Professional Documents
Culture Documents
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
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
need in the life of students because it consumes a large portion of the player's time,
declines when the minimal spotlight is given to study. In addition to, according to Kuss
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
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
This study aims to determine effects of online games to junior and senior high
B.) What are the effects and causes of online games on the high school students?
D.) Are there any significant differences between the level of exposure in online
Research Objectives
This study aims to determine effects of online games to junior and senior high
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
Null Hypothesis
H0: There is no significant difference between the level of exposure in online games and
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,
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
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
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.
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
Future Researchers: The outcome of the study will assist them in further inquiries with
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
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
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
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
(2012). Online games generate activity that is played over some type of connection or
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
expectations strongly predicted students' attitudes toward online gaming and online
social contact, which predicted their preferences, dys-controlled conduct, and Internet
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
(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
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
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
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
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
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 Design
This study mainly concerns the effects of online games to the academic
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
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.
study of Carmen National High School while the GPA representing the academic
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
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
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.