Professional Documents
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College of Ormoc
Ancajas, Micah
Araneta, Vince Harold
Caballero, Ramypete Emmanuel
Margate, Kian Emmanuel
Matiga, Shannen
Misa, Georgia Meca
Abstract
There are many factors that correlated with students' academic performance. Some people believe that
online game is one of the factors that affect students’ academic performance negatively. Thus, the purpose of this
study was to investigate the relationship between online games and student academic performance among students
of San Lorenzo Ruiz College of Ormoc. A survey questionnaire was used to collect data about students' gaming
frequency and students' academic performance. 44 students were selected randomly as the sample of the study. The
result of the research indicated that there is a weak to no relationship between video games and students’ academic
performance of SLRC. From this findings, it can be concluded that not playing games can significantly increase
grades. In contrast, being frequent gamer also does not guarantee student to perform bad in academic.
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Chapter 1:
Introduction:
In today’s era, the online game industry has become very profitable industry because of the increasing
demand on the gaming industry especially teenagers who are the main contributor of this increasing
demand. Online game is defined as games that are played over some form of computer network, most
often the Internet. However there are opinion that stated the online games can give certain benefit to the
player. Among these benefits are, playing online games for hours can help in improving visual-spatial
skill and math, it can improve prosocial skill if playing violent game. Moreover, playing online games
also might help the user in mechanical engineering (Jakob, Watkins 2016)
On the other hand, there are also the negative effects of the video game. There are increasing debates of
whether video game will give more benefit than harm or vice versa. Example of the negative effect from
the research that conducted previously found that student who plays video game has lower GPA than the
one that not plays and he has more aggressive behaviour and dislike by teachers. Moreover, Foen,
Zakaria, May, and Confessore also found that online games negatively correlated with students’ academic
Therefore, this research paper purposes to study the relationship between online games and academic
performance among students in senior high school Students of San Lorenzo Ruiz College of Ormoc.
1.1 Rationale
The computer and the online game industry have grown considerably over the past decade. In
2015 a study conducted by the Kaiser Family foundation: “Generation M: Media in the lives of 13-18
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years old”, showed that over 93 percent of teenagers had online game players in their home and 72%
percent of the time are engaging in gaming. The widespread of online games has led to a series of
questions. The most common question discusses the effects of gaming on academic performance of
the gamer. Researchers have found that each situation should be handled independently because the
effects vary from individual to individual. This research aims to comprehend the various effects of
gaming in a student’s academic performance. We aim to expose the 1.) Time spent in playing games;
2.) how often they play games; 3.) Last year’s general average.
What is the correlation between online gaming and academic performance of senior high school
This study focused mainly on the level of effects of online gaming on academic performance of
senior high school students of San Lorenzo Ruiz College of Ormoc, school year 2019-2020.
In this study, the student’s performance refers to the average grade last year, 2018 for grade 11
In gaming industry, we chose the Defense of the Ancients 2 (DotA2) and Mobile Legends because as
technology has advanced this far, these popular games are booming in the nation. DotA2 which is
considered the most popular old video game which is famous for its huge prizes and popularity is now
having a huge impact of the gaming industry. Mobile Legends on the other hand, has become popular in
Southeast Asia, it is a game playable on mobile phones which most people have nowadays. The level of
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effects of online gaming focuses only on the time spent in playing games and how often they play games.
The student’s last year’s general average was also put into consideration.
The study was conducted in San Lorenzo Ruiz College. The students of the mentioned school served
Engaging in gaming related activities has effects on the cognitive and social aspects of a student.
The information stated above are important parts of Adequate and Efficient Academic
Performance. A study conducted by “Pew Research Center” reveals that 59% of females and 84% of
Although this is not the exact age group of Senior high school students, this study shows a large
portion that teenagers are engaging in these activities. This study also emphasizes that gaming has
become a larger part of most of these teenagers’ lives and it has a great impact on how they live their
lives.
1. Is there any relationship between online games and academic performance of the senior high
students in SLRC?
2. Is there any relationship between times spent playing online games and academic performance of
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Chapter 2:
Foreign Studies
According to Anand (2007), the penetration of online games into the Philippines alone is huge,
with at least 90% of homes having children that have played (rented or owned) online 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 (Anand, 2007).
In overviewing the research, one main concern seems to be whether the playing of online games
impacts academic performance in a negative or positive way and what those consequences are. One study
done by Anand (2007) found a negative correlation between the amount of time spent playing online
games and the GPA and SAT scores of students. This means that GPA and SAT scores decreased as time
spent playing increased. However, Anand (2007) did recognize the limitation of using SAT scores
because they represent a one-time standardized score. Using GPA is more credible because it represents a
Shao-I, Jie-Zhi, and Der-Hsiang (2004) also studied addiction (no definitive definition was given)
and noted a decrease in school performance when the student was addicted to gaming. They found that
gaming Modern Psychological Studies (2011) 17: 37-44 38 addiction physically impacts academic
achievement because the student is too involved in the game to do homework or prepare academically.
