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Chapter I
Introduction
Several countries, including the Philippines, have been suffering from the
COVID-19 pandemic for almost two years. It all started when the first known
(SARS-CoV-2) virus strain (Sharma, et al., 2020). The first suspected case in the
Philippines was investigated on January 22, 2020, and 633 suspected cases were
reported as of March 1.
Since the pandemic happened, people’s way of living has changed. The
spread and transmission of COVID-19. One of the most widely affected is the
educational system of the country since the pandemic caused the closure of
schools. Online classes are the new mode of learning in the country. A health crisis
has shut down the entire global economy, and an education crisis that nearly
millions of children suffer in coping from the new learning system because of the
pandemic.
simply put, where the student and the educator are not physically present in a
assessments. (The Albert Team, 2022). It means that students have easy access
to their gadgets which also means that they can also have easy access to play
different online games. According to Schurman (2022), Online gaming can refer to
any type of game that someone can play through the Internet or over a computer
network. Most of the time, it refers to video games played over the internet, where
multiple players are in different locations across the world. Playing online games
source of entertainment and a way to fight boredom also, communities from these
different games can be a safe space for students to interact with other people and
However, at this time when studying is being held online, there are also
negative, consequences to spending too much time playing online games. It has
the potential to become an addiction, causing people to play with it all of the time
and ignore other duties such as attending online classes and completing
online games can lead to issues such as being distracted in online classes or
worst, not attending their online class because they spend too much time playing
online games. According to Rock (2009), all these technologies are very good at
distracting people. In line with this development, online gaming was created to give
entertainment to people.
how online gaming affects the online class attendance of students during the
pandemic on the new online learning mode. The researchers also want to provide
the importance of being informed about having a good attendance of the students
despite their situation and playing online gaming. Furthermore, some of the effects
of online gaming on the students are having the energy or motivation, developing
skills, and providing social benefits. These effects may help the students to give
them good online class attendance and also can affect their academic
wanted to conduct this research because nowadays, students are more focused
on their gadgets and the internet due to the online class created by the pandemic,
Hence, this research purpose is to let them know the effects of online
gaming and give them an awareness of how this online gaming affects their
performance. We, the researchers will find as many as we can to give a solution
to this specific study or problem. This study tries to find out how they will deal with
online gaming. We can learn a lot about what will happen to students’ attendance
if they play online gaming by performing a study on the effects of online gaming on
This study aims to determine the effects of online gaming to the class
In this study, the researchers would like to answer the following questions:
5. What are the effects of online games to the online class attendance of the
students?
This study aims to determine the effects of online gaming to the online
The Students
This study may help the students to be aware of what would happen or what
will be the effect of online gaming on their online class attendance. They will also
learn what to do first when it comes to learning, what should be their priority as a
The Parents
The parents of those students may also benefit from this study in terms of
how they will watch their children when they play online games. When it comes to
online learning, this is also where they may focus more on their children. They will
be able to see what their child is up to during the school day, and it will also assist
The Teachers
Teachers or advisers may benefit too because they are also the first to
notice the student’s activity in the online class, they will also notice if the student
is able to attend or pass on time of the activity or task. They can live and teach
Future Researchers
This research may help future researchers in both guiding them and gaining
an understanding of the study they will conduct in the future. It also provides the
energy of motivation for the researchers to be successful. They can also get some
learnings and ideas from this study that they can apply and use as a support to
Students (HUMSS) of Gen. T. De Leon National High School. The benefits and
chosen participants. Not all students are the same, some are having a hard time
managing it because of some reason, while others are handling it very well. That
is why we are conducting this study to know how students can maintain their good
attendance despite playing online games. To know this, we, the researchers will
select Grade 12 Humanities and Social Sciences (HUMSS) students who play
online games from the given school to know their insights and if they’re struggling
with this matter or not. They will answer some given questionnaires provided by
the researchers to gather data and information by using Google Forms and
Facebook Messenger.
