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CHAPTER I

INTRODUCTION

The advent and development of technology brings many things which


may either ease or complicate the lives of people. One of the results of this
development is the opening of online gaming through the internet, which has
become addictive and one of the most widely used leisure activities by many people,
especially students. Online games relate to games that are played on some kind of
computer network, usually the Internet, while online gambling is one of the most
widely used recreational activities by a lot of students. Therefore, some students
believe that playing video games has a number of reasons to be done, for it can be a
stress reliever, a challenge and competition, relaxation, enjoyment, social interaction,
and even a way to mentally escape from the real world. Different studies show that
playing too many online games causes physical damage and increases anxiety and
depression among players. But there is also evidence that playing online games at
night can disrupt sleep, which could explain the lower school performance. In
addition, studies suggest that students who regularly play online games at home
have an increased risk of developing attention problems at school.

According to the insight of Psychotherapist Jason Shiers, In 2019,


the global games market was worth $152 billion. With growing concerns about the
amount of time to students/teenagers spend playing online games and the impact it
can have. 81% of under 18s regularly play online games and in moderation, gaming
can be fun, sociable and interactive with opportunities for students or young people
to learn and solve problems. Most will not experience any harm but there are known
impacts of gaming addiction in teenagers that need to be aware of.

As stated by Aquino (2019) Faculty of College of Teacher Education


Cagayan State University Andrews Campus, Tuguegarao City, Cagayan, Philippines
3500 Adolescents and even adults are becoming hooked with online games which
are becoming more and more popular. In fact, most online games tend to get old too
quickly and lost their appeal. It is because of the ever growing number of online
games being develop from time to time. Nowadays, the popular online games that
encourage the students to play are MINIMILITIA, DOTA 2, LEAGE OF LEGENDS,
SPECIAL FORCE, CRAZY KART, GRAND CHASE etc. These online games have a big
factor that affects the students in their academic performances in school.
In Sulop National Senior High School there has a total of 289 students out of
1,148 (11th and 12th graders) attended of which 207 boys and 82 girls play online
games. Furthermore, students, teachers, and parents must be aware of the effects
of playing online games and should regulate the time playing such game as it could
ruin every students focus on their study.

The researcher’s aim is to conduct this study to estimate the number of students
who may play excessive amounts of online games and to see if this has an effect of
online games on the academic performance of the students in Sulop National Senior
High School, S.Y.2022–2023.

Scope and Delimitation

The coverage of this study is all about the effects of online games on the academic
performance of students. It discusses the effects of playing online games and the
proper or proper use of online games as a part-time habit.This study focuses on the
negative effect of online games if it becomes an educational interference and also
tells you about the possibilities or results if you play online games even during school
time.

The researchers limited this research only at Sulop National Senior High School to
either male or female, and on the academic track of senior high school (SHS)
students only. The researcher also limited this researcher only to the effects of online
games on their academic performance. The consequence of the study was very
genuine only for the selected senior high school (SHS) students, while the
generalizations and analysis were empirically based on the findings of the study.

The Significance of the Study

This specific study, which primarily aims to determine the effect of online games on
academic performance among Sulop National Senior High School (SNHS) students,
will provide new insight into the following: 

Students - This study will help the students of Sulop National High School gain
awareness of the significant effect of online games on academic performance among
Senior High School (SHS) students of Sulop National High School. They will be
informed enough to limit and prevent online gaming.
Teachers - This will provide facts concerning the status of the academic
performance of engaging online games, which would embolden them to help the
students by giving apt, explicit, and useful feedback regarding the result of this
matter.

Netizens - This will be their guide for dealing with the impact of online games on
academic performance, not just for senior high school students, but for all youth
involved in this. This will be an instrument for awareness about what they are doing.

The Department of Education - This will provide them with a hopeful


understanding and awe-inspiring awareness of the various factors that may affect
the academic performance of students who participate in online games. This will be
extremely beneficial to their future awareness of what they will implement in every
school, as well as what they will do for modern generation students who were a part
of it.

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 the Senior High School students of MCSMA and
realizing their essential role in supporting the academic performance of each Senior
High student by keeping them aware and well-informed about the impact of online
games on their academic performance.

Researchers - According to the researchers, they will benefit as well, because they
will be aware of the effect of online games on academic performance among senior
high school (SHS) students.

Future Researchers - The result of this study will serve as a basis and as a
resource for supplementary information and ideas for research to be conducted in
the future.

Definition of terms

Academic performance - refers to how students handle their studies and how
they cope with or complete various tasks assigned to them by their teachers.

Education - is the knowledge, skills, understanding, and attitudes that you can get
from attending school.
Effect - a consequence of something that was, is, or happened.

The Internet - is a global computer network providing a variety of information and


communication facilities, consisting of interconnected networks using standardized
communication protocols.

Online game - is a game played by electronically manipulating images produced by


a computer program that is available on or performed using the Internet or other
computer network. Games that need an internet connection. For example, Mobile
Legend, Clash of Clans, Rules of Survival, Dota, etc.

Players - are the students who play online games.

Students - it refers to students who are engaged in online games.

Sulop National Senior High School - a school institution involved in the


aforementioned situation 

   
Direction : Kindly fill in the following information about your personal background
honestly and truthfully.

Part 1

Name : Year & Section :

Age : Sex :

16 years old Male :

17 years old Female :

18 years old

19 years old

20 & above :

Daily Allowance :

Php 20-30

31-40

41-50

51-70

71-100

Above 100

Are you an online gamer ?

YES NO

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