PRO PLAYER GAMING: QUANTIFYING THE INFLUENCE OF ONLINE GAMING ON PROBLEM-SOLVING ABILITIES OF THE STUDENTS IN NORTH VALLEY COLLEGE FOUNDATION INCORPORATED VINCE RYAN F. BRITANIA FREDERICK P. BRINQUEZ RENATO L. MONLEON JERALD E. SANG-AN RHEA MAE J. SEDIMO Research Outline Submitted to the Department of Senior High School, North Valley, College Foundation Incorporated, Kidapawan city in Partial Fulfilment of the Requirements for the Practical Research 2 SCIENCE, TECHNOLOGY, ENGINEERING AND MATHEMATICS (STEM) MONTH YEAR TABLE OF CONTENTS SHORTCUT to create page numbers: right click the table of contents below and select UPDATE FIELD, then UPDATE ENTIRE TIABLE. Delete this instruction in your final paper.] Page PRELIMINARIES Title Page ..................................................................................................... i Table of contents .......................................................................................... ii INTRODUCTION .............................................................................................. 5 Bacground of the Study ............................................................................... 5 Objectives of the Study .................... Ошибка! Закладка не определена. Significance of the Study ............................................................................. 5 Scope and Delimitation .................... Ошибка! Закладка не определена. Operational Definition of Terms................................................................... 9 Conceptual Framework ............................................................................... 5 Theoritical Framework ................................................................................. 5 Hypothesis of the Study ............................................................................ 10 REVIEW OF RELATED LITERATURE .......................................................... 14 Review of Related Studies ............... Ошибка! Закладка не определена. Review of Related Literature ............ Ошибка! Закладка не определена. METHODOLOGY ........................................................................................... 34 Research Design.............................. Ошибка! Закладка не определена. Respondents of the Study ................ Ошибка! Закладка не определена. Research Instruments ...................... Ошибка! Закладка не определена. Sampling Procedure ......................... Ошибка! Закладка не определена. Data Gathering Procedure ............... Ошибка! Закладка не определена. Statistical Analysis .................................................................................... 36 ii LITERATURE CITED ..................................................................................... 37 iii 5 INTRODUCTION Background of the Study Online gaming has become a ubiquitous form of entertainment, particularly among the youth. With the advent of esports and professional gaming, it has also transformed into a legitimate career path for many. This evolution raises questions about the impact of online gaming, especially the professional variety, on the problem-solving abilities of students. Action video games can enhance various aspects of cognitive function, including spatial awareness, decision-making, and response time (Dill 2000). The influence of online gaming on cognitive skills, particularly problem-solving, is a topic of increasing importance and interest in the educational and psychological fields. In the wake of the COVID-19 pandemic, where online learning has become more prevalent, there is further interest in incorporating interactive tools, like gaming, to facilitate online learning. Researchers have also evaluated the relationships between playing video games and problemsolving approaches, which suggested that people who play video games approach problemsolving in-game similarly to how they do in real life (Hamlen, 2018: Mendelsohn et al. 1966). 5 5 Research on the topic has suggested that people who play video games are more likely to spend increased time trying to solve a problem (Ventura et al., 2013). Therefore, it suggests that video game players are more likely to have better problem-solving skills due to increased persistence when faced with a challenge. Additionally, Adachi and Willoughby (2013) reported that strategic gameplay was a predictor of higher academic achievements, suggesting that problem-solving ingame may be transferrable to other areas of life. Statement of The Problem General Objectives This study aims to investigate and quantify the impact of online gaming on the problem –solving abilities of students in North Valley College Foundation Incorporated, with a focus on a real-life problem solving skills. Specifically, this seeks answers to the questions: .Research Questions: 1. What are the online games students prefer to play? 2. What is the extent of students' engagement in online gaming activities? 