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Infuence of Online Games in Students Behavior of Shs Students in Enhs
Infuence of Online Games in Students Behavior of Shs Students in Enhs
STUDENTS IN ENHS
-This study aims to know the impact of online gaming among the 17-19
years old students in ENHS.
Specially, this study sought answered to the following question:
SCOPE OF DELIMITATION
The focus of this study is to determine the INFUENCE OF ONLINE GAMES OF STUDENTS
BEHAVIOR SHS STUDENTS IN ENHS, it will concentrate only on the senior High School
student, Grade 12, section of spring. Other Section are excluded in this study. Written consent
will be distributed before answering the questionnaire
DEFINITION OF TERMS
CHAPTER 2
FOREIGN
Online games have both positive and negative effects on people, especially students.
One of the negatives is this, many cases among students are addiction, and this
addiction may lead to worse problems. The students might steal money, they may become lazy
when it comes to studying and prefer playing the whole day long. Some may even skip school in
order to have more playing time. (Sujat Ali Hamzah).
Addicted gamers spend so much time playing that their personal relationship get
neglected and sometimes disappear altogether. Among addicted gamers who are married, up to
50% report a strain in their married as a result of their addiction. Addicted gamers also
neglected; the responsibilities of ever day life choose as a school and work, (UNC-OASIS). In
the world of today, there are different genres of online games. First are the console games. Are
more commonly referred to as a video games, they are played on a device specially made for
game played called a video games console. The player interacts with the game through a
controller, a hand held device with buttons and joysticks or pads. Video and sound are received
by the gamer though a television. Example of consoles include the Microsoft Xbox, Sony play
station, Nintendo Game cube, and Nintendo Wii. Second are the real time strategy games. This
is a type of video game in which players exercise strategy along the way, typically to conquer
enemies and reach a final destination without being addicted, for example, to win. players decide
which routes to take, what needs to be done and how to do it. Contrast with first person shooter.
Third are the cross platforms online games. Developing software for, or running software on,
more than one type of hardware platform. The most universal cross platform application is the
browser.
LOCAL STUDIES
According to Philippine communications by Maslog C. of 1998, one social problem
that has been observe is that internet cafe has became mainly game centers . About one-half to
two thirds of the computer in a typically internet café, according to the study, are devoted to
games (violent and glory games). The of the remaining computers was roughly split between
browsing, email, online chat, word processing and research. The internet café will become not
just game center. They are becoming centers of addiction among the youth, mostly boys
including elementary school pupils. According to one concern internet café entrepreneur, internet
café are seducing youths to a new form addiction one which may not destroy their bodies as
drugs do, but, which certainly twististing their minds to the young, pay is reality and reality is
play.
Synthesis
Based on research studies, there are many research shows that Influence in students
Behaviour in online games usually being used by the students are prepared brainstorming
The present researcher believe that their studies were are relevant or meaningful
because of the new finding about the Influence of online games in students behaviours of SHS
CONCEPTUAL FRAMEWORK
DEPENDENT VARIABLE
INDEPENDENT VARIABLE
Students behaviour
CHAPTER 3
METHODOLOGY
This research paper employs a descriptive research since the researcher described and
discussed the Influence of online games of student’s behaviour of student in ENHS.
RESEARCH DESIGN
This research entitled survey of influencing of online games in students behaviours of shs
students ENHS adopted a qualitative survey as a research design,
This research study was conducted at Echague, National High School located at San
Fabian Echague Isabela. The section, SPRING composed of 25 students and will serve as
the respondents for this study,
INSTRUMENTS
Questionnaire and interview were used as a data collection method in order to gather
information. The questionnaire was modified and adopted from the internet.
1. At first the researcher looked for necessary resources that could help them in their
study.
2. A letter of transmittal was then prepared and was submitted to their subject
teacher.
3. The researcher asked the permission from their adviser to allow them to proceed
the distribution of the questionnaire to the student.
4. Retrieval of the questionnaires was done after 30 minutes. The responses were
tallied, analyzed and interpreted accordance to the items found in instruments.
CHAPTER 4
Table 1:
GENDER
FEMALE 16
MALE 9
TOTAL 25
Table 2:
AGE
17 14
18 10
19 1
TOTAL 25
Table 3:
AGREE STRONGLYAGREE DISAGREE STRONGLYDISAGREE
4 3 2 1
1.Having 13 3 8 1
fun in
gaming is
the most
important?
