Professional Documents
Culture Documents
A Research Report
By:
Cabrera, Joanne C.
Fernando, Erwin D.
Lacsina, Lyka S.
Misolas, Charwin R.
June 2022
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Introduction
First of all, what is online gaming? Well, it is pretty straight forward and easily defined by
today’s generation as a games that played over some forms of computer network, typically on the
internet, in which you can play with other players. Online gaming is one of the widely used leisure
activities by many people (Robinson, 2016). Majority of the people believe the online games have
more negative effects on the students and others believed that playing online games have positive
effects. With many of these split into two different sides, our study will be able to focus on what
the students in the Grade 10 Class C of Balucuc High School will say based on our topic.
During the COVID-19 pandemic, the rise of online gamers and the absence of face-to-face
education in schools has raised worries about the effect on students’ academic performance. As
online game became one of the students’ necessities, it also seen as the main cause of distraction
to their learning. Kamal & Wok (2020), stated on their study that students felt uncomfortable and
they feel anxious if they could not play online games. The researchers of this study felt need to
find out how online games really affect the Grade 10 Class C of Balucuc High School in terms of
their academic performance. There are many reasons why people enjoy playing online games like
Mobile Legends (ML), PlayerUnknown’s Battlegrounds (PUBG), Clash of Clans (CoC), and Call
of Duty (CoD), as it can be a way to relieve stress, challenge and competition, form of relaxation
or enjoyment, social interaction, and as a way to mentally escape from the real world.
It is undeniably questionable that playing online games provide something that no one can
give. This study would be able to answer the questions: Does online games have huge effect on a
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child/student’s on their education? And if this effect is positive? Or negative? Thus, this study is
conducted to determine the pros and cons of online gaming to the students’ academic success.
Learners. The result of this study would make the learners aware on the effect of online
games to their academic achievements. Also, through this study, they will be able to control
themselves.
Parents. This study can help the parents to control and balance their child in terms of
playing online games and studying. This can symbolize as parenting advice for parents and show
what they can do as their child being addicted on playing online games.
Teachers. This study can help the teachers to provide additional awareness on how online
gaming can affect student’s academic performance, and offers guidance on which strategies may
be most effective in teaching students about the potential risks and benefits of gaming.
Future Researcher. This study can use by the future researchers as a reference if they
conduct a similar research topic. It will provide reading and literature review in their pursuit studies
regarding the positive and negative effects of online games to the students’ academic performance.
This chapter includes information that is related to the research topic, including finished
studies, generalizations, conclusions, and other helpful data. This data will help the researcher
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Foreign Studies
Online gaming has become a popular source of entertainment for people of all ages,
especially for students. It is successful because it is a fun way to spend time and people can
socialize while playing. As years goes by technology are used in more creative ways than ever
As students become involve in online gaming, they forget to do their homework or prepare
academically. According to Kamal & Wok (2020), Some students play online games just for fun,
without realizing that they might be addicted. This can lead to depression, anxiety, and loneliness
In the study conducted by Rooji et al. (2010), it shows that online games allow a person to
escape from real-world and change the perception of self-worth. It makes a person feel better as it
allows you to interact with other people and play with them together. Online games can have a
positive impact on brain function, it can help improve cognitive abilities and mental skills.
Local Studies
The fantastic characteristic of online games makes a lot of students become hook on it. As
online games grow day by day due to its easy access, it acts as a savior who has the potential to let
you rescue from the stress and boredom. It becomes an addictive hobby that may affect the
A study conducted by Valdez, et al (2020), revealed that playing online games helps
students away from stress, improve teamwork skills, and actively listening to class activities.
Rodica & Talania (2019), found out on their study that playing online games gave negative
outcomes to their studies and health. Students cannot focus on their studies, they cannot do their
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home works as well as their projects, and they have low grades as they did not balance their time
This study aims to find the effect of online games in academic performance of Grade 10
Class C students of Balucuc High School. Specifically, it seeks to answer the following questions:
1.1 Name
1.2 Age
1.3 Sex
2. Do online games have huge effect on a child/student’s on their education? And if this effect
is positive? Or negative?
Research Methodology
This part will show how the researchers got the information that will be used in the study.
