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THE EFFECT OF ONLINE GAMING ON THE ACADEMIC PERFORMANCES OF

SELECTED GRADE 12 STUDENTS OF DILANGALEN NATIONAL HIGH


SCHOOL

Maja Dhea Francisco


Datu Zedin Masukat
Monesa Macapendig
Marjorie Mondejar
Anna Rose Mamaso
Beverly Gonzales
Montessa Fronda
Klenneth Bacsan
Geralyn Cariaso
Jasmine Garcia
Adriana Palao
Quraina Palao
Rodel Cedeno
Niña Balansa

A Research Paper Presented to The Faculty of Senior High School Department,


Dilangalen National High School, Midsayap, North Cotabato in Partial Fulfillment
Of The Requirements in Practical Research 2

JANUARY 2023
CHAPTER 1

INTRODUCTION

Education is a vital part of investment in human capital and economic process.


During the late 19th century and throughout the 20th century, new types of mass media
were produced and consumed such as dime novels, films, comic books, radio, recorded
music, television, video and computer games, and the Internet. Each medium was often
immediately praised for its potential benefits and criticized for its potential harms.

Since the emergence of technology in the past two decades, such as the large
number of usage of devices like smart phones, tablets and computers, both the internet
and electronic games have become increasingly popular with people of all ages,
particularly with children and adolescents (Wang et al., 2014; Anderson, Steen, &
Stavropoulos, 2017; Oliveira, 2017).

The first mobile game was introduced in 1994, the Hagenuk MT-2000 had a
version of the popular arcade game Tetris pre-installed in a device which marked the
beginning of what would become a majorly successful and profitable industry. Online
Mobile Games are games designed for mobile devices that is connected to the internet,
such as smartphones, feature phones, smart watches, tablets or portable media player. It is
downloadable through google play or any app store. It is a kind of game that offers online
interactions with other players, it can also be played anytime and anywhere as long as
you have internet connection. Nowadays, most of the people especially students are fond
of playing games, some take that as a simple hobby while the others take it as a daily
habit. Most of them are not aware to its effects mostly to their academic performance at
school (Wang et al., 2014; Rikkers et al., 2016; Jackson et al., 2011; Drummond & Sauer,
2014).
Academic performance involves meeting goal, achievements and objectives set in
a program or course that a student attends. These are expressed through grades which are
the result of an assessment that involves passing or not certain test, subjects or courses.
Students’ academic performance is affected by many factors but one of the popular and
trending factors is students are spending too much time on online mobile games (Petry &
O’brien, 2013).

Based on the statement from the research of Haghbin et al. (2013), in all the
aspects of educational systems around the world, the level of the students' academic
achievement serves as one of the main success indicators of their educational activities.
Their extracurricular activities matter and many different factors are involved in
academic achievement such as personality and contextual factors. Self-control and
temperance is considered one of these personality traits. How the students will make use
of their spare time whether they study or not will warrant success for their academic
pursuits. Farillon (2022) has even said that quality time spent studying will ensure the
success of the students as this time spent will further their skills that are essential in
producing global and competitive students who are resilient in these seasonal and
changing times. Thus, students must be wise on how they employ their time and how
they spend it. Hopefully, their time must be used in honing their skills and not in idle
works and jobs that will not produce progress in their academic pursuits such the problem
stated in this research study which is computer gaming and excessive internet usage.

However, due to the numerous and massive establishment of gaming and internet
stations protected by business permits from local government units (LGU), students may
have enough reason to skip their classes and indulge in playing computer games during
class hours or even way past their bedtimes (Lardizabal-Dado, 2019). Also, nowadays,
because students have their online classes and they are allowed to use mobile devices and
computers, they can readily access the internet and be involved in playing online
computer games not only in their homes or Internet cafes, but also in educational
environments (Sahin, Gumus, & Dincel, 2014). Gender and age are important factors of
computer games addiction, computer game usage time, and choice of genres (Xu, Turel,
& Yuan, 2012). Boys and men are more addicted (Walther, Morgenstern, & Hanewinkel,
2012; Xu et al., 2012) and spend more time playing on computers than girls (Festl,
Scharkow, & Quandt, 2013).

Objectives

The main objective of the project was to create a study on The Effect of Online
Gaming on the Academic Performances for Selected Grade 12 Students of Dilangalen
National High School.

1. expresses the demographic data of those who are taking part in the study for
the researchers to analyze and determine the scope of socioeconomic
statistics;
2. to formulate and determine whether online gaming has a positive or negative
impact on students’ time and academic performance;
3. should be more conscious of how much time online gaming might take away
from schoolwork and other crucial academic activities; and
4. evaluate the result of the study.

Significant of the Study

This study will help the students have an insight on the impact of online games
towards their academic performance.

For the students, they will know what the emotional and physical effects of are
playing online games. They will be more conscious on the said effects. They will know
what the bad impacts of are playing online games every time and they will realize that
playing too much online games is not worth their money.

To the Parents, it will serve as basis to help share with other parents the
information about certain games or ideas to help each other in parenting. Also, it will
help them understand the behavior and study habit of their children when they’re engaged into
such activity.
To the Teachers, it will provide additional knowledge on what strategy to use to
educate students about the well-known effects of online gaming to students’ academic
performance, problem-solving strategy, decision-making and spatial visualization.

Scope and Delimination

The study covers DNHS selected Grade 12 students. This study will limited to
Dota2, Mobile Legends, and Rules of Survival. The researcher will gather information
about the possible effects of the selected online games on students’ academic performance.
A survey will be conducted about the evaluation of the respondents
regarding in the study of the effects of these online games on student’s academic performance in a
random order and will be given questionnaires to get information that will be needed in
the study. This study will be conducted to determine the effects of online gaming to
student’s academic performance.

Conceptual Framework

INPUT PROCESS OUTPUT

Students Interaction between the Academic Performance


students and the online
games
Definition of Terms

For better understanding of the study, the following terms are defined
operationally.
Academic Performances – is measured by taking written and oral tests,
performing presentations, turning in homework and participating in class activities and
discussions. Teachers evaluate in the form of letter or number grades and sides notes, to
describe how well a student has done.
Game Addiction – is an excessive or compulsive use of computer games or
videogames, which interferes with a person’s everyday life.
Gamer – is a person who plays a game or games, typically a participant in a
computer or role-playing game.
Online Game – is any game that is played online, based online, or has a majority
of its content/gameplay online.
CHAPTER 2
REVIEW OF RELATED LITERATURE

Online Games/Video Games


Playing video games is often associated in our society with poor academic
performance. This anecdotal idea is supported by some research. A 2000 study found a
negative correlation between GPA and time spent playing video games (Anderson & Dill,
2000). The correlation was relatively small. Time alone accounted for a 4% variance in
GPA, yet the findings are significant. However, several older studies contend that the
results of research have been mixed. A 1997 study suggests that “there is no clear causal
relationship between video game playing and academic performance” It goes on to say that the research is
“sparse and contradictory” (Emes, 1997, p. 413).

The effect that interactive digital media has on the learning process is not
completely negative. It is not that the medium itself is inherently flawed, but much of the
information that gets transmitted through it may be. As