6 5 3. What are the influence of online gaming on the problem solving abilities of students? Significance of the Study Every research study is important to the people, society, nation, and world. The findings of this study will make a significant contribution to the vast body of knowledge regarding the influence of online gaming on the problem-solving abilities of the students at NVCFI. The significance and utility of this study's crucial findings may be especially relevant and beneficial to the following: To the Gaming Industry. Game developers can make more instructive and interesting games by being aware of how playing online games influences one's capacity for problem-solving. The findings of this study can be applied by the industry to create games that not only amuse players but also offer a platform for improving cognitive abilities. Additionally, it can assist in promoting responsible gaming practices and advocating for the integration of educational elements within gaming content. To the Teachers. For educators and teachers at North Valley College Foundation Incorporated, this study is extremely significant. Teachers can 7 5 learn more about the possible advantages and disadvantages of gaming as an extracurricular activity by researching how online gaming affects students' problem-solving skills. Teachers can modify their teaching strategies to better engage and empower students, fostering a more productive learning environment, by having a greater understanding of how gaming influences problem-solving abilities. To the Students. The study provides a distinctive viewpoint on their personal extracurricular pursuits. They can learn to appreciate the educational benefits of online gaming and how it might enhance their capacity for problemsolving. Additionally, it increases awareness of the dangers and distraction risks that gaming could cause. By being informed about the effects of gaming on their cognitive skills, students can make more informed decisions about their leisure activities and academic pursuits To the Readers. This study will fill their minds with relevant information regarding with the influence of online gaming on the problemsolving abilities of students. To the Future Researchers. This study provides a foundation for future researchers to delve deeper into the relationship between online gaming and problem-solving skills. It offers a valuable starting point for those interested in exploring the intersection of gaming and cognitive development. 8 5 Scope and Delimatation This study generally focuses on investigating the influence of online gaming on the problem-solving abilities of students. It will be conducted at North Valley College Foundation Incorporated located at Lanao, Kidapawan City, school year 2023-2024. This will involve senior high and college students who are actively engaged in online gaming as "Pro Players" or individuals recognized for their proficiency and dedication in the field of online gaming. Operational Definition of Terms Online Gaming- refers to the activity of playing video games over the internet, typically involving cooperatively or interaction competitively, with other through players, various either gaming platforms or services Problem Solving Abilities- Refer to an individual's capacity to identify, analyze, and resolve practical issues or challenges they encounter in their everyday life. Pro Player Gaming- Often referred to as professional gaming or esports, represents a competitive level of video game playing where individuals or teams participate in organized tournaments or 9 5 leagues with the primary goal of winning and earning money or recognition. Hypothesis of the Study Ho: There is no significant influence of online gaming on the problem-solving abilities of students at North Valley College Foundation Incorporated. Ha: There is a significant influence of online gaming on the problem-solving abilities of students at North Valley College Foundation Incorporated. Theoretical Framework The Cognitive Development Theory of Jean Piaget's, which outlines distinct stages of cognitive growth, is highly relevant to studying how online games impact students' problem-solving skills. Online gaming offers a dynamic environment where students can actively develop abstract thinking, logical reasoning, and spatial awareness, all essential for problem-solving. As students engage in complex game scenarios, they apply cognitive skills, mirroring Piaget's theory and potentially enhancing their overall problemsolving abilities in and beyond the gaming world. 10 5 The Flow Theory of Mihaly Csikszentmihalyi's describes the state of "flow" when individuals are fully engaged and absorbed in an activity. This state, marked by enjoyment and deep focus, can be experienced in various activities, including online gaming. Understanding flow in gaming is essential as it shows how players' complete engagement can potentially enhance their problem-solving and cognitive abilities. It also guides the design of educational games and learning environments to promote optimal engagement and problem-solving competence. Gamification theory (Deterring et al., 2011), applied to online games and problem-solving abilities, posits that incorporating game elements like challenges, rewards, and competition into non-gaming contexts, such as educational tasks, can enhance problem-solving skills. In online games, these elements motivate players to tackle complex challenges, think critically, and persist in problem-solving. By transferring these principles to educational settings, students are more likely to engage actively, develop their problemsolving skills, and experience a sense of achievement, ultimately improving their ability to solve real-world problems effectively. Gamification leverages the engaging nature of online games to foster problem-solving abilities in a fun and motivating way. The Social Learning Theory of Albert Bandura's 1977 highlights how individuals learn by observing and modeling behavior. When applied to online gaming, students engage in collaborative and competitive activities, allowing 11 5 them to observe various problem-solving approaches used by peers. This observation inspires them to adapt and apply these strategies in both gaming challenges and academic situations. Thus, online gaming becomes a unique platform where Social Learning Theory fosters the development of problemsolving skills beyond the game, enriching their academic abilities. In 2001, Marc Prensky introduced the concept of "Digital Natives," highlighting a generational shift in the way individuals interact with technology. Prensky