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REPUBLIC OF THE PHILIPPINES

DEPARTMENT OF EDUCATION

REGION XII

COTABATO DIVISION

THE EFFECT OF ONLINE GAMES TO THE ACCADEMIC PERFORMANCE OF JUNIOR HIGH SCHOOL
STUDENTS IN MAHONGKOG NATIONAL HIGH SCHOOL
INTRODUCTION

The academic performance of the respondents is not affected even if they play, game. Their grades are

still good enough even if they spent time in playing online. There is a significant relationship between

the academic performance of the respondents and playing online games in weekend.

Internet as a source plays as important role in developing ones, mind and life experiences by creating

productive work in of information school and even at home. Nowadays this can be a person most

efficient strategic tools for enabling himself to take charge and cope with the fast growing of technology.

Online gaming is one of the widely used leisure activities by many people. For some people it is said that

playing online games has a number of reason to be played, for it can be a stress reliever challenge and

competition, relaxation, enjoyment, social interaction, and even mentally escaping from the real world.

For most people playing online game is one of the best past time that they acquire especially for

teenagers, youngster and students. According to Kuss & Griffiths, teen who play online are just having

fun. They do not just actually play because of some sort of seriousness, but also because they just want

to feel relief. During school hours, tends to feel stressed due to many school work and through paying

online it well relieve their stress.

Students’ learning takes place unexpectedly, but the inappropriate usage of playing online games also

leads in some problems such as being distracted in school. Further, it is where the attention of the child

were divided that even their health and social life is unknowingly affected.
Several studies in psychology have found out that increased time spent on the internet can lead to

negative impact on a person’s ability to communicate appropriately face-to-face with friends, peers,

family members including parents.

Studies revealed that the human brain is easy to destruct and one of the reasons is using technology.

The education system tends to go with the flow with this constant change in the society in order to get

things relevant with the generation today.

The researcher felt the need to determine the impact of online gaming to students’ academic

performance and their social behavior. The purpose of the study to find out the implications of on-line

gaming to the academic performance and social behavior of the students.


Research problem

the purpose of the study aimed to correlate the impact of playing an online gaming in the academic

performance of junior high school students of Mahongkog National High School students. Basis

purposed action plan is to improve the academic performance of the students.

Specially, this study sough to answer the following questions:

1. How are the respondent described in term of

1.1 Age

1.2 Gender

2. How are the impact of online gaming of the respondents describe?

3. How are the school performance of the respondents described in terms the grades of the

students?

4. What is the significant relationship between impact of playing online gaming and the student

school academic performance?

5. What is the perceived action to reduce the effect of online games on the academic performance

of the students
Theory

This study was also founded on the theories of Young (2009) which states that online

gaming addiction process begin with a preoccupation and obsession with gaming. Most of the

gamers think about the game even there were offline and often fantasize about playing when

they should be concentrated on other things. Instead of thinking about the paper that needs to

be completed for school, or ongoing to class, or studying, the gamer becomes completely

focused on playing the game. Gamers start to miss deadlines, neglect work activities and playing

games becomes their main priority

According to Wang (2011) gamers who play online games compulsively, resulted to

isolating themselves from social contact and focusing almost entirely on in-game achievements

rather than out-game life events such as academia. Players see the in-game life as more

important than out-life. This means they spent play almost all the time to online games.
REVIEW RELATED LITERATURE

As of today, most people relate online games to low academic performance. Through the years,

studies have yielded different results. Some of them say that they are co-related when some say

that they are not.

According to Anderson and Dill (2000), they is a negative correlation between the two. Thus,

meaning that there is no relation between the number of hours played by a player and his

grades.

At times, the students defend the games they are playing by saying that they do learn

something from it. A paper from EDUCAUSE backs these students up by suggesting that the

faculty learn and know about these games so as to help student in class learning experience

(Hitch and Duncan,2005).

Furthermore, another paper claims that these games are not just for entertainment

(Shaffer, Squire, Halverson, & Gee,2005). They claim that these games may be used to learn and

experience different things and interact with other people and belong to a virtual community.

Online games have both positive and negative effect on people, specially 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. Addicted gamers also neglect the responsibilities of

everyday life such as school and work. (UNC-OASIS).