The design of this study is a descriptive-analytic survey type of research, in which it can help us
Our survey will be done through the use of Google Forms. The use of an online platform
will be a convenient way to do the data gathering. In total, there are 19 learners in Grade 10 Class
C of Balucuc High School, only 13 learners gave their consent and completed the survey. Data
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Definition of terms
The following terms were defined conceptual and/or operationally for clarity and
understanding.
Online Games
program, which is available on or performed using the Internet or other computer network.
Students
Internet
A compulsive or uncontrolled use of video games, in a way that causes problems in other
Academic Performance
Academic achievement in which a student, teacher or institution has attained their short or
This part presents the data gathered from 13 learners of Grade 10 Class C of Balucuc High
School who served as respondents of this research. It also provides analysis and interpretation of
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Table 1. Socio-demographic Profile
Sex Frequency
Male 7
Female 6
Table 1 shows the demographic profile of the students. In terms of age, it is ranging from
15 to 17 years old. The students who finished the survey are composed of 7 males and 6 females.
Graph 1. Do you spend your time playing online games above 3-5 hours per day?
Graph 1 shows the percentage of the respondents regarding on the time they spare on
playing online games per day. Results come into view that 7 which are 53.8% out of 13
respondents said that they spent above 3-5 hours. While 6 which are 46.2% respondents said they
Graph 2. Does playing online game is the reason for you to be late/tardy at school?
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Graph 2 shows the percentage of the respondents reply about playing online games is the
reason why they are late/tardy at school. Results revealed that 2 which are 15.4% out of 13
respondents said that online game is the reason why they are late or tardy at school. While 11
Graph 3. Does playing online games become a factor for you cannot focus and concentrate
studying?
Graph 3 shows the percentage of the respondents concerning to playing online games is
the factor for they cannot focus and concentrate to their studies. Results revealed that only 2 which
are 15.4% out of 13 respondents said that playing online games became a factor for they cannot
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focus and concentrated to their studies. While 11 which are 84.6% respondents lower than saying
This part of the study provides an overview of the study, its findings, and
recommendations.
This study focused on the Effect of Online Games in the Academic Performance among
Grade 10 Class C of Balucuc High School. The researcher of this study administered the creation
and distribution of the survey through using online platforms such as Google Form and Messenger.
The study aimed to answer the question: “Does online games have huge effect on a
child/students on their education? And if this effect is positive? Or negative?”. And based on the
findings of the results, for Grade 10 Class C students of Balucuc High School online games do not
affect that much the students on their academic performance. There are only few students whose
studies are affected because of playing online games but many more are not affected even they
For the students, they must be aware on the possible effects of playing online games on
their academic achievements. For parents of the students, they should regulate the time of their
child in playing online games on their free time. For teachers who are the second parent of the
students, they must not tolerate the students to this kind of habit especially if playing online games
affect the academic performance of the student. And lastly, for future researchers, they should also
In conclusion, we cannot deny that online games give us fun, entertainment, and feeling of
escaping the real word but if students became fond of playing online games and find it as their
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recreation, it begins to affect their studies. Online games can be an addictive hobby that can affect
the performance of the students but it’s the student decision whether they choose to affect their
studies or not.
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References:
✓ Robinson, A. J. (2016). The Effect of Online Gaming Towards the Academic Performance of
✓ Kamal, N. S. Z., & Wok, S. (2020). The Impact of Online Gaming Addiction on Mental Health
among IIUM Students. International Journal of Heritage Art and Multimedia, 3(11), 01-
20. doi:10.35631/IJHAM.311001.
✓ Valdez, F., Baylen, R. Bustamante, A. Cabiles, G. Vallente, A. M., & Ablen, A. (2020). Effects
https://ojs.aaresearchindex.com/index.php/aasgbcpjmra/article/view/1585
✓ Garcia, K. Jarabe, N., & Paragas, J. (2018). Negative Effects of Online Games on Academic
https://sajst.org/online/index.php/sajst/article/download/40/36/
✓ Rodica, P. D., & Talania, H. A. (2019). Effects Of Online Games in Academic Performance
✓ Rooji, A. J. Schoenmakers, T. Vermulst, A. Eijnden, R., & Mheen, D. V. (2010). Online video
https://doi.org/10.1111/j.1360-0443.2010.03104.
✓ Griffiths, M et al. (2010). The role of context in online gaming excess and addiction: Some case
https://doi.org/10.1007/s11469-009-9229-x
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