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The Effects of Online Games Addiction to the Academic

Performance of the Grade 12 Students in Alaminos City National


High School

A Research Proposal Presented to the


Senior High School
name of school

In Partial Fulfillment of the


Requirements for Research

by
BOHOL, Kurt Christian
CABRILLAS, Arabela Grace
CAROLINO, Kenneth D.
FOLDEN, Joshua Ellis
ISON, Lorena
RABAGO, Ric Jefferson

October 2022
ABSTRACT
Nowadays, many of us have remained up late playing our
favorite online computer game. Casual games are one of several kinds of
online games. Online games can range from simple text-based games to
intricate visuals and virtual worlds inhabited by many users at the same
time. Online games spent at least 9 hours for teens playing online has
favorable views as a leisure purpose, but it may also have negative views
and be destructive instead.

Technology has become a fundamental aspect of human


existence, and it has drastically altered people's behavior. The
smartphone is one of the most popular technological applications, and it is
inextricably linked to modern youth. With the advancement of technology,
many youngsters now play games on their mobile phones. Teenagers play
these games for a variety of reasons, including recreation, relaxation,
adventure, and gambling. Most of the time, it begins as a pastime, but it
may quickly turn into an addiction.

Keywords: Online Games, Technology, Addiction, Teenagers, Destructive


ACKNOWLEDGEMENT

Foremost, we would like to thank The God Almighty for giving

us the strength to conduct tedious research to the best of our abilities.

Giving us the blessing of knowledge and understanding to accommodate

and respond to the population’s needs.

Second, we would like to thank our Research Advisers,

consultants and panelists for their encouragement, insightful remarks, and

patience towards guiding us in the journey of conducting proper research

and becoming credible and capable researchers. Providing us with helpful

discussion which helped us be accurate and enlightening us in light of

confusion.

To our institution, the Alaminos City National Highschool,

much thanks for offering us a platform and enabling us to strengthen and

enhance young minds to critical and unbiased thinkers through offering

Research Courses.

Third, to our participants, who graciously agreed to lend us

their time despite their busy and tiring schedules. This wouldn’t be

possible without their active participation, honesty ,and willingness to

share their experiences.


Lastly, to our family and friends, for catering to us and providing us with

our needs through financial accounts, supports, and motivation.


TABLE OF CONTENTS

CHAPTER PAGE

Title Page ………………………………………………………………………………..……….. i


Abstract…………………………………………………………………………..……ii
Acknowledgement……………………………………………………………………….…….. iii
Table of Contents…………………………………………………………………………..…….iv

Chapter 1: Introduction
1.1 Statement of the Problem ……………………………………………………………………
1.2 State of the Hypothesis………………………………………………………………..
1.3 Significance of the study……………………………………………………………………
1.4 Scope, and Limitations..……………………………………………..………..
1.5 Conceptual Framework………………………………………………………………………
1.6 Definition of terms…………………………………………………………………………
1.7 Scientific Method…………………………………………………………………………

Chapter 2: Review of Related Literature


2.1…………………………………………………………………………………………………

Chapter 3
3.1 Research Design………………………………………………………………………..…..
3.2 Population and Sampling……………………………………………………………..……
3.3 Instrumentation and Tool…………………………………………………………………...
3.4 Data Collection………………………………………………………………………….…..
3.5 Data Analyses……………………………………………………………………………….

References………………………………………………………………………………………

Appendices
CHAPTER 1

INTRODUCTION

Addiction in mobile gaming has a severe impact on the performance of the student. Students

that are addicted tend to escape on their classes just to play. Excessive online gaming can lead to a

wide variety of negative psychosocial consequences for a minority of affected individuals. In extreme

cases these can include sacrificing work, education, hobbies, socializing, time with partner/family, and

sleep. Students play online games during school hours because they feel stressed and want to relive

their stress. (Griffiths, 2014)

Sleep is as important to the human body as food and water, but many of us do not get enough

sleep. Insufficient sleep, disruptions to the sleep-wake cycle has consequences for how function in

the daytime, causing sleepiness, dizziness and fatigue. The majority of students expressed that

playing online games has adverse effects in their academic performance.

1.1 Statement of the Problem

The general objective of this study is to find the effect of online games on the academic

performance of Senior High School students of Alaminos City National Highschool. Specifically, this

drove us to answer the questions which are:

A. What are the demographic profiles of the respondents in terms of:

1. Name

2. Age

3. Sex?
B. What are the effects of online games in academic performance among Senior High School (SHS)

students?

1.2 Statement of the Hypothesis

Ho: Online games affect the academic performance of Senior High School students of Alaminos City

National Highschool.

Ha: Online games were unable to affect the academic performance of Senior High School students of

Alaminos City National High School.

1.3 Significance of the Study

This specific study, which primarily aims to investigate the influence of online gaming on

academic achievement among Senior High School (SHS) students at Alaminos City National High

School, will provide new insight into the following:

Student.

This study will inform Alaminos City National Highschool students about the considerable

influence of online gaming on academic performance among Alaminos City National High School

(SHS) students. They will be sufficiently knowledgeable to limit and prohibit internet gaming.

