorthataffectsdecisiontoplay.Thefactorcanworkintwoways.

First,studentswithhigherdailyallowancemaymeanthattheyarefromarichfamily.Familieswithhigher

incomearemorecapableofbuyingacomputerset.Thus,makingcomputergamingmoreaccessible to

children.However,availabilityofcomputerathomewas found tobe insignificant regressionanalysis.

Secondly,childrenwithhigherdailyallowancecanspendmoremoneyforplaying.Thisalsoexplainswhy

computergamershavehigherdailyallowancecomparedtonon-gamers.Fromthese,itcanbeconcludedthat

studentsfromrichfamiliesaremorepronetocomputergaming.

Thestudyalsofoundoutthatbeingamaleincreasesthestudent’sdecisiontoplay.Thisexplainswhy60%

ofcomputergamersaremalesandonly40%are females.Studentswhobelong toapeergroupwhose

membersarealsocomputergamersaremorepronetocomputergamersthanthosewhosepeergroupswere

nongamers.Thisisbecausetheusualcomputergames,especiallythosewhichareplayedbymales,require

threeormoreplayers.

Yearlevelwasalsofoundtobesignificantintheregressionanalysis.Freshmanorsophomoreismorelikely

tobecomeacomputerplayer.This isbecause juniorandseniorstudentsdevotemore timestudying in

国際公共政策研究 � 第16巻第 2号84

preparationforcollegeeducation(collegeentranceexams).Theresultshowedthatmorethanhalfofthetotal

numberofcomputergamersarefreshmenandsophomores.

4-3 FactorsAffectingHighSchoolStudents’PerformanceinSchool

Resultsoftheregressionanalysisrevealedthatat5%levelofsignificance,factorssuchastimespenton

studying,yearlevel,finalgradeduringGrade6,numberofbooksandtimespentplayingcomputergamesare

foundtobesignificant(Table2).

Table 2. Factors affecting academic performanceParameter EstimateIncome -.0000165Yearlevel 1.37**

Timespentonstudying .47**

Proximityofcomputershops -.0000279PresenceofPCathome .61Timespentonplaying -.91*

Classsize .01Numberofteachers .14Numberofbooks .30**

FinalgradeduringGrade6 .70*

Peergroup -.53Mother’seducation -.32Father’seducation .32Numberofsiblings -.13*=significantat1% R-squared=0.49,n=240**=significantat5% Prob>F=0.00

Amongthesignificantvariables,onlytimespentonplayingcomputergamescarriesanegativesign,which

indicatesanegativerelationshipwithstudent’sgrades.Thismeans thatonemorehourspentonplaying

computergamesresultsina0.91pointdecreaseinstudent’sgrade.Thiscanbeinterpretedasthetrade-off

whenplayingcomputergames. If thestudentdecidesnot toplay, then therewillbenodeduction in the

grades.Furthermore, if thestudentdecidesnot toplayanddevotemore timetostudy, insteadofa0.91

decrease,anincreaseof0.47pointinthegradewillbeattained.Thatisthereasonwhytimespentonstudying

anddoingschoolworksshowapositiverelationshipwithgrades.

Schoolinputssuchasnumberofbookshaveapositiverelationshipwithgrades.Theregressionresultsshow

that,givingonemorebooktoastudent,increasesgradesby0.30point.Students’finalgradeduringGradesix

wasused,asaproxyvariableforchild’sIQlevel.Aoneunitincreaseinthestudent’sfinalgradeduringGrade

sixcausesa0.70increaseingrades.

Yearlevelisalsoapositivefactor.Ifastudentisajuniororsenior,gradesincreaseby1.37comparedwith

freshmanorsophomore.Accordingtotheinterviewandsurvey,lowerlevelstudentstendtoparticipatemore

� 85EffectsofComputerGamingonHighSchoolStudents’PerformanceinLosBaños,Laguna,Philippines

inextracurricularactivitiessuchasclubs,organization,etc.whilejuniorsandseniorsconcentratemoreon

academicsinpreparationforenrollmentduringcollegeyears.

Acorrelationbetweenthedependentandindependentvariableswasconducted.Resultshowedthatclasssize

andincomewerecorrelatedtothetypeofschoolanddailyallowance.Also, thematrixconfirmedthat the

distanceofthenearestcomputershoptoschoolandtherespondent’shousearehighlycorrelated.Therefore,to

eliminatemulticollinearityinthemodel,variablessuchasclasssize,allowance,anddistancebetweenthe

nearestcomputershopandschoolweredropped.

