You are on page 1of 25

DAVAO ORIENTAL STATE COLLEGE OF SCIENCE AND TECHNOLOGY

BANAYBANAY EXTENSION CAMPUS

Poblacion, Banaybanay, Davao Oriental

Research Title: Online Gaming and Performance on Online Classes

among DORSU - BEC students: A correlational study

SUBMITTED TO:

Edna B. Bagcal

Instructor

SUBMITTED BY:

Parohinog, Jalyn

Delos Santos, Christine

Tagaro, Annie Rose

BTLEd 3-(Section)
Chapter I

INTRODUCTION

Background of the Study

The advancement of technology is radically altering social standards.

Both educated and unskilled people use technology to enjoy and benefit from

it. Over the past two decades, with the proliferation of high-tech devices (e.g.

Smartphone, tablets and computers), both the internet and electronic games

have become increasingly popular with people of all ages, but particularly with

children and adolescents These devices drew students in and connected

them to many regions of the world. These high tech gadgets introduce

students to a range of new educational terms, one of which is e-learning.

Technology has become an integral part of everyday life, and man strives to

produce something useful and beneficial to humanity on a daily basis. . One

of the most well-known and widely used technologies is the computer. It is

something that everyone nowadays uses. Computers have evolved into a

social and economic force. It is a requirement that pervades all aspect of our

lives.

Many schools around the world have used social networking sites for

purposes. In International context online gaming has such a profound impact

on not only the young, but dynamically every age group as well. So far,

virtually anyone is able to go on a computer and punch through the keys and

mouse in order to get a high score, chat with players, get the rarest items, and

level up as fast as possible. Yes, there seems to be no restriction as to whom,

how or what online gaming can extend to (bartley.com 2011). In this


generation, individuals are freely engaged in technologies especially the

students. That’s why it not very surprising that online gaming is one of the

main reason that affects students’ academic performance especially in online

classes.

Online education can be described by using different phrases such as

distance learning, e - learning, mobile learning, computer-based training

(CBT), web-based training (WBT), instructor-led training (ILT), online training,

online learning, blended learning, classroom training, or webinars. Whichever

way is used to describe it, online learning is a popular and productive way in

which learning takes place. According to Alismail (2015) in technology e-

learning is a powerful tool, which provides direct access to get information and

knowledge by themselves. E-Learning leading to independent learning.

Teachers have the responsibility to guide students as they research and

obtain information in order to further develop that skills. Subsequently, without

even knowing it students “learn how to learn” and develop their own learning

strategies that can last a life time. However, learning independently through

the guide of computers and internet contents might expose the learners to a

lot of unwarranted distractions. One of these distractions is playing online

games.

This study attempts to explore the correlation of online gaming and the

performance on online classes among DORSU-BEC students. This study is

relevant and timely since almost all the students of DORSU-BEC are playing

online games even girls. This study will examine if there is a significant

relationship between playing online games and the performance on online

classes among students in DORSU-BEC.


Theoretical Framework

This study is anchored on Walberg's theory of educational productivity

that was tested as one of the few theories about academic achievement. This

theory suggests that the psychological characteristics of the students and

their immediate psychological environments influence e their educational

outcomes (cognitive, behavioral and attitudinal) (Reynolds and Walberg,

1992). This is considered as the educational process goals as well as

achievement goals to increase educational productivity. Within this

approaches, the main point is that there are circumstances that can influence

student's academic achievement. It is an exploration of academic

achievement wherein Walberg used a variety of methods on how to identify

the factors that affects the academic performance of students. He explained

that these variables have a certain effects that might cause problems with the

academic performance of students if it will not be properly guided. Giving

importance with a certain variable can mean a big impact with the student's

academic performance. Walberg(1986) identified nine key variables that can

influence educational outcomes and one of those is the exposure is mass

media outside of school like playing online games. Mass media has evolved

significantly over time. It has also played a major role in enhancing

socialization and grades improvement of a student. However, mass media

could affect the performance of the students negatively for the reason that

mass media is widely used by the students nowadays. Because of this, many

children and adolescents are taking most of their time in mass media that

leads to getting poor grades and low academic performance of a student.