Definition of Terms
For the purpose of clarification, the important and some unfamiliar terms
Boredom – The state of being weary and restless through lack of interest.
spread by touching a surface with the virus on it and then touching one’s mouth,
HUMSS – Short term for Humanities and Social Sciences. This strand is
designed for students who would want to engage in a college degree in liberal
arts and education. This strand focuses on the study of societal issues and
Research Title: The Effects of Online Gaming to the Online Class Attendance of
High School
Members Name
Chapter II
RELATED LITERATURE
Online Gaming
number of smartphone users in the world today is 6.648 billion, and this means
this, the use of online games also increased. Online gaming can refer to any type
of game that someone can play through the Internet or over a computer network.
Most of the time, it refers to video games played over the Internet, where multiple
As technology evolves, online games are also evolving. MUDs, the first of
which was founded in 1978 and was originally confined to an internal network until
dating back to the early days of packet-based computer networking in the 1970s.
As the decade progressed, the cost of technology, servers, and the Internet fell so
low that fast Internet became widespread, allowing previously unheard genres
such as massively multiplayer online games (MMOs) to gain popularity. When the
and Apex Legends (2017), the battle royale game genre became extremely
popular (2019). With the release of Call of Duty: Warzone in the 2020s, the genre's
Inquiries, Investigations, and Immersion │2021-2022 10
GEN. TIBURCIO DE LEON NATIONAL HIGH SCHOOL
Corner Mercado Street, Gen. T. De Leon, Valenzuela City
SENIOR HIGH SCHOOL DEPARTMENT
popularity grew even further (2020). Within months of their release, each game
A lot of people of different ages are users of online games and they know
how it works. But there are also some people who are not familiar with how online
games work. Referring to Nirbhaya in his article “How Does Online Gaming
games on a computer over the Internet or a local area network. Internet gaming
connects you with players all over the world and creates an environment for you
to compete in and feel like you're in a genuine situation. You can subdue an
adversary of this sort who does not yet exist in this realm through online gaming.
In net games, the action between players is controlled by servers, while graphics
and sound are handled by your computer. There are numerous internet games
from which to choose. With the help of a fast Internet connection, you can play
complex games quickly. Online gaming necessitates the use of a network that
consists of one or more servers. Clients are the computers used by the gamers.
Clients communicate with the server over the Internet or a private network. The
Just like how popular online games are in other countries, online gaming is
particularly among the younger generation. Despite a strong preference for utilizing
have a market. In the following five years, the mobile gaming industry is likely to
develop even more, with projected revenues of 1.52 billion dollars in 2025.
Despite the global pandemic's devastation, online gaming has grown into a
thriving global industry with a bright investment future. With its large global
competitive advances, it appears that the multi-billion dollar gaming industry will
not be slowing down anytime soon. In fact, there are teams like Black List
International who will represent the Philippines for MLBB at the 2022 Southeast
Asian Games esports event after they emerged victorious at the selection
Coloma (2021), the Philippines has the second biggest number of Mobile Legends
players, coming after Indonesia, according to JJ Lin, the manager for Montoon.
for gaming in 2021, Twitter says”, the Philippines was among the top ten countries
that tweeted the most about gaming in 2021. There were more than 2.4 billion
microblogging network. In the fourth quarter of that year, there were also more
Partnerships for SEA and Greater China of Twitter, stated that people are
living in the midst of a pandemic, and one of them is through gaming. The growing
Distance Learning
reason for the long suspension of classes in all schools, the authorities have
education in the midst of the pandemic. Because the students are all at their
homes, this type of setup does not require face-to-face interaction for them to
learn, and it is the safest approach to continue classes. According to Mümine Kaya
Keleş and Selma Ayşe Özel (2016), distance learning can equalize access to
education. It makes information and lecture notes open to everyone and minimizes
the costs of stationery. Distance learning can equalize access to education and
through the use of items such as sound and image. The main goal of distance
education is to overcome barriers of place and time. Learners may live in isolated,
less‐populated, and nonurban, rural areas and have no access to education. Other
learners may have ready access to a private school or college but that college
might not offer the course of study needed by that learner. Distance learning allows
education to reach those who are not able to physically attend courses in
universities.
