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OnlineGames Effects on the Grade 10 Male Students

Academic Performance

Chapter I

Introduction

Background of the Study

This study talks about the effects of video games on ICNHS student

performance in terms of academics. Studies about eff ects of video games is

not new. According to Anderson & Dill (2000), 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. This shows that video games

do have a negative effect on academic performance of the students. Though,

not all effects of video games are negative. According to Shaffer, Squire,

Halverson, & Gee, (2005), a 2005 paper suggests that videogames are changing

education and that games are more than a simple form for entertainment.

Based on the two studies shown, there are many instances on the effects

of video games. This study was made in order to find the real effects of video

games on ICNHS students.

According to Aaron Robinson, (2016),Online gaming is one of the widely

used leisure activities by many people. Teenagers who are playing these online
games said that they are playing these games just for fun, to keep away from

the heat of the sun, without knowing that there are a lot of effects of playing

these games that are more than what they think. Playing online games,

according to some researchers is beneficial. It enables the mind of the players

to be more active, especially those puzzle-based games. It helps the player to

come up with decisions in tight situations, especially those adventure games

that keeps the players alert, active and strategic. Despite those benefits,

playing these games also bring negative effects. It requires much of the player’s

time, leaving school activities and home works unattended. The rise in the use

of internet has led to many changes in our daily life. In particular, this rise has

also led to rise of online gaming. Online gaming can refer to any type of game

that someone can play through the internet or over a computer network. In

most cases, online games are freeware programs that can be used for an

unlimited time and are available for free. Online games is the most sought

leisure activity followed by teenagers nowadays.

Statement of the Problem


This study aims to know the perceived effects of online games to the

academic performance of grade 10 male student on Iligan City National High

School.

The research’s wanted to answer the following questions:

1.) What do online games tend to make a student feel?

2.) How does games affect the academic performance of student in line

with:

a.) Number of hours spent in studying.

b.) Frequency absences in class.

c.) Class participation.

d.) Tardiness

3.) How does online game affected the studies in a way that is more

positive or negative?

4.) Have they learned anything in playing online games?

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

academic performance in grade 10 male student?

Significance of the study


This study will help the students have an insight on the impact of online

games towards their academic performance.

To the Parents, it will serve as basis to help share with other parents the

information about certain games or ideas to help each other in parenting. Also

it will help them understand the behavior and study habit of their children

when they’re engaged into such activity.

To the teachers, it will provide additional knowledge on what strategy to

use to educate students about the well-known effects of online gaming to

students academic performance, problem-solving strategy, decision making

and spatial visualization.

Scope and limitation of the study

This study covers students of Iligan City National High School selected

Grade 10 students. This study was limited to online-games only. The

researcher will gather information about the possible effects of online games to

the student’s academic performance.

A survey will be conducted about the evaluation of the respondents

regarding in the study of effects on student’s academic performance in Iligan

City National High School grade 10 male students. The researchers will

randomly pick students from different sections in grade 10 students in ICNHS

will be given questionnaires to get information that will needed in the study.

This study will be conducted to determine the effects of online gaming to

students academic performance, problem-solving strategy, decision-making


and spatial visualization. The problem-solving strategy, memorization and

decision-making capabilities will be measured through a series of situations

and identifications on the questionnaire.

Chapter II

Review of Related Literature


As the internet began to overlap our daily basis, many people use it many

ways, online games, for example. Online games have many variations; Multi

Online Battle Arena (MOBA), First-Person shooter (FPS), Massive Multiplayer

Online Role-Playing Game (MMORPG), Life simulations and more. Online

games have no age restriction, it can be played by any age but mostly it is

played by high school students or teenagers in other words. According to

Lenhart (2015), Video games and gameplay are pervasive in the lives of most

American teens – and for boys in particular, video games serve as a major

venue for the creation and maintenance of friendships. Fully 72% of all teens

play video games on a computer, game console or portable device like a

cellphone, and 81% of teens have or have access to a game console. As Lenhart

stated, online games are played not just because teens want to play the game

but also to maintain friendship. Addiction is not that rare, it happens quite

often. Teens playing too much online games often have bad academic results.

According to Anderson & Dill (2000), 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. This shows that video games do have a

negative effect on academic performance of the students.

