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Scope and DelimitationThe scope of our study is for finding effects of playing

onlinegames to the academic performance of the students..,the main purpose of


our study is to point out the effects ofplaying online games and aims are
determining whether playingonline games hinders their accomplishment of their
homeworks.The study only focuseson online games and its relation to the
academic performance ofthe selected students.However, the study excludes the
effects of online games to theirbehavior.Definition of TermsOnline game - is a
game that can be run from an Internet browserand requires the I-netconnection.
In most cases onlinegames are freeware programs that can be used for an
unlimitedtime and are available for free.Gamers


a person who plays a game, especially a role-playinggame or computer
game.Phenomenon - a fact or situation that is observed to exist
orhappen, especiallyone whose cause or explanation is in
question.Lawsuit - a claim or dispute brought to a law court
foradjudication.Bereaved - be deprived of a close relation or friend
through theirdeath.Hindrance - a thing that provides resistance, delay,
or obstructiontosomething or someone.

Hypothesis - a supposition or proposed explanation made on thebasis


oflimited evidence as a starting point for further
investigation.Permeates - spread throughout (something);
pervade.Feasible

a possible and practical to do easily orconveniently.Impact - the action
of one object coming forcibly into contactwith another.Wisely

a manner; having or showing experience, knowledge,and good
judgement.Exclude - remove from consideration.Academic performance
- academic achievement or performanceis the outcome of education,
the extentto which a student, teacher or institution has achieved
theireducational goals.Sneak - move or go in a furtive or stealthy
way.Awareness - knowledge or perception of a situation or
fact.SignificanceIn an increasingly technology-dependent based
society,people will continue to use computers not only for business
butalso for pleasure. Computers have become a social and
economicnecessity that permeates every part of our lives; it is feasible
thatin the future, every person in the world may own or use
acomputer.The researcher conducted this research to know the
effects ofplaying online games towards the academic performance
of theselected high school students of St. Joseph College of
NovalichesInc. Further more, this research aims to give significance
thefollowing:For the students, they will know what are the emotional
andphysical effects of playing online games. They will be moreconscious
on the said effects. They will know what are the bad

impacts of playing online games every time and they will realizethat
playing too much online games is not worth their money.Teachers, they
will be giving more attention to the students.There are also teachers
who tried and played online games too.They can help and let their
students explore deeper words,meanings and thoughts that the
students learned from differentonline games. In longer time, they will
have fun and at the sametime they are also learning.School, students
usually get to know more of their classmates orschoolmates in other
grade levels when the play online games.Community, most online gamers
gain friends within the gamesthey play, even though they haven't seen
those friends in person.There is a bonding happening and it can build
a strongrelationship.And parents, they will be benefited by they will
have more timeand communication with their children. They surely know
how tolimit their child from playing online games by guiding
themwisely.Hypothesis of the study
• The problem is hypothesis free.

• The recognizabilty of rating for a specific online game speaks


not of its effect.
• The amount of prevalent time manifested on its perusal states
to its possible consequence only to physical health.Statement of the
ProblemA. GeneralWhat are the effects of playing online games
towards theacademicperformance of Grade 7 and 8 students?B.
SpecificThis study aims to investigate the effects of playing online
games

show the relationship of the academic performance and playingonline


games to the selected SJCNI high school students. Theresult of this
study will depend upon the response of the saidpopulation.Review of
Related LiteratureThe Research DesignThe researcher used the
descriptive approach, specificallydescriptive survey method to gather
information of the relatedstudy.The Research LocaleThe study was
conducted in St. Joseph College of Novaliches Inc.There were 3
sections for the Grade 7 and 4 sections for Grade 8and they are the
respondents in our study. Hoping that they willgive their full
participation and cooperation with honesty andsincerity in answering
the survey questions.RespondentsOur respondents are Grade 7 and 8
students from St. JosephCollege of Novaliches Inc.Instruments
UsedThe questionnaires/survey forms are written in English.
Thequestionnaires were divided into two parts namely
personalinformation and the question related to the study.
Thequestioning method is in check list form.Data Gathering Procedure
Permission was sought from the school principal, teacher’s
-in-
charge, high school department head, researcher’s adviser and
the teacher of the subject matter.At the end of the study, the
researchers found out that:1. Out of 34 students, 12 of them spent 1-3
hours the most a day.2. Out of 34 students, 25 of them do not forget
to do their homeworks due to playing online games.3. The majority of
the students played and in favor RPG.4. Playing online game is not a
hindrance to the students doing of

