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Final Research Pastoral Salazar
Final Research Pastoral Salazar
This descriptive study focuses on how online games affects the academic
select the respondents of the study since it only focuses to the students who
are inclined in online gaming, a total of twenty nine (29) Grade 12 GAS
students are the respondents of the said study. A questionnaire was used as
analyze and interpret the data gathered. Result shows that males ages 17 are
fond of playing online games. Among boys, gaming is part of the male socio-
gamer and the online games they commonly played are Clash of Clans, Defense
online gaming and academic performance still it is very low and it cannot be
First and foremost we thank our Almighty God for giving us strength,
wisdom and perseverance to face the challenges in making this research study
possible.
We are deeply grateful to Mr. John Mark P. Mercene for guidance and
endeavours.
To our wonderful parents, sisters and brothers, also to our relatives and
loved ones, thank you for your unconditional love, your encouragement and
support.
We would like to extend a heartfelt thank you. Thank you for all the
- The Researchers
DEDICATION
We dedicate this manuscript to our family, friends, and mentors. We are truly
INTRODUCTION
and they target a diversity of people in different ages. It is a leisure activity that
(Griffiths, 2006). The addiction to the rivalry and excitements of the games
make them the most common recreational programs for today’s teenagers, so
that they do anything to reach a higher level of the game, they immersed in the
Challenging with the obstacles and reaching a higher level in the game, make
the players excited and losing the game make them anxious.
developing too fast. Because of technology, new things were created that made
our life easier, comfortable and handy at most of the time. They have set
business and many more. Computers were created because of the technology.
Computers became a big part of our lives, the way we work, the way we learn,
the way we live and even the way we play. Along with the evolution of
documents as well as play online games. Over the last decade, online gaming
also learn new words and languages through online games because it teaches
them on how to enhance their reading and thinking skills, they can even apply
getting involved with too much playing of computer games. Since, modern
computer shops near the school and spend most of their time playing.
Specially, when they lose to a game, they will have the eagerness to play more
just to win the game and forget the responsibilities as a student. Some
students get hooked on playing online games that they tend to lose interest in
other more important things like school related activities. There are also some
instances through playing, students develop bad habits that driven them to
they gave more of their attention on playing online games rather than doing
their school responsibilities. Some are getting sick because they spend most of
their time on playing and choose to skip eating their food on time. They also
don’t have enough money to spend to their school works if needed because
The study aimed to know the effects of online gaming to the academic
Marinduque Midwest College; specifically the researchers sought to find out the
Age
Gender
Gamer Type
2. How many sessions a gamer spends on playing online games in terms of:
relation with:
4. What are the advantages and disadvantages of playing online games to the
performance of students?
Null hypothesis
Alternative Hypothesis
The study will help the students have an insight on the impact of online
give them information about the effects of playing online games on their
academic performance. They will be more conscious on the said effect and for
them to realize that playing too much online games is not worth their money.
To the Parents. This study will help the parents to have enough
knowledge about the effects of playing online games among their children.
To the Readers. This study will help the readers to have the
performance.
To the Future Researchers. This may serve as a basis for future research
gathered all information about the possible effects of the selected online games
terms of the target respondents, 31 is the target respondents among the Grade
12 GAS students that represents the 50% of the total population but only 29 of
the respondents were able to answer the questionnaires. Especially the one
studies both foreign and local, which provides relevant facts about the effects of
online gaming towards the academic performance of the students. That helps
in familiarizing information that are relevant and similar to the present study.
Related Literature
Foreign
Dockrill (2012) stated that students who regularly spend time playing
online games are developing analytical and problem-solving skills that can also
help them in their schoolwork. He also said that when you play online games
you’re solving puzzles to move to the next level and that involves using some of
the general knowledge and skills in maths, reading, and science that you’ve
tools for children, teenagers and even adults all around the globe. Allowing
compulsively attract many people. In fact, they have become an integral part of
and create a sense of enjoyment of learning. They not only have become one of
the most significant recreations for all age groups, but also they have potentials
& et al., 2009; Grimley & et al., 2011). Therefore, video games can no longer be
seen as mere entertainment tools. Today the positive effects of video games are
teach, and influence attitudes and behavior, numerous studies have suggested
creating interest and commitment in learning (Tuzaun & et al., 2009; Kim,
30 minutes per day) their usage of all technology, including video games.
video games (five hours or more per session) resulted in school grades that
were below a 3.00 average, and that time spent playing was a predictor of
academic performance. They also suggested that video games indirectly lead to
playing video games took time away from school activities, homework, social
interaction, etc.
creativity.
