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SEMIDETAILED LESSON PLAN

(Effects of Online Gaming on Mental


health)
Semi detailed Lesson Plan

I. Objectives:

At the end of 3 hours lecture, the student will be able to:

A. Define the effect of online gaming on Mental health


B. Determine the Effects of Online Gaming
C. Explain the positive and negative effects of Online Gaming towards mental health
D. Determine the time spent in online games
E. Evaluate the participants behavior

II. Subject Matter: Effects of Online Gaming on Mental health

III. Materials:

 Laptop
 Notebook
 Pen
 Printed scramble word
 LCD projector

IV. Procedure:

Scramble words

Instructions: In 10 minutes Arrange the scrambled words in a way that it spells terminologies that
are related to online gaming.
V. Presentation:

Effects of Online Gaming on Mental health

 Excessive online gaming is found to be associated with positive emotions and social
relationships while playing. However, problematic and excessive online gaming is also
associated with maladaptive coping strategies, negative emotions and attitudes, low
self-esteem, loneliness, and poor academic performance.

 A lot of gamers started playing online games to escape something in real life.
Maybe they were bullied in school, and when they came home, they were bullied
on social media. In such a situation, the only escape for the gamer is a online
game. That is the only place where they can immerse themselves and escape the
emotional pain of real life.

Determine the Effects of Online Gaming

 Various studies show that playing too much computer games causes physical


damages and increases anxiety and depression in players. Many studies show
that most adolescents who are addicted to computer games have high heart beat
and blood pressure due to too much excitement and stress.

 Although there are some great benefits to online gaming for young people, it’s
important to be aware of some of the risks that might impact their wellbeing.
Games can offer young people a sense of escape from the reality of the world
and the social aspect of some games can help children feel part of a community.
However, without the right guidance on what games to play or when to play,
children can be exposed to certain risks such as in-game bullying, online
grooming or in some extreme cases gaming addiction.
Explain the positive and negative effects of Online Gaming towards mental
health

 positive impact of online gaming on psychological wellbeing, such as helping


players develop social skills, foster a social support network, enhance positive
affect, and improve wellbeing. It is imperative to further evaluate the relationship
between online gaming and psychological wellbeing, as there may be important
factors that can influence the direction and strength of this relationship.

Example of positive effects


 Online games improve basic visual processes
 enhance executive functioning
 can improve everyday skills
 may help ease anxiety and depression

 negative association between using games to escape from real-life problems and
poor mental health. the negative outcomes associated with ‘escapist’ gaming
may be mitigated by resilience factors.

Example of negative effects


 Video games can make people more violent
 may decrease players’ ability to concentrate
 may increase depression and anxiety
 can become addictive
Determine the time spent in online games

 The estimated weekly hours spent gaming will increase with age, ranging from
just over 6 hours for 3-4s to nearly 14 hours for 12-15

 Children aged 15 spend on average 1.5 hours more gaming each week

 More boys play online games than girls in all age brackets, with the difference
by gender increasing with age, e.g. girls aged 15 up spend around 9 hours per
week (9 hours 18 minutes) whilst boys of the same age spend nearly 17 hours
(16 hours 42 minutes). 

 Gaming can have a strong social element; close to two in five online gamers
aged 8-11s (38%) and three in five aged 12-15s (58%) say they use online chat
features within the game to talk to others.

 Children are more than twice as likely to chat through the game to people they
already know outside the game (34% 8-11s, 53% 12-15s) than they are to chat
to people they know only through playing the game (10% 8-11s, 25% 12-15s).

 Boys aged 12-15 who play online games are also twice as likely as girls to say
they chat to people they only know through a game (30% vs. 16%).

Evaluate the participants behavior

 Apart from innovative teaching methods, online games are being looked at as
a possible solution to mental health problems such as improving the reading
ability of dyslexic children, as these games have shown signs of greatly
improving a player’s visual attention skill. Another is to treat people with Post
Traumatic Stress Disorder or (PTSD), as there were also signs that playing war
based first-person shooters are familiar environments for soldiers suffering from
the said psychological disorder. Despite these implications, online games are not
all fun, and with games, for every good thing, there is always the risk of a
undesired effects.
REFERENCES
 https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3905489/#:~:text=Various
%20studies%20show%20that%20playing,too%20much%20excitement%20and
%20stress.
 https://www.healthygamer.gg/video-games-and-mental-health-explained/

 https://online.concordia.edu/computer-science/pros-and-cons-of-video-gaming/

 https://link.springer.com/article/10.1007/s11126-019-09656-x

Pre- test on effects of Online Gaming on Mental Health

Give Five examples of positive effects of Online Gaming on Mental Health

1.

2.

3.

4.

5.

Give Five examples of negative Effects of Online Gaming on Mental Health

1.

2.

3.

4.

5.
Possible Answers:

1-5

 Online games improve basic visual processes


 enhance executive functioning
 can improve everyday skills
 may help ease anxiety and depression
 Use as a coping mechanism from stress.

6-10

 Through online gaming you can become a violent person


 Increases persons anxiety and depression
 A person may become addictive on online gaming
 Decreases person’s ability to concentrate
 Person may developed low self esteem.

Post test on effects of Online Gaming on Mental Health

True or false:

Write true if the statement is true and if false change the underline word for the correct answer.

_______1. Excessive online gaming is found to be associated with negative emotions.

_______2. Negative association between using games to escape from real-life problems and poor mental health.

_______3. Positive impact of online being in psychological well being such as helping players develop social skills,
foster a social support network, enhance positive affect, and improve well being.

_______4. Without the right guidance on what games to play or when to play, children can’t be exposed
to certain risks such as in-game bullying, online grooming or in some extreme cases gaming addiction.
_______5. One of the positive effects of online gaming is that it may help ease anxiety and depression of an
individual.

_______6. One of the negative effects of online gaming can make a person addictive.

_______7. A lot of gamers plays online gaming as an escape to the reality because they were bullied in the society.
_______8. Most adolescents who are addicted to computer games have low heart beat and blood
pressure due to too much excitement and stress.

Identification:

Write the correct answer to the blank provided before the number.

_______9. Children this age spend on average 1.5 hours more of gaming each week.

_______10. Boys this age play online games are also twice as likely as girls to say they chat to people they only
know through a game.

ANSWERS:

1. Positive
2. True
3. True
4. Can
5. True
6. True
7. True
8. High
9. 15
10. 12-15

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