proposed that students who have grown up immersed in the digital age have distinct learning preferences compared to previous generations. Online gaming, as a quintessential digital activity, aligns seamlessly with the preferences of these Digital Natives. The interactive and visually stimulating nature of online games might resonate more profoundly with them, potentially influencing their problem-solving abilities. These students are often more adept at navigating digital interfaces and engaging with virtual environments, which can contribute to the development of unique problem-solving strategies and critical thinking skills, distinct from those of previous generations who had a different technological upbringing. Understanding the impact of this digitalnative generation on problem-solving abilities within the context of online gaming is vital in adapting educational approaches and designing learning experiences that cater to their distinct preferences and strengths. 12 6 Conceptual Framework Problem Solving Online Gaming Abilities In this model, the Independent Variable is Online Gaming, representing the exposure of students to online gaming activities. The Dependent Variable is Problem-solving Abilities, which measures the impact of online gaming on students' problem-solving skills. The figure illustrates that the researchers intend to explore how variations in the independent variable (Online Gaming) may lead to changes in the dependent variable (Problem-solving Abilities) among students at North Valley College Foundation Incorporated. By using this model, the study seeks to establish a quantitative understanding of the influence of online gaming on the problem-solving capabilities of these students. This framework serves as the foundation for data collection, analysis, and the subsequent discussion of findings. REVIEW OF RELATED LITERATURE In this chapter includes the ideas, finished thesis, generalization or conclusion, theories and other. Those that were concluded in this chapter helps in familiarizing information that are relevant and similar to present study. Review of Related Studies In 2014, Granic, Lobel, and Engels conducted a thorough study entitled "The Benefits of Playing Video Games,"which was published in the American Psychologist. This study delves into the various advantages of engaging with video games and emphasizes that they are not just for entertainment purposes. The researchers assert that video games have the potential to provide significant cognitive and social benefits. They explore how playing video games can enhance problem-solving abilities, stimulate creativity, and promote teamwork. The study challenges traditional assumptions about video games and highlights their educational and cognitive value. It offers a comprehensive overview of the numerous multifaceted benefits associated with playing video games. Overall, this research indicates that video games have many positive effects beyond mere entertainment, making them a valuable tool for learning and growth. 15 The study carried out by Adachi and Willoughby (2013), titled "More than Just Fun and Games: The Longitudinal Relationships between Strategic Video Games, Self-Reported Problem-Solving Skills, and Academic Grades,"delves into the intricate connection between playing strategic video games, the development of problem-solving skills, and academic performance. Through this research, they aim to emphasize the potential correlation between strategic video game engagement and improved self-reported problem-solving abilities. This in turn may positively impact academic grades. It is worth noting that this study highlights the educational value of specific video game genres, shedding light on the cognitive development aspects associated with video gaming. Palaus, Marron, Viejo-Sobera, and Redolar-Ripoll conducted a study in 2017 titled "Neural Basis of Video Gaming: A Systematic Review." This study specifically explores the neurological effects of video gaming. The review delves into how video games impact the brain's structure and function. It suggests that engaging with video games can lead to substantial changes in brain regions related to memory, attention, and spatial cognition. The research provides valuable insights into the neurological mechanisms underlying the effects of video games on the brain, contributing to our understanding of the physiological aspects of video gaming. 15 16 In 2009, a study titled "Children and Video Games: Addiction, Engagement, and Scholastic Achievement"was conducted by Skoric, Teo, and Neo. The main objective of this research was to explore the relationship between children and video games, with emphasis on addiction, engagement, and scholastic achievement. The findings of the study indicate that video games can be both engaging and entertaining for children; however, excessive playtime can lead to negative consequences such as poorer academic performance. Hence, it is crucial to cultivate responsible gaming habits among young individuals in order to minimize potential adverse effects on their scholastic achievement. This research highlights the significance of striking a balance between leisure activities such as playing video games and academic pursuits for achieving long-term success in life. D'Zurilla and Nezu's 2010 publication titled "Problem-Solving Therapy"is a significant resource that emphasizes the significance of problemsolving techniques in different aspects of life. This work, while not directly related to video games, lays the groundwork for comprehending the importance of effective problem-solving methods in various contexts, including academic performance. Interestingly, numerous studies have also established that playing video games can enhance problem-solving abilities. This