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GEN.

TIBURCIO DE LEON NATIONAL HIGH SCHOOL


Corner Mercado Street, Gen. T. De Leon, Valenzuela City
SENIOR HIGH SCHOOL DEPARTMENT

Chapter I

THE PROBLEM AND ITS BACKGROUND

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

infections from SARS-CoV-2 were discovered in Wuhan, China, although the

original source of viral transmission to humans remains unclear. COVID-19 is

caused by infection with the severe acute respiratory syndrome coronavirus 2

(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

government started implementing lockdowns and policies to help lessen 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.

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As a result of the pandemic, remote learning arises. Remote learning is,

simply put, where the student and the educator are not physically present in a

traditional classroom environment. Rather, instruction is disseminated through

technology tools such as discussion boards, video conferencing, and virtual

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

is such a cliché in this generation, especially to students. This serves as a great

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

make new friends.

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

schoolwork. Students’ learnings take place unexpectedly, but incorrect use of

online games can lead to issues such as being distracted in online classes or

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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.

We, the researchers, conduct this research because we want to determine

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

performances especially in terms of motivation. Besides, the researchers also

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,

making it easier for students to access online gaming.

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

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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

their online class attendance.

Statement of the Problem

This study aims to determine the effects of online gaming to the class

attendance of Grade 12 Humanities and Social Sciences (HUMSS) students of

Gen. T. De Leon National High School.

In this study, the researchers would like to answer the following questions:

1. What online games do HUMSS students play?

2. How long do HUMSS students spend in playing online games?

3. When do HUMSS students commonly play online games?

4. What is the status of online class attendance of HUMSS students?

5. What are the effects of online games to the online class attendance of the

students?

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Significance of the Study

This study aims to determine the effects of online gaming to the online

class attendance of HUMSS students during pandemic.

This study may be of great benefit specifically to the following sectors:

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

learner, who should prioritize learning before playing online games.

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

them in guiding their child to be more focused in attending online school.

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

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peacefully without worrying about what is happening to their students in terms of

attending online classes.

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

their chosen topic.

Scope and Delimitation

Our study focuses on the Grade 12 Humanities and Social Sciences

Students (HUMSS) of Gen. T. De Leon National High School. The benefits and

consequences of the effects of online gaming to the online class attendance of

Humanities and Social Sciences Students (HUMSS) will be answered by the

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

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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

used in this study have been defined.

The following terms are:

Attendance – It is the concept of individuals or groups of people showing up at a

specific area for a previously organized event.

Boredom – The state of being weary and restless through lack of interest.

Covid-19 – A highly contagious respiratory disease caused by the SARS-CoV-2

virus. SARS-CoV-2 is thought to spread from person to person through droplets

released when an infected person coughs, sneezes, or talks. It may also be

spread by touching a surface with the virus on it and then touching one’s mouth,

nose, or eyes, but this is less common.

Disseminated – It means to spread information, knowledge, opinions widely.

Effects – A change that is a result or consequence of an action or other cause.

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

changes as well as human conditions.

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Pandemic – Prevalent throughout an entire country, continent, or the whole

world; epidemic over a large area.

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INDIVIDUAL MEMBER’S CONTRIBUTION (IMC)

Section: 12 – HUMSS Comte. Group No. Group 2 Date:

Research Title: The Effects of Online Gaming to the Online Class Attendance of

Grade 12 Humanities and Social Sciences Students in Gen. T. De Leon National

High School

Group Leader: Iradiel, John Paul B.

Research Part: Chapter 1

Members Name

( Surname First ) CONTRIBUTION

Corquera, Geraldine Significance of The Study

Perfecto, Anthony Scope and Delimitation

Tobilla, Jonathan Introduction

Urrutia, Eldrick Definition of Terms

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Chapter II

REVIEW OF RELATED LITERATURE AND STUDIES

RELATED LITERATURE

Online Gaming

The use of technology is continuously increasing over time. The current

number of smartphone users in the world today is 6.648 billion, and this means

83.72% of the world’s population owns a smartphone. (Statista, 2022) Because of

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

players are in different locations across the world. (Schurman, 2022)

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

becoming connected to ARPANet in 1980, are an early example of online games

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

debut of Player Unknown's Battlegrounds (2017), Fortnite Battle Royale (2017),

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
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popularity grew even further (2020). Within months of their release, each game

had tens of millions of players. (Wikipedia, 2022)

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

Works?”, Online gaming allows many individuals to play spirited or supportive

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

server functions as an online gaming organization that keeps track of a player's

chosen game, maintains player records and facilitates player gossip.