home works.5. Based on the survey, the grades of the students are
notaffected due to playing online games.Summary of Findings1. Parents
should continue the observance of time limit as forallowing their
children to play online games.2. That the guidance office promote
programs that educatechildren about the bad effects of too much
playing online games.The researchers also recommends that this study
will help thenext researcher whose research is related to this study.
This canbe a guide for the next researcher of the same topic. It will
serveas a reference for all the students or other Josephites.The
school should expand and allow the use of library for thestudents to
have a reference regarding the impact of computergames to students.
It will be a great help to the students whenthis matter is being
approved. Their information and knowledgeabout this matter will
expand and improve.RecommendationIn this chapter, the researchers
makes the presentation, analysisand interpretation of data. This
chapter will show and discussthe information that will answer the
problems stated previouslyand it will also explain the data gathered
from the sruveyconducted by the researcher. This part of the thesis
shows thetabulation of the information per questions. The title of
thisthesis and its main topic are further discussed in this
chapterwhere the researchers also consider this as the heart of the
wholethesis. It is where the researchers expressed our own
thoughtsabout the study through comparisons and
contrasts.Presentation, Analysis, and Interpretation of Data
Grade 7 (Integrity, Loyal, Peace, Perseverance)

Out of 20 students, 25% of them played everyday, 45% of themplayed


1-3 hours, 5% of them played 4-5 hours and the 25% ofthem played
longer hours.Out of 20 students, 31% of the played RPG, which is
ranked thefirst.25% of them played Strategic, 28% of them played
Action, 14%of them played Adventure, the 2% of them played
Educational,and no one answered different categories.Out of 20
students, 75% of them chose the entertainment, 20%of them in past
time, and 5% of them chose for anger whichranked the least.Out of 20
students,
55% of them did their HW’s after school, 40%
of them played pc games or even surfed the net, and the 5%percent of
them did other necessities.Out of 20 students, 90% of them answered
No, which means theydo not forget their home works or school works
due to playingonline games, and the 10% of them forgot to do their
schoolworks.Out of 20 students, 60% of them had an average grade,
10% forboth 80 below and 85-87 that ranked the last, and 20% of
themhad a high grade.Out of 20 students, 30% of them troubled in
headache and backpain that both ranked the first. 20% of them has
poor eyesightand different physical effects that also both ranked the
second.
Grade 8 (Courage, Grace, Patience)
Out of 14 students, 43% of them played 1-3 hours, 36%
playedeveryday, 7% played 4-
5 hours while 14% played more than …
Out of 25 Grade 8 students, 32% of them play adventure games.There
are 3 groups in rank number 2, with 20% share. They playRPG,
strategic and action games. 8% of them play educationalgames.Out of
14 students, 57% of them falls into the category of playingonline
games For Entertainment, while 29% For Past Time use

and 2 groups with 7% share.Out of 14 students, 36% of them did their home works, 50% ofthem
played/surfed the internet and the 14% of them did otherthings.Out of 14 students, 50% of them
answered Yes and another 50%of them answered no which both ranked the first.Out of 14 students,
79% of them had an average grade whichranked the first. 7% of them had an 85-87 general grade, 14%
ofthem got 88 grade and higher and none of them got 80 gradebelow.Out of 14 students, 14% of them
got poor eyesight and back painwhich ranked both the second. 36% of them got othercomplications and
head ache which ranked both the first.

Statement of the ProblemA. GeneralWhat are the effects of playing online games towards
the academicperformance of Grade 7 and 8 students?B. SpecificThis study aims to investigate the
effects of playing online games to the Grade 11and 12 students. It analyzes the possible effects of
playing online games and thepossible ways to avoid it.Particularly, this study is conducted to answer the
following problems
:1. What are the physical effects of playing online games to the Grade 11 and 12students?
2. What type of games do the students play in majority?
3. Is playing online game hindrance on the students’ such as:
a. doing of assignments/homeworkb. attending school matters/activities
4. Does the students affect their academic performance at school?

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