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Age of Technology : Online Games and its effect to the

Academic performance of Junior and Senior High School


Students

AGUDO, KEENAH JOY


BADAYOS, OLA
DELA CRUZ, JUDY ANN
GENOVIA, CYREL
MENDOZA, JOHN CRISTOFF
SILVERIO, ERIKA

May 2022
CHAPTER 1
THE PROBLEM
The advent of technology has brought change to the different aspects of a

student's individuality. There is a global phenomenon that we have noticed but not

recognized. Nowadays, as we enter the modern era, it can be detected and seen that

one of these changes is the growing interest of many students in playing online games

because a huge number of people considered gaming as an alternative sport in the

midst of the pandemic as well as a way of entertainment and a stress reliever. As a

result, a lot of students have been highly influenced to participate. Initially,

these students play online video games to relieve the fatigue due from studying at

school, but subsequently, they become addicted, and reach a condition where they find

it difficult to stop playing games.

Furthermore, despite the apparent advantages, playing online games becomes a

need in the life of students because it consumes a large portion of the player's time,

leaving school activities and homework unattended. Now, academic performance

declines when the minimal spotlight is given to study. In addition to, according to Kuss

DJ (2013) the psychological outcomes of overrated playing include neglecting real-life

relationships, other hobbies, sleep, work, education, fixation with gaming and lack of

attention, anger and hostility, stress, dysfunctional coping, worse academic success,

verbal memory issues, and low well-being and high loneliness. Given these

circumstances, the psychological aspect is somehow related to academic performance.

Thus, online gaming might affect the academic performances of students positively and

negatively.
That’s why the researchers have decided to investigate the subject matter to prove the

various claims about online games and its impact on their abilities to perform well inside

the classroom.

Thus, online gaming might affect the academic performances of students positively and

negatively.

That’s why the researchers have decided to investigate the subject matter to

prove the various claims about online games and its impact on their abilities to perform

well inside the classroom.

Statement of the Problem

This study aims to determine effects of online games to junior and senior high

school students. Specifically, it aims to answer the following:

A.) Why online games is popular in high school students?

B.) What are the effects and causes of online games on the high school students?

C.) How frequent a student spends time with online games?

D.) Are there any significant differences between the level of exposure in online

games and the academic performance of the students?

Research Objectives

This study aims to determine effects of online games to junior and senior high

school students. Specifically, it aims to

A.) To be able to determine why online games is popular in High school students;
B.) To be able to determine the effects and causes of online games on the High school

students;

C.) To be able to know how frequent a student spends time with online games; and

D.) To be able to know significant differences between the level of exposure in online

games and the academic performance of the students

Null Hypothesis

H0: There is no significant difference between the level of exposure in online games and

the academic performance of the students

Significance of the study

This certain study which predominantly targets to determine the effect of online

games on the different academic aspects of Junior and Senior High School students,

will provide aid to the following:

Students: The study is important specifically to this group because it gives awareness

on how online games become a factor that affects various academic aspects and

essential information on how to avoid too much exposure.

Teachers: The result of the study will embolden them to help the students by giving apt,

explicit and useful feedback. Furthermore, it will give them the opportunity to formulate

programs that could address the existing problem.

Internet Users: In consideration with the vast region it can reach, the result of the study

will serve as guide not just to the students but to all youth on how to deal with the effect
of online games on various individual aspect. An indeed important outlet of information

dissemination.

Department of Education: In order for this government branch to understand the

context of the online games among the modern generation, this research must serve as

amplifier, for them to generate effective and efficient strategies to raise issues regarding

online games.

School Administrators: The result of the study will also be helpful to administration as

it can be used in developing a framework for the program which needs implementation

involving Junior and Senior High School students realizing their essential roles in

supporting the whole community of students for keeping aware and well-informed about

the impact of online games.

Future Researchers: The outcome of the study will assist them in further inquiries with

regards to the issues surrounding online games.

Scope and Delimitation

This study focuses on the effects of Online Games to the academic performance

on the Junior and Senior High School Students of Kidapawan City National High

School.

