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Effect of Online Games on the Study Habits

of Grade 10 Class B Students

A Research

Presented to the

School of

Banilad National Highshool

In partial Fulfillment

of the English 10

by

Jerico P. Tanqueco

James Andrew A. Pacia


ABSTRACT

Online gaming is one of the widely used leisure activities by many people. For

some people it is said that playing video games has a number of reasons 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.

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. The researchers felt the need to determine the impact

of online gaming to students' academic performance and their social behavior.

The purpose of this study is to find out the implications of on-line gaming to

the academic performance and social behavior of the students.

INTRODUCTION

This report is about The Impact on Online Games on the Study Habit of Grade

10 Class B Students. It aims to tell people more about online gaming addiction

and how they can stop it through the information below. Online gaming

addiction is an addiction where students play online games excessively and

becomes out of control then it starts to forget to sudy. When a student is

addicted to it, they will feel the need to play more of it, they would desire

more of it to keep themselves satisfied. Their behavior will also become more
irritable or miserable when they are not gaming. Online Games has big impact

to students, students will addicted to online games if the game is Massive

Multiplayer Online Role-playing Games (MMORPGs) they will forget to finish

their homeworks that given by the teachers and to study for the upcoming

exams or quiz. In line with social development, online games also give effect

to students cognitive development, for instance, students who play a game

online have a strong memory, better problem-solving skills, capability to

synchronize their brains, hands and their eyes, and they have a high

comprehension skill and it can help to students to study. For most people, on-

line gaming is one of the best past time that they acquire specially for

teenagers, youngsters and students. According to Kuss & Griffiths, teens who

play online games 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, students tend to feel stressed due to loads of school

works and through playing it will relive their stress.

It is undeniably questionable that playing online games provide them

something that no one can give. According to some researches it is beneficial.

It enables the mind of the players to be more active, especially those puzzle-

based games. Furthermore, it helps the player to come up with decisions in

tight situations, especially those adventure games that keep the players to be

alert, active and strategic.


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.

SIGNIFICANCE OF THE STUDY

This study will be deemed the significant to the following groups of individuals:

School President. He could plan and implement programs that can help

those students that has the same problems to be participated by the students

of the school and help those children grow their social status.

Student-Respondents. The result of this study could help the students to be

motivated and they can also help their classmates who have addicted on

online games

Teachers. Through this study Teachers can analyze each student’s problem

and can help them learn more.


Future Researcher. Results of this study could be a basis for improvement

and solutions for better future of the students.

CONCEPTUAL FRAMEWORK

Applying the foregoing theory of Markus Friedl which focused on the student’s

interactive behavior towards online game.

The research paradigm of this study is illustrated in figure 1.

The first box shows the input which is the factors of how students

academically. The problems that a student faced in being addicted in online

games. And the suggested ways or inspiring motivations that can help other

students with this kind of problem.

The second box reflects the processes involved such as making a semi-

structured interview regarding the chosen child who has addicted in online

games. Analysis of data gathered. Treating the data using the appropriate

inductive tools on the respond of a student.

The third box shows the output of the study that constitutes to the

implementation of a program that will motivate students to learn more.


Input Process Output

A. Factors of how online  Making a


games affects the child
academically semi-

B. The problems that a structured


student faced in being The
addicted in online interview
games implementation
regarding the
D. The suggested ways of a program
or inspiring motivations chosen child
that can help other that will
students with this kind who has
of problem motivate
addicted in
students to
online games.
have time
 Analysis of
more in
data gathered
studying than
 Treating the
playing online
data using the
games.
appropriate

inductive tools

on the respond

of a student.

Fig. 1. Research Paradigm

Effect of Online Games on the Study Habits of Grade 10 Class B

Students
STATEMENT OF THE PROBLEM

This study aimed to determine the effect of online games to the academic

performance of the students in the College of Teacher Education. Specifically,

it aimed to answer the following questions:

1. What is the profile of the respondents in terms of:

a. Age

b. Sex

c. Weekly Allowances

2. What are the types of computer games being played by the respondents?

3. How often and how many hours do the respondents spent in playing online

games in a week?

4. What is the academic performance of the respondents?

5. How do respondents perceive on the effects of online games to their

academic performance?