Conceptual Framework

Independent Variable Dependent Variable

Online Gaming Academic


Performance

 Performance  Online
 Approach Gaming
 Skills  Performance
acquisition towards E-
Learning
 Student
Evaluation

Moderating Variable

1. Gender
2. Course
3. Year level

Figure 1.

The above figure shows the flow of conceptual framework in the research

study. The first arrow which is the independent variable( Performance,

Approach, Skills Acquisition) pointed out into how online gaming affect the

academic performance under the dependent variable which includes (Online

gaming, Performance towards E-learning, Students Evaluation) of the BEC

students. Below is the moderating variable which includes( Gender, Year

Level, Course) which stands as the moderator for the two variables.

Researchers of this study wants to determine whether there is correlation

between online gaming and academic performance of the students in BEC.


In performing the research procedures, a survey form will be utilized in order

to gather necessary data from the respondents. The research survey form will

consist of respondents demographic profile (Gender,Year Level, Course) and

some other questions in line with the online gaming and academic

performance. After gathering the information, it will be tallied and analyze in

order to draw conclusions and provide results.

Statement of the Problem

This research study aims to understand the correlation between the

students of DOSCST BEC online learning academic performance towards

online gaming. Specifically, it sought to give answers to the following:

1. What is the profile of the DOSCST-BEC students in terms of:

1.1 Course

1.2 Year level

1.3 Gender

2. How does the habits of playing online games of the respondents affects

their performance during the E-learning?

3. How do online gaming affect the performance of DORSU-BEC students on

online classes?

4. What effect does online gaming have on DORSU-BEC students?

5. Is there a significant relationship between playing online games and

performance towards online classes of the student?


6. Is there a significant relationship between playing online games and

performance towards online classes of the student based on their course,

year level and gender?

Null Hypothesis

To determine if there is a significant relationship between on-line gaming

attitudes of the respondents and their academic performance, the study will

be testing the null hypothesis.

HO1: There is no significant relationship between the on-line gaming and

performance of the respondents towards academic performance on e-learning

based on their demographic profile.

HO2: There is a significant relationship between the on-line gaming and

performance of the respondents towards academic performance on e-

learning.

Significance of the Study

This research paper will help the students of DOSCST - BEC to

gain an idea with regards to the correlation of online gaming to their academic

performance during online learning together with its corresponding positive

and negative effects.

To the Teachers, this study will serve as their guide in order for them to have

knowledge with regards to the things they will do to help students understand

the effects of online gaming to their academic performance.


To the Parents, this research study will help them in formulating solutions to

how can they prevent their children from getting low academic performance

and its effects to their children.

To the Students, this will serve as their basis on how they can manage the

time between playing online games and their time for academic purposes.

Other beneficiaries, this research study will help as their basis in dealing.

Scope and Delimitation

This research study will covers the students of DOSCST- BEC

specifically those students who plays online games. This research study did

not limit the type of online games being played by students. The researcher

will gather the information with regards to the correlation of online games to

the respondent’s performance during the E- learning.

Definition of terms

Online learning - is a form of distance learning or distance education, which

has long been a part of the American education system, and it has become

the largest sector of distance learning in recent years (Bartley& Golek, 2004;

Evans & Haase 2001).


Online Games - refers to games that are played over some form of computer

networks, most often the internet. Online games can range from simple text-

based games to games incorporating complex graphics and virtual words

populated by many players simultaneously.


Chapter II

Review Related Literature

This chapter presents the gathered researches from different sources.

These studies will be used as a guide and support to our research. Our

research began as a study of the correlation between online gaming and

behavior towards online classes among students. Thus, we also broadened

our investigation and include other factors and problems that associates with

online gaming and online learning.

Playing Online Games

Online gaming is one of the major trends today and is one of the most

common sources of entertainment for people specially students. With the

increasing diversity of college students, the factors impacting academic

performance are becoming even more important (Santos & Celis,

2020).Computer games, on the other hand, are occasionally used to mean

games played on a personal computer. However, since all of these areas

have been developed in close parallel and because all of these games are

played on computers, most researchers use the term computer game to

represent all of these areas as a whole. Playing online games is one of the

medium of entertainment especially among the students of DOSCST-BEC.