Definition of terms

The following terms are to be operationally defined:


Academic Performance – the measurement and representation of student

achievement sacross various academic subjects

Online Games - It is a video game that is played with an internet connection.

Technology - a scientific or industrial process, invention, method, or the like. the sum of

the ways in which social groups provide themselves with the material objects of their

civilization.

CHAPTER 2

REVIEW OF RELATED LITERATURE

This part involved the background, facts, linked information, and other data about the

study guiding the researcher throughout conducting the study and to attain its solid

goals.

Two of the crucial factors in determining a student’s success is the interest he/ she has

inside the classroom and the activities he or she is participating in. It is important not

just as a student but as an individual who will be managing his/her own life in the future.

But this interest is being challenged because of the rise of Online Games. Given this

thought, there is a need for people to give their attention to this rising problem. This

study aims to investigate the effects of online games that affect the academic

performance of Kidapawan City National High School students. Additionally, the

researchers will outline the study's background in this chapter. It comprises the
elements and their impact on the student, as well as other information about online

games.

To accurately describe the phrases, "online game" must first be disassembled into its

basic components: online and game. In its most basic form, the phrase online refers to

any activity that occurs through the usage of the Internet. A game, on the other hand, is

described as an activity or leisure that creates amusement by Oxford dictionaries

(2012). Online games generate activity that is played over some type of connection or

computer network as a source of entertainment. Online gaming is one of the most

popular pastimes among most people, particularly teenagers, children, and students.

Teens that play online games are simply having fun, according to Kuss and Griffiths

(2012). They play not only because they are serious, but also because they want to feel

relieved. Students sometimes feel anxious during the school day as a result of the

amount of work they have to do, and playing helps to relieve that stress. One study by

Braun (2016) explains that these days video games frequently have photo-realistic

graphics, complex gameplay systems, and communicative elements. Internet

expectations strongly predicted students' attitudes toward online gaming and online

social contact, which predicted their preferences, dys-controlled conduct, and Internet

addiction, as stated by Chou et. al. (2015).

The majority of people believe that online computer games have more negative effects

on the players and there is research that supports this belief (Åslund et. al, 2012) but

here are also experts that claim the positive effects of online gaming (Brown et. al.,

2014). Based on Anderson et. al. (2012) and Kuss DJ (2013) multiple investigations in

the field of psychology have come to the conclusion that greater time spent on the
Internet can have a detrimental effect on a person's capacity to engage in proper face-

to-face communication with friends, peers, and members of the family, including

parents.

A study conducted in Mount Carmel School of Maria Aurora among its Senior High

School students has shown Online games have a negative impact on academic

achievement. According to the study, internet gaming has a significant impact on their

academic performance, resulting in poor or low grades as well as physical distress

(Rodica, P.D. & Talania H.A., 2019). According to the research of Kuss, D.J. & Griffiths,

M.D (2012), although only a minority of people who play video games online report

experiencing symptoms that are often linked with addictions to substances yet these

symptoms include mood modulation, tolerance, and salience. These health

psychological symptoms might affect the cognitive part of an individual. Additionally,

when students first start playing online video games, they do so to combat the

exhaustion caused by schoolwork. However, as time goes on, they develop an addiction

to the activity and reach a point where it is impossible for them to stop playing games

(Eskasasnanda, D. 2017).

Although internet gaming is a kind of pleasure, it can help youngsters develop their

creativity, establish friendships, and improve strategic thinking with the support and

guidance of their parents. It can also help students develop tenacity and resilience in

order to achieve their goals. According to findings from a study conducted at the

