The study concerns only to Grade – IV Pupils who are officially enrolled in Sultan Nag DiMaggio Integrated School. This study will serve as a guide for those who are concern with the academic performance of their children. Computer Games become popular because of an unusual ability or quality. It is undeniable that these games reached at home, schools and especially in businesses of many people not only in the Philippines but around the world.
In Malaysia, computer games has had a deep act of going through among university students because of being part of the campus community, the students have better access to computers either on or off campus. These study findings can come a source of reference to stakeholders in elementary and the pupils about computer games. Through this study, the researcher will be able to collect data and obtain information that contributes to the understanding of how computer games affect the academic performance of respondents.
When the effects are made clear, elementary teachers will be able to devise a more effective teaching and learning approach. Questions on whether computer games among pupils must be encouraged or should lectures/tutorials incorporate computer games to make learning more fun can then be answered. In this study, several theories have been forwarded and considered to give credibility to the study. Children who play video games for up to an hour a day are happier, more sociable and less hyperactive than those who don’t play at all, research has found.
Despite widespread fears that video game usage is harmful, an Oxford University study of boys and girls aged between 10 and 15 found that playing for up to sixty minutes a day could actually be beneficial. Muffing people who indulged in a little video game-playing were associated with being better adjusted than those who ad never played or those who were on video games for three hours or more,” it concluded. “Those who played video games for less than an hour… Were associated with the highest levels of sociability and were most likely to say they were satisfied with their lives.
They also appeared to have fewer friendship and emotional problems, and reported less hyperactivity than the other groups. ” ( Godsend, Emily 2014) Computer games are defined as interactive entertainment software played on various platforms such as personal computers, game consoles and handheld devices (The, Small, & Too, 2007). As defined by (Dempsey, License, Haynes, & Casey, 1997), “A game is a set of activities involving one or more players which has goals, constraints and consequences. A game is rule-guided and artificial in some respect.
A game also involves some aspects of a contest or a trial of skill or ability, even if the contest is with oneself’. There are four common factors that lie in games which are representation, interaction, conflict and safety. When a computer is used to present the game and to act as an opponent or as a referee, then it is a computer game (Crawford, 1984). Computer games have some advantages that make them more popular than traditional games. First, they attract people by creating the illusion of being immersed in an imaginative virtual world with computer graphics and sound (Emory, Knackers, Vincent, & Adam, 1999).
Second, the goals of computer games are typically more interactive than that of traditional games, which brings players a stronger desire to win the game. Third, computer games usually designed with an optimal level of information complexity, can easily provoke players’ curiosity. Consequently, computer games intrinsically motivate players by bringing them more antsy, challenge, and curiosity, which are the three main elements contributing the fun in games (Malone, 1981).