Online Games Defined

Online games is the games played on the internet. It is played by players

all around the globe, why it is a hit among teenagers. According to McGonigal
(2016), Gaming is the running of specialized applications known as electronic

games or video games on game consoles like X-box and Playstation or

on personal computers (in which case the activity is known as online gaming).

The term "gaming" originated as a synonym for "gambling" although most

electronic games today do not involve gambling in the traditional sense. So to

speak. Online games are not just games, it has its own history.

Student Engagement and Sociological Effects

Research on the social effects of video games is also mixed (Allison,

Wahlde, Shockley, & Gabbard, 2006). Some studies have found that video

games are similar to addictions such as gambling which create negative social

effects. Massively Multiplayer Online Role Playing Games (MMORPG) have been

called “heroinware” because they are “simultaneously competitive and highly

social” (Allison, Wahlde, Shockley, & Gabbard, 2006, p.383). Other studies

have noted positive aspects of the games such as the ability to experiment with

aspects of individual identity which do not come out in public.

Computer Game Addiction

Because there is no official diagnosis of computer game addiction, there

is obviously no universally agreed upon list of symptoms. Psychologists and

other mental health professionals initially adapted the diagnostic criteria for
gambling addiction and used this as a rough assessment tool for computer

game addiction. This classification approach is rarely used today and for better

or for worse, it is essentially up to the individual researcher or clinician to

define the symptoms of computer addiction. Still, there are more signs and

behaviors that are almost always included in definitions of computer addiction,

such as: Significant interference with school, work, or relationships. Often

avoiding other commitments in order to keep playing. Frequently turning down

social invitations in favor of gaming, using most or all of one’s free time for

gaming, regularly playing late into the night and which results in poor sleep

habits, loss of interest in previously enjoyed activities, regular gaming “binges”

of 8 hours or more nonstop.

Tardiness

Several studies have shown that school tardiness has a negative impact

on learning outcomes. by the mere nature of arriving late and missing school

hours, students receive fewer hours of instruction than students who are in

class when the bell sounds. But not only does a student who is consistently

arriving late to school establish bad punctuality habits, their tardiness also

disrupts the learning of other students in their classes. A study by Hammill

Institute on Disabilities (Caldarella, Christensen, Young & Densley, 2011),

looked at decreasing tardiness in primary school-aged students using teacher-

written praise notes. The researchers found that students who are frequently
late to school often miss out on important opening announcements and

academic activities. ‘Teachers can become frustrated as late students disrupt

instruction, often requiring reteaching of what they have missed. Tardy

behavior can also negatively affect the overall classroom environment,’ the

study says. Arriving late to school can also mean that students miss out on

activities designed to build connections with their peers, potentially impacting

their social interactions and creating a greater sense of alienation from their

classmates.

Conceptual Framework

The conceptual framework presents the perception of Grade 10 male

students on effects on online games of Iligan City National High School.

This study will focus to determine the awareness and effects on the

students about online games of Iliganc City National High School.

Number of
hours spent in
studying.
Frequency
Grades of absences in
Students class.
Class
participation
Tardiness
Figure 1 Research Paradigm

Figure 1 describes the conceptual framework of the study where in the

input consisting about online games.

The first box is the independent variable is the hour of playing online

games. The second box, which is the dependent variable is the grades of the

students.

Definition of terms

Academic Performance – is measured by taking written and oral tests,

performing presentations, turning in homework and participating in class

activities and discussions. Teachers evaluate in the form of letter or number

grades and side notes, to describe how well a student has done.

Game Addiction – is an excessive or compulsive use of computer games or

video games, which interferes with a person’s everyday life.

Gamer – is a person who plays a game or games, typically a participant in a

computer or role-playing game.

Online Game – is any game that is played online, based online, or has a

majority of its content/gameplay online.

Hypothesis
This study is designed to assess the hypothesis that students who is tardy

and plays online games are more likely to have low grades than those who is

not.

Chapter III

Research Method

This study presents the discussion on the research methodology of the study,

the subjects, sampling technique, research instrument, procedure of data

gathering, and treatment that will be used for accurate data analysis and

interpretation.

Location of the study


This section specifies where the study will be conducted.