Queensland University of Technology, playing games can help students enhance their

thinking skills. Students are frequently required to follow instructions, think about the

consequences of their actions, and find solutions to issues when playing games. This
can be helpful in developing important thinking skills like as awareness of the

surroundings, attention to detail, problem-solving and planning, and literacy. Other

thinking skills that can be developed through this include literacy. Based on the surveys

demonstrated by Lin, K.C et. al. (2012), the Interactive Games-Based Learning System

not only captivated over ninety percent of students' engagement but invigorated their

learning will. Their study shows a positive outcome in improving students' learning

motivation and academic achievement. In contrast, Clark et al. (2015) conduct a meta-

analysis in which they systematically review articles to study the detailed effects of

online games on learning outcomes. They come to the conclusion that games play an

important role in supporting productive learning and highlight the significant role that

gaming design plays beyond the medium in which it is played. In a similar vein, de

Smale's (2015) systematic review of 64 papers reaches the same conclusion: that there

is either a positive or neutral association between the utilization of simulations and

games and the level of learning attainment.

Another finding of Valdez, F. at. el. (2020) demonstrated that engaging in activities

such as playing online games helps students de-stress, improves their ability to work

together, and encourages them to pay attention in class. When players participate in

games that have been developed with the intention of encouraging and rewarding

effective collaboration, support, and helping actions, it appears that they gain crucial

prosocial abilities (Ewoldsen et al., 2012). These intentions mentioned have a significant

role on one's thinking in terms of facing the challenges that lie ahead in each student.

Over seventy percent of gamers engage in some form of gaming with a friend, either in

a cooperative or a competitive setting (Entertainment Software Association, 2012).


The findings of a meta-analysis that was just published (Uttal et al., 2013) came to the

conclusion that playing commercially available shooter online games led to increases in

players' spatial skills. Researchers also have hypothesized that playing video games is

not only beneficial for one's spatial abilities, but also for one's ability to think creatively

and solve problems (Prensky, 2012). Playing video games online was connected in a

good way with creative thinking in a study involving roughly 500 students aged 12 years

old (Jackson et al., 2012). Because of the negative effects described above,

governments and health care providers have begun to take the issue of addiction to

online gaming more seriously and have developed a number of programs in an effort to

both reduce the severity of the problem and help those who suffer from it.
Conceptual Framework

The diagram shows the online games as Independent Variables, which

influences, affects or correlates another associated factor or phenomenon, the

academic performance which is being observed as the study proceeds.

Independent Variable Dependent Variable

Online Games Academic Performance

Fig. 1 Schematic representation of the study

CHAPTER 3

METHODOLOGY

This chapter presents the research method which the researchers have been chosen to

utilize. It contains the research design, subjects of the study, sampling technique,

research instruments to be used, procedure of data gathering, statistical treatment,

collection of materials, preparation of treatment, and processing.

Research Design
This study mainly concerns the effects of online games to the academic

performance of the students is a quantitative research design which uses numerical

values to provide analysis on certain issues.

Subject of the study

The study which will be conducted at Kidapawan City National High School has

chosen 20 respondents per grade level and another 20 respondents on each academic

and non-academic strand as samples which will be representing the junior and senior

high school students.

Sampling Technique

The study will be utilizing simple random sampling in which samples are

identified through a pure chance selection. The respondents are enrolled in the school

year 2021-2022.

Research Instruments to be used

The researchers will be using a modified adoptive survey questionnaire from a

study of Carmen National High School while the GPA representing the academic

performance of the students will be asked to their respective advisers.


Procedure of Data Gathering

After securing approval from the principal and respective advisers the

researchers now will supervise the handling of survey questionnaires the researchers

also will explain each part of the survey questionnaires conforming data privacy act and

ethical considerations. Enough time will also be given to the respondents.

Statistical Treatment

This study will employ the following statistical treatment: percentage, frequency

distribution, weighted mean, and correlation. The percentage will be used on the first

and second objectives, frequency distribution, on the other hand, will be used on the

third objective and weighted mean, as well as correlation, will be used on the fourth

objective.

Collection of Materials

The researchers gathered through the use of digital devices and online forms of

communication and information.

Preparation of treatment

The researcher will first consider organizing, analyzing the data, and then

computing. The data will be inputted in a data analysis tool. After formulation of

conclusion will be done after the formulation of conclusion will take place guided by

statistical rules.

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