Virtual or cyber games over internet are direct personally to each individual

user. It encourages and requires the participation of individual user or

gamester. It is an inexpensive in the sense that the internet connections for

the online games are easily accessible everywhere and anywhere and
affordable days. The effective advertisement and promotions of online games

developers caught the youth or student’s attention to response. The impact of

on-line video games continues to grow as research shows that the age of

teens enjoying video games is nonetheless younger and the use of the

internet among children is becoming more popular. Moreover, on account that

the 1990s, web get right of entry to has end up widespread, affecting the

work, socialization and behaviors of people (Dindar & Akbulut, 2014).

Student's Involvement in Online Gaming

According to Wohlman (2012) in his work entitled ‘Epic Fail’: How

Video Games and Internet Overuse Create Problems with College Students,

there are several factors that pushed adults, especially students to play video

games. These factors are: the unlimited access of internet which means that

they could play to their heart’s content, they find freedom in the virtual world

from their parent’s restrictions in the real world, the lack of monitoring and

censoring in the virtual world which makes them safe from gossips and other

judgments in the virtual world, and lastly, they are intimidated by their circle of

friends in playing online (peer-pressured or simply being influenced by

friends).Whitaker (2014) conducted a study on finding any correlation video

games that involve shooting mechanics to real-life shooting accuracy while

firing a weapon. Evidence in the study revealed that video games of this

nature have effects of developing real-world skills and holding influence in a

real-life situation. 12 Real-world skills of firing a weapon were developed by

interacting with games with shooting mechanics. Influence was seen in

targeting habits of gamers who target heads in a video game would also aim
at the heads of targets. Computer games’ impact is developing continuingly

as research indicates that the age of children enjoying video games proceed

to be youthful and internet utilization among teens becomes extra popular.

Moreover, the web get right of entry to has come to be enormous seeing that

1990s, which impacted people’s working, socializing and behaviors (Dindar

& Akbulut, 2014).

Student's Performance

Students who play online games aactually get bbetter aacademic

rresults ddespite the old stereotypes about video games rotting your brain, a

new study provides the latest evidence to the contrary, with the data showing

that gaming every day is linked to improvements in academic performance

(Peter Dockrill, 2016). According to Alberto Posso (2016), 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 math, reading and

science that you’ve been taught during the day.Researchers have found

relationships between video gaming and school performance, self-concept,

interpersonal relationships, and other non-academic activities. Students who

play online games almost every day scored 15 points above average in math

and reading and 17 points above average in science. Although this may also

be true of video games, game play appears to equip students to apply and

sharpen knowledge (Liz Finnegan, 2016).Playing online games is not that bad

for students because there are still few games that can be both for

entertainment and educational purposes as an effective assisting tool in some

fields. According to some researchers it is beneficial; it enables the mind of


the players to be more active, especially those puzzle-based games.

Furthermore, it helps the player to come up with decisions in tight situations,

especially those adventure games that keep the players to be alert, active and

strategic.

Student's Development

Playing different types of online games requires much focus and

commitment and time funding from the gamer to the detriment of

occupational, social, and different recreational activities and relations.

According to a journal of Education and Sociology accomplished in Pakistan,

(Muhammad Musaud Asdaque, December, 2010) The use of the net is one of

the important elements affecting the educational overall performance and

social existence of university students. This draws conclusion in examining

and discover out the correlation of online gaming on the tutorial overall

performance of the college students in the DOSCST BEC. Furthermore, this

study is about to sought out solutions on the ccorrelation between playing

online games and academic overall performance of the students.

Student's Evaluation

A relatively new and blossoming field is the area of academic effects

pertaining to video gaming. A lot of research and work has been devoted to

negative effects of video games such as violence and addiction, but not as

much on the positive end of things (Griffiths. 1999; Kuss & Griffiths, 2011).It is

incontrovertible that the digital age changed student’s approaches to studying.