4-4 DeterminingComputerGamers’ProbabilityofFailing

Anotherlogitregressionwascarriedouttodeterminetheprobabilityofacomputergamertogetafailing

mark.Theresultsofthelogitregressionanalysisareasfollows:

F=3.47-0.67Income-0.84Gender+3.70No_siblings-1.10TOS+0.97Year_lvl+2.81ProxH+0.88

Peer-2.12TimeS+0.60Mo_educ-0.41Fa_educ-1.96NoTe+0.60NoBo+3.27Gr6+4.50TimeP At10%levelofsignificance,factorssuchasnumberofsiblings,finalgradeduringgradesix,numberof

teachers,timespentdoingschoolworks,distancebetweenthenearestcomputershopandrespondents’house,

andtimespentplayingcomputergamesprovedtobesignificant(Table3).

Table 3. Probability of having a failing markParameter EstimateGender -.84TypeofSchool -1.10Numberofsiblings 3.70**

Yearlevel .97FinalgradeduringGrade6 3.27**

Numberofbooks .60Numberofteachers -1.96***

Timespentonstudying -2.12**

Proximityofcomputershops 2.81**

Peergroup .88Timespentonplaying 4.50*

Mother’seducation .60Father’seducation -.41Income -.67*=significant at 1% PseudoR2=0.72**=significant at 5% Prob>chi2=0.00***=significant at10%n=124

Students’finalgradeduringgradesixshowedapositiverelationshipwithstudents’probabilityoffailing.

Meaning,ifachild’sfinalgradeduringGrade6islessthanorequalto84,theprobabilityoffailinginthe

currentyear is increased.Probablybecausehighschoolyearsconsistofrelativelyhardersubjectswhich

国際公共政策研究 � 第16巻第 2号86

requirestrongerfoundationofbasiclessonsinMath,Science,English,etc.Also,highschoolyearshavemore

extra-curricularactivitiesthatmightlessenstudent’stimeforstudying.

Numberofsiblingshasapositiverelationshipwithprobabilityofgettingafailingmark.Havingmore

childreninthefamilyincreasestheprobabilityofthestudenttogetafailingmark.Accordingtotheinterview,

studentsfrombiggerfamilies,especiallyfemales,needtolookafteryoungersiblingsanddohouseholdchores

thusreducingtimeforassignments,etc.

Thequantityofteachersinaschoolisanapparentfactorforstudents’performance.Thegreaterthenumber

ofteachersemployedbytheschool,theprobabilitythatstudentswillfailisreduced.Thisissimplybecause

anotherentitywillhelpstudentsunderstandthelessonmore.Thisexplainsthenegativerelationshipbetween

thenumbersofteachersandstudents’grades.

Anobviousnegativerelationshipbetweenthenumberofhoursdevotedonstudyingandprobabilityoffailing

wasobserved.Ifachilddecidestospendmorehoursondoingassignments,projects,etc.theprobabilityof

gettingafailingmarkisreduced.Theresultwasconfirmedbythesignificanceofthenumberofhoursspent

playing.That is,morehoursdevotedforplayingincreasestheprobabilitythatastudentwillgetafailing

grade.Anadditionalhourdevoted toplayingcomputergameswillmean lesserhoursdevotedforother

activitiessuchasdoinghouseholdchores,assignments,extra-curricularactivities,etc.

Thedistancebetweentherespondent’shouseandthecomputershop,intheabsenceofacomputerathome,

andtheprobabilitythatthestudentwillfailispositive.Intheinterview,majorityofthestudentswhodonot

havecomputersathometendtogotothenearestcomputershoptoplay.

Theexactvalueoftheprobabilitythatacomputergamerwillgetafailingmarkwasalsocomputedusingthe

equationbelow:

F= 3.47+3.70NO_SIBLINGS+2.81PROXH-2.12TIMES

-1.96NoTe+3.27Gr6+4.50TIMEP

F=3.47+3.70(1)+2.81(.222)-2.12(2.2)-1.96(9)+3.27(1)+4.50(2.4)Z= ln(p/1-p)=-0.44

PF=ez

=0.39(1+ez)

Basedonthecomputations,theprobabilityofacomputergamertogetafailinggradeis0.39.Thisistrueif

thestudent: (1)hasgreater thanfoursiblings, (2)hasafinalgrade6ratingofatmost84,(3)has lesser

teachersatschool, (4)spendsfewerhoursperdayonstudying,(5) livingnearacomputershop,and(6)

spendsmorehoursperdayonplayingcomputergames.