amidst the pandemic where they can be more confident because they’re at a less
stressed environment. Distance learning can also teach them and give them
students may miss extracurricular activities and social relationships from school,
many have reported feeling less stressed while schooling from home. Students
can study where they feel most comfortable and can video conference to their
complete other hobbies and housework that otherwise would have been placed on
the back burner. By being at home, many students are able to get things done in
a safe and relaxing environment. Students now have the freedom to pick and
choose their schedules. They are able to learn at their own pace in a relaxed
environment. Students who learn better in the morning after a good night’s sleep
may choose to tackle their harder subjects right when they wake up. Students who
are night owls may prefer to wait until later in the day, once they’ve fully woken up
Because of distance learning, the students are able to choose if they can
study through an online class or by modular, they’re also able to manage their time,
of the major distance learning programs’ importance is the fact that learners can
connect at any time into an e-learning environment and learn at their own pace.
students must be very committed to studying by themselves and manage their time
effectively. Shared social spaces in the form of blogs and collaboratively edited
and teachers because it can be easily accessed via the internet and can provide
(2020), teachers can provide lessons to students more efficiently through online
learning. Teachers can employ a variety of online learning tools, such as videos,
PDFs, and podcasts, as part of their lesson preparations. Teachers can become
allows students to take classes wherever they want. It also enables schools to
reach out to a larger network of pupils rather than being limited by geographical
limits. Online lectures can also be recorded, preserved, and shared for later
Both teachers and students may not also benefit from distance learning.
online learning are technical issues. Audio, video and connection difficulties are
the most common causes of online lesson disruption. Students have been forced
by simply clicking a link without the need to download anything. The quality of
Internet connections around the world has vastly increased. Furthermore, people's
When a student plays an online game, it is expected that the game will
have an impact on their attitude and behavior, and you can determine by observing
associated with positive affect and social relationships while playing but also with
gamers’ reasons for playing video games and their preferred game genres helped
video gaming and psychological health. According to the article “The Negative
the negative impact that is caused by online games such as violence, pornography,
a solution to reduce or even overcome the negative impact. It also mentioned that
gamers who have addicted do not concentrate on their learning. They play games
when their teacher teaches in class. They do not pay attention to what their teacher
said before, so when they are given the test, they do not know the answer to the
RELATED STUDIES
violence, and bigotry. Some people are worried about gaming addiction or societal
stigma as well. Players of all ages, countries, and occupations have flocked to
online games. The scientific study of online gaming content, particularly gamer
events is possible. It has been stated that because online game players are
individual players in an online game is not significantly different from playing with
artificial intelligence players. Online games, unlike purchased retail games, have
the issue of not being playable indefinitely because they require specific servers
to work.
High School.
plays an important role in developing one’s mind and life experiences by creating
productive work in 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 fast-growing technology. The fact that people live in an informative lifestyle
where everything is updated, the internet became one of the necessities of human
games provides young people with a way to read, improves their self-confidence
and reading skills, promotes their creativity and writing, supports positive
communication with family and friends, increases empathy, and supports mental
children who do not play any kind of game online. Playing is a great way for you
and your child to reconnect in a fun, stress-free environment, play, and spend time
ages. The addiction to the rivalry and excitement of the games make them the
reach a higher level of the game, they immerse in the game so much that they are
reaching a higher level in the game, make the players excited, and losing the game
SYNTHESIS
the world’s population now has access to smartphones, which coincides with the
the Philippines, have access to online gaming. In the same way that internet
gaming has grown in popularity in other nations, it is now equally popular in the
Philippines. Despite the damage caused by the global pandemic, internet gaming
has developed into a booming global sector with a promising financial future.
over 2.4 billion tweets on gaming. The Philippines was among the top ten countries
that tweeted the most about gaming in 2021. The growing number of gaming-
is being more widely adopted across the country at the same time also brought by
the spread of pandemic. Because of their pleasant home environment, pupils are
more comfortable in their class as a result of this type of setup. Distance learning
has the potential to have a significant impact on both students and teachers,
whether positive or negative. This will be a good benefit in terms of safety because
virtual communication is easy to access, but it will also be a negative for many
When it comes to online gaming and its effects on players, we can receive
a lot of information from them or from ourselves. Playing online gaming has a
greater impact on the gamers’ mood and behavior. Playing online gaming can give
players the energy to be more socially active and participate more in their
academic matters, but online gaming does not always have a positive impact on
them. When a player becomes addicted to it in a negative way, they become rude
and problematic.