Online Gaming in the Philippines

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Just like how popular online games are in other countries, online gaming is

a flourishing industry in the Philippines. According to Statista Research

Department (2021), revenues are expected to expand at an exponential rate in

2020, compared to previous years. Gaming, whether on consoles, mobile devices,

or personal computers, has become increasingly popular among Filipinos,

particularly among the younger generation. Despite a strong preference for utilizing

mobile phones for gaming, owing to the widespread availability of low-cost

smartphones and mobile internet infrastructures, gaming consoles continue to

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

following, regular gaming experience improvements, and high-tech businesses'

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

competition. (Lozano, 2022) According to ABS-CBN news article written by

Coloma (2021), the Philippines has the second biggest number of Mobile Legends

players, coming after Indonesia, according to JJ Lin, the manager for Montoon.

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Referring to Madarang in her article, “Philippines remains a top community

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

tweets regarding gaming on Twitter's "2021 Year in Review," according to the

microblogging network. In the fourth quarter of that year, there were also more

gaming discussions. Moreover, Maurizio Barbieri, head of Sports and Gaming

Partnerships for SEA and Greater China of Twitter, stated that people are

discovering new methods to interact with various communities as we adjust to

living in the midst of a pandemic, and one of them is through gaming. The growing

number of gaming-related conversations on Twitter reflects the public's growing

interest in various games, esports teams, and gaming celebrities.

Distance Learning

The continuous increase of COVID–19 cases in the Philippines is the

reason for the long suspension of classes in all schools, the authorities have

decided to implement distance learning so that students can continue their

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

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education. It makes information and lecture notes open to everyone and minimizes

the costs of stationery. Distance learning can equalize access to education and

makes information and lecture notes open to everyone. Distance learning

minimizes the costs of stationery, it increases the effectiveness of education

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.

Studying or learning from home is very beneficial for a lot of students

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

learnings about good time management. According to Emma (2020), although

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

classes at the click of a button. While schooling at home, it is also easier to

complete other hobbies and housework that otherwise would have been placed on

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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

and are at full mental capacity.

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,

especially in terms of their online study. According to Papadopoulou (2020), one

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.

Most e-learning programs are asynchronous. However, they often include

synchronous tools that allow learners to interact face-to-face and collaborate at

scheduled times. Because most e-learning environments are generally self-paced,

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

documents are also used in educational settings.

Advantages and Disadvantages of Distance Learning

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Distance learning is major assistance in terms of safety for both students

and teachers because it can be easily accessed via the internet and can provide

a safe learning environment in the midst of a pandemic. According to Gautam

(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

more efficient educators by expanding their lesson plans beyond standard

textbooks to include online resources. Another benefit of online education is that it

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

viewing. This allows students to access the instructional materials whenever it is

convenient for them.

Both teachers and students may not also benefit from distance learning.

Typically, some of them are encountering technical difficulties as a result of a poor

internet connection and some students cannot afford to participate in online

learning. According to Sam Thompson (2021), the most common drawbacks of

online learning are technical issues. Audio, video and connection difficulties are

the most common causes of online lesson disruption. Students have been forced

to download and/or install time-consuming apps or technology in the past, which

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resulted in inconsistent results. Fortunately, online lessons may now be accessible

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

devices have improved tremendously.

Changes in Behavior of Online Gamers

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

whether this is good or harmful to their development. As mentioned by Heiden in

her article “The Association Between Video Gaming and Psychological

Functioning” (2019), potentially problematic video gaming was found to be

associated with positive affect and social relationships while playing but also with

psychological symptoms, maladaptive coping strategies, negative affectivity, low

self-esteem, a preference for solitude, and poor school performance. Including

gamers’ reasons for playing video games and their preferred game genres helped

deepen the understanding of the specific and differential associations between

video gaming and psychological health. According to the article “The Negative

Impact of Online Games on Student’s Behavior” (2020), online games have

addictive properties, causing negative impacts on the behavior of gamers. Seeing

the negative impact that is caused by online games such as violence, pornography,

theft, individualism, and even indifference to the obligations, of course, is needed

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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

question. As a result, it may lead to a decrease in their learning achievement.