finding underscores how video games possess potential benefits beyond mere entertainment value. Therefore, it is essential to recognize how incorporating 16 17 problem-solving techniques into different areas of life, including playing video games, can lead to positive outcomes and contribute to personal growth. In 2006, Green and Bavelier conducted a study entitled "Effect of Action Video Games on the Spatial Distribution of Visuospatial Attention," which delves into the impact of action video games on visuospatial attention. Through their research, they were able to show that playing action games can potentially improve visuospatial abilities and enhance attention processes. This discovery is noteworthy because it emphasizes how certain types of video games can have a positive effect on cognitive skills. The study is an essential contribution to our understanding of how playing action-based video games can lead to cognitive enhancements, shedding light on an area that was previously not well-understood. As such, this study has significant implications for future research in this field and for the development of new educational tools and training programs that can leverage the benefits of action gaming to improve cognitive function. The study titled "Problem solving and collaboration using mobile serious games" by Jaime Sánchez and Ruby Olivares, published in Computers & Education in 2011, explored the impact of Mobile Serious Games (MSGs) on problem-solving and collaborative skills in 8th-grade Chilean students. In this quasi-experimental study, three MSGs were developed and played by teams of four students. The experimental group, who engaged in MSG-based learning activities, demonstrated a higher perception 17 18 of their collaboration skills and achieved a better score in the plan execution dimension of the problem-solving cycle compared to the non-equivalent control group. These findings suggest that Mobile Serious Games have the potential to enhance the development of higher-order skills, which raises the need for further research to identify the specific conditions under which these learning activities are most effective. This study's results indicate the promising role of MSGs in educational contexts, especially for fostering collaborative problemsolving skills among students. In the study conducted by Valerie J. Shute and Lubin Wang, the aim was to investigate the impact of video gameplay on problem-solving skills. They recruited 77 college students who were randomly assigned to two groups: one played Portal 2 (the experimental group), while the other played Lumosity (the control group). The results revealed a significant difference between the two groups in terms of overall problem-solving skill improvement after 8 hours of gameplay, favoring the Portal 2 players. Further analysis showed that this difference was primarily attributed to superior performance on the Insight test. Interestingly, in-game performance measures within Portal 2 were found to be significantly correlated with insight test scores, while the "problem solving" and "flexibility" measures provided by Lumosity did not show such correlations with external problem-solving tests. 18 19 This study adds valuable insights to the literature, suggesting that not all video games have the same impact on problem-solving skills. Portal 2, in particular, appeared to have a positive effect in this regard, highlighting the potential for certain video games to enhance cognitive abilities. These findings align with previous research that has indicated the potential for video games to improve cognitive functions. However, the study also underscores the importance of selecting the right type of video game for such improvements, as not all games provide the same benefits. According to the study by Eyüp Yılmaz, Selma Yel, and Mark D Griffiths in 2022, the research aimed to explore the influence of playing video games and traditional games on the social problem-solving skills of children across two distinct cultures, namely Turkish and British. The study involved 523 schoolchildren aged 9 to 11, with 255 from the UK and 268 from Turkey. The results indicated that British children tended to play video games more frequently than Turkish children, while Turkish children spent more time playing traditional games. Furthermore, it was observed that boys in both samples played more video games than girls. In terms of social problem-solving skills, girls generally scored higher on the Social Problem Situations Inventory for Children (SPSIC) than boys. Interestingly, children who played video games for less than 1 hour a day had notably higher SPSIC scores compared to those who played video games for 4 hours or more daily. When it came to the preferred genres of video games, 19 20 action and role-playing games were the most favored by children in both cultures, while simulation and puzzle games were the least preferred. The study also found that action-adventure video games had a negative impact on SPSIC scores, whereas simulation, puzzle games, and video game genres with educational purposes were positive predictors of SPSIC scores. In the context of traditional games, British children primarily favored sport games, while Turkish children had a preference for action games. Notably, action, strategy, role-playing, and sport traditional game genres positively predicted SPSIC scores. Donna Harris conducted a study in 2008 titled "A comparative study of the effect of collaborative problem-solving in a Massively Multiplayer Online Game (MMOG) on individual achievement" this explore the educational potential of Massively Multiplayer Online Games (MMOGs), particularly their impact on collaborative problem-solving and individual achievement. The study involved 