Instrument Used

The instrument used to gather data are questionnaire. Questionnaires are

more easy to provide and conduct. this instrument is appropriate to gather

enough data to conclude the study. And to obtain valid and reliable data for

the study. The tool used by the researcher are discussed. A questionnaire is a

research instrument consisting of series of items for the purpose of gathering

information from the respondents.

Description of Respondents

The respondents of this research are the grade 10 male students in Iligan City

National High School. They were the chosen respondents because of their
academic performance has to do with government service. Moreover, their

generation is evidently.

Chapter IV

Data Analysis

DATA 1

Statistics
Q.1 Q.2 Q.3 Q.4 Q.5 Q.6 Q.7 Q.8 Q.9 Q.10

N Valid 20 20 20 20 20 20 20 20 19 20

Missin 0 0 0 0 0 0 0 0 1 0
g
Frequency Table

Q.1

Frequency Percent Valid Percent Cumulative


Percent

Valid Yes-casually 12 60.0 60.0 60.0

Yes-Hardcore 5 25.0 25.0 85.0

Np 3 15.0 15.0 100.0

Total 20 100.0 100.0

Q.2

Frequency Percent Valid Percent Cumulative


Percent

Valid Dota 2 13 65.0 65.0 65.0

League Of Legends 3 15.0 15.0 80.0

other 4 20.0 20.0 100.0

Total 20 100.0 100.0

Q.3

Frequency Percent Valid Percent Cumulative Percent

Valid Yes 13 65.0 65.0 65.0


No 7 35.0 35.0 100.0

Total 20 100.0 100.0

Q.4

Frequency Percent Valid Percent Cumulative Percent

Valid Yes 14 70.0 70.0 70.0

No 6 30.0 30.0 100.0

Total 20 100.0 100.0

Q.5

Frequency Percent Valid Percent Cumulative Percent

Valid Yes 16 80.0 80.0 80.0

No 4 20.0 20.0 100.0

Total 20 100.0 100.0

Q.6

Frequency Percent Valid Percent Cumulative


Percent

Valid Most-do activity 4 20.0 20.0 20.0

Should-do avctivity 10 50.0 50.0 70.0

Can-do activity 4 20.0 20.0 90.0


Not-necessary activity 2 10.0 10.0 100.0

Total 20 100.0 100.0

Q.7

Frequency Percent Valid Percent Cumulative


Percent

Valid Daily 7 35.0 35.0 35.0

5-6 days 3 15.0 15.0 50.0

3-4 days 6 30.0 30.0 80.0

twice a week 1 5.0 5.0 85.0

Once a week 2 10.0 10.0 95.0

6.00 1 5.0 5.0 100.0

Total 20 100.0 100.0

Q.8

Frequency Percent Valid Percent Cumulative


Percent

Valid 1-2 hours 6 30.0 30.0 30.0

2-3 hours 6 30.0 30.0 60.0


4-6 hours 7 35.0 35.0 95.0

7 hours or over 1 5.0 5.0 100.0

Total 20 100.0 100.0

Q.9

Frequency Percent Valid Percent Cumulative


Percent

Valid Not enough sleep,always 6 30.0 31.6 31.6


feeling tired

Blurred vision 1 5.0 5.3 36.8

Cannot concentrate 3 15.0 15.8 52.6


regarding to studies

Having aggressive 3 15.0 15.8 68.4


behaviors,feelings or
thoughts

Using bad language 5 25.0 26.3 94.7

Hump back/ bad posture 1 5.0 5.3 100.0

Total 19 95.0 100.0

Missing System 1 5.0

Total 20 100.0
Q.10

Frequency Percent Valid Percent Cumulative


Percent

Valid Improved your hand-eye 2 10.0 10.0 10.0


coordination

Improved your 1 5.0 5.0 15.0


perseverance

Being fast in problem 5 25.0 25.0 40.0


solving, quick in thinking

Bring you happiness, 12 60.0 60.0 100.0


satisfaction

Total 20 100.0 100.0

Data 2

Case Processing Summary


N %

Cases Valid 19 95.0

Excludeda 1 5.0
Total 20 100.0

a. Listwise deletion based on all


variables in the procedure.