As with everything, there are two sides to the argument of the effect of video
games have on student performance. One of the arguments states that when

you play games online, you are solving puzzles in order to move to the next

level. This requires students to apply the skills in science, reading and math

that they were taught throughout the day. It may be surprising for somebody

to hear that online games may have a positive impact on college students.

That depends mostly on the type of games students prefer to play. There are

games that only encourage development and improve cognitive operations.

Playing those students get several benefits even not realizing actually that it

happens addiction physically impacts academic achievement because the

student is too involved in the game to do homework or prepare academically.

Student’s Addiction

Addiction is no longer yet a DSM IV diagnosis; however its definition

has been derived from DSM IV criteria for dependency and obsession.

Young^^ coined the term "Internet Addiction Disorder" list diagnostic criteria,

which many researchers refer to as a beginning point. Researchers such as

Youngi replace the word "substance" with "Internet" in their evaluation of

Internet addiction, concluding that similar signs and symptoms such as

tolerance, withdrawal, craving, and poor life consequences are current in

Internet addiction as well. Research executed via Walker^^ would label

Internet addiction an obsessive and compulsive behavior, based on its

similarities to playing dependency and compulsive shopping, when you

consider that these issues lack a chemical dependence. Still, very little is

recognized about Internet dependency as an entire (Wiemer -Hastings Peter

and Brian D. NG, M.S, Ph. D, 2005).


Due to excessive use of Computer game dependency there is impact

in their personal qualities like anxiety, sensation seeking, neuroticism, and

aggression which are the signs and symptoms that a man or woman is

underneath the development of gaming dependency (Mehroof, M et al.

2010).

Online sport dependency is described as impulse manipulates

disorder, which does now not involve use of an intoxicating drug and is similar

to pathological gambling. Also, it is also referred to video sport overuse,

pathological or compulsive use of laptop video games and video games

(Greenfield & Young, 2009).


Chapter III

Research Methodology

This chapter of the research study contains the overview of the

methods being used in gathering information of the paper. This chapter

provides the research design being used together with the research

instrument and its description. This chapter also presents the procedure in

conducting the study.

Research Design

The researcher of the study will use a Correlational research design.

Correlational research is a non-experimental research method in which a

researcher examines two variables, understands amd evaluates the statistical

relationship between them and does so without the use of any other variables.

As stated by Creswell, researchers utilize Correlational research designs to

define and assess the degree of association between two or more variables or

sets of scores.

Research Procedure

The researcher undergoes processes in collecting the data from the

participants. The first step that they conduct is identifying their research

participants. The second step is the researcher asked permission from the

participants and authorities through the use consent form. The third step is the
researcher gathered and tallied the answers from the participants. The last

step is that the data were analyze and interpreted.

Population Size

In this study, the researchers use Slovin’s formula in obtaining the

sample size. The target respondents are the students of DORSU – BEC. The

researchers selected 232 respondents from the 550 estimated population of

DORSU – BEC. It is important that the total number of sample size is

determined first by using.

Slovin’s Formula:

N= N/(1+Ne2)

Where,

N= sample size

N= Population

E= desired marging of error

The study used 5% as the margin of error.

n= N/(1 =+ Ne2)

n= 550/ (1+550(0.05)*2)

n= 550/(1+1.375)

n= 550/2.375

n= 231.5 or 232

Research Locale
The research locale of this study will be the students of DOSCST -BEC

specifically those who play online games.

Respondents of the study

The respondents of this research study are the students of DORSU-

BEC specifically those students that are fond of playing online games. The

researchers identify the number of respondents using the Slovin's formula.

Slovin's formula is use to calculate the sample size necessary to achieve a

certain confidence interval when sampling a population. The researchers

comes up with a total of 232 respondents and to be able to identify the

respondents the researcher will use random sampling techniques in selecting


the students from each year level who will participate in answering the survey

questionnaire.

Research Instrument

This research study uses questionnaires as a form of gathering the

data from the respondents.

The questionnaire that will be used is formulated and has been validated. The

respondents of this study will be chosen using the random sampling

technique.