RELATED STUDIES

Effects of Online Games on Students

As eloquently stated by Dahacker (2013), online gaming culture is

sometimes chastised for creating an environment that encourages cyberbullying,

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

interactions inside virtual societies in relation to everyday behaviors and social

events is possible. It has been stated that because online game players are

strangers to one another and have minimal communication, the experience of

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.

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Online Gaming: Impact on the Academic Performance and Social Behavior

of the Students in Polytechnic University of the Philippines Laboratory

High School.

As mentioned by Castillo (2017), the internet as a source of information

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

beings regardless of age or sex in today’s society.

Are Online Games Good For Students?

According to a study by the British National Literacy Trust, playing video

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

well-being. Since 95% of US teenagers own a smartphone, it is difficult to find

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

together. (Michelle, 2021)

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Effect of Addiction to Computer Games on Physical and Mental Health of

Female and Male Students of Guidance School in City of Isfahan

As indicated by Zamani (2009), computer games are the most popular

entertainment in modern societies and they target a variety of people of different

ages. The addiction to the rivalry and excitement of the games make them the

most common recreational programs for today’s teenagers so they do anything to

reach a higher level of the game, they immerse in the game so much that they are

completely separate from their surroundings. Challenging the obstacles and

reaching a higher level in the game, make the players excited, and losing the game

make them anxious.

SYNTHESIS

Because of the continual advancement of technology, more than 80% of

the world’s population now has access to smartphones, which coincides with the

rise of mobile gaming. As a result, an increasing number of people, particularly in

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.

According to Twitter’s “2021 Year in Review,” the microblogging network received

over 2.4 billion tweets on gaming. The Philippines was among the top ten countries

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that tweeted the most about gaming in 2021. The growing number of gaming-

related conversations on Twitter reflects the public’s growing interest in various

games and celebrities.

While internet gaming continues to grow in the Philippines, distant learning

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

students and teachers due to inadequate internet connections.

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.

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INDIVIDUAL MEMBER’S CONTRIBUTION (IMC)

Section: 12 – HUMSS Comte. Group No. Group 2 Date:

Research Title: The Effects of Online Gaming to the Online Class Attendance of

Grade 12 Humanities and Social Sciences Students in Gen. T. De Leon National

High School

Group Leader: Iradiel, John Paul B.

Research Part: Chapter 2

MEMBERS NAME

( Surname first ) CONTRIBUTION

Corcuera, Geraldine Related Literature

Perfecto, Anthony Related Studies

Tobilla, Jonathan Related Literature

Urrutia, Eldrick Related Studies

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Chapter III

RESEARCH DESIGN AND METHODOLOGY

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

their method of choice. It focuses on obtaining as much data as possible from a

small sample size. It allows participants to express themselves while providing

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

techniques provide a level of insight that is difficult to achieve with a closed-

question survey. Respondents are free to share their experiences, thoughts, and

feelings without fear of being judged. Researchers will employ a descriptive

qualitative method by creating digital questionnaires using Google Forms that they

created, allowing the respondents to freely express their responses to the

questions without restriction and within the time frame set by the researchers. As

mentioned by Javed (2021). Descriptive research is a sort of study that aims to

describe the demographic situation or phenomenon that his research is centered

on. It aims to convey information regarding the research problem’s what, how,

when, and where, without focusing on the “why” of the problem.

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Sample And Sampling Technique

In this study the researchers used a Non-Probability sampling simply

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

stated by Surbhi (2017). When in a non-probability sampling method, all the

individuals of the population are not given an equal opportunity of becoming a part

of the sample, the method is said to be Non-probability sampling. Under this

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

category of Non-probability, the researchers will utilize a Judgmental or Purposive

approach. In this procedure, the samples will be chosen solely on the basis of the

researcher’s knowledge and credibility. In other words, researchers select only

those individuals who they believe are suitable for participation in the study.

According to the article “An Introduction to Judgement Sampling” (2018).

Judgment sampling, also known as judgmental sampling or authoritative sampling,

is a non-probability sampling approach in which the researcher selects sample

units based on his prior knowledge or professional judgment. To refresh your

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

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GEN. TIBURCIO DE LEON NATIONAL HIGH SCHOOL
Corner Mercado Street, Gen. T. De Leon, Valenzuela City
SENIOR HIGH SCHOOL DEPARTMENT

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

This study will use open-ended questionnaires. According to Bandhari

(2021), Open-ended questions allow respondents to give answers in their own

words, because there are no restrictions on their choices, respondents can answer

in ways that researchers may not have otherwise considered.

