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Online Gaming Influence to Blended Learning Academic

Performance of Selected HUMSS Students in Good Shepherd


Academy of Victoria, Incorporated

A Research Paper

In Partial Fulfilment
Of the Requirements in Inquiries, Investigations and
Immersion
QUANTITATIVE RESEARCH
HUMANITIES AND SOCIAL SCIENCES

by

Macapia, John Aeron


April 2021
APPROVAL SHEET

This Research Paper entitled, Online Gaming Influence to


Blended Learning Academic Performance of Selected HUMSS
Students in Good Shepherd Academy of Victoria, Incorporated
prepared and submitted by John Aeron Macapia in partial
fulfilment of the requirements in Inquiries, Investigations
and Immersion, HUMANITIES AND SOCIAL SCIENCES, has been
examined and recommended for acceptance and approval for
EXAMINATION.

LOURINE G. LACERNA

Adviser

Recommending approval and acceptance


ABSTRACT

Internet is widely used most of the time. In the help


of the upgraded technologies such as computers and
smartphones, internets become an easy access to connect with
other people. Internet has everything in such online gaming.
Online gaming is xcommonly one of the major reason mostly
the students refers to have mobile phones and computers.
Addiction to online gaming can be considered as
psychological disorder according to some studies

Researcher conducted this research study entitled,


“Online Gaming Influence to Blended Learning Academic
Performance of Selected HUMSS Students in Good Shepherd
Academy of Victoria, Incorporated”. In this study,
researcher will show how do online gaming affects the
Academic performances in the Good Shepherd Academy students
mostly in the selected students. In the current situation,
pandemic arises and distance learning is provided. This
research study shows that the students’ academic performance
is not affected even they are playing nor not.
ACKNOWLEDGEMNET

In this study, researcher would like to thank the


following people who help them to have this successful
research.

Researcher would like to thank their parents that help


them in terms of expenses. He would like to thank their
classmates for helping them for little things such as
accompany him and help he to ask research questions to the
respondents and any other stuff related to the study.

In addition, he would like to thank the sources such as


links and websites that help the researchers. This is a big
help for his research.

Lastly, researchers would like to thank God for giving


the courage, patience, goodness and faith that this study
will be successful.
DEDICATION

This research study is dedicated to my parents


especially to my mom who works at abroad. The researcher
will not be in this stage without her.

Researcher would like to dedicate this research to the


school so that they could be aware of what is happening to
their students.

Lastly, researcher would like to dedicate this to


himself because it proves that he can handle it and he is
prepared for college.
Introduction

Internet is widely used most of the time. In the help


of the upgraded technologies such as computers and
smartphones, internet become an easy access to connect with
other people. Internet has everything in such online gaming.
Online gaming is commonly one of the major reason mostly the
students refers to have mobile phones and computers.
Addiction to online gaming can be considered as
psychological disorder according to some studies. Technology
is worthy of attention to humanity.

As one of the 21st century millennials, internet makes


computer and mobile gaming more interactive and exciting
making it as a reality. Online gaming refers to a videogame
played through computer and smartphone which what users
mostly addicted to. The design of architecture varies form
text based sophisticated graphics and even virtual worlds
environment from different locations. online gaming
experience typically requires high speed internet
connection. commonly, mobile and PC games are in use games.
Mobile games can be free or chargeable and are also
downloadable through app stores such as Google Play Store,
Apple App Store and Appkure. Some of the mobile games are
associated with cost such as ‘in app purchases”.

This research study was conducted on Good Shepherd


Academy to identify the reasons of the students’ addiction
to online games— specifically mobile and computer games that
can connect to the people they do not personally know. If
online gaming addiction is one of the factors why students’
in the said school skipped class and disobey school rules
such as bringing gadgets like smartphones during class hours
or vacant times

Purpose and Description of the Study

This study wants to explain the influence of online


games to the academic performance of the students. As an
output, this research study aims to apply the result to the
students and inform the users itself on what they were
doing. In this study, this research used to inform the
students who are too much addicted to online games. It let
them know what their addiction affect mostly in academic
performances. It is also conducted to let the teachers
mostly the parents to be aware of what online gaming
addiction cause and effect on the user

Objectives of the Study

This research study aims to know the influence of


online game addiction to the selected student in Good
Shepherd Academy to their academic performance.

Specifically, this research seeks to answer the


following questions:

1. How does online gaming affect their academic


performance?
2. What does the users gain from their addiction?
3. How do they manage their time in playing and
studying?
Scope and Limitation

The main objective of this study is to lessen the


students who are too much addicted to online games.as well
as to open the users’ mind the importance of education in
life than an addiction to something they may not use in
their future. The research was conducted in Good Shepherd
Academy of Victoria Incorporated where only Humanities and
Social Studies students are the informants where the main
goal here is to know the influence of online games. The
result of this study would benefit to the teachers,
informants, students and future researchers.

Methodology

The research utilized descriptive quantitative method


in determining the influence of online gaming to academic
performance of the students. Quantitative methodologies
focuses on explanation and testing of hypothesis intend to
further understanding the concept and connection to the
study.

In order to gather the data needed to be use,


researcher used a transcription method. Due to pandemic and
safety protocol, survey questionnaires are used through
direct messages on Facebook. The researcher transcribed the
data gathered and translates it to start the analysis.