Jackson et al (2008) found that time spent playing games was a negative predictor of academic
performance and that those who played online games more often had poorer grades than those who played
less.
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Jaruratanasirikul, Wongwaitaweewong, and Sangsupawanich (2009) found that the excessive
playing of online 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
2.4 Hypothesis
Playing online games affects the student’s academic performance. To give directions to the given
Playing online games is a hindrance towards the level of academic performance of the
students. The higher the game time, the lower the academic performance as measured through grades
with lower study time. Respectively, the lower the game time, the higher the academic performance
with higher study time. Thus, the relationship between playing online games and academic
performance is inverse.
For a better comprehension on this study, the following definitions of terms are provided:
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Academic Performance - or "academic achievement" is the extent to which a student, teacher or
Online games - refer to games that are played over some form of computer network, most often
the Internet.
Online Gaming Addiction - also known as gaming disorder or internet gaming disorder is
generally defined as problematic, compulsive use of video and/or internet games, that results in
significant impairment to an individual's ability to function in various life domains over a prolonged
period of time.
Respondents- a person who replies to something, especially one supplying information for a survey or
Chapter 3:
RESEARCH METHODOLOGY
This research falls under the cross-sectional studies under descriptive type of quantitative
research. This focuses on the variables of interest the relationships between them. The variables of
interest in this research are the academic performance of senior high students and the time and
frequency of online gaming being undergone by the senior high school department in San Lorenzo
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The grade 11 and grade 12 department of the senior high school department in San Lorenzo Ruiz
College are the main respondents in this study. The respondents of the study consist of the 45
randomly selected students in the aforementioned departments in the year level 2019-2020. The
researchers had a total of 45 respondents, which 5 were randomly selected from each of the sections
The instrument being used by the researches in this study was a questionnaire or survey. This was
the chosen instrument to be used in the study because of its efficient and quick process of gathering
the needed data for the research. The data that was being sought after was the frequency and time
spent on online gaming for the senior high department of San Lorenzo Ruiz College.
To determine the relationship between the time frequency spent on online games and academic
performance, the researchers use pearson product-moment coefficient of correlation. The researchers
use this statistical tool due to the fact that it shows the relationship of two variables.
where;
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∑y2 = sum of squared y scores
The instrument being used by the researches in this study was a questionnaire or survey.
This was the chosen instrument to be used in the study because of its efficient and quick process of
gathering the needed data for the research. The data that was being sought after was the frequency
and time spent on online gaming for the senior high department of San Lorenzo Ruiz College.
APPENDIXES
Appendix 1
This chapter presents the result and findings of the study. The data were interpreted in
PRESENTATION OF DATA
Games Mean Time Spent in a Week Mean Grade
ML 3.952380952 88.7
DotA 2 9.533333333 89
Table 1 shows the mean scores of the two variables. As shown by the table, ML has the
least time spent in a week (3.952380952 hours) but also has the lowest mean grade of the two
games (88.7). DOTA 2 on the other hand has the highest amount of time (9.533 hours) but also
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Games Dota 2 ML Both Games
Table 2.A Correlation between the Total Time Spent in a Week and Grade
The table shows that DOTA 2 has the greatest correlation (0.016275) while ML has the
least correlation (-0.22591). The correlation of both of the online games combined is (-
After the statistical treatment, where the researchers used pearson product-moment
coefficient of correlation and ANOVA, the correlation between online gaming and the academic
performance of the students was discovered by the researchers. DOTA 2 topped with an r value
of 0.016275 which indicates that there is a very weak positive relationship, or there is no
significant relationship between the two variables, time spent playing DOTA 2 and the academic
performance or grades of the senior high students. This is likely due to the spread between the
two variables is wide and suggest that online gaming does not influence the outcome of the
academic performance. ML follows with an r value of -0.22591 indicating that there is a weak
negative relationship between the two variables. This tells the researchers that playing ML does
indeed have an influence when it comes to affecting the academic performance of senior high
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school although this might be minor. This shows that ML does indeed promote a slight decrease
in academic performance for the individuals who play this online game.
weak negative relationship or no significant relationship. This tells the researchers that online
games in general have no significant influence when it comes to affecting the academic
performance. Playing these games does not have any firm relationship with the grades of the
senior high school students. There is no significant relationship, correlation, or impact between
Chapter 5
5.2 Conclusions
5.3 Recommendations
References:
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