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Chapter I

Introduction

Background of the study

Oxford dictionary (2014) defined effect as a change that is a result or

consequence of anaction or other cause while Cambridge dictionary (2014)

defined effect as the result of aparticular influence. The definition of addiction

according to the Oxford dictionary (2014) isthe fact or condition of being addicted

to a particular substance or activity. Other definitiondefined addiction as the state

of being enslaved to a habit or practice or to something that ispsychologically or

physically habit-forming, as narcotics, to such an extent that its cessationcauses

severe trauma.

Online video game is defined as a video game played over some form of

computernetwork. This network is usually the internet or equivalent technology,

but games havealways used whatever technology was current for example

modems before the Internet, andhard wired terminals before modems. Online

gaming is also a technology rather than agenre that it is a mechanism for

connecting players together rather than a particular patternof gameplay.

 In this new era of technology, online gaming has become more popular

amongteenager as it can be played whether on smartphone, tablet or computer.


As it becomeaccessible almost anywhere at any time, all range of age are now

possible to be addictedinto playing online video game which at the end of the day

they become less care aboutthemselves, their performance at school or

workplace and their social life. In addition to that,player can also now access

their game progress anywhere they went as most of the onlinegaming nowadays

enable player to store and save their data on cloud storage.Several types of

online gaming are massively multiplayer online games (MMOGs) andmassively

multiplayer online role-playing game (MMORPGs) which

Involves millions playerplaying the game at the same time. Online game

are now also come in many genre such asaction, adventure, simulator and many

more. Some of the online gaming that are popular

. among teenagers nowadays is Dota, Clash of Clan and Hay Day. The total of

daily activeplayer in Dota 2 is 800, 000 concurrent usersand almost 8.5 million

users have registeredin Clash of Clan and also Hay Day combined.There are

actually several cases involve a teendie while playing online game in China and

as a result their government has built a facilitywhere parent can send

their children to overcome online gaming addiction.

Some claimed that playing online gaming is one way to release stress and

fill yourfree time. While some said that too much game can affect one's mind and

attitude. Forexample, people who play games are constantly feeling tired. When

someone is more likelyto spend more time in playing online game, some of them
may end up with being addictedto it. Friends and surrounding environment plays

a big part in influencing us towards playingonline game as the city with better

internet connection and easy access to computer willmake it easier for the

people to gain the access to online game.In addition to that, some of the games

developers today try to gain profit by create asystem where the players must use

their real money to help them doing mission, gainspecialty and advantage in

these games. In London recently, there was cases reportedwhere the mother of

a 12-year-old boy is facing a £7,000 or RM36, 666 bills after heinadvertently

spent the money playing a popular online game on his phone.

 In Malaysia,more and more people are now lead to spend money in online

gaming as they can get debitcard easier and some of the young player tend to

steal their parent money using their creditcard.

The independent variable for this research is the age of the respondent, the

gender,the course they are taking and also the university they study. The age of the

respondent isset from the age of 18 until 24 years old. The resplendent will be

those who are from Facultyof Communication and Media, Universiti Selangor.

The dependent variable in this research


Conceptual Frame work

The effect of Online Games towards the academic performance of the Senior
High School Students of STI College Tacurong

The effect of
The academic
online games
performance of the
senior high school
students of STI College
Tacurong

Age

Gender

Section

Statement of the Problem

1. What are the student profile in terms of ;

1.1 Age;

1.2 Gender ; and

1.3 Section?

2. What are the effects of online games to the students in terms of ;

2.1 Grades ;
2.2 Class Participation ; and

2.3 Study Interest?

3. What are the factors affects the students in terms of;

3.1 Time Management ;

3.2 Study Habits ; and

3.3 Class attendance?

Significance of the study

The study made to know the effects of online games towards the

academic performance of the senior High school Students of Sti college

Tacurong

This study significance to the following:

For the students, they are thr one who can benefit tthis because they are the

subject of the study.

For the teacher, the researcger made the study for the second parents of the

students so they can guid them.

For the reseacher, the researchers want to share knowledge and inform the

students and everybody about the eefects of online games to the students

academic performance.

For the future Researcher, the Researcher want to help the future rsearcher

boy having a reliable reseacher.

Research hypothesis

There are signifincant effect of online games towards the academic

performance ogf the senior high school students od STI College Tacurong.
Scope and Limitation

This study focused on the effect of online games towards the academic

performance of the Senior High Scholol Students of STI College Tacurong. To

answer the following Questions; what are the students profile, what are the

factors affects the students andd what are the eefects of online games to the

students.

