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IMPACTS OF ONLINE GAMES IN THE ACADEMIC PERFORMANCE OF GRADE 6

STUDENTS IN

CATO ELEMENTARY SCHOOL

CHAPTER 1

INTRODUCTION

Background of the study

Nowadays most of the people are using technology. As the technology evolves, it develops to the
things get easier for people just by simple clicking. Even the internet are very attainable to people.
Internet is the biggest medium that we are using today to communicate around the globe. One of these
things is Video Games. It is a type of indoor games that is usually used in computers or televisions. There
are two types of Video Games, offline games and online game. Offline games are usually played in a
single while online games requires internet to connect or communicate players all around the world.
Online gaming that is provided by the internet. Because of that online gaming become extremely popular
for people especially teenagers since they can get easily access in the internet and it is free downloaded
(lowa State University, 2011).

Based on established researchers, online gaming is one of the most popular used relaxation
activities by many people. Usually for teenagers who are playing these online games are more
comfortable and having just for fun. They said that it keeps them away from the heat of the sun and the
destructions surrounds towards their activities. Without knowing that there are a lot of effects of playing
these indoor games more than what they think. Gaming is online games can broaden the knowledge and
minds to be more active. It is mostly like to math problems and puzzle-based because of some conflict
and pattern to find a way in gaming. It helps to the player to think some situation relating to real life
decisions, especially to those more adventure games that keep the players more active and more
complicated. This kind of games makes the player more experienced in different situation because the
players are really taking the challenges while playing. Huge group of people especially the students play
this game because of its compelling styles that the players want to experience and because of that the
students become addicted to play this game and there are affects to the students who played online games
to their performance in the school.

As in any situation where new technology is introduced, the social impact of the internet is being
looked. One social problem that has been observed is that the internet café has become mainly game
centers. About one-half two –thirds of the computers in a typical internet café, according to one study, are
devoted to games (violent and gory games). The use of the remaining computers was roughly split
between browsing, emails, online chat, word processing and research. The internet cafes have become not
just game centre. They are becoming centres off addiction among the youth, mostly boys, including
elementary school pupils. According to one concerned internet café entrepreneur, “internet cafés are
seducing youths to a new form of addiction, one which may not destroy their bodies as drugs do, but
which is certainly twisting their minds. To the young play is reality and reality is play.”Maslog C. (1998)
Internet and Social Issues, Philippine Communication Today, Quezon City: New Day Publishers).
Statement of the problem

This study aims to know the impacts of online games to the academic performance among the
Grade 6 students in Cato Elementary School.

This study wanted to answer the following questions:

1. What is the profile of the respondents in terms of:

1.1. Age

1.2. Gender

1.3. Online games commonly played

1.4. Average time span of playing online games

2.

3. What are the advantages of online gaming among Grade 6 students?

4. What are the disadvantages of online gaming among Grade 6 students?

Research Hypothesis

To find out if there is a significant relationship between online gaming of attitudes of the
respondents and their academic performance.

The study will be testing the null hypothesis.

Ho. There is no significant relationship between the online gaming attitudes of the respondents
and their academic performance.

Significance of the study

The study will be useful and significant to children, parents, and readers.

Children. This study will help the children to have an insight on the impacts of online games
towards their academic performance.

Parent. This study will help the parents to have enough knowledge about the impacts of online
gaming among their children.

Readers. This study will help the readers to have the understanding about the impact of online
gaming.
Scope and delimitation of the study

This study was limited only to the Grade 6 students of Cato Elementary School. The researcher
will gather information about the possible impacts of online games on student’s academic performance.

Definition of terms

Online Game- describes- describes any video game that offers online interactions with
other players

Academic Performance- is the measurement of student achievement across various


academic subjects

Game Addiction- compulsive or uncontrolled use of video games, in a way that causes
problems in other areas of the person’s life

Gamer- a person who plays online games or participates in role-playing games.

CHAPTER II

REVIEW OF RELATED LITERATURE AND STUDIES

Related Literature

Playing video games is often associated in our society with poor academic performance. This
anecdotal idea is supported by some research. A 2000 study found a negative correlation between GPA
and time spent playing video games (Anderson $ Dill, 2000). The correlation was relatively small. Time
alone accounted for a 4% variance in GPA yet the findings are significant. However, several older studies
contend that the results of research have been mixed. A 1997 study suggests that “there is no clear causal
relationship between video game playing and academic performance” (Emes, 1997, p. 413). It goes on to
say that the research is “sparse and contradictory” (Emes, 1997, p. 413).
According to the study of Chang (2009), online gaming was referred to as Internet Gaming or
Electronic gaming. It was a gathering of players with the common game using a local area Network
(LAN) where they could be on the same settings. The players seem to be in a real situation that they use
their mouse or keypads to move in the monitor, their virtual world.

