Professional Documents
Culture Documents
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.
confusion.
Research Courses.
their time despite their busy and tiring schedules. This wouldn’t be
CHAPTER PAGE
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 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
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
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
1. Name
2. Age
3. Sex?
B. What are the effects of online games in academic performance among Senior High School (SHS)
students?
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
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
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 researcher will gain as well since they will be aware of the influence of internet gaming on
Future Researchers
The findings of this study will serve as a foundation and a source of further information and
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
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
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:
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
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.
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
supporting communication and access to information, thereby building social capital and
community capacity. Using computers can assist the community planning process, community
awareness, encourage local decision making and dialogue between groups, and support
disenfranchised groups, such as women, people of color, and those withdisabilities, can be promoted.
RESEARCH METHODOLOGY
This chapter presents the different materials and reagents used in the research experiment.
This chapter presents and explains the results of the synthesis conducted with the secondary
4.1 Themes
4.2 Discussion
CHAPTER 5
5.2 Conclusions
5.3 Recommendations
REFERENCES
Ex:
( Ravara, D. 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