The data gathered were compared and contrast using


ANOVA and T-test to show significance between the modular
learning and the factor. Textual and tabular representations
are used to interpret the data during and after the
analysis.
Results and Discussion

1. Time of Playing and studying

Using the data gathered, there are many things that are
exposed. The study found out that not all students are fond
of online games even it is on pandemic days. The analysis
shows that the time of studying and time of playing does not
affect to the academic performance of the students. The time
of studying preferred to be done at midnight because
students believed that their brain cells are alive during
this time. On the other hand, the time of playing is
preferred to be at morning but some of the respondents are
not playing online games.

t-Test: Two-Sample Assuming Equal Variances

Variable 1 Variable 2
Mean 2.5 2.5
Variance 5.666667 5.666667
Observations 4 4
Pooled Variance 5.666667
Hypothesized Mean Difference 0
df 6
t Stat 0
P(T<=t) one-tail 0.5
t Critical one-tail 1.94318
P(T<=t) two-tail 1
t Critical two-tail 2.446912
Table 1 shows that there is no significance between time of
studying and time of playing to the blended learning’s
academic performance.

2. Reasons and Feeling while Playing

Based on the analysis, the students intend to play to


lessen the stress brought by family, friends and school
works. This also found out that they are happy while playing
online games. It serves as their therapy to not be depressed
although some of the respondents are sometimes not happy
especially when they are defeated or the internet is not
stable enough to load or play.
t-Test: Two-Sample Assuming Equal Variances

Variable 1 Variabl
e2
Mean 3.333333 3.33333
3
Variance 33.33333 33.3333
3
Observations 3 3
Pooled Variance 33.33333
Hypothesized Mean Difference 0
df 4
t Stat 0
P(T<=t) one-tail 0.5
t Critical one-tail 2.131847
P(T<=t) two-tail 1
t Critical two-tail 2.776445
Table 2 shows that there is no significance between online
gaming and blended learning.

3. Academic Performance

The study shows that online gaming is not affecting


their academic performance in blended learning.

Anova: Single Factor

SUMMARY
Groups Count Sum Average Variance
Column 1 4 10 2.5 14.33333
Column 2 3 10 3.333333 2.333333
Column 3 2 10 5 8

ANOVA
Source of Variation SS df MS F P-value F crit
Between Groups 8.333333 2 4.166667 0.449102 0.65803 5.143253
Within Groups 55.66667 6 9.277778

Total 64 8
Table 3 shows that there is no significance between academic
performance and online gaming.
Conclusion

The tables and graphs shows that online gaming in Good


Shepherd Academy doesn’t affect the student’s academic
performance. In addition, online gaming helps the students
to regain their minds to study again even it is stressful.
Online gaming of the respondents in Good Shepherd Academy
cannot be considered as addiction because the respondents
know how to limit themselves in playing. Also, respondents
know how to manage their time in studying and playing. It
might be seen that students in the said school are secretly
hiding their phone while playing but still researchers are
basing on how the respondents respond to the interview.
Recommendation

Based on the results of this study, searcher wants to


recommend the following:

1. Students should continue to manage their time properly


such as playing and studying. Excessive playing online
may result to some psychological and mental illness
like severe headache.
2. Knowing the priorities before doing unnecessary things
is better to do enable to be successful.
3. Parents should not be forcing students to be on top.
They can be on top with their own. You need to support
them not discourage them.
4. Teachers should not be hard for the students in terms
of playing. We are all adjusting. It might be the
student’s way to encourage himself/herself to study
harder and do lot better good things.
Bibliography

Oggins, Jean., Jeffrey Sammis. (2012). Notions of Video


Game Addiction and Their Relation to Self-Reported Addiction
Among Players of World of Warcraft. Int J Ment Health
Addiction. Vol 10, hlm210–230

Kuss, D. J. (2013). Internet gaming addiction: current


perspectives. Psychology Research and Behavior Management,
6, 125–137. http://doi.org/10.2147/PRBM. S39476

Kowert, Rachel. (2015). Video Games and Social


Competence. Routledge Advances in Game Studies. Taylor &
Francis.

Cheung, L.M., & Wong, W.S. (2011). The Effects of


Insomnia and Internet Addiction on depression in Hongkong
Chinese adolescents. An Explanatory Cross-sectional
analysis. Journal of Sleep Research, 20(2), 311-317.

Video game Addiction, Wikipedia,

https://¬https-www-google-com-¬ph.0.freebasics.com/-url?
q=https%3A%2F%2Fe¬n.m.wikipedia.org%2F-wiki
%2FVideo_game_addiction&sa=U&ved=2ahUKEwjcxtSv8pblAhWRKn0KHY
ENAx8QFjABegQICR¬AB&usg=AOvVaw2gC_dkS¬UqM0O3OV7MpUpje&iorg-
_domain_internal=goo¬gle.com.ph%3BAfqovYG¬IFnVtIreZ
APPENDICES

This includes the parts of research which is not


applicable to the content of the study.
Name:

Section
Questions Sheet
“Online Gaming Influence to Blended Learning Academic
Performance of Selected HUMSS Students in Good Shepherd
Academy of Victoria, Incorporated”

1. What time you study?


a. Morning
b. Afternoon
c. Midnight
d. Not studying
2. Are you playing online games?
a. Yes
b. No
3. What online games you prefer to play?
a. Mobile online games
b. Mobile offline games
c. Desktop games
d. Not playing
e. All
4. What time do you prefer to play?
a. Moring
b. Afternoon
c. Midnight
d. All the time
e. Not playing
5. Did you enjoy playing?
a. Yes
b. No
c. I don’t know
6. What do you feel while playing?
a. Happy
b. Sad
c. nothing
7. What makes you play mobile/ computer games?
a. Peers
b. Self-perseverance
c. Not playing
8. What benefits you gain from playing?
a. Reduce stress
b. Additive as stress
9. How is your grade?
a. Very Good
b. Good
c. Better
d. Worse
10. Is gaming affect your academic performance?
a. Yes
b. No
c. I don’t know
11. Is online gaming affect your blended academic
performance?
a. Yes
b. No
12. How does gaming affect your addiction to academic
performance?
a. Please specify.

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