Carey (2012) found out that the history of online gaming included contributions by many
different companies and entities. Online gaming began as multiplayer gaming, but has evolved to include
online gaming servers and massively-multiplayer online game settings.

Hall (2005) said that online gaming has become increasing popular over the past few years.

French & Dwyer (2002) claimed that online game players “don’t have normal social relationships
anymore" and play online games in order to cover feelings of anger, depression and low self-esteem.

Turkle (1995) found out that online games enabled self-exploration and discovery that users
extended and idealized their existing personalities or try out new ways of relating to one another that can
positively affect real life relationships.

Griffiths, et al. (2003) stated that online gaming has been separated by some researchers into
three main types: stand-alone games, local and wide network (LAWN) games and massively multiplayer
online role-playing (MMORP) games.

Related Studies

According to Philippine Communications Today by Maslog C. of 1998, one social problem that
has been observed is that the Internet café observed is that the internet café has become mainly game
centers, about one- half to two-thirds of the computer in a typical Internet café, according to one study,
are devoted to games (violent and gory games).

The use of the remaining computers was roughly split between browsing, In the study conducted
by Wood, Gupta, Devenvensky & Griffiths (2004), online gaming can be addictive. The research has
tended to concentrate on negative aspects, such as excessive play and addiction. Instead of spending
their hour on studying and doing their homework, children spend their time on playing computer games.

Gentle, etc. al. (2004) said that the majority of these Studies have shown that online games can
be addictive and that some online games have been associated with aggressive behavior. However these
studies have been relatively controversial as they examine is fraught with problems and criticism.

The study of Carrasco (2001) stated that computers have become a part of man's life. Almost all
the things around us were made by computers with the aid of modern machines. Associated with the
computers is the internet where we can find online games. Online games has a big impact to children
especially to teenagers. They tend to be hook by the computer.
On the other hand, online gamers can also benefit on playing online games. A great variety of
forms have been develop and put into practice to enhance learning, offer solace, to drive away
boredom, and/or to persuade players to adopt certain actions and opinions. The game paly improve
various thinking skills but that it can also boost cognitive speed for those who play action game s and
cna also improve cognitive.

Theoretical Framework

The theory of intrinsic motivation is by far the dominant source of support for instructional
gaming. Research has provided evidence that instructional gaming has the intrinsic ability to develop the
learner’s confidence in determining their own destiny. This theory suggests that intrinsic motivation in an
instructional gaming context is comprised of an optional relationship between fantasy, challenge,
curiosity, and control. (Malone, 1981).

According to Molcho (1988), gaming has provided evidence that instructional games can promote
retention and the ability to transfer knowledge to new domains. Instructional games are attractive to
learners because they offer a simple and creative means of providing high- level motivation, clear and
consistent goals, and sustained interactivity.

Gaming is an instructional variable may be analyzed as methods of rehearsal by facilitating the


organization and retention of content (Dwyer $ Dwyer, 1985).

Conceptual Framework

Independent Variables Dependent Variables

1. Students Profile

1.1. Age  Academic Performance of


1.2. Gender Grade 6 students in Cato
1.3. Online games commonly Elementary School
played
1.4. Average time span of playing
online games

2. Advantages of playing online


games

3. Disadvantages of playing online


games
The conceptual framework is presented to guide the researchers in the conducting of study.

The figure shows the independent variables and the dependent variables of the study.

The independent variables include the students profile, advantages and disadvantages of playing
online games.

The dependent variable of this study is the Academic Performance of Grade 6 students in Cato
Elementary School.

Research Paradigm

 The impacts  Questionnaires  Findings of the


of online impacts that
games among the children
the Grade 6 acquire from
students online gaming.
CHAPTER III

RESEARCH METHODOLOGY

This chapter presents the research methodology which includes the research design used in conducting
this study. IT also includes the locale band population of the study, the research instrumentation and
statistical treatment of data.

Research Design

This study used quantitative research design. Quantitative research design was used to
collect and gather information about the impact of gadgets in learning. Quantitative research design was
used to describe and to test relationships between objects. It was also presented in numerical form, and
analyzed through the use of statistics. It focused on gathering numerical data and generalizing it across
groups of people or to explain a particular phenomenon. This research design was used by giving
questionnaires to the respondents of the study.

Locale and Population of the Study

The locale of the study will be the students of Cato Elementary School.

The Grade 6 students of Cato Elementary School will be participating in this study,
which is 40 respondents will be chosen

Research Instrument
The research Instrument use in gathering the data was a questionnaire. The
questionaire was prepared by the researchers. Quantitative research questionnaire was used to
gathering data and information about the effects of gadgets in academic performance of students.

Statistical Treatment

The researchers use a statistical tool to analyze the data gathered.

To calculate the percentage the researchers, use the formula;

P=F/N x 100

Where;

P= Percentage

F=Frequency

N= Total number of populationals

Bibliography

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