This study conducted at STI College Tacurong Barangay Buenaflor,

Tacurong City. The respondents are the ITMAUWD A Grade 12 Senior High

school.
Chapter II

Review of Related Literature

This chapter contains the reseach review of related literature and reseach related

studies.

Related Literature

A video game is usually defined as an electronic game that is played by a

controller and provides user interactions by generating visual feedback.

According to Edward Castronova (2008) in his book of Synthetic Worlds: The

Business and Culture of Online Games, he described online game as Massively-

Multiplayer-Online Games (MMOG). An MMOG is a game capable of supporting

hundreds or thousands of players and is mostly played using the Internet.

Nowadays, online games have become extremely popular among the young

generation thus leading to the rise of online game addiction issues especially

among the students.

In the research conducted by Ahn and Randall (2008), they were able to discover

that Massively-Multiplayer-Online Games or MMOG affects both the social and

academic lifestyles of students. Based on their surveyed data, students who are

addicted in online games registered more F grades as compared to non-addicted

students. This statistics corresponds with the amount of playing time of addicted

students on the MMOGs. Their surveyed data also shows that approximately

50% of MMOG addicted students were also reported as actively engaged in a


physical altercation. Addicted students are mostly involved in arguments with

their teachers and as well as their friends.

According to  the research conducted by Zhang (2007) and Zhuo (2007) on

online game addiction, the physical symptoms of Internet and online game

addiction were were cervical spondylosis, neurasthenia and insomnia. Cervical

spondylosis is a spinal injury caused by having the same sitting position for hours

while playing games. On the other hand, Neurasthenia is a psychological

disorder marked especially by easy fatigability and often by lack of motivation,

feelings of inadequacy, and psychosomatic symptoms. It results from when

players engage in hours and hours of game playing with no virtually sleep

intervals in between. 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

result in nervous breakdowns and general tiredness.

In cebu, online game addiction is also becoming an issue. In one of the episode

of I-Wtiness, Kara David was able to interview youngsters namely Doc, Mark and

Ice who resort to illegal activities just to fund their addiction to online gaming.

Doc, Mark and Ice are part of a young generation spending a lot of their time on

computer games. Some of them undergo illegal activities to fund their vices and

they can go on gaming for 24-hours without any sleep. 22-year-old Doc is a

scavenger and vagrant, but once he gets his money out of collecting garbage, he

goes to his favorite Internet shop to play. Mark, 20, is an out of school youth. He

lost his investment money and stole from his mother to pay for his Internet
rentals. Fourteen-year-old Ice says he gets his money from homosexuals in

exchangeforsexuafavors.

In one of the article of PhilStar which is “Battle on Vs Kids’ online games

addiction”, Samuel Pagdilao (Police Criminal Investigation and Detection Group

(CIDG) director Chief Superintendent) stressed the need for measures to protect

children from being hooked on online computer games. He said many children

spend hours in a computer shop playing online games.

According to Bachhuber and Saulnier (2012), playing online games is an

effective way of enhancing a student’s reading comprehension. Through

formative testing, they found out that online games can help a student improve

his/her grammar, vocabulary and comprehension because they can have an

interactive way to learn English or any other language.

Related studies

this are the research related studies.

According to Duria jJ Kuss author of Internet gaming addiction current

perspectives In the 2000s, online games became popular, while studies of

Internet gaming addiction emerged, outlining the negative consequences of

excessive gaming, its prevalence, and associated risk factors. The establishment

of specialized treatment centers in South-East Asia, the US, and Europe reflects

the growing need for professional help. It is argued that only by understanding

the appeal of Internet gaming, its context, and neurobiologic correlates can the

phenomenon of Internet gaming addiction be understood comprehensively. The


aim of this review is to provide an insight into current perspectives on Internet

gaming addiction using a holistic approach, taking into consideration the mass

appeal of online games, the context of Internet gaming addiction, and associated

neuroimaging findings, as well as the current diagnostic framework adopted by

the American Psychiatric Association. The cited research indicates that the

individual’s context is a significant factor that marks the dividing line between

excessive gaming and gaming addiction, and the game context can gain

particular importance for players, depending on their life situation and gaming

preferences. Moreover, the cultural context is significant because it embeds the

gamer in a community with shared beliefs and practices, endowing their gaming

with particular meaning. The cited neuroimaging studies indicate that Internet

gaming addiction shares similarities with other addictions, including substance

dependence, at the molecular, neurocircuitry, and behavioral levels. The findings