159 sixth-grade students, divided into an experimental group playing an ecology-based MMOG called Web Earth Online and comparison groups receiving traditional instruction. The researcher analyzed player dialog logs to assess collaborative teamwork in the MMOG group. They used dependent-samples t-tests and ANOVA to compare the performance of the experimental and comparison groups on content knowledge assessments and concept-map construction tasks. The study also examined the relationship between collaborative teamwork scores in the MMOG group and posttest and 20 21 concept-map scores. Additionally, satisfaction surveys were administered to assess game and unit satisfaction. Review of Related Literature Cognitive Benefits of Online Gaming According to Basak, Boot, Voss, and Kramer in 2008, their primary objective was to address age-related declines in cognitive abilities, particularly focusing on executive control functions in older adults. They implemented a cognitive training program centered around a real-time strategy video game, involving participants who underwent 23.5 hours of training. Cognitive assessments were administered before, during, and after the video game training to evaluate its impact. The results demonstrated significant enhancements in game performance among the participants, indicating the program's effectiveness in improving their video game-related skills. More importantly, those who received the training exhibited significantly greater improvements in various aspects of executive control functions, including tasks like task switching, working memory, visual short-term memory, and reasoning, compared to a control group. 21 22 Additionally, the work unveiled a correlation between individual differences in game performance improvements and the enhancements in task switching. These findings strongly suggest that cognitive training in the form of video game engagement has the potential to yield significant improvements in executive control processes in older adults. The described investigation by Oei and Patterson (2013) delved into the effects of video game engagement on cognitive capabilities beyond the commonly acknowledged enhancements seen in action games. They organized non-gamer participants into five distinct groups, each tasked with playing a particular genre of video game for an hour daily, five days a week, spanning four weeks to accumulate 20 hours of gameplay. The selected game categories encompassed action, spatial memory, match-3, hidden-object, and an agent-based life simulation. The significant outcomes unveiled that the improvements in cognitive functions were not exclusive to action game training. Instead, different game genres appeared to have distinctive impacts on various aspects of cognition. Notably, action games were effective in mitigating the "attentional blink," while enhancing cognitive control and multiple-object tracking. Conversely, match-3, spatial memory, and hidden object games notably bolstered participants' visual search performance, with spatial memory games also contributing to an improved spatial working memory. Complex verbal span exhibited enhancements after engaging in training with both match-3 and action games. 22 23 These observations suggest that the cognitive benefits attributed to video game participation do not stem solely from the broad enhancement of general cognitive systems, like executive attentional control. Rather, the improvements appear to result from the frequent engagement of specific cognitive processes required during gameplay. This underscores the significance of "near-transfer effects," wherein the skills developed through specific game types have the potential to enhance related cognitive tasks. In essence, this work by Oei and Patterson (2013) underscores that video games offer a diverse and valuable tool for enhancing cognitive abilities, with different game genres serving as unique pathways for cognitive development. According to Strobach, Frensch, and Schubert (2012) they highlights the positive relationship between action video game practice and the optimization of executive control skills, particularly in situations that require the coordination of two different tasks. Action video games are considered to be similar to real-life scenarios in complexity, involving multiple concurrent actions, which makes them an ideal environment for practicing and honing these cognitive skills. The authors used two types of experimental paradigms: dual-task scenarios (where two tasks are processed simultaneously) and task switching scenarios (where two tasks are processed sequentially). They observed that experienced video gamers had a performance advantage over 23 24 non-gamers in these dual-task and task-switching situations. However, this advantage was not present in single-task situations. These findings suggest that video gamers have optimized executive control skills, which are crucial for tasks that involve managing multiple cognitive processes concurrently or sequentially. Furthermore, they noted similar improvements in non-gamers who practiced action video games for 15 hours compared to non-gamers who practiced a puzzle game. This reinforces the idea that video game practice can causally enhance executive control skills, supporting the relationship between video game experience and cognitive skill improvement. According to Quiroga, Román, De la Fuente, Privado, and Colom (2015), video games have become a popular leisure activity in contemporary Western societies. Their research delved into the correlations between intelligence and video games, with latent correlations ranging from 0.60 to 0.93. To investigate the role of video game genre in these correlations, they conducted a study involving 134 participants who played ten different video games on platforms such as iPad and WiiU. The games spanned various genres, including Art of Balance, Blek, Crazy Pool, EDGE, Hook, Rail Maze, SkyJump, Space Invaders, Splatoon, and Unpossible, all within a controlled gaming environment. 