Reliability Statistics
Cronbach's Alpha N of Items

.241 10

Item Statistics
Mean Std. Deviation N

Q.1 1.5263 .77233 19

Q.2 1.5789 .83771 19

Q.3 1.3684 .49559 19

Q.4 1.3158 .47757 19

Q.5 1.2105 .41885 19

Q.6 2.2632 .87191 19

Q.7 2.6316 1.53516 19

Q.8 2.0526 .84811 19

Q.9 3.4737 2.16970 19

Q.10 4.2105 1.27275 19


Item-Total Statistics
Scale Mean if Scale Variance if Corrected Item- Cronbach's
Item Deleted Item Deleted Total Correlation Alpha if Item
Deleted

Q.1 20.1053 13.433 .254 .161

Q.2 20.0526 14.275 .078 .226

Q.3 20.2632 14.094 .303 .178

Q.4 20.3158 14.450 .217 .200

Q.5 20.4211 15.035 .079 .232

Q.6 19.3684 10.912 .659 -.045a

Q.7 19.0000 12.111 .094 .219

Q.8 19.5789 16.480 -.251 .347

Q.9 18.1579 10.696 .005 .346

Q.10 17.4211 14.368 -.054 .304

a. The value is negative due to a negative average covariance


among items. This violates reliability model assumptions. You
may want to check item codings.

Scale Statistics
Mean Variance Std. Deviation N of Items

21.6316 15.468 3.93292 10


Chapter V

SUMMARY AND CONCLUSION

This chapter presented the summary and conclusion to the proposed

reading module.

Summary

This study investigates online games effects on the male student’s

academic performance in Gen. Wood St. Mahayahay, Iligan City . The

respondents of this study were grade 10 male students in Iligan City National

High School. The instruments were properly formulated. The researcher

utilized the reliability analysis to determine online games effects on the grade

10 male student’s academic performance. The statistical instruments of the

study were frequency and percentage.

The following are the findings of the study:

1. The respondents were male.

2. Majority of the students playing online games played casually.

3. The majority of the student respondents are playing dota 2.

4. The majority of the students use online games to stay in touch with distant

friends.

5. Majority become extrovert or more like to interact to others when they play.

6. Majority consider to playing online games a should-do activity.


7. Majority they are playing online games daily.

8. Majority they are spending 4-6 hours on playing online games.

9. Majority they experience bad effects of playing online games.

10. Majority that playing online games brings them happiness and satisfaction.

Conclusion

Based on the findings, nowadays most male students are playing online

games that spending playing online games also increases and it affects their

academic performance especially the absences, tardiness, being lack in class

participation and sudden changes physically and behaviorally. Students must

lessen on playing online games, to concentrate in their studies, and to improve

in their academic performance.

Chapter VI

RECOMMENDATION
This chapter presented recommendation to the proposed reading module.

Recommendation

In view of the findings and conclusions of the study, the following

recommendations were drawn:

To the Students

That they may know that playing games can affect their academic

performance in school.

To the Parents

That they will guide their children to lessen them on playing online

games, and that they will improve in their academic performance.

To the Teachers

That they will update on their students participations in class not just in

school but also what they do outside the school.

To the Future Researchers

That they may conduct future researches related to online games effects

on male student’s academic performance.

APPENDIX C

ILIGAN CITY NATIONAL HIGH SCHOOL


Gen. Wood St., Poblacion, Iligan City
SENIOR HIGH SCHOOL
CURRICULUM VITAE
Name: CHEVIL M. MACALISANG
PERSONAL INFORMATION

Sex Male

Date of Birth 03/12/1999

(d/m/y)

Address Prk. Bagong Silang Tubod I.C

EDUCATIONAL BACKGROUND

PRIMARY SOUTH 1-A CENTRAL SCHOOL

SECONDARY NONE

TERTIARY NONE

GRADUATE NONE
Name: DARWIN CLIFFORD M. MAGHINAY
PERSONAL INFORMATION

Sex Male

Date of Birth 29/07/2000

(d/m/y)

Address Prk. Green Valley, Ubaldo D. Laya, Iligan City

EDUCATIONAL BACKGROUND

PRIMARY DOÑA JUANA ACTUB LLUCH MEMORIAL

CENTRAL SCHOOL

SECONDARY NONE

TERTIARY NONE

GRADUATE NONE
Name: MICHEAL J. ENGLATIERA
PERSONAL INFORMATION

Sex Male

Date of Birth 25/10/1999

(d/m/y)