provide support for the current perspective of understanding Internet gaming

addiction from a disease framework. The benefits of an Internet gaming addiction

diagnosis include reliability across research, destigmatization of individuals,

development of efficacious treatments, and the creation of an incentive for public

health care and insurance providers. The holistic approach adopted here not only

highlights empirical research that evidences neurobiological correlates of Internet

gaming addiction and the establishment of a preliminary diagnosis, but also

emphasizes the necessity of an indepth understanding of the meaning, context,

and practices associated with gaming


A study of time use and academic achievement among secondary-school

students in the state of Kelantan, MalaysiaThe preliminary report of the

Malaysian Education Blueprint – 2013–2025 (Malaysia Ministry of Education,

2012. Preliminary education blueprint (2013–2025). Retrieved June 11, 2012

from http://www.moe.gov.my/userfiles/file/PPP/Preliminary-Blueprint-Eng.pdf)

highlights the importance, in a globalised world, of producing future intellectual,

social and human capital for Malaysia. It is paramount to note that adolescents

are the future human capital of Malaysia. Literature indicates adolescents are

confronted with an environment that is rapidly changing and the time spent on

non-school-related activities has negatively impacted academic performance.

This research investigated the contribution of time use among students to

academic achievement. The sample of secondary school students was stratified

to ensure balance of gender, school type and grade level. Correlation analyses

were conducted to determine the associations among the variables identified in

the study. Participants completed the Daily Record of How I Use My Time each

day for seven consecutive days. Cooperating schools provided copies of the

academic transcript of each participant. This information was used to establish

the overall secondary school academic achievement of each participant. The

data collected were subjected to bivariate comparison of means and t-test

comparisons of means to yield correlations among the target variables. The

findings of this research support those of some previous studies and contradict

those of other studies, many conducted with non-Malaysian populations. In sum,

this study may help to develop a conceptual framework for guiding efforts to
improve academic performance, as it relates to time use, as a contribution to

accomplishing the national agenda of Malaysia.


Chapter III

Methodology

This chapter contains the research design, respondents of the study the locale of

the study, data gathering instrument, data gathring procedure and the statistical

treatment.

Reseach design

This study on the effect of online games towards the academic

performance of Senior High School students Of STI College Tacurong. The study

utilize quantitative reseach methodthat use dstatistical data and the study used

descriptive type of reseach that used obserbation.

Respondents of the study

The respondents of the study are the students from the ITMAUWD A Grade 12

Senior High School.

Respondents Number of the Number of the Over all

students respondents percentage


ITMAUWD A 40 30 75%

Table 1.1 number of the respondents

The respondents of the study are the students of ITMAUWD A ant the

total number of students are 40 but the number of respondents are 30 and the

total percentage are 75 %

Locale of the study


the study conducted at STI College Tacurong Barangat Buenaflor

Tacurong City.

Data Gathering Instruments

The main instrument that will be used on the study is questionnaires.

The interviews will be informal, answerable by yes or no and carried out in a

conversation style. The researcher wrote field notes in conjunctions with the

interviews, follow- up interviews, observations and casual encounters with

subject.

Statistical treatment

Chapter IV
Analysis, Interpertation and persentation of data

This chapter presents the data gather from the respondents.

Table 2.1 Do you play online games?

Number of respondents Percentage


Yes 25 83%
No 5 17%
This table shows the number of the students that playing online games . the

number of the respondents are 30 and 25 of them are playing onlinr games or

equivalent of 83 % of the class are playing online games and only 5 are not or 17

Table 2.2 Does your grade get low when you started playing online games?

Number of respondents Percentage


Yes 16 53%
No 14 47%
This table shows the number of students says that their grade get low when

they are strating playing online games . 16 are says yes or 53% and 14 says no

or 47 %

Table 2.3 Do you always participate when you have class participation?

Number of respondents Percentage


Yes 25 83%
No 5 17%
This table shows the number and the percentage of the students who are

participating on class participatin 25 are participating or 83 % and only 5 are not

participating or 17 %.

Table 2.4 Do you think studying is still interesting when you already played online

games?

Number of respondents Percentage


Yes 12 40%

No 18 60%

This table shows the interested students on studying when they played on line

games. 12 says its still interesting or 40 % and 18 says its not interesting any

more it equivalent into 60%

Table 2.5 do you have time management?

Number of respondents Percentage

Yes 14 47%

No 16 53%

This tables are the number of students who have time management 14 of them

has time management or 47% and 17 of them don’t have time management or

53%

Table 2.6 Do you still follow youe time management?