Research Title: The Effects of Online Gaming to the Online Class Attendance of
High School
MEMBERS NAME
Chapter III
Research Design
This study was conducted as a qualitative study, in the reasons that this
qualitative research deals with words and meanings, the researchers chose it as
data, making it a more flexible method than quantitative research. According to the
article "What is qualitative research and why should you use It?” (2017). Qualitative
question survey. Respondents are free to share their experiences, thoughts, and
qualitative method by creating digital questionnaires using Google Forms that they
questions without restriction and within the time frame set by the researchers. As
on. It aims to convey information regarding the research problem’s what, how,
because all the participants of grade 12 humanities and social sciences students
in Gen. T. De Leon National High school will not all be given an equal chance to
participate to our study, the researchers will not select randomly but will select who
can fit or can relate to our study base on the researchers judgement. As eloquently
individuals of the population are not given an equal opportunity of becoming a part
technique as such, there is no probability attached to the unit of the population and
the selection relies on the subjective judgment of the researcher. Under the
approach. In this procedure, the samples will be chosen solely on the basis of the
those individuals who they believe are suitable for participation in the study.
memory, non-probability sampling is when the samples for a study are collected in
a way that does not provide all members of the population an equal chance of
being chosen. The benefits of this strategy are that we don’t need to
gather a large number of participants because the research population has already
been established; all we have to do now is freely choose or select individuals from
the population who we believe will be appropriate for our study. To get these
students to join in our study, all we had to do was ask their permission to participate
or be a part of our research study, and then we would gather as many responses
as possible.
Research Instruments
words, because there are no restrictions on their choices, respondents can answer
questionnaire with two parts. Part 1 will ask the profile of the respondents. The tool
for the profile was made by the researchers, it will determine the name, age, email
address, gender and strand. The second part of the instruments consisting of 1 –
opinions or answers. There are a total of ten questions in this questionnaires. The
test must be completed within the day of the questionnaires being given.
Leon National High School. The researchers will administer this instrument
study:
Form to the students who were the Grade 12 HUMSS students because of
their involvement in this study. However, they must provide first the
permission sheet/ letter for the selected respondents if they want to answer
it or not.
will record their responses and answers. This procedure also enables the
4. All the responses of the participants will be collected right at the moment
Data Processing
The researchers will analyze and interpret the obtained data from the
respondents through coding since the study is a qualitative studying. Coding is the
process of labeling and organizing your qualitative data to identify different themes
and the relationships between them. When coding, you assign labels to words or
phrases that represent important themes in each response. These labels can be
they’re easier to remember, skim, and organize. ( Medelyan, 2019 ). The data that
have been collected will be presented in a tabular form. Presenting data in tabular
form is efficient and easily shows the comparison among the data. According to
(2019). Data presented in tabular form is efficient and allows for easy comparison
of data. Data presentation is really important nowadays. After all, everything that
is attractive to the eye always catches our attention. Data presentation refers to an
easy to understand.
Research Title: The Effects of Online Gaming to the Online Class Attendance of
High School
MEMBERS NAME
Chapter IV
PRESENTATION, ANALYSIS, AND INTERPRETATION OF DATA
This chapter contains the data gathered during the interview and
observation. These data were presented in tabular form, analyzed using the coding
process and interpreted.
Table 1
Interview Transcripts with Highlighted Words that Represent Codes
Participant 1: Its good, but sometimes I'm not able to attend online class
because I woke up late.
Participant 2: My online class was good, I limited myself to playing online
games.
Participant 3: Good.
Participant 4: Good, I have a few absences.
Participant 5: Perfect
Participant 6: Attended
Participant 7: Complete attendance.
Participant 8: Good.
Participant 9: I think it is good because I can attend every fud.
Participant 10: It’s okay.
Participant 11: Pretty much okay, the online games doesn't cause me too
much distraction to my class attendance.
Question 5. What are the effects of online games to your online class
attendance?
Participant 10: It doesn't affect me because I'm not that addicted to video
games.