24 25 The study found a significant correlation of 0.79 between latent factors representing general intelligence (g) and video games' general performance (gVG). This outcome suggests that there are shared cognitive processes between performance on intelligence tests and video game performance. Furthermore, it emphasizes that brain-training games are not the sole genre capable of producing performance measures comparable to standardized intelligence tests. From a theoretical standpoint, these findings align with the principle of the indifference of the indicator, which has been a central concept in intelligence research for decades. Quiroga et al.'s study sheds light on the interplay between video games and cognitive abilities, highlighting the potential cognitive benefits of gaming and its relevance to the broader understanding of intelligence." Online Gaming and Problem-solving Skills According to Mayer and Wittrock (2006), encompasses four essential characteristics: (1) it occurs internally within the cognitive system of the problem solver, (2) it's a process involving the conceptualization and manipulation of knowledge, (3) it is goal-directed, and (4) it relies on the knowledge and skills of the problem solver to gauge the difficulty and overcome obstacles towards a solution. In contrast to the well-structured 25 26 problems encountered in formal learning settings, well-designed video games present students with challenging scenarios that stimulate problem-solving skills. These games demand players to generate new knowledge in interactive environments, providing immersive gameplay with continuous feedback to help players refine their problem-solving skills over time (Van Eck, Shute, & Rieber, 2017). Video gameplay mechanics are governed by rules, and one aspect of problem-solving involves the ability to apply these existing rules within the problem space, known as rule application (Shute et al., 2015). An illustrative example of rule application can be found in the extensively researched problem-solving puzzle known as the Tower of Hanoi (Huyck & Kreivenas, 2018; Schiff & Vakil, 2015; TOH, 2019). The rule application component of problem-solving skill is one of the dependent variables under consideration in this study. Rule application entails the problem-solver's representation of the problem space through direct action, which is a critical element of the problemsolving process (Van Eck et al., 2017). The systematic review conducted by Shweta Kailani, Rhonda Newton, and Susan Pedersen, spanning the years from 2009 to 2016, offers valuable insights into the realm of game-based learning and its influence on the development of problem-solving skills. Their findings reveal a consistently positive impact across diverse age groups and academic levels. Two 26 27 fundamental elements emerge as driving forces behind this impact: collaboration and built-in feedback, complemented by high interactivity within the gaming environment. Collaboration within these educational games encourages students to work together, fostering not only problem-solving but also essential interpersonal skills. The built-in feedback mechanisms provide learners with immediate information on their performance, allowing them to reflect on and improve their problem-solving strategies in real-time. Furthermore, the high interactivity in these games enhances engagement and motivation, as learners become actively involved in the learning process. Perhaps the most noteworthy result of this review is the idea that game-based learning not only facilitates the acquisition of problem-solving skills but also instills persistence in learners when faced with challenges. This persistence is a key driver in their quest to find solutions within the gaming context. Such findings reinforce the significance of game-based learning as a potent educational tool, capable of not only nurturing problem-solving skills but also contributing to the broader development of 21st century competencies in students. As the educational landscape continues to evolve, these insights hold promise for educators seeking innovative ways to prepare students for the demands of the future. 27 28 According to Weoi Hung and Richard Van Eck in their research on problem solving and gameplay, they highlight the limited empirical evidence supporting problem solving as a benefit of games and game-based learning. They stress the importance of establishing and validating models of problem solving in games, particularly in the context of serious games. The authors emphasize that problem-solving skills are vital across various domains and challenging to attain. They note the significance of promoting problem solving in fields like science, technology, engineering, and math (STEM). However, the existing research and design theories in serious games are insufficient to explain the relationship between problem solving and games. They call for future research in this area to draw from the extensive knowledge base on problem solving and problem-based learning (PBL) that has been developed over the years. The authors propose a classification of gameplay based on cognitive skills and describe different types of problems and the gameplay types that can support them. They also acknowledge that games can address various learning outcomes beyond problem solving, such as domain-specific learning, higher-order thinking, psychomotor skills, and attitude change. The chapter concludes with implications for future research and design in problem solving and