To get the appropriate data needed, the researchers will have

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 –

10 questions and corresponding blank spaces where to determine their response,

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.

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GEN. TIBURCIO DE LEON NATIONAL HIGH SCHOOL
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SENIOR HIGH SCHOOL DEPARTMENT

The researchers will validating the instruments after the research

questionnaire was being produced to the research adviser in General Tiburcio de

Leon National High School. The researchers will administer this instrument

according to our research teacher’s instructions. The retrieval will automatically

received by the researchers once the participants are done answering.

Data Gathering Procedures

The researcher made use of the following procedures in conducting the

study:

1. The researchers provided and make a survey questionnaire form by Google

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.

2. The researchers decided to distribute the survey questionnaire form to the

chosen Grade 12 HUMSS students.

3. The handling questionnaire will be done personally by the researchers and

will record their responses and answers. This procedure also enables the

researcher to conduct an online interview at the same time consecutively.

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GEN. TIBURCIO DE LEON NATIONAL HIGH SCHOOL
Corner Mercado Street, Gen. T. De Leon, Valenzuela City
SENIOR HIGH SCHOOL DEPARTMENT

4. All the responses of the participants will be collected right at the moment

when it is distributed within the day.

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

words, phrases, or numbers; we recommend using words or short phrases, since

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

the article “ Data Analysis: Editing, Coding, Tabular Representation of Data”

(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

exhibition or the display of data in an appealing and informative manner that is

easy to understand.

INDIVIDUAL MEMBER’S CONTRIBUTION (IMC)

Section: 12 – HUMSS Comte. Group No. Group 2 Date:

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GEN. TIBURCIO DE LEON NATIONAL HIGH SCHOOL
Corner Mercado Street, Gen. T. De Leon, Valenzuela City
SENIOR HIGH SCHOOL DEPARTMENT

Research Title: The Effects of Online Gaming to the Online Class Attendance of

Grade 12 Humanities and Social Sciences Students in Gen. T. De Leon National

High School

Group Leader: Iradiel, John Paul B.

Research Part: Chapter 3

MEMBERS NAME

( last name first ) CONTRIBUTION

Corcuera, Geraldine Research Gathering

Perfecto, Anthony Sample and Sampling Technique

Tobilla, Jonathan Data Processing

Urrutia, Eldrick Research Instrument

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GEN. TIBURCIO DE LEON NATIONAL HIGH SCHOOL
Corner Mercado Street, Gen. T. De Leon, Valenzuela City
SENIOR HIGH SCHOOL DEPARTMENT

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

Question 1. How long do you spend in playing online game?


Participant 1: 2 – 3 hours
Participant 2: I get to play online games for a whole day and get to the point
where I can no longer answer my activities .
Participant 3: 5 hours a day.
Participant 4: 5 – 8 hours a day.
Participant 5: 30 mins.
Participant 6: 4 hours.
Participant 7: 4 hours.
Participant 8: 1 hour.
Participant 9: Maybe 1 hour is enough for me.
Participant 10: 1 hour.
Participant 11: 2 – 4 hours.

Question 2. What online games do you play?

Participant 1: Mobile Legends


Participant 2: Mobile Legend Bang Bang

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GEN. TIBURCIO DE LEON NATIONAL HIGH SCHOOL
Corner Mercado Street, Gen. T. De Leon, Valenzuela City
SENIOR HIGH SCHOOL DEPARTMENT

Participant 3: PC Games, to be specific; Valorant, League of Legends,


Etc.
Participant 4: RPG based games, FPS, MOBA game
Participant 5: UNO
Participant 6: Growtopia
Participant 7: Mobile Legends
Participant 8: Wildrift
Participant 9: COD and NBA2k
Participant 10: Clash of Clans and Mobile Legends
Participant 11: League of Legends: Wild Rift, Clash of Clans, and Mobile
Legends

Question 3. Why do you play online games?

Participant 1: For pastime and stress reliever


Participant 2: So I played online games because the others in my house also
played so they encouraged me to play.
Participant 3: It releases stress, enjoyment/entertainment.
Participant 4: To relieve my stress.
Participant 5: I enjoy it.
Participant 6: To make money and have fun.
Participant 7: For fun.
Participant 8: Stress reliever
Participant 9: To escape boring hours sometimes.
Participant 10: To amuse oneself.
Participant 11: Because it is fun and can relieve my stress.

Question 4. What is your online class attendance status?