Number of respondents Percentage

Yes 21 70%

No 9 30%

This table shows the number of students who still follow their time maanagement.

21 are still folowing or 70% and 9 are not following their time management any

more or 30%.

Table 2.7 Does your study habits affect because of online games ?

Number of respondents Percentage


Yes 11 37%
No 19 63%
Thisd table shoes the effect of online games to the students. 11 says the online

games affect their study habits or 37% and 19 says its not affect their habit or 63

% of 100 %

Table 2.8 Does your class attendance change when you started in playing online

games?

Number of respondents Percentage

Yes 18 60%

No 12 40%

This table shows the changes of their class attendance because of online games.

18 of them says yes or 60 % are having changes on class attendance. And 12

says no or its not changing it equivalent into 40%

Table 2.9 Does the online games has positive or negative effect on you?

Number of respondents Percentage


Yes 10 33%
No 20 67%
This table shows the effects of the online games . 10 of them or 33% says on;line

games has positive effect and 20 or 67% says online games hs negative effect.

Table 3.0 Does online games help you in class?

Number of respondents Percentage


Yes 9 30%
No 21 70%
This table shows the help of online games to students. 9 or 30 percent of them

says online games has a help but 21 or 70 % of them says online games don’t

help them.
Chapter V

Summary ,Conclusion and Recommendation

This chapter contains the reseach summary colclusion and resommendation for

the study.

Summary

The research focus on th effect of online hames to the academic

performance of the Senior High School students of STI College Tacurong. Online

games now adays is very common because of our innovative world. This study

made to share knowledge and awareness to every body to utilize the social

media in poper way. The study conducted at STI Colge Tacurong and the

respondents are the studnets od ITMAUWD a where most of them are involve on
the technologies because of their track. The study proves that the students are

very engaged on the online games. The study used quantitative reseach method

and utilez a descriptive method in gathering data

Conclusion

The students are always playing online games because of it they are

having hard time and losing their interest in their academic performance becaue

they are focus on they online games that they always played. Some of them are

not participating on class participationand some times online games can cause

cutting classes of the students and it leads to having failibg grades for them. So

online games can be It’s not just neglect that costs addicted gamers their

relationships. Some of them talk so much about their game of choice to the

exclusion of everything else that people no longer want to be around them. They

can’t, or won’t, engage in real world conversations or be a source of support or

encouragement to friends and family. Because their friends talk about other

things, they begin to feel left out, which in turn causes them to feel irritated or

offended. It doesn’t occur to them that they’ve chosen to be left out by devoting

all their time to gaming. Physical consequences of gaming addiction include

carpal tunnel, migraines, sleep disturbances, backaches, eating irregularities,

and poor personal hygiene. Some of the physical consequences of video game

addiction can lead to social consequences as well. For instance, an addicted

gamer who loses sleep because he’s playing so much simply doesn’t have the

energy to invest in relationships. Lack of sleep may also make him irritable and

difficult to be around.
Recommendation

The Internet, just like television, can be a source of fascinating


information, a powerful research tool and great entertainment.
However, just like television, lots of use can be detrimental to children's
developing minds. The American Academy of Pediatrics recommends no
more than two hours of screen time a day, which includes the Internet,
computer games, console games, television, etc.

Multiple studies have shown that as the amount of time a child spends
looking at a screen increases, so does his or her risk for having sleeping,
attention and aggression problems, and difficulty with interpersonal
relationships. Some of these effects may be due to the rapidly changing
intense imagery of television while others could be attributed to
decreased time interacting with other people in favor of screens.

Uses the Internet excessively;Shows signs of withdrawal, including


feelings of anger, tension or depression when the computer is
inaccessible;Needs to use the Internet more and more and feels a need
for better computer equipment, more software, more games, more
consoles.Has adverse consequences from Internet use like increasing
arguments, lying, poor school or vocational achievement, social isolation
and fatigueLimit Internet access to public areas at least for certain times
of the day and avoid having televisions and computer games in
bedrooms.Plan screen time, whether television or Internet use. For
television, that's easy in the era of DVRs. Sit and watch a show you like
then stop watching. For the Internet, which is more free-flowing, use an
egg timer. Do the same for video games.Stress to children that they
shouldn't put anything on the Internet that they wouldn't want on the
home page of Google, YouTube and ESPN .During exam times or other
times when kids need to avoid screen time, delete games or programs or
install passwords so the temptation isn't there. Reinstall/remove
passwords when exams or a report are complete.

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