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Abstract

The research work was aimed at finding out the advantages and disadvantages playing
online games in the academic performance of senior high school students of Taguig
National High School. A major concern for many instructors is the potential distraction
caused by students using their mobile devices to play online games. Survey and
questionnaires were drawn up or drafted and 15 copies were made for senior high
school students. The investigation was empirical. It was discovered that senior high
students who whether playing online games or not, are more likely to have a high
academic performance. It is essential to students to be reoriented on the need to set
their priorities right and they should continuously informed on the advantages and
disadvantages of playing online games.
CHAPTER 1

INTRODUCTION

Background of the Study

The rise in the use of the internet has led to many changes in our daily life. In particular, this
rise has also led to the rise of online gaming. 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, online
gaming refers to the video games played over the internet, where multiple players are in
different locations around the world. In most cases, online games are freeware programs that
can be used for an unlimited time and are available for free. Most percentage of web games
available nowadays is written in Flash, Shockwave and Java languages. Because of that, they
feature more primitive game play than downloadable games. Having an online gaming
experience typically requires a high-speed internet Connection. Proper hardware will also be
required whether it’s a computer or a gaming console, such as Xbox or Play station that’s
connected to the internet. Some online Games require a specific piece of controlling hardware
such as a joystick or a game controller, but these days, gaming technology has progressed to an
amazing extent. Things like streaming 3-D animation graphics with superb surround sound
stereo now have the ability to make all addicted to gaming. In terms of video games, online
gaming is growing in popularity for variety of reasons. Gamers can easily find opponents of a
similar skill level when playing a head-to-head game over the internet. Players also can
compete in massively multiplayer games, where dozens of players play an ongoing Game in a
virtual world. Some online games change a monthly fee for access to the video game software.
Today, one can see the impact of computer and video games in politics, television, popular
music and Hollywood. A lot of research is conducted to study its effect on lifestyle and behavior
of the wow power leveling gamer especially kids. Online game is the most sought leisure
activity followed by kids nowadays. Computers play a major role in shaping the future of the
kids. Days are gone when children loved to indulge in outdoor activities, rather than running or
playing outside, children spend most of their time playing online games. Online games surely
have an impact on minds of kids. Taking into consideration, it is positively a great mind exercise
and helps kids explore many new things. It includes improvement in recursive and proactive
thinking, increased sociability and improved interpretive skills. Some research shows that the
children who play online games are more active and have sharper minds than their other
counterparts. However, computers and video games also receive much more negative critics,
because games are often coined with issue such as mindless entertainment, enhanced social
recluse, sexism and consumerism. Research shows that kids who play violent video games
showed on increased in emotional arousal and a corresponding decrease of activity in brain
areas involving self-control, inhabitation and attention. Everyone who plays video games has a
different reason for playing, and the usage of the game leads to different effects for each
individual. Childhood upbringings, peer influences, pressures at school and family issues are all
factors that have a strong connection with the effects of gaming on individuals.

Statement of the Problem

The researchers attempt to determine the advantages and disadvantages of Online games in
the academic performance of senior high school students of Taguig National High School.

Specially, the researchers seek to answer the following questions:

1. What are the advantages of paying online games?


2. What are the disadvantages of playing online games?
3. How does the evolution of technology brought by modernity affect SHS’ education ?

Significance of the Study

This study will be valuable and significant to students, parents, readers and future researchers.

Students

This study is primarily important to students for it will give them information about the
advantages and disadvantages of playing online games.

Parent.

This study will help the parents to have enough knowledge about the advantages and
disadvantages of playing online games among students
Readers

This study will help the readers to have the understanding about the advantages and
disadvantages of playing online games

Future Researchers

This may serve as a basis for future research that they will conduct.

Scope and limitations of the Study

The focus of this study is the advantages and disadvantages of online games in the academic
performance of senior high school students of Taguig National High School. This study was
mainly concerned and limited only with the advantages and disadvantages of playing online
games among senior high school students.

Method of research

This study aimed to described whether playing online games directly affects the student’s
academic performance. Therefore, this research used descriptive-quantitative method of the
study, questionnaires and surveys were constructed for the data collection of the study.

The study was conducted in Taguig National High School where there is a relatively high
number of respondents who play online games. In this study, the Senior high school students of
Taguig National High School were the respondents. The said questionnaires and surveys
determined the respondent's length of playing online games and its impact on the academic
performance of the respondents in their first semester average.
Definition of terms

For clearer understanding of the work, the following terms were defined.

Advantage- A beneficial or gain

Disadvantages- Something that makes a situation worse or that makes somebody or something
less effective or desirable.

Online game- Game that can be run from an internet browser and requires the Internet
connection.