Anand (2007) also found that males were more prone to these results
than females, because males tend to play video games more. The penetration of
video games into the United States alone is huge, with at least 90% of homes
having children that have played (rented or owned) video games. This is a
record level that continues to increase. 55% of console players and 66% of
online players are over 18. The college demographic seems to be the major
group of gamers simply because they have a lack of parental supervision and
they have more flexible schedules, allowing for more play time.
The studies and literature concerning the effects of online games to the
suggest that online games may lead to negative effects while others said that it
gives positive benefits The relationship between the usage of computer games
Local
college students are the usual patrons of computer games. According to NIKO
statistics from Juha Sompinmaki of Tech in Asia show that about 409, of the
Ancients and LOL or League of Legends involve cooperation with other online
players in order o win. These games encourage players to make the most of
Related Studies
entertainment and play for people of all ages, especially for the students. It
refers to the games that are played over some forms of computer network,
typically on the internet. These games are played online, in which you can
game play and English test scores, which suggests that gaming can actually
and Muijs (2000); and Russell (2006) also showed that rate of playing computer
games has negative correlation with student achievement; while other research
(Durkin and Barber, 2002) showed that there is no negative relationship
definition was given) and noted a decrease in school performance when the
student was addicted to gaming. They found that gaming addiction physically
impacts academic achievement because the student is too involved in the game
There are also others that have found decreased academic performance
studied video games and aggression and suggested that not only does gaming
academic performance.
study was not significant. Jackson et al (2008) found that time spent playing
games was a negative predictor of academic performance and that those who
played video games more often had poorer grades than those who played less
homework, etc. They also found that these consequences were more likely to
impact males, because males play more often and were more likely to report
The gaming frequency and the amount of time spent on playing video
games have been studied for years frequently in association with gaming
concept clarity, self-control, and flow) (Khang et al. 2013; Lee et al. 2012),
negative consequences (e.g., missing school work) (Hellström et al. 2012), and
2008).
more than 2 hours per day playing video games, performed less well than
7,757 Swedish adolescents and had them completed a questionnaire and found
that time spent on gaming was related to negative consequences, e.g., “less
sleep due to gaming.” Ventura et al. (2012) constructed an online survey with
252 undergraduate students and a positive indication was found between video
gameplay and academic performance. That is, students who spent 11-50 hours
playing video games had significantly higher GPAs than students who spent 0-
player has spent on playing video games. However, the segmentation between
types of gamers has not been significantly, rigorously studied. Two types of
gamers, casual and hardcore gamers, have been growing rapidly in recent
between casual and hardcore gamers. For example, hardcore gamers play
Cummings and Vandewater (2007) found that only 534 (36%) played
video games, and that these individuals played an average of only 1 hour per
weekday and 1.5 hours per weekend day. On the other hand, another study
their hours on studying and doing their homework, children spend their time
The results of a survey show that 90% of children aged 9-13 years
perform video games. 43% of children do the games less than one hour and
27% as 2-6 hours every day (Cited in Jensen 2005/2001). Gunter (1997,2008)
states that children at age 6-11 and 12-17 years have the highest number of
players.
Academic Performance
attendance and school marks. Yakovlev and Kinney reported an overall course
grade reduction of 0.9 points for every class missed. More literature exists on
et.al, (2009) found that two hours of gaming per day correlated with a Grading
and other types of school-related behaviours. Anand (2007) reported that video
game addicts are laggard in school assignments and fall asleep in class.
Gentile, et.al, (2004) found that gaming creates time conflicts that lessen the
Cummings and Vandewater’s (2007) study, 425 boys spent an average of 30%
less time reading for every hour that they played video games on weekdays,
and 109 girls spent an average of 34% less time doing homework for every hour
(2013) found positive correlations between 1-2 hours of daily gaming and
mathematics and reading skills. Wittwer and Senkbeil (2008) also found
positive correlations between “smart” gaming and mathematics skills in their
and complex thought processes (De Aguilera & Mendiz, 2003) that apply to
academic work.
Conceptual Framework
INDEPENDENT VARIABLE
The study focused on the effects of online gaming towards the academic
some concepts regarding on the frequency, average time and length of playing
online games relates on the academic performances in relation to the
Definition of Terms
grades and side notes, to describe how well a student has done.
computer game.
Online game. Game that can be run from an internet browser and requires the
internet connection.