6. Is there a significant difference between the academic performances of the

two groups of respondents?


HYPOTHESIS OF THE STUDY

Online game culture sometimes faces criticisms for an environment that might

promote cyberbullying, violence, and xenophobia. Some gamers are also

concerned about gaming addiction or social stigma. Online games have

attracted players from a variety of ages, nationalities, and occupations. Online

game content can also be studied in scientific field, especially gamers'

interactions within virtual societies in relation to the behavior and social

phenomena of everyday life. Therefore, there is a significant relationship

between the effects of online games in the students of grade 10 class B.

DEFINITON OF TERMS

Academic Performance. How students deal with their studies and how they

cope with or accomplish different tasks given to them by their teachers.

Education. The knowledge, skills, understanding and attitudes that you can

get from attending school.

Effect. A result of something that was exist, done or happened.

Internet. A global technology providing a variety of information and

communication facilities, consisting of interconnected networks using

standardized.

Online game. A game played by electronically manipulating images produced

by a computer program which is available on or performed using the Internet


or other computer network. Games that needs an internet connection.

Example, Mobile Legend, Clash of Clans, Rules of Survival, Dota etc.

Player - a person taking part in a sport or game specifically in an online game.

School-a place where the students study or a teacher where teaching.

SCOPE AND DELIMITATION OF THE STUDY

The scope of our study is for finding effects of playing onlinegames to the

academic performance of the students.The study is delimited only for the

Grade 10 students in Banilad National High School,the main purpose of our

study is to point out the effects of playing online games and aims are

determining whether playingonline games hinders their accomplishment of

their homeworks.The study only focuseson online games and its relation to

the academic performance ofthe selected students.However, he study

excludes the effects of online games to their behavior.


CHAPTER 2

REVIEW OF RELATED LITERATURE AND STUDIES

This chapter presents the review of related literature and studies relevant to

current investigation. This helped the researcher in conceptualizing the the

variables included in the study. The review also enabled the researcher in

determining the extent at which previous researches have explored this topic

which serves as the spring board for the current research. It focuses on the

Differences in Stress Levels Between Junior High Students and Senior High

Students in Mount Carmel School of Maria Aurora.

Foreign Studies

Today's world is one that is largely composed of technology. In a relatively

short span of time we have been immersed in a world of high-definition Clash

of Clans, Rules of Survival, mobile Legends, "green" cars, outrageous thrill

rides, 3-D technology, etc. But no area of technology has become as

prominent as that of online gaming.

Foreign Literature

A number of studies have examined the role of personality factors,

comorbidity factors, and biological factors, and their association with online

gaming addiction. In relation to personality traits, gaming addiction has been


shown to be associated with neuroticism, aggression and hostility, avoidant

and schizoid interpersonal tendencies. loneliness and introversion, social

inhibition, boredom inclination, sensation seeking. diminished agreeableness,

diminished self-control and narcissistic personality traits, low self-esteem,

state and trait anxiety, and low emotional intelligence (Griffiths et al., 2012).

Considering the relatively high frequency of co-occurring personality.

comorbidity, and biological factors, it is hard to assess the etiological

significance of these associations with online gaming addiction as they may

not be unique to the disorder and further research is needed. Research has

also shown online gamingaddiction to be associated with a variety of comorbid

disorders. These include attention deficit hyperactivity disorder, symptoms of

generalized anxiety disorder, panic disorder, depression, social phobia, school

phobia, and various psychosomatic symptoms (Griffiths et al., 2012).

Local Studies

Online Games/Video Games

Playing video games is often associated in our society with poor academic

performance. This anecdotal idea is supported by some research. The effect

that interactive digital media has on the learning process is not completely

negative. It is not that the medium itself is inherently flawed, but much of the

information that gets transmitted through it may be. As was noted in 2008

study on media attention and cognitive abilities, "content appears to be


crucial" Rivera, 2008, p. 63. if the content being consumed is positive, then

positive results can be expected, if the content is negative, then negative

results can be expected. The study examined research from many sources in

arriving at this conclusion.