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GEN. TIBURCIO DE LEON NATIONAL HIGH SCHOOL
Corner Mercado Street, Gen. T. De Leon, Valenzuela City
SENIOR HIGH SCHOOL DEPARTMENT

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 1: Nothing, because I've played online games if we don't have


classes.

Participant 2: My online class was greatly affected when I played online


games because I could no longer answer my activities.

Participant 3: As a pretty much responsible student, there is no negative


effect that online games has given to me. It only releases stress that I get.

Participant 4: Nothing, I balanced the gaming and studying at the same


time.

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GEN. TIBURCIO DE LEON NATIONAL HIGH SCHOOL
Corner Mercado Street, Gen. T. De Leon, Valenzuela City
SENIOR HIGH SCHOOL DEPARTMENT

Participant 5: There is nothing wrong on my class attendance and


playing online games. I can manage my time.

Participant 6: Sometimes I can't attend online class because of playing.

Participant 7: Wake up late and always awake.

Participant 8: I think it doesn't affect me at all, since i know how to manage


my time. I only play online games at night when all my school works and
household chores are all done.

Participant 9: Maybe lack of time management to others because when


they enjoy online games they drain most of their time on playing and they
can't attend in OL class.

Participant 10: It doesn't affect me because I'm not that addicted to video
games.

Participant 11: Somehow I tend to procastinate my schoolwork due to the


playing online games instead of doing my activities.

Table 1: It presents the interview transcripts together with the participants'


responses and answers to the researchers' study. Researchers create a survey
questionnaire form using their personal experience.

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GEN. TIBURCIO DE LEON NATIONAL HIGH SCHOOL
Corner Mercado Street, Gen. T. De Leon, Valenzuela City
SENIOR HIGH SCHOOL DEPARTMENT

Table 2
Respondents' Time Spent Playing Online Games.

Area of Focus Verbatim Response Codes Themes


(Questions)

Question 1. Participant 1: Online


How long do you 2-3 Hours games take
2 – 3 hours
spend in playing quite much of
online game? students’
Participant 2: time

I get to play online games


Online
for a whole day and get games take
A whole day.
to the point where I can too much of
students’
no longer answer my
time and had
activities. negative
effects
Participant 3:
Online
5 hours a day 5 hours games take
too much of
Participant 4: students’
5-8 Hours time
5 – 8 hours

Online
games only
Participant 5: take some of
students’
30 minutes 30 Minutes
time

Participant 6:
4 hours
4 hours
Participant 7:

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GEN. TIBURCIO DE LEON NATIONAL HIGH SCHOOL
Corner Mercado Street, Gen. T. De Leon, Valenzuela City
SENIOR HIGH SCHOOL DEPARTMENT

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.

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GEN. TIBURCIO DE LEON NATIONAL HIGH SCHOOL
Corner Mercado Street, Gen. T. De Leon, Valenzuela City
SENIOR HIGH SCHOOL DEPARTMENT

Table 3
Online Games Played by The Respondents

Area of Focus Verbatim Response Codes Themes


(Questions)

Question 2. Participant 1: Students


What online ML play only one
Mobile Legends
games do you online game
play?
Participant 2:
Students
Mobile Legends Bang
ML play different
Bang online games

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

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GEN. TIBURCIO DE LEON NATIONAL HIGH SCHOOL
Corner Mercado Street, Gen. T. De Leon, Valenzuela City
SENIOR HIGH SCHOOL DEPARTMENT

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.

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GEN. TIBURCIO DE LEON NATIONAL HIGH SCHOOL
Corner Mercado Street, Gen. T. De Leon, Valenzuela City
SENIOR HIGH SCHOOL DEPARTMENT

Table 4
Reasons of The Respondents to Play Online Games

Area of Focus Verbatim Response Codes Themes


(Questions)

Question 3. Participant 1: For For pastime Online


Why do you pastime and stress and stress games help
play reliever reliever students to
online games? be
entertained.
Participant 2: So I
played online games Plays Online
because the others in because of games
my house also played so influence result to
they encouraged me to relieve
play. stress.

Participant 3: It releases It relieves Online


stress, stress and for games help
enjoyment/entertainme entertainment. create
nt. family bond.

Participant 4: To relieve To relieve Online


my stress. stress. games
deliver
Participant 5: I enjoy it. For opportunity
entertainment to make
money.