Technology. Refers as a purposeful application of knowledge, skills and
needs.
CHAPTER 3
METHODOLOGY
necessary data in the course of the research study. The most appropriate
method was used to enable the researchers to come up with the accurate and
needed information.
Research Design
This method is applicable in the study because it helps the researcher come up
Variables Measures
How does playing games affect the What was your recent grading
academic performance of the students period average?
in terms of: How many hours do you spend
on studying?
Absences in class
What are the advantages and Formulate strategies and
disadvantages of playing online games develop multi tasking
to the academic performance of the Enhance creativity
students? Enhance critical thinking
Improves technological abilities
Enhance problem solving and
logic
Formulates hand and eye
coordination
Sharpen the mind (brain
challenges)
Enhance cooperation in a team
Enhance decision making
Learns to manage resources
that are limited
Skip class to play online games
Skip sleep to play online games
Skip meals to play online games
Late in class because of playing
online games
Feel sleepy in class
Missed any deadlines of
homework
Missed any deadlines of projects
Received low grades
Missed school
Play online games during class
Sampling Design
cases for the most effective use of limited resources. (Cresswell & Plano Clark,
the researchers carefully identify and select the respondents of the study, since
Research Respondents/Population
The target population for this study are the Grade 12 GAS students of
Marinduque Midwest College who are playing online games. Since, the study
only focuses to the students who are inclined in online gaming, a total of thirty
three (29) Grade 12 GAS students are the respondents of the said study.
Research Locale
Since, the researchers are students in the said school, wherein they
observed the extreme effects of online gaming. Due to curiosity, the researchers
conduct this study to determine the effects of online gaming towards academic
Research Instrument
According to Garcia, in this part, the researcher explains the details and
methods used in data gathering which is needed and used in order to solve the
The questionnaires consist of items that determined the effects of online games
to the academic performance of the students. Close ended questions was
quantifiable. The fact that questions of this type are easy to code makes them
The researchers also used a Likert Scale to measure the frequency and
attitudes of the respondents to the extent to which they agree or disagree with
easy to understand them. Furthermore, because Likert Scale questions are use
a scale, people are not forced to express an either-or opinion, rather allowing
them to be neutral should they so choose. Once all responses have been
Part II
Table 2. Range and Verbal Description for the Negative Effects of Online Game
Range Verbal Description Scale
Part III
Table 3. Range and Verbal Description for the Positive Effects of Online Game
Range Verbal Description Scale
Strongly Agree
Data Collection
allotted time so that class discussion will not be disturbed. The students were
data collection were based on the previous studies, published and unpublished
thesis, articles and etc. which are relevant to the present study.
Identification of Requesting
Preparation of
sample size to Permission to
Identification of Questionnaires
the total conduct
Respondents to be
population of research from
administered
the respondents the Principal
Distribution of Collecting of
Tabulation and
Retrieval of Survey Questionnaire
tally of the
request letter Questionnaire to from the
gathered data
the Respondents Respondents
Computation
and
Result and
Interpretation of
Discussion
the gathered
data
judgement. This was due to the potentially invasive nature of the research
participants were informed about the study in great detail before asking for
their consent to take part. The consent letter was included in the
details about the data collection process were explained to the participants.
The participants were informed that they could withdraw from the study at any
confidential as the answers of the respondents and used only for academic
participants' names with ascending code numbers in the order of the initial
interviews.
gathered from the questionnaire. The descriptive statistic used frequency and
in a specific question.
b. Percentage – used to determine the ratio of respondents that have the same
Formula:
a. P= F/N x 100
where:
Weighted Mean
A. WM= 5f+4f+3f+2f+f
B. WV= F(N)
Where:
WM = Weighted mean
WV = Weighted value
( )( )
√* ( ) + * ( )+
0-0.20 No Relation
0.21-0.40 Slight
0.41-0.70 Moderate
0.71-0.90 High
1 Perfect
CHAPTER 4
This chapter presents, analyzes and interprets the data gathered in the
study to answer the problems raised in the previous chapter. This study
utilized the tabular and textual modes of presentation. The research problems
enumerated in Chapter 1 serve as the guide for the presentation, analysis and
interpretation of data.
The study included several profile variables to gain the information about
the respondents of the study. These were presented in the following figures.
3% 0%
16 years old
17 years old
45% 52% 18 years old
19 and above
identified themselves as 17 years old, (45%) said that they are 18 years old,
(3%) answered that they are 19 and above and no respondent answered 16
years old.