Teachers.

This will offer information on the state of academic performance playing online games, which

will encourage them to assist students by providing appropriate, explicit, and valuable feedback about

the outcome of this topic.


Researchers.

The researcher will gain as well since they will be aware of the influence of internet gaming on

academic performance among Senior High School (SHS) students.

Future Researchers

The findings of this study will serve as a foundation and a source of further information and

suggestions for future research.

1.4 Scope and Limitations

This study focuses on the impact of internet gaming on student academic achievement. It

discusses the impact of playing online games and the correct or proper usage of online games as a

part-time habit. This study focuses on the negative effects of online games if they interfere with

education, as well as the possibilities or outcomes if you play online games even during school hours.

The researcher limited this research to Alaminos City National High School (ACNHS) with a minimum

of 50 students, either male or female, Senior High School (SHS) students only. The researcher also

restricted their study to the impact of internet gaming on academic achievement. It is only valid for 30

days. The study's results were extremely authentic just for the selected Senior High School (SHS)

pupils, but the generalizations and analyses were empirically based on the study's findings.
1.5 Conceptual Framework

ONLINE GAMES

SLEEP
PROCRASTINATION
DEPRIVATION

BUY ADDICTION

1.6 Definition of Terms

Online Games:

Online games needed internet connect and play globally or in different servers available to your

country. Its good for releasing stress when you doing somewhat super stressful activities, usually they

just do it for fun and for liberate some stress but for doing it every day or hours they unconsciously

have drawbacks like for the following:


Procrastination:

Delaying something or being late to do something. This most happens when someone is doing some

super busy works in house or even at work because they can’t do it right away. But in this Era,

Gaming are becoming normal so doing procrastinations are too. Mom asking son to do thing but he

can’t do it or will do later because of playing Online Games the results is this and sleep deprivation.

Sleep Deprivation:

Lack of enough sleep. You should sleep 8-9 hours a day so you can feel refreshed when you wake

up. Due to that you feel tired even you think you did sleep at least 4-5 hours. These results will have a

root for example: glaring into nothingness, memory loss, memory performance in terms memorizing,

and etc.

Buy Addiction:

Buying games, in-game purchases like skins, downloadable contents, premium offers and more.

Psychosocial:

Psychosocial characteristics is a term used to describe the influences of social factors on an

individual’s mental health and behavior. “Psychosocial” means “pertaining to the influence of social

factors on an individual’s mind or behavior, and to the interrelation of behavioral and social factors.
CHAPTER 2

REVIEW OF LITERATURE AND STUDIES

Local Literature

According to Philippine Communications Today by Maslog C. of 2011, one social problem that

has been observed is that the Internet café observed is that the Internet café has become mainly

game centers. About one-half to two-thirds of the computer in a typical internet café, according to one

study, are devoted to games (violent and gory games). The use of the remaining computers was

roughly split between browsing, email, online chat, word processing and research.

According to Dennis O. Dumrique and Jennifer G. Castillo Polytechnic University of the

Philippines, as the respondents assessed, it can be inferred that Playing On-Line Games results to a

positive effect in the social behavior of the respondents. Even if the respondents play online games

still the personal interaction with others are not affected. They still do have their friends personally and

are able to socialize effectively. The Academic Performance of the respondents is not affected even if

they play online games. Their grades are still good enough even if they spent time for playing. To sum

up with the result, the respondents have a good academic performance despite their involvement in

playing online games.


According to Valaitis (2005), the use of computers and the

Internet can aid communities’ by

supporting communication and access to information, thereby building social capital and

community capacity. Using computers can assist the community planning process, community

participation, and information sharing. Computer-mediated communication can build community

awareness, encourage local decision making and dialogue between groups, and support

disadvantaged communities. Status barriers can be reduced,and online communication with

disenfranchised groups, such as women, people of color, and those withdisabilities, can be promoted.

- Articles reviewed or included must be dated from 2012-2022.


CHAPTER 3

RESEARCH METHODOLOGY

This chapter presents the different materials and reagents used in the research experiment.

Furthermore, the different methods to be done are stated as well.

3.1 Research Design

3.2 Respondents of the study/ Participants of the study

3.3 Samples and Sampling Techniques

3.4 Data – Gathering Instrument and Procedure

3.5 Validation of the Instrument

3.6 Data Analysis Procedure


CHAPTER 4

RESULTS AND DISCUSSION

This chapter presents and explains the results of the synthesis conducted with the secondary

sources used in the research.

4.1 Themes

4.2 Discussion
CHAPTER 5

CONCLUSION AND RECOMMENDATIONS

This chapter presents a summary of the findings of the study.

5.1 Summary of Findings

5.2 Conclusions

5.3 Recommendations
REFERENCES

- Must be written using APA 7th Edition Format

Ex:

( Ravara, D. 2022)

(Ravara, D. Maristela S. et al, 2022)

APPENDIX
A. Gantt Chart
B. Letter of Request (if applicable)
C. Research Instrument/ Questionnaire
D. Sample Statistical Computations (for Practical Research 2)
E. Photo Shoots
F. Curriculum Vitae

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