Computer Addiction

Topics: Video game genres, Video game, Computer role-playing game Pages: 20 (4089 words) Published: March 28, 2014
THE EFFECTS OF COMPUTER GAMES ON THE ACADEMIC PERFORMANCE OF CSC134 STUDENTS IN UiTM TERENGGANU DUNGUN CAMPUS

BY:

NOR AZILA AWANG ABU BAKAR NAZATUL AZLEEN ZAINAL ABIDIN NORLINA MOHD SABRI

MARCH 2008

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Tarikh No. Fail Projek

19 Mac 2008

Penolong Naib Canselor (Penyelidikan) Institut Penyelidikan, Pembangunan dan Pengkomersilan (lRDC) Universiti Teknologi MARA 40450 Shah Alam

YBhg. Prof.,
LAPORAN AKHIR PENYELIDIKAN "THE EFFECTS OF COMPUTER GAMES ON THE ACADEMIC PERFORMANCE OF CSC134 (COMPUTERS AND INFORMATION PROCESSING) STUDENTS IN UiTM TERENGGANU DUNGUN CAMPUS"

Merujuk kepada perkara di atas, bersama-sama ini disertakan 2 (dua) naskah Laporan Akhir Penyelidikan bertajuk 'The Effects of Computer Games on the Academic Performance of CSC 134 (Computers and Information Processing) Students in UiTM Terengganu Dungun Campus' oleh kumpulan Penyelidik dari Fakulti Teknologi Maklumat dan Sains Kuantitatif, UiTM Terengganu (kampus Dungun) untuk makluman pihak Prof. Sekian, terima kasih.

Yang benar,

NOR AZILA AWANG ABU BAKAR Ketua Projek Penyelidikan

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PROJECT TEAM MEMBERS

NOR AZILA AWANG ABU BAKAR Project Leader

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NAZATUL AZLEEN ZAINAL ABIDIN Project Member

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NORLINA MOHD SABRI Project Member

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Signature
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ACKNOWLEDGEMENT

First and foremost we thank Allah the Almighty for giving us the strength to complete this research and made this humble effort a reality. Second gratitude goes to those who have contributed towards our understanding and thoughts that have guided us throughout this research. Our sincere appreciation also extends to our colleagues who provided help and encouragements in making this research a success. Lastly, we would like to dedicate a special thank you to our families for their unconditional love and support. Thank you for all the blessings and prayers.

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TABLE OF CONTENT

ACKNOWLEDGEMENT TABLE OF CONTENT LIST OF FIGURES LIST OF TABLES ABSTRACT CHAPTER 1: PREFACE 1.1 Introduction 1.2 Research Background 1.3 Research Methodology 1.4 Research Objectives 1.5 Research Scope 1.6 Research Significance CHAPTER 2: LITERATURE REVIEW 2.1 Computer Games 2.1.1 Definition 2.1.2 History 2.1.3 Category 2.2 Effects of Playing Computer Games 2.3 Previous Research 2.4 Academic Performance 2.5 UiTM Academic Rules 2.6 Computers and Information Processing (CSC134) Course 2.7 Non-Computer Science Students CHAPTER 3: RESEARCH METHODOLOGY 3.1 Introduction 3.2 Research Methodology 3.3 Respondent 3.4 Research Instrument 3.4.1 Developing Questionnaire 3.5 Data Analysis 3.6 Documentation CHAPTER 4: RESEARCH FINDINGS AND ANALYSIS 4.1 Introduction 4.2 Response Rate

iv v vii viii ix 1 1 2 3 4 4 5 6 6 6 7 8 10 14 15 16 16 17 19 19 19 21 21 22 23 24 25 25 25

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4.3 4.4 4.5 4.6 4.7 4.8

Category of Games Exposure and Frequency Interest on Computer Games Opinion on Computer Games Relation between Playing Computer Games and Academic Performance Relation between Early Exposure to Computer Games and Academic Performance

26 27 33 35 37 38

CHAPTER 5: DISCUSSION 5.1 Introduction 5.2 Exposure to Computer Games 5.3 Perceptions on Computer Games 5.4 Effects of Computer Games on Academic Performance 5.5 Conclusion 5.6 Further Research BIBLIOGRAPHY APPENDIX A APPENDIX B

40 40 .40 .41 .42 43 44
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LIST OF FIGURES

Figure 1: Flow of Research Activities Figure 2: Research Methodology

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LIST OF TABLES

Table I: Types of Computer Games Table 2: Key Characteristics of Learning Game Table 3: UiTM Grading System Table 4: Categorization of Computer Games Table 5: Response Rate Based on Gender Table 6: Response Rate Based on...
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