34%
Female
Male
66%
The graph shows that twenty one (66%) of the respondents are male and
7%
Casual
21%
Hardcore
Prefer not to
72%
answer
The graph shows that 72% of the respondents are casual gamer, 21%
said that they are hardcore gamer. The least 7% prefer not to answer the
question.
Defense Of The
8% Ancient
League of Legends
14% 27%
Mobile Legends
5%
Clash of Clans
30%
16%
Special Force
As shown in the graph, it revealed the top three commonly played by the
respondents were Clash of Clans (COC) which is 30%, 27% of the respondents
played Defense of the Ancient (DOTA) and lastly, 16% of the respondents
16
14
12
10
8 Frequency
6 Percentage
2
21% 10% 48% 21% 0% 0%
0
Always Often Sometimes Rarely Never Prefer not
to answer
answered they sometimes play online games, 21% answered that they play
online games always same to those who play online games rarely, 10%
answered that they often play online games while no respondent answered
16
14
12
10
8 Frequency
6 Percentage
2
28% 52% 14% 7% 0%
0
Less than 1 2-3 hours 4-5 hours 6 or more Prefer not
hour hours to answer
The graph shows that 52% respondents play online games 2-3 hours per
day, 28% answered that they play less than 1 hour, 14% answered they play 4-
Figure 10. Days in the week you play online games (n=29)
The graph shows that 52% of the respondents play online games for 2-3
days per week, 21% of the respondents play online games for 4-5 days, while
17% of the respondents play for 6-7 days, 10% of the respondents play for 1
day and no respondents check the choice which is prefer not to answer.
12
10
6 Frequency
4 Percentage
2
34% 28% 14% 21% 3%
0
Less than 1 2-3 hours 4-5 hours 6 or more Prefer not
hour hours to answer
answered they study for less than 1 hour, 28% answered that they study for
about 2-3 hours, 21% answered that they study for about 6 or more hours,
14% answered that they study for about 4-5 hours and 3% of the respondents
16
14
12
10
8 Frequency
6 Percentage
2
17% 48% 24% 3% 0% 7%
0
90 and 89-85 84-80 79-75 74 below Prefer not
above to answer
has received 85-89 GPA, 24% of the respondents answered that they received
80-84 GPA, 17% of the respondents answered that they received 90 and above
answered 74 below.
20
18
16
14
12
10 Frequency
8 Percentage
6
4
2
62% 28% 7% 0% 3%
0
Never Sometimes Often Very Often All the time
Figure 13. Often you missed school for online games (n=29)
As shown in the graph, 62% of the respondents answered that they never
missed school for playing online games, 28% of the respondents answered they
sometimes missed school for playing online games, 7% said that they often
missed school, 3% of the respondents said that they missed school all the time
1 WV 2 WV 3 WV 4 WV 5 WV Total
Skip
Sleep 10 0.34 10 0.69 7 0.72 1 0.14 1 0.17 2.07
Skip Meal 11 0.38 10 0.69 5 0.52 3 0.41 0 0.00 2.00
Skip Class 21 0.72 6 0.41 1 0.10 1 0.14 0 0.00 1.38
Late in
class 16 0.55 7 0.48 4 0.41 0 0.00 2 0.34 1.79
Feel
sleepy in
class 5 0.17 15 1.03 2 0.21 4 0.55 3 0.52 2.48
Missed
any
deadlines
of
homework 11 0.38 13 0.90 3 0.31 0 0.00 2 0.34 1.93
Missed
any
deadlines
of
projects 14 0.48 12 0.83 1 0.10 1 0.14 1 0.17 1.72
Received
low
grades 17 0.59 8 0.55 3 0.31 0 0.00 1 0.17 1.62
Missed
school 18 0.62 8 0.55 2 0.21 0 0.00 1 0.17 1.55
Play
during
class
breaks 5 0.17 18 1.24 3 0.31 1 0.14 2 0.34 2.21
Total =18.76
TOTAL WEIGHTED MEAN: 1.88 “SOMETIMES”
Legend:
Taken singly, it shows that the respondents have “Sometimes”, skip sleep
(x = 1.9), skip meal (x = 2.0), late in class (x = 1.8), feel sleepy (x = 2.3), missed
play during class (x = 2.2), received low grades (x = 1.6), and missed school (x =
1.6). It further shows that the respondents “Never”, skip class (x = 1.4),
Table 6. Advantages of Playing Online Games
1 WV 2 WV 3 WV 4 WV 5 WV Total
Formulate
strategies
and develop
multi-
tasking skills 0 0.00 1 0.07 4 0.41 10 1.38 14 2.41 4.28
Enhance
creativity 1 0.03 0 0.00 4 0.41 15 2.07 9 1.55 4.07
Enhance
critical
thinking 1 0.03 1 0.07 6 0.62 7 0.97 14 2.41 4.10
Improves
technological
activities 0 0.00 1 0.07 3 0.31 13 1.79 12 2.07 4.24
Enhance
problem
solving and
logic 0 0.00 1 0.07 13 1.34 3 0.41 12 2.07 3.90
Formulates