Table 2
Respondents' Time Spent Playing Online Games.
Online
games only
Participant 5: take some of
students’
30 minutes 30 Minutes
time
Participant 6:
4 hours
4 hours
Participant 7:
4 hours 4 hours
Participant 8:
1 hour
1 hour
Participant 9:
Maybe 1 hour is enough 1 hour
for me.
Participant 10:
1 hour
1 hour
Participant 11
2-4 hours
2-4 hours
Table 2: The table shows that the respondents’ answers regarding the
question on How long they spend in playing online game. It can be perceived that
the respondents have different answers to the said question.
According to the study conducted by Dumrique (2017). 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. Because of these
factors, people can play for long periods of time.
Table 3
Online Games Played by The Respondents
Participant 3:
PC Games, to be
specific; Valorant, PC Games
League of Legends,
Etc.
Participant 4:
RPG based games,
RPG, FPS,
FPS, MOBA games MOBA
Participant 5:
UNO UNO
Participant 6:
Growtopia Growtopia
Participant 7:
Mobile Legends ML
Participant 8:
Wildrift Wildrift
Participant 9: COD,
COD and NBA 2K NBA2k
Participant 10:
Clah of Clans and COC, ML
Mobile Legends
Participant 11:
League of Legends:
LOL, Wildrift,
Wild Rift, Clash of
COC, ML
Clans, and Mobile
Legends
Table 3: It can be glanced from the table the online games that commonly
played by the respondents. Many of them played the same online games but few
of them are different.
In the study conducted by Uppal (2017). Altogether, playing online games
help players develop complex problem-solving skills, leadership skills, and the
ability to deal better with unexpected consequences. They also enhance a player's
skills of observation, intuitive abilities, and hone their alertness and concentration.
Table 4
Reasons of The Respondents to Play Online Games
Participant 9: To escape
boring hours To escape
sometimes. boredom.
Table 4: The table shows that the thoughts and reasons of the respondents
why they are playing online gaming. It commonly include to their reasons that
playing online games is a stress reliever and for fun.
present a challenge and reward you for overcoming it, which leads to feelings of
competence.
Table 5
Online Class Attendance Status of the Respondents
Attends class
Participant 5: Perfect
always
Attends class
Participant 6: Attended
always
Table 5: The table shows that the respondents’ answers regarding the
question about their online class attendance status. It can be perceived that the
respondents have mostly same answers to the said question.
According to the study conducted by Austin and Totaro (2011), video
gaming is one of many internet activities that could affect school attendance, but
they reported no correlation between gaming and attendance. This means that
students can balance their time on playing online games and attending the class.
Table 6
Effects of Online Games to the Online Class Attendance of the
Respondents
Area of Focus
Verbatim Response Codes Themes
(Question)
Participant 4: Nothing, I
balanced the gaming There is no
Participant 5: There is
nothing wrong on my There is no
class attendance and effect
playing online games.
I can manage my time.
Participant 6:
Affects online
Sometimes I can't
class
attend online class
attendance.
because of playing.
Participant 7: Wake up
Affects time
late and always
management
awake.
Participant 8: I think it
doesn't affect me at
all, since i know how to
There is no
manage my time. I only
play online games at effect.
night when all my
school works and
household chores are
all done.
Participant 9: Maybe
lack of time
Participant 10: It
There is no
doesn't affect me
effect
because I'm not that
addicted to video
games.
Participant 11:
Somehow I tend to
It affects
procrastinate my
productivity
schoolwork due to the
and time
playing online games
management.
instead of doing my
activities.
Table 6: The table shows that the respondents’ answers regarding the
question about the effect of online games to the online class attendance of the
respondents. It can be perceived that the respondents have mostly same answers
to the said question and few of them has different experience.
According to the study conducted by Abrams (2009), struggling high school
students can use gaming to develop cognitive schema that can be applied to
academic material as well. While Sharif and Sargent (2006) found that video
gaming creates time conflicts that reduce the amount of time that gamers devote
to homework.
Research Title: The Effects of Online Gaming to the Online Class Attendance of
High School
Member’s Name
(Surname First) Member’s Contribution