Statistical Treatment of Data

This research study aims to precisely measures and analyze our target

concept. The data will be gathered through a survey questionnaire and will be

collected via google form. This research study is a survey research wherein it

seeks to obtain information that will helps us understand the needs of

individual. Survey research is defined as “the collection of information from

the sample of individuals through their responses to questions” (Cheek &

Schutt, 2012. p. 160). The data collected from survey out from participant’s

responses will be then statistically analyzed to draw meaningful research

results.

The researcher will use the following tool in the study:

Mean - is used in this study to measure the overall result of the participants

response in the given questions.

Pearson product-moment correlation - is used in this study to measure the

degree and direction between two variables, as assessed on at least an

interval scale.
Slovin’s Formula - is used in this study to determine the sample size

required to attain the population.

T-test - is also used to see if there is a significant difference in the means of

two groups that re related in some way.

Research Questionnaire

Part I: Respondent's Profile

Name (optional): Course & Year level:

Gender:

M___ F___

Part II: Survey Questions

Directions: Put a check (/) on the space/box provided that corresponds to

your response.

Legend:

(1) (2) (3) (4) (5)


Strongly Agree Fairly Agree Disagree Strongly
Agree Disagree

1 2 3 4 5

Student's Involvement in Online

Classes

1. Do you find that you stay online

longer than you intended?


2. Do you prefer the excitement of

playing online games rather than

studying?
3. Do your grades or school work

suffers because of the amount of

time you spend in playing online

games?
4. Do your academic performance or

productivity suffer because of playing

online games?
5. Do you feel preoccupied with

online games while attending to

online classes?

Student's Performance on Online 1 2 3 4 5

Classes

1. Do you take part in online class


discussions with the entire class?
2. Do you take part in small group

discussions online?
3. Do you exchange resources (such

as links or documents) and

information with classmates?


4. Do you communicate with other

students about non-academic topics

( such as an open online discussion,

etc)?
5. Do you participate in online

activities presented by your

instructor/s?

Student's Development 1 2 3 4 5

1. Do you socialize with your friends,

family and classmates?


2. Do you eat and sleep on the

required time intended for your to

sleep and eat?


3. Do you submit your activities and

projects on the time allotted?


4. Do you have enough time to

study?
5. Do you still have time to exercise,

unwind and do your hobbies?

Student's Evaluation 1 2 3 4 5
1. Do you think online games helps

students in their academic

performance?
2. Do you think online games is an

effective tool in promoting and

assisting the educational areas of

management, medicine and science?


3. Do you think playing online games

is relevant in the development of

students when it comes to problem

solving skills and eye-hand

coordination?
4. Do you think playing online games

is efficient when it comes to the

development of a students' math and

reading skills?

References

Everlyn Elegano, J.A. (2021,March). Correlation between online

gaming engagement and attitude towards online classes among


college students of Davao del norte state college. Retrieved March

2021, from Research Gate: https://www.Researchgate.net/publication/

349882870

Genevieve Marie Johnson, P. (2016). A Theoretical Framework for Organizing

The effect of the Internet on Cognitive Development. Theories of

Cognitive Development, 3041 – 3048.

Beauty, I. D. (2014). Gaming the System: Video Games as a Theoretical

Framework for instructional Design. Gaming the System: Video

Games as a Theoretical Framework for instructional design, 1-8.

Jiming Wu, D.L. (n. d.). THE EFFEC’S OF TRUST AND ENJOYMENT

ON INTENTION TO PLAY ONLINE GAMES. Journal of Electronic

Commerce Research, 8 No. 2, 128-140.

Ellaway, R. H. (2016). A conceptual framework of game informed principles

for health [professions education, Ellaway Advances in Simulation, 1-9.

PAJARILLO AQUINO, L. ( 2019). THE EFFECTS OF ONLINE GAMES

TO THE ACADEMIC PERFORMANCE OF THE. International Journal

Of Advanced Research in ISSN: 2278-6236 Management and Social

Sciences, 74-86.
Wiemer-Hastings Peter and Brian D. NG, M.S, Ph. D, 2005) Addiction to the

Internet and Online Gaming Retrieve from https://pdfs.semanticschola

r.org/73c7/3c1f154bef8db93a957fe32fc4f49a859e62.pdf

You might also like