Professional Documents
Culture Documents
A Research Paper
Presented to the Senior High School Department
General Academic Strand
Leon Guinto Memorial College
Atimonan, Quezon
Lorvince Villareal
Gerald Rempillo
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Chapter I
Introduction
schools, offices, and even at home. Nowadays, this can be a person's most
efficient strategic tool for enabling himself to take charge and cope with the
people. For some people it is said that playing video games has a number of
relaxation, enjoyment, social interaction, and even mentally escaping from the
real world.
It enables the mind of the players to be more active, especially those puzzle-
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tight situations, especially those adventure games that keep the players to be
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
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
generations today.
Moonton Technology Co. Ltd and Shanghai Mulong Network and Technology
Co.,ltd are two Chinese developers that produced Mobile Legend. 11th of July, 2016.
Mobile legend Bang bang is a phone-only game in which two competing teams must
defend the fort to prevent it from being taken over by the opponent.The Call of Duty
franchise is set during World War II and begins with historically accurate events. The
first three games in the series chronicle the campaigns of the United States, the United
Kingdom, and the Soviet Union. After an event known as First Light, VALORANT
takes place on a version of Earth in the near future. This occurrence affects people all
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across the world, resulting in major changes in living, technology, and government
operations .People control a character ("champion") with distinct skills and battle
against a team of players or AI-controlled troops with the objective of destroying the
enemy side's "Nexus," much like they do in League of Legends. Each League of
Legends: Wild Rift battle is unique, with all champions starting off relatively weak
and gradually improving their strength over the duration of the game as they collect
items and experience. This study aims to investigate the Impact of Online Gaming on
the Health Condition of Grade 12 GAS S.Y. 2020-2021. About physical health, social
health, and emotional health. Most of the students Grade 12 GAS of LGMC are
enjoying playing several Online Game some of though are playing Mobile Legend,
1.1 Age
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1.2 Sex
2. What is the level of Impact of playing online games on your health condition
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Parents- The parent is the one that is impacted by their children since they do
Teachers- Since of online gaming, the instructor is affected because his pupils may
purposively GAS students of Leon Guinto Memorial College, Inc. from 2021-
2022. The data gathered from the respondents will be chosen purposively. Will
serve as the basis for analyzing the survey results. It focuses on the impact of
online games such as Mobile Legend, Call of Duty, Valorant and League of
Legend Wildrift On the Physical health, Social health and Mental Health of the
respondents.
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Definition of Terms
Online games- An online game is a video game that is played in part or entirely over
the Internet or any other available computer network. Online games can be
attention on your mobile devices can also lead it to your unhealthy living.
Students-. A student is someone who attends school to learn something. Students can
who are studying, such as in college or university. Some gamers have also
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CHAPTER II
Foreign Literature
The study population includes all students in the second year of public
guidance schools in the city of Isfahan in the educational year of 2009-2010. The
sample size includes 564 students selected by multiple steps stratified sampling.
anxiety and sleeplessness and impaired social functioning. Data were collected
addiction and their physical and mental health in dimensions of physical health,
The aim of this descriptive correlation study was to determine the effects of
computer games addiction on physical and mental health of male and female
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The study population includes all students in the second year of public guidance
schools in Isfahan city in the educational year of 2009-2010. The sample size includes
564 students selected by multiple steps stratified sampling method. Data were
selected randomly among five districts of Isfahan Board of Education. From each
district, one boy and one girl guidance school was chosen randomly. In total, 600
students were chosen for filling the questionnaires, after obtaining the permission from
The data collection instrument was included the form of GHQ-28 inventory of
physical and psychological health measurement. Another tool was Antwan's (2008)
questionnaire for addiction to computer. The Cranbach's alpha was reported 0.92 by
this researcher,11 since the validity and reliability of this questionnaire was not
assessed for Iran; 30 students were selected as sample for a pilot study and after data
analysis, and the reliability was measured 0.76. This questionnaire was based on
Lickert scale and scored from 1 to 5. 1was for very little and 5 score was considered
psychological disorders in various centers and environments. The questions are about
the psychological condition in past month, including signs such as thought, abnormal
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emphasize on the situation (here and now). This questionnaire is the most known
The GHQ-28 which is used in this study was standardized by Palahang12 (2005) and
Yaqubi (2005)13 in Iran. This questionnaire was used to assess health signs including
(Zamani,2009)
Local Literature
The attainment of the objectives of the study was made possible through the
utilization of the descriptive method of research. The sampling techniques were made
through a purposive sampling, where only those students who played on-line games
were the only respondents selected to meet the population size of the study. With a
total of 126 respondents coming from PUP-LHS, all of them returned the survey
questionnaire – the main instrument of data gathering. Statistical treatment of data was
done through the use of percentage, weighted mean, and Pearson r Correlation.
Based on the results of the study, the following salient findings were drawn:
As according to the result, in terms of playing on-line games, the overall weighted
mean is 3.08 which lies on the verbal interpretation of “Sometimes”. And with the
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indicators “I play on-line games only on week-ends” and “I repeatedly play on-line
games after losing” gathered 3.37 interpreted as “often” got the highest mean.