4-5 Averagecostsincurredbycomputergamers

Resultsfromthesurveyshowedthatontheaverage,acomputergamerwhoplaysincomputershopsspends

about60%ofdailyallowanceorPhP39onplaying.Theamountisasignificantportionsinceonly40%isleft

� 87EffectsofComputerGamingonHighSchoolStudents’PerformanceinLosBaños,Laguna,Philippines

formoreimportantexpensessuchasfood,transportation,savings,etc.Giventhat78students(32.5%)spend

PhP39onplaying,theestimatedtotaleffectonthedemandforcomputergamesisPhP1,267.50.

Foodcomprises56%of thedisplacedexpenses.Thismeans that56%of thosewhospendpartof the

allowanceoncomputergamessacrificedtheirfoodconsumption.Savingscover31%,arelativelysignificant

percentage.Given that food is themostdisplacedexpenses,anegative impactonstudent’sacademic

achievementcouldbeobserved.AccordingtoBehrman(1996),betterhealthandnutritionarepositively

associatedwithgains inschooling inmanyareas:enrollmentatyoungerages, lessgraderepetition, less

absenteeism,moregradescompletedandbetterperformanceontestscores.

Someobservationsinthestudyshowedthatthemoneyspentoncomputergamingexceedsdailyallowances

of therespondents.So,asidefromthedailyallowance,somerespondentshaveothermeansofacquiring

moneyjusttobeabletoplay.

5. Conclusion

Computergaming,measuredbynumberofhoursspentplaying,contributestotheprobabilityofastudentto

fail.ThestudyofMañugo(2007,45-46)provedthatthenumberofsubjectsfailedincreasestheprobabilityof

aLBNHSstudenttodropout.Thus,computergamersalsohavethetendencytodropoutofschool;either

repeatoneacademicyearorstopschooling.

Becausecomputergamingposesnegativeeffectonstudent’sperformanceinschool,thereisapossibilitythat

educationinhighschoolwouldhaveatendencytodeteriorate.Ascomputergamingindustrycontinuesto

grow,biggernumberofstudentswill loseinterestforstudies.Thismightmeanthat investmentonhigher

educationwillleadtolowerrateofreturnamongstudents.Thusresourcessuchasmoney,time,schoolinputs,

etc.areprobablygotowaste.

Numberofbookswasalsofoundtobeasignificantfactoraffectingstudent’sgrade.Addingonemorebook

perstudent increasesstudent’sgrade.However, it isapparent thatpublicschools lackbookscomparedto

privateschools.Thus,thegovernmentshouldplaceseriousattemptsingivingmorebooksespeciallytopublic

schoolswhereinadequacyofbooksisapparent.Also,thegovernmentshouldallocatethenationalbudgetsuch

thatitcaterstotheneedsofthepeople,mostespeciallyhumancapitaldevelopmentthrougheducation.

Withhigherallowance,studentsaremostlikelytobecomecomputergamers.Astudentwithhigherdaily

allowancetendtoplaymorewhichleadstohigherdemandforcomputergames.Thiswillgivewidermarket

forcomputershopownersandanopportunity to increase revenues.Likewise,child/children fromrich

families,capableofgivinghigherallowancestochildren,aremorepronetocomputergaming,andeventually

failing.

Basedontheopportunitycostofthestudent’sexpensesoncomputergames,someimplicationmightbe

国際公共政策研究 � 第16巻第 2号88

observedonthenutritionalandhealthstatusofhighschoolstudents.Asidefromfood,savingsisalsogreatly

affectedwhenastudentspendsmoneyoncomputergames.

Itwasalsoproventhatthequantityofteachersaffectstudent’sprobabilityoffailing.Moreteacherswould

meanlowerprobabilityoffailing.However,duetothedemandofteachersabroad,manyteachersdecidetogo

outofthecountrybecauseofhigherincomeandgreaterjobopportunities.Thisresultedinlessnumberof

teacherswhichcanleadtohigherprobabilityofstudents’failing.Thus,agreaterallocationofresourcefor

teacherswouldpotentiallyhelpupgradetheseeminglydeterioratingqualityofeducation.Providinggreater

incentiveswouldkeepteachersintheirjobssoastopreventbraindraininthecountry.

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