Local Literature

Physical Symptoms of Video Game Addiction

Some of the physical signs or symptoms of video game addiction include:

Fatigue, migraines due to intense concentration or eye strain, carpal tunnel

syndrome caused by the overuse of a controller or computer mouse and

sometimes poor personal hygiene, according to Capuno, 2009,

Short-Term and Long-Term Effects of Video Game Addiction

Like any other compulsive disorder, video game addiction can have severe

negative consequences. Though most of the symptoms listed above have

short-term effects, they can lead to more severe long-term repercussions if

not addressed properly. For example, someone addicted to video games will

often avoid sleeping or cating proper meals to continue gaming. While the

short-term effects of this may include hunger and fatigue, it could eventually

lead to a sleep disorder or diet-related health issues. Similarly, those who

isolate themselves from others to play video games may miss out on family
events, outings with friends, or other events in the short-term. If this

continues to be a pattern for a long period of time, however, addicts might

find themselves without any friends at all.

Other long-term effects of video game addiction to consider are the financial,

academic and occupational consequences involved. Video games and video

game equipment can be very expensive, especially when factoring in recurring

costs such as the high-speed Internet connection required for online

multiplayer games. These games can also be very time-consuming, leaving

addicted gamers with less time to focus on their education or career,.

Synthesis of the study

The reviewed literatures and studies both local and foreign disclosed findings

that are parallel or run counter with one another. The differences with their

findings have been explored in the process of review. The current study

involved a different respondent and approach with focus on the situation of

effects of online games in academic performance among Senior High Students

in Mount Carmel School of Maria Aurora.


CHAPTER 3

RESEARCH METHOD AND PROCEDURES

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

respondents, research instruments, data gathering procedure and data

processing analysis. The research design used in this study was descriptive-

analytic.

Research Method

There searchers described and analyzed the knowledge, opinions and

practices of the Senior High School Students Mount Carmel School of Maria

Aurora about playing online game that affects their academic performance. A

descriptive research was followed. A descriptive researcher describes what

exists and may help to uncover new facts and meaning. The purpose of

descriptive research is to observe, describe and document aspects of situation

as it occurs (Polit & Hungler, 1999). This involves the collection of data that

will provide an account if description of individuals. In this study, the

information was collected through the questions distributed personally to the

subjects by the researcher did not attempt any experimental manipulation or

indeed any random selection to groups, as there is in experimental research.


METHODS AND TECHNIQUES USED

This study used the descriptive – correlation method utilizing a questionnaire

to get the needed data for the study. Purposive sampling was used in this

study. The participants in this study were high school students of Grade 10

Class B students of Banilad National High School. They were selected through

purposive sampling which the persons chosen for the investigation are

themselves not expected to be the representatives of the population, but

rather they possess the necessary information about the issue being

investigated upon. This study used the description - correlation method

utilizing questionnaire to get the needed data for the study. purposive

sampling was used in this study. the participants in this study were selected

trough purposive sampling which the persons chosen for the investigation are

themselves not expected to be the representatives of the population, but

rather they possess the necessary information about the issue being

investigated upon.

POPULATION AND SAMPLES OF THE STUDY

The respondents are the Junior High School Students Banilad National High

School in the school year 2021 - 2022. Random sampling was employed. The

researcher used twenty (20) respondents which are composed of males and

females from the Junior High School of Banilad National High School.
The researcher personally administered the distribution of the questioners

during the available time of the students so that their classes will not be

disturbed. This was done also to ensure that the questionnaire would not be

retrieve promptly.

Research Instrument

The researcher will use semi-structured interview will be use to gather the

necessary information. Semi-structured interview is an interview that allow

the researchers to collect open-ended data, to explore participant’s thoughts,

feelings and beliefs about having online game as a habit of the students.

DATA GATHERING PROCEDURES

The researcher used two sets of questionnaire for gathering data for the profile

of the respondents.

The main tool that was used in gathering data for this research is the

researcher made instrument.

Part I includes data information, it describes important information about

their age, sex, weekly allowances, and their final average based on the

previous grading during their Grade 10 in the year 2021 - 2022.

Part II includes the game session and activities of the online game players.

It determines the type of computer games being played, how often the
students play online games and the number of hours spent playing online

games in a week? And why do they play online games?

For the non-player:

Part I includes data information, it described important information about

their names, age, gender, weekly allowances and their final average based on

the previous grading.

Part II includes the reasons why they are not playing online games? What do

they do during their vacant time?

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