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GEN. TIBURCIO DE LEON NATIONAL HIGH SCHOOL
Corner Mercado Street, Gen. T. De Leon, Valenzuela City
SENIOR HIGH SCHOOL DEPARTMENT

Participant 6: To make For fun and to


money and have fun. make money

Participant 7: For fun. For fun

Participant 8: Stress To relive


reliever stress.

Participant 9: To escape
boring hours To escape
sometimes. boredom.

Participant 10: To Amusing


amuse oneself. oneself

Participant 11: Because


it is fun and can relieve Relieving
my stress. stress and for
fun.

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.

According to the study conducted by Kabir (2020). Most of us turn to video


games to relieve stress. After a long, hard day’s work, it is incredibly appealing to
pick up the controller or turn on your computer and play a few rounds of your
favorite game. Video games are engaging and enjoyable, which reduces stress.
Gaming results in dopamine secretion, which makes you feel good. Video games

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GEN. TIBURCIO DE LEON NATIONAL HIGH SCHOOL
Corner Mercado Street, Gen. T. De Leon, Valenzuela City
SENIOR HIGH SCHOOL DEPARTMENT

present a challenge and reward you for overcoming it, which leads to feelings of
competence.

Table 5
Online Class Attendance Status of the Respondents

Area of Focus Verbatim Response Codes Themes


(Question)

Question 4: Participant 1: Its good, Students’


What is your but sometimes I'm not Attends class online class
online class able to attend online sometimes attendance is
attendance class because I woke up good and
status? late. playing online
games doesn’t
affect it
Participant 2: My online
It’s all good
class was good, I
limited myself to playing
Students’
online games.
online class
Fine attendance is
Participant 3: Good.
sometimes
Attends class good
Participant 4: Good, I
often
have a few absences.

Attends class
Participant 5: Perfect
always
Attends class
Participant 6: Attended
always

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GEN. TIBURCIO DE LEON NATIONAL HIGH SCHOOL
Corner Mercado Street, Gen. T. De Leon, Valenzuela City
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Participant 7: Complete Attends class


attendance. always

Participant 8: Good. Fine

Participant 9: I think it is Attends class


good because I can always
attend every fud.

Participant 10: It’s okay. It’s fine

Participant 11: Pretty


much okay, the online
games doesn't cause me Pretty much
too much distraction to okay.
my class attendance.

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.

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GEN. TIBURCIO DE LEON NATIONAL HIGH SCHOOL
Corner Mercado Street, Gen. T. De Leon, Valenzuela City
SENIOR HIGH SCHOOL DEPARTMENT

Table 6
Effects of Online Games to the Online Class Attendance of the
Respondents

Area of Focus
Verbatim Response Codes Themes
(Question)

Question 5: Participant 1: Nothing, There is no


Online games
What are the because I've played effect
do not affect
effects of online online games if we
the students’
games to your don't have classes.
online class
online class
attendance
attendance? Participant 2: My online
class was greatly
Effects doing Online games
affected when I played
the given sometimes
online games because
tasks affect the time
I could no longer
management,
answer my activities.
productivity
and online
Participant 3: As a
class
pretty much responsible
There is no attendance of
student, there is no
effect the students.
negative effect that
online games has
given to me. It only
releases stress that I
get.

Participant 4: Nothing, I
balanced the gaming There is no

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GEN. TIBURCIO DE LEON NATIONAL HIGH SCHOOL
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and studying at the effect


same time.

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

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GEN. TIBURCIO DE LEON NATIONAL HIGH SCHOOL
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management to others Affects time


because when they management
enjoy online games
they drain most of
their time on playing
and they can't attend in
OL class.

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

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GEN. TIBURCIO DE LEON NATIONAL HIGH SCHOOL
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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.

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GEN. TIBURCIO DE LEON NATIONAL HIGH SCHOOL
Corner Mercado Street, Gen. T. De Leon, Valenzuela City
SENIOR HIGH SCHOOL DEPARTMENT

Research Title: The Effects of Online Gaming to the Online Class Attendance of

Grade 12 Humanities and Social Sciences Students in Gen. T. De Leon National

High School

Group Leader: Iradiel, John Paul B.

Research Part: Chapter 4

Member’s Name
(Surname First) Member’s Contribution

Corcuera, Geraldine Provide Respondents

Perfecto, Anthony Provide Respondents

Jonathan, Tobilla Provide G-form, he also encodes.

Urrutia Eldrick Provide Respondents

Inquiries, Investigations, and Immersion │2021-2022 45

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