In the world of today, there are different genres of online games. First are the console games.

Console games are more commonly referred to as video games. They are played on a device

specially made for game play called a video game console. The player interacts with the game

through a controller, a hand-help device with buttons and joystick or pads. Video an sounds are

received by gamer though a television.

Second are the real-time strategy games. This is a type of video game in which players

exercise strategy along the way, what needs to be done and how to do it. Contrast with first

person shooter.

Third are the cross-platform online games. Developing software for, or running software on,

more than one type of hardware platform. The most universal cross platform application is the

web browser. Written for everyday desktop computer and mobile platform, web browsers

render web pages ‘’almost ‘’ the same no matter which computer they run on.

History of Online Gaming According to Aradhana Gupta, online games really blossomed after

the year 1995 when the restrictions imparted by the NFSNET (National Science Foundation

Network) were removed. This resulted in the access to the complete domain of the internet and

hence multi-player games became online ‘literally’ to the maximum possible degree of realism.

The right

Today, most of the online games that are present are also free and hence they are able to

provide ample resources of enjoyment without the need to spend a single penny. According to

Dachary Carey, the history of online gaming includes contributions by many different companies

and entities. Online gaming began as multiplayer gaming, but has evolved to include online

gaming severs and massively-multiplayer online gaming setting.


According to all academic research, playing online games may not be all that bad for the junior

high school students. Peng Wei states that educational games can be affective assisting tools in the

educational areas of management if you choose the right educational online games. The skills obtained

from playing an online game may help the students to learn quickly when it comes to his studies. If one

of the students struggling in one of his subjects, there are so many online games available for him. There

is math and reading related games that may help boost the skills of the students.

Games addiction shows the bad effect among the people nowadays. Addiction to the internet

shares some of negative aspects of substance addiction and has been shows to lead to consequences

such as failing school, family and relationship problem (Brian. D.NG, M.S & Peter. W H, 2005). It can

make the people who has addicted will feel that the games can provide opportunities for achievements,

freedom and even a connection to the players. Those benefits trumped a shallow sense of fun, which

doesn’t keep gamers as interested (online gamers anonymous, 2008).

Internet addiction is a relatively new phenomenon in which social workers and psychologists are

unaware of and are thus unprepared to treat as present. Mu(2006) points out that some of the

main symptoms of Internet and online game addictions, including the decrease in friend and

face-to-face interactions with others, become infrequent while the member of friends in the

virtual world exponentially increases. Ultimately, the psychokinesis becomes weaker and

weaker over time. This means that after a long time of playing online games, the player begins

to realize the dangers of online gaming. At this point players generally try to play less as they try

to orient themselves back to the demands of society. However this is mostly unsuccessful as it

almost always ends up failing. Zhang (2007) and Zhou (2007), who also researched on the same
topic, reported different results on the online game addiction and the finding supported the

same symptoms. With regards to undergraduate students who where addicted to the Internet

or online games, Zhang (2007) indicated that most of these students had bad grades in their

universities. Moreover, Zhou (2007) stated that the physical symptoms of Internet and online

game addiction were cervical spondylitis, neurasthenia and insomnia. Cervical spondylitis, a

fairly common symptom of many MMOG players, is essentially a spinal injury which results from

keeping the same sitting position for hours while playing games. This situation is more often

than not leads to injuries to the cervical vertebra on the spinal. Neurasthenia on the other hands

is a neurological disorder that results from when players engage in hours and hours of game

playing with no virtually sleep intervals in between. Even though players may end up playing

games for a long time before going to sleep, there brains still keep running and experiencing

phantom excitement from playing games even when they are asleep. This causes sleep

sensitivity and disorders which induce addicted players to wake up several times during the

night and as such this leads them suffering from insomnia which can cause mental anxiety and

eventually results in nervous breakdowns and general tiredness. Once the nature of physical and

mental symptoms that manifest in MMOG addicts had been determined, we perused inn

various literatures on this topic to discover the ways through thes addiction could be evaluated.

One of the useful information sources was obtained from Young (1999), who conducted a study

aimed at enabling social workers to better understand, detect and treat internet addiction.

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