Address Prk. Emmanuel, Tubod, Iligan City

EDUCATIONAL BACKGROUND

PRIMARY ILIGAN CITY CENTRAL SCHOOL

SECONDARY NONE

TERTIARY NONE

GRADUATE NONE
Name: JED L. BAUTIL
PERSONAL INFORMATION

Sex Male

Date of Birth 31/07/1999

(d/m/y)

Address Purok 5 Upper Luinab Iligan City

EDUCATIONAL BACKGROUND

PRIMARY ILIGAN CITY CENTRAL SCHOOL

SECONDARY NONE

TERTIARY NONE

GRADUATE NONE
Name: JOSHUA M. SALADO
PERSONAL INFORMATION

Sex Male

Date of Birth 11/09/1999

(d/m/y)

Address Purok Lourdes Tubod Iligan City

EDUCATIONAL BACKGROUND

PRIMARY ILIGAN CITY CENTRAL SCHOOL

SECONDARY NONE

TERTIARY NONE

GRADUATE NONE
Name: EDWIN A. ABAD
PERSONAL INFORMATION

Sex Male

Date of Birth 05/09/1998

(d/m/y)

Address Zone 11 Bagong Silang Iligan City

EDUCATIONAL BACKGROUND

PRIMARY ELEMENTARY ILIGAN CITY EAST CENTRAL

SCHOOL

SECONDARY NONE

TERTIARY NONE

GRADUATE NONE
Name: KENT ANUB
PERSONAL INFORMATION

Sex Male

Date of Birth 15/08/1999

(d/m/y)

Address Zone 1-B Del Carmen Iligan City

EDUCATIONAL BACKGROUND

PRIMARY DONA JUANA ACTUB LLUCH MEMORIAL

CENTRAL SCHOOL

SECONDARY NONE

TERTIARY NONE

GRADUATE NONE
Name: EDWARD CABELLO
PERSONAL INFORMATION

Sex Male

Date of Birth

(d/m/y)

Address

EDUCATIONAL BACKGROUND

PRIMARY

SECONDARY NONE

TERTIARY NONE

GRADUATE NONE
Name: JOVEN CAJILLA
PERSONAL INFORMATION

Sex Male

Date of Birth
(d/m/y)

Address

EDUCATIONAL BACKGROUND

PRIMARY

SECONDARY NONE

TERTIARY NONE

GRADUATE NONE
Name: ANNA MARIE E. TARUC
PERSONAL INFORMATION

Sex Female

Date of Birth 26/1/1999


(d/m/y)

Address Prk. Emmanuel, Tubod, Iligan City

EDUCATIONAL BACKGROUND

PRIMARY HERMELEGILDO J. ATIENZA ELEMENTARY


SCHOOL NCR

SECONDARY NONE

TERTIARY NONE

GRADUATE NONE
Name: MARIA LISA S. ZABATE
PERSONAL INFORMATION

Sex Female

Date of Birth 29/06/1999


(d/m/y)

Address Block 10 Lot 20 Kalubihon Habitat,Dalipuga


Iligan City

EDUCATIONAL BACKGROUND

PRIMARY SOUTH 1-A CENTRAL SCHOOL

SECONDARY NONE

TERTIARY NONE

GRADUATE NONE
Name: DANICA L. CABANDAY
PERSONAL INFORMATION

Sex Female

Date of Birth 04/12/1999


(d/m/y)

Address Prk. 2A Tambacan, Iligan City

EDUCATIONAL BACKGROUND

PRIMARY TAMBACAN ELEMENTARY SCHOOL

SECONDARY NONE

TERTIARY NONE

GRADUATE NONE
Name: NICOLE RHEIN S. PINILI
PERSONAL INFORMATION

Sex Female

Date of Birth 26/03/2000


(d/m/y)

Address Bahayan Phase 3 Block 2 Lot 1, Iligan City

EDUCATIONAL BACKGROUND

PRIMARY BAHAYAN PROGRESSIVE LEARNING CENTER

SECONDARY NONE

TERTIARY NONE

GRADUATE NONE

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