games. The article by Deniz Eseryel, Xun Ge, Dirk Ifenthaler, and Victor Law, published in the Journal of Educational Computing Research in 2011, focuses on the use of dynamic modeling as a cognitive regulation scaffold to enhance 28 29 complex problem-solving skills in educational massively multiplayer online games (MMOGs). The research is based on a design-based framework and includes two empirical studies conducted with 9th-grade students using an MMOG called McLarin's Adventures. The studies investigate how such gamebased learning environments can aid in the acquisition of complex problemsolving skills, particularly in the context of interdisciplinary STEM education. The first study underscores the significance of supporting cognitive regulation in students for successful complex problem-solving skill development within digital game-based learning. The subsequent study demonstrates that when students are guided by dynamic modeling, they exhibit substantial improvements in their complex problem-solving abilities. The article also discusses the implications of these findings for educational game design strategies and the use of stealth or embedded assessments to monitor progress in complex problem-solving during digital game-based learning. According to Benjamin Emihovich, Nelson Roque, and Justin Mason published in the International Journal of Game-Based Learning in 2020, the authors aimed to determine whether two different types of video gameplay could enhance the problem-solving skills of undergraduate students. They divided participants into two groups: an experimental group that played the roleplaying video game "World of Warcraft" and a control group that played the brain-training video game "CogniFit." Before and after engaging in 20 hours of video gameplay, participants' problem-solving skills were assessed using two 29 30 measures. The Tower of Hanoi assessed the rule application aspect of problem-solving skills, while the PISA Problem Solving Test evaluated the transfer of problem-solving abilities to new scenarios. The study found no significant differences in problem-solving performance between the two groups on either measure. The implications for future research in the field of gamebased learning were discussed. According to Susan Danby, Ann‐ Carita Evaldsson, Helen Melander, and Pål Aarsand in their 2018 article "Situated collaboration and problem solving in young children's digital gameplay" published in the British Journal of Educational Technology, collaboration is a crucial element of social engagement in young children's digital gameplay. The study focuses on children aged 3-8 in different settings (Australia, Norway, and Sweden) and explores how they collaborate and problem-solve during digital gameplay. The research shows that children employ various strategies, such as instructing, monitoring, and problem-solving, to progress in the game and maintain a collaborative peer culture. These interactions create opportunities for peer and sibling learning without adult involvement, emphasizing the role of social interaction and gameplay in children's learning and agency. According to Muhterem Dindar 2018 delved into the gaming behaviors of 479 high school students, with a specific focus on gender-based differences and their implications for academic success and Complex Problem Solving skills (CPS). The study employed a comprehensive approach by measuring 30 31 various aspects of video gaming, including gaming experience, time spent gaming, gaming frequency, perceived gaming skills, solo versus team play, and game genres. To assess CPS, the Programme for International Student Assessment (PISA) 2012 Creative Problem Solving test was used. Notably, the research found that males within the sample exhibited more experience and skills in video gaming and devoted more time to gaming than their female counterparts. Surprisingly, the study also revealed that females played video games more frequently than males. However, the most significant finding was the lack of a substantial relationship between any of the investigated video gaming variables and either CPS or academic success. This study thus contributes to the existing body of empirical evidence on the intricate interplay between video gaming and CPS, highlighting that the transfer of gaming skills to real-life problem-solving might not be as straightforward as previously suggested in the literature. Transfer of skills In the context of pro player gaming, a noteworthy facet worth exploring is the remarkable transfer of skills to practical problem-solving scenarios. Notably, Johnson and Brown's investigation in 2019 delved into this intriguing phenomenon. Their research illuminated the transferability of critical problem-solving skills honed within the context of online gaming to real-world 31 32 situations. The outcomes of their study disclosed a compelling trend, revealing that pro players showcased elevated levels of adaptability and flexibility when confronted with problem-solving tasks beyond the confines of the gaming environment. By comparing the problem-solving prowess of pro players with non-gamers across a spectrum of challenges, these revelations underscored that pro players consistently excelled in tasks demanding rapid decisionmaking, nimble thinking, and innovative problem resolution. These findings, without a doubt, underscore the potency of skills nurtured through pro player gaming in effectively addressing real-world problem-solving exigencies. Collaboration and Communication A notable investigation by Lee and Kim in 2020 delved into the realm of professional players in online gaming, shedding light on their remarkable proficiency in communication, coordination, and teamwork. Through meticulous observation of pro players' interactions during gameplay, the researchers uncovered a wealth of insights. Pro players consistently showcased their prowess in effective communication strategies, employing clear and concise instructions, active listening, and seamless coordination. These intricate skills in collaboration and communication are of paramount importance in the context of problem-solving, as they empower individuals to 32 33 seamlessly merge their talents, exchange ideas, and ultimately unearth the most optimal solutions to challenges presented in the gaming world. 