2.Game 8 8 8 1
content and
storyline is
the most
important?
3.Some of 6 7 9 3
the games is
violence
Should be
Include?
4.Game 9 5 8 3
difficulty is
something interest
me?
5.The style in 9 8 3 5
gaming should
be affected your
study?
6.Playing online 2 5 10 8
games relieves
my stress for a
while?
7.My eyes is being 1 7 10 7
blurred after
playing online
games?
8.I skipped my 2 9 11 3
meals just to
finish the game?
INTERPRETATION
Based in our survey in number 1, having in online games, (13) of our respondents
answered agree because they enjoy playing online games, (3) answered strongly agree, (8) of our
respondents answered dis agree, (1) of the respondents answered strongly dis agree. In number 2
game contended in online games (8) of our respondents answered agree, (8) answered strongly
agree , (8) also answered dis agree out of a total of 25 respondents and (1) of our respondent are
answered strongly agree. In number 3, violence of online games, (6) answered agree, (7)
answered strongly agree, (9) dis agree and (3) answered strongly dis agree. Therefore the
majority of the respondents are dis agree in violence of gaming. Based on our survey in number
4, game difficulty is something interest me, (9) answered agree, (5) answered strongly agree,
(8)of our respondent answered dis agree and (3) strongly dis agree. Therefore the majority of the
respondents are agree in game difficulty is something interest me. Based on our survey in
number 5, gaming affected their study (5) our respondents answered agree , (3) answered
strongly agree (8) answered dis agree, and (9) answered strongly dis agree with the total of 25
respondents therefore most of our respondent are strongly dis agree in gaming affect their
study. Based on our survey in number 6, the respondents relieves their stress because of laying
online games, (10) of our respondents answered agree, (8) answered strongly agree with the total
of 25 respondent, (2)dis agree, and (5) strongly agree there fore the majority of online games
relieves there stress are agree. Based on our survey in number 7, playing online games that being
blurred there eyes, (10)of our respondents answered agree, (7) strongly agree, (1) of our
respondent answered dis agree and (7) strongly dis agree with the total of 25 respondents,
therefore the majority of online games that being blurred their eyes while they are playing online
games. Based in our survey in number 8 the respondents are skied their meals just to finish their
game (2) answered dis agree, (9) answered strongly agree (11) of our respondents answered dis
agree, and (3) strongly dis agree therefore the majority of respondents are dis agree skipped their
meals just to finish there game. Based on our survey in number 9, playing online games that
dizzy, (2) answered agree, (6) answered strongly agree, (9) of our respondents are answered dis
agree and (8) answered strongly dis agree. Based on our survey in number 1, felling tired of a
students (9) of our respondents answered agree (7) of our respondents answered dis agree and (9)
answered atrongly dis agree therefore the majority of felling tired of students in playing online
games are either strongly agree or strongly dis agree
DATA ANALYSIS AND PRESENTATION OF FINDINGS
This chapter will present the results and finding and the collected data through the use of
survey of questionnaire. This chapter will also explain and answer the following questionnaire
given in Chapter 1 in statement of the problem.
CHAPTER V
SUMMARY, CONCLUSION AND RECOMMENDATION
This chapter presents the summary of the findings, conclusion and recommendation in this study.
SUMMARY
Having an online game experience typically requiress a high speed internet connection. Use of
the internet has lead to many changes in our daily life. In particular, this rise has also lead to the
rise of online gaming. Most of time online gaming refers to the video game played over the
internet. The students who played online games are more active and have sharper minds than
there other counter parts. Every one who plays video gams has a different reason for playing,
and the new sage of the game leads to different effects of each individual. The effects of gaming
on individuals may be therapeutic for someone people, but the small amount of people who are
negatively affected by gaming impact are many.
RECOMENDATION
From the research that has been towards to the respondents that are consist. The
researchers found out that become addicted to online games can effect social life, behaviour and
action. If the players playing online games too much until they can’t manage their sleep time,
meal and social, it will give an bad effect. For example if the resondents skip their meals, they
will not get enough nutrient that body require thus non lead to health problem. Their body will
become weak physically. Playing online games also can make someone become anti-social. The
resondents are more likely from having fun in online games over than having conversation with
their families and friends.
CONCLUSION
This study is gathered from the respondents, the different behaviour of the students in online
games that the majority of the respondents are agree in fun gaming of online games and majority
of the respondents are dis agree in playing online games and dis agree in fell dizzy while playing
online games that can influence their behaviour of the students.