Academic performance- Is measured by taking written and oral test, performing presentations,
turning in homework and participating in class activities and discussion.
CHAPTER 2

DISCUSSION

REVIEW OF RELATED LITERATURE AND STUDIES

This chapter presents the literature and studies relevant to presentation investigation.

Related Literature

Carey (2012) found out that the history of online gaming included contributions by many
different companies and entities. Online gaming began as multiplayer gaming, but has evolved
to include online gaming servers and massively-multiplayer online game settings.

Stated by Hassan (2011), online gaming is good and bad. Good for those who know their limits
and bad for those who fix themselves in the seats for long hours and cut off the interaction with
rest of the world. According to the study of Chang (2009), online gaming was referred to as
Internet Gaming or Electronic Gaming. It was a gathering of players with a common game using
a local area network (LAN) where they could be on the same settings. The players seem to be in
a real situation that they use their mouse or keypads to move in the monitor, their virtual
world. Hall (2005) said that online gaming has become increasing popular over the past few
years. Both Orzack (2004) and French (2002) found out that in internet search for “gaming
addiction” yields lists of physical and psychological symptoms from dry-eyes. And carpal tunnel
syndrome to “problems with school or work,” offered as indicative of problem usage behavior.
Griffiths, et al. (2003) stated that online gaming has been separated by some researchers into
three main types: stand-alone games, local and wide network (LAWN)games and massively
multiplayer online role-playing (MMORP) games. French & Dwyer (2002) claimed that online
game players “don’t have normal social relationships anymore”. And play online games in
order to cover feelings of anger, depression and low self-esteem.Nie & Erbring (2000) and
Kraut, et al. (1998) stated that some fear that virtual communities was detracted from social
activity and involvement in the real world, replaced real social relationships with less robust
online substituted and caused users to turn away from more traditional media.Turkle (1995)
found out that online games enabled self-exploration and discovery that users extended and
idealized their existing personalities or try out new ways of relating to one another that can
positively affect real life relationships. Rheingold (1993) stated that the one reason for the
popularity of online games was that they meld the fun and challenge of video games with the
rewarding social aspects of online community. Participation in online communities allows us to
stay In touch with old friends, meet new people, learn, and share information.

Related Studies

In the study conducted by Wood, Gupta, Devevensky & Griffiths (2004), online gaming can be
addictive. The research has tended to concentrate on negative aspects, such as excessive play
and addiction. Instead of spending their hours on studying and doing their homework, children
spend their time on playing computer games. Gentile, et al. (2004) said that the majority of
these studies have shown that online games can be addictive and that some online games have
been associated with aggressive behavior. However these studies have been relatively
controversial as they examine these factors using self-report methods and artificial scenarios.
This type of research is fraught with problems and criticism. The study of Carrasco (2001) stated
that computers have become a part of Man’s life. Almost all the things around us were made by
computers with the aid of Modern machines. Associated with the computers is the internet
where we can find online games. Online game has a big impact to children especially to
teenagers. They tend to be hook by the computer. On the other hand, online gamers can also
benefit on playing online games. A great variety of forms have been developed and put into
practice to enhance learning, offer solace, to drive away boredom, and/or to persuade players
to adopt certain action sand opinions. The game play improve various thinking skills but that it
can also boost cognitive speed for those who play action games and can also improve cognitive
accuracy for players who solve puzzle and strategy games (Klabber, 2001)

Some online games have been associated with aggressive behavior. In that case, children
imitate online characters. Some children are at the period of modelling(Anderson & Bushman,
2001).Taha, J. (n.d.) said that online games are seen as good learning tool because many think
that they can teach children in ways that their teachers are failing by sparking their minds,
stimulating their thinking, and inspiring their imagination.
Chapter 3

Conclusions and recommendations

Conclusions

As the researcher gathered the data, the researcher found out that almost 70% of respondents
affirm that playing online games can affect their performance in school, more than 60% of the
respondents have high 1st semester average, and almost 100% of the respondents affirm that
whether they play online games or not, they perform well in academics.

The researcher, therefore concluded that students who whether play online games or not, are
more likely to have a high academic performance.

Recommendation

The following recommendations are derived from the findings and conclusion of this overall
research.