33 METHODOLOGY This chapter presents the procedures adapted by the researchers to explain in details the research design, respondents of the study, research instruments, sampling procedure, data gathering procedure and statistical procedure applied in order to come up with this study. Research Design The study used a descriptive research design. Descriptive research aims to describe and analyze the current status of a phenomenon, making it suitable for investigating the influence of online gaming on students problemsolving skills Respondents of Study The respondents of this study will comprise all senior high and college students enrolled at North Valley College Foundation Inc., School Year 20232024. The selection criteria will include students who actively engage in online gaming, allowing for a targeted investigation into the potential influence of pro player gaming on their problem-solving abilities. Participation will be voluntary, 10 and informed consent will be obtained from each participant, ensuring ethical consideration in the research process. Research Instrument Start here 3 single spaces after the subheading (Heading Level 2). >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>>>>>. You can also add the 2nd paragraph. Sampling Procedure Start here 3 single spaces after the subheading (Heading Level 2). >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>> >>> >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>>>>>>>. Data Gathering Procedure Start here 3 single spaces after the subheading (Heading Level 2). >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 35 >>>>>>>>>> >>> 10 >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>>>>>>>. Statistical Analysis Descriptive statistics were applied to statistically analyze the data gathered in the study. Frequency count, percentage, and weighted mean were employed to interpret the results. Frequency count was used to examine the occurrence of specific instances related to online gaming among students at North Valley College Foundation Incorporated. Percentage was utilized to determine the proportion of the overall data representing various aspects of online gaming's impact. The weighted mean was calculated to assess the effects of online gaming on the problem-solving abilities of the students. 36 LITERATURE CITED [Arrange the list alphabetically; delete this comment in the final paper; start after 3 blank spaces after the heading (Literature Cited)] Araula, M. W. (2002). The relationship between father’s parenting styles and adolescents’ locus of control among senior students of Pikit National High School, Pikit, North Cotabato. (Unpublished [choose one of the ff] doctoral/ master’s/ undergraduate thesis). University of Southern Mindanao, Cotabato, Philippines. [sample thesis; Italics for title; capitalize ONLY the first letter of the first word of the title] Bernardo, A. B. I. (2004). McKinley’s questionable bequest: Over 100 years of English in Philippine education. World Englishes, 23, 17-31. [sample journal article with no DOI; the first letters of the all major words of the journal title are capitalized] Cabasan, M. T. N., Kumar, A., & De Waele, D. (2018). Evaluation of resistance and tolerance of rice genotypes from crosses of Oryza glaberrima and O. sativa to the rice root-knot nematode, Meloidogyne graminicola. Tropical Plant Pathology, 43, 230-241. doi: 10.1007/s40858-018-0210-8 [sample of journal article with DOI; Italics for journal name and volume number; capitalize the first letter of all the words in the journal name; doi starts with 10; no period after DOI.] Giller, K. E., McDonagh, J. F., & Cadish G. (1994). Can biological nitrogen fixation sustain agriculture in the tropics? In J. K. Syers & D. L. Rimmer (Eds.). Soil science and sustainable land management in the tropics (pp. 173-191). Wallingford, UK: CAB International. [sample book chapter; capitalize ONLY the first letter of the first word of the title] Gomez, K. A. & Gomez, A. A. (1984). Statistical procedures for agricultural research. (2nd ed). Ontario, Canada: John Wiley & Sons. [sample book; capitalize ONLY the first letter of the first word of the title; if the country is the United States, write the state abbreviation instead (e.g., Boston, MA: Lawrence Erlbaum)] Jones, C. and Olson-Rutz, K. (2016). Plant nutrition and soil fertility: Nutrient management. Retrieved March 1, 2020 from https://landresources.montana.edu/nm/documents/NM2.pdf [sample document retrieved online; no period after url] 38 Nellie Mae Education Foundation (n.d.) What are student centered approaches? Retrieved January 4, 2021, from https://www.capss.org/educational-transformation/what-are-studentcentered-approaches [sample website; do not italicize title; no period after the url; this is also an example if the author is not a person, or if no date is indicated] Virmani, S.S. (2001). Opportunities and challenges of developing and using hybrid rice technology in the tropics. In S.B. Peng & B. Hardy (Eds.). Rice research for food security and poverty alleviation (Proceedings of International Rice Conference, p. 407). Manila: Philippines. [sample conference proceedings; similar to book chapter] 38 18
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