While the level of assessment of the respondents on playing online games in the aspect
of number of hours spent in playing was assessed as 3-5 hours with the weighted mean
of 2.75.
On the other hand, in the types of games played, `League of Legends' got the
computed grand mean of types of games played and considered as “seldom” in verbal
interpretation.
Social Behavior got an overall weighted mean of 3.2 and arrays that the verbal
interpretation of all the indicators show that the students from Grade 7- Grade 10
assessed that they all agree doing the listed indicators. This shows that even after
playing online games it does not affect their social behavior and it has a positive
effect.
As per the academic performance of the respondents the result shows that from the
126 responses, most of the students that plays on-line games obtain a grade ranging
from 86-90 interpreted as “Good” that got 68 or 53.97%. Followed by a grade ranging
38.89%. Next is the grade ranging from 91-95 which means “Very Good” got the
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second to least, which is 7 of the respondents or 5.56%, and lastly, the remaining
And in terms of the frequency of playing online games and the respondent's
social behavior. The indicators `I play on-line games before going to bed' got a
computed p-value of 0.040 and `I play on-line games only on week-ends' obtained a p-
value of 0.002 which is less than the level of significance of 0.05. This means that the
null hypothesis is rejected and it is significant in this study. And all remaining
On the other hand, the relationship between the number of hours in playing and
the social behavior of the respondents does not have significant relationship since all
While in terms of types of on-line games being played and its relationship in
the social behavior of the students, it reveals that the null hypothesis has been rejected
with p-values of Minecraft (0.030), Defense of the Ancient (0.019), Farmville (0.014),
Smite (0.014), and Candy Crush (0.004) are lower than the level of significance of
0.05.
And lastly, the frequency of playing on-line games and the academic performance of
the respondents the only indicator that has a significance is “I play on-line games only
on week-ends” that obtain a p-value of 0.026 lower than the level of significance of
0.05 and indicates that the null hypothesis is rejected. This reflects to the grade of the
respondents having good grades even when they play on-line games.
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In tenures of the types of on-line games being played by respondents and their
academic performance the result of their p-value is higher than the level of
Likewise, the number of hours playing on-line games and its relation to the academic
performance all indicators got p-value higher than the level of significance of 0.05
As the respondents assessed, it can be inferred that Playing On-Line Games results
to a positive effect in the social behavior of the respondents. Even if the respondents
play online games still the personal interaction with others are not affected. They still
Meanwhile, since most of the student respondents are male and they are more
frequently engaged in playing on-line games, the school administrators and teacher in
camaraderie and pro-social skills to the students instead of getting engaged with online
games.
(Dumriqu,2017).
Research Paradigm
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•What is the
• PAMPLHET ON
demographic TIPS ON HOW TO
CONTROL ONLINE
profile of the •ANALYSIS GAMES
DATA
respondents
on terms of
1.1 Age
1.2 Sex
1.3
Frequency of
gaming.
• Survey
Chapter III
METHODOLOGY
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the study. This includes the research design, research locale, population, research
The locale of the study will be Leon Guinto Memorial College, Inc. Since the
Condition 2021-2022.
Research Design
In this study, the researchers will use descriptive type of research and Where can
you find out the impact of Online Gaming on the health condition.
Respondents
The respondents of the study are selected great well GAS students of LGMC SY
2021-2022. There are purposively chosen since they are knowledgeable about the
topic. That's why they were chosen: they're the ones who play mobile games, which
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Research Instrument
which this questionnaire contains questions that will serve as data for analyzing the
2022.
The instrument will aim to gather information about the respondents in terms of
their age, sex, and frequency of playing. Aims to know the Impact of online games in
health the condition in terms of Physical Health, Social Health, and Emotional
Health.
Table 1
LIKERT SCALE
Analysis
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3 2.51-3.25 Agree A
2 1.76-2.50 Disagree D
Because of the pandemic, the researchers will create a google form with their
questions and distribute it to their target respondents via messenger. The data that
focuses on the physical, social, and mental health effects of online games including
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Statistical Treatment
The researchers used the percentage and weighted mean in determining the frequency
1. Percentage
A Percentage describes how many parts there are out of one hundred parts of a
particular thing. This will be used in the profile of student dancers to determine
f
P= X 100
N
Where:
P = percentage
f = frequency
2. Weighted Mean
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4 f +3 f +2 f +1 f
WM=
N
Where:P
WM = Weighted Mean
f = frequency
The following Likert scale will be utilized to interpret and analyze the computed data
Questionnaire
Name (Optional) :
Age:
Gender: Male-
Female-
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Wildrift (Lol)
week
more
4. Is it possible that your health will be harmed if you are hooked to playing online
games?
YES NO
When you are addicted to playing online games, what will be affected and destroyed?
Instruction:
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Physical Health
physical health?
meals.
Emotional Health
emotions.
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management.
emotional health?
to in game trashtalking.
Social Health
of time to socialize.
wealthy.
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