I. School Management: As the results uncover, they must be more alive to their
responsibilities by ensuring conformity to the school laid down rules and regulations
on students playing of online games during class session.
II. Students : Regarding the result of study, they need to be reoriented on the need to
set their priorities right. This drive towards reorientation must be championed by
the school management in conjunction with the parents/guardians of the students.
While the usage of mobile phones to play online games cannot be outlawed
drastically, they need to be continuously informed on the advantage and
disadvantages of playing online games in their academic performances.
III. Parents/Guardians: They must be totally responsible for the education of their
children whether they play online games or not, they must guide the students
activity in everything so that they will be more aware of the things that they may I’m
prove to their children.
IV. Future researchers: To avoid any doubt about this research, the researchers
recommend conducting another similar study with a larger sample size and should
be carried out both public and private. This will help to provide deep understanding
whether playing online games really has an advantages and disadvantages on the
academic performance of the student

Questionnaire

Q1. I always play online games

FREQUENCY PERCENTAGE
Strongly Agree 1 6.67%
Agree 11 73.33%
Disagree 3 20%
TOTAL 15 100%
The data showed that out of 15 respondents, 6.67% strongly agreed, 73.33% agreed and
20% disagreed that they play online games everyday. Combining the percentages, more than
80% of the respondents affirm that they play online games everyday.

Q2. How many hours do you spend your time of playing online games?

HOURS PER DAY FREQUENCY PERCENTAGE


1-2 6 40%
3-4 5 33.33%
Greater than 4 5 26.67%
TOTAL 15 100%
The data showed that out of 15 respondents, 26.67% spend their time of playing online games
greater than 4 hours per day, 33.33% spend their time of playing online games 3-4 hours per
day and 40% spend their time of playing online games 1-2 hours per day. Combining the
percentages less than 26.67% respondents affirm that they spend their time of playing online
games greater than 4 hours per day and the others more than 73.33% spend their time of
playing games 1-4 hours per day.
Q3. What is your First Semester Average?

1st SEMESTER AVERAGE FREQUENCY PERCENTAGE


95 1 6.67%
94 1 6.67%
93 1 6.67%
92 2 13.33%
91 1 6.67%
90 3 20%
89 1 6.67%
88 1 6.67%
86 3 20%
82 1 6.67%
TOTAL 15 100%
The data showed that out of 15 respondents, 60.01% averaged between 95-90 in their 1 st
semester, 33.34% averaged between 89-86 in their 1 st semester and 6.67% averaged in their 1st
semester. Combining the percentages, more than 90% of the respondents have high 1 st
semester average.

Q4. I play online games to relieve my stress.

FREQUENCY PERCENTAGE
Strongly Agree 3 20%
Agree 9 60%
Disagree 3 20%
TOTAL 15 100%
The data showed that out of 15 respondents, 20% strongly agreed, 60% agreed and 20 percent
disagreed. Combining the percentages, more than 80% of the respondents affirm that they play
online games to relieve their stress.
Q5. Playing online games can affect my performance in school.

FREQUENCY PERCENTAGE
Strongly Agree 3 20%
Agree 8 53.33%
Disagree 4 26.67%
TOTAL 15 100%
The data showed that out of 15 respondents, 20% strongly agreed, 53.33% agreed and 26.67%
disagreed. Combining the percentages, more than 70% says that playing online games can
affect their performances in school.

Q6. I play online games because of boredom.

FREQUENCY PERCENTAGE
Strongly Agree 5 33.33%
Agree 7 46.67
Disagree 3 20%
TOTAL 15 100%
The data showed that out of 15 respondents, 33.33% strongly agreed, 46.67 agreed and 20%
disagreed. Combining the percentages, more than 80% of the respondents play online games
because of boredom.

Q7. I play online games just for entertainment only

FREQUENCY PERCENTAGE
Strongly Agree 6 40%
Agree 7 46.67%
Disagree 2 13.33%
TOTAL 15 100%
The data showed that out of 15 respondents, 40% strongly agreed, 46.67% agreed and 13.33%
disagreed. Combining the percentages, more than 85% of the respondents affirm that they play
online games for entertainment only.
Q8. I play online games while my instructors are teaching.

FREQUENCY PERCENTAGE
Strongly Agree 0 0%
Agree 4 26.67%
Disagree 11 73.33%
TOTAL 15 100%
The data showed that out of 15 respondents, 26.67% agreed and 73.33% disagreed. Combining
the percentages, more than 70% of the respondents affirm that they don’t play online games
while their instructors are teaching.

Q9. Whether I play online games or not, I perform well on academics.

FREQUENCY PERCENTAGE
Strongly Agree 9 60%
Agree 6 40%
Disagree 0 0%
TOTAL 15 100%
The data showed that out of 15 respondents, 60% strongly agreed and 40% agreed. Combining
the percentages, 100% of the respondents affirm that whether they play online games or not,
they perform well on academics.

Q10. Its okay for me to stake money just to play online games.

FREQUENCY PERCENTAGE
Strongly Agree 1 6.67%
Agree 3 20%
Disagree 11 73.33%
TOTAL 15 100%
The data showed that out of 15 respondents, 6.67% strongly agreed, 20% agreed and 73.33
disagreed. Combining the percentages, more than 70% of the respondents affirm that its not
okay for them to stake money just to play online games.

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