hand and eye
coordination 0 0.00 3 0.21 6 0.62 9 1.24 11 1.90 3.97
Sharpen the
mind (brain
challenge) 0 0.00 1 0.07 10 1.03 5 0.69 13 2.24 4.03
Enhance
cooperation
in a team 1 0.03 3 0.21 3 0.31 10 1.38 12 2.07 4.00
Enhance
decision
making 0 0.00 1 0.07 8 0.83 10 1.38 10 1.72 4.00
Learns to
manage
resources
that are
limited 0 0.00 1 0.07 10 1.03 5 0.69 13 2.24 4.03
Total =40.62
TOTAL WEIGHTED MEAN: 4.06 “AGREE”
Legend:
Range ( weighted mean range) Adjectival Equivalent
1.0– 1.5 Strongly Disagree
1.6 – 2.5 Disagree
2.6 – 3.5 Neither Agree nor Disagree
3.6 – 4.5 Agree
4.6 – 5.5 Strongly Agree
As a whole, the table reveals that the respondents “Agree” to the
Taken singly, it shows that the respondents have “Agree”, that playing
formulates hand and eye coordination (x = 4.0), sharpen the mind (brain
challenge) (x = 4.0). It further shows that the respondents “Agree”, that playing
online games learns to manage resources that are limited (x = 4.0), enhance
decision making (x = 4.0), and enhance problem solving and logic (x = 3.9).
Performance
Studying
Academic Performance
Studying
significant relationships between the average time span of playing online games
time span of playing online games of the respondent is not significantly related.
Academic Performance
Studying
RECOMMENDATION
the whole study is given. It also provides a summary of the main findings of the
research.
Summary
study since it only focuses to the students who are inclined in online gaming, a
total of twenty nine (29) Grade 12 GAS students are the respondents of the said
necessary data for this study. Frequency, percentage, weighted mean and
Pearson correlational coefficient were used to analyze and interpret the data
gathered.
Summary of Findings
After the data were tabulated, analyzed and interpreted the following
findings emerged.
respondents (52%) ages 17 and the least (3%) ages 19 and above.
themselves as a casual gamer the least (21%) said that they are hardcore
gamer.
Online games commonly played. Out of six games, the top three
most played online games of the respondents are Clash of Clans (30%), Defense
respondents answered they sometimes play online games, 21% answered that
they play online games always same to those who play online games rarely and
the least 10% answered that they often play online games.
respondents (52%) played online games for about 2-3 hours per day and the
least (7%) answered that they play for about more than 6 hours.
respondents (52%) play online games for 2-3 days per week and the least (10%)
Trends of grades for past 1st and 2nd grading period. It reveals
that majority (48%) of the respondents has received 85-89 GPA and the least
of the respondents answered they study for less than 1 hour and the least
answered that they never missed school for playing online games and the least
(3%) of the respondents said that they missed school all the time for playing
online games.
4. What are the advantages and disadvantages of playing online games to
mean of 1.88. “Feel sleepy and play during class” are the two major
relationships between the frequency, average time span and length of playing
frequency of playing is 0.30, average time span of playing is 0.34 and length of
that academic performance and frequency, average time span, length of playing
majority of the respondents who usually play online gamings are males ages
17. Most of them identified themselves as casual gamer and the online games
they commonly played are Clash of Clans, Defense of the Ancient and Mobile
Legends. Most of the respondents play online games for about two to three
hours per day and two to three days per week. With their academic
usually spend less than 1 hour in studying and almost of them never missed
students.
Recommendation
2. To the Future researchers they should also include a larger sample size not
3. To the students they should know their limitation and consequences that
they might get from too much playing online games. They should priority first
important things (e.g. doing home works & household chores) they need to do
before playing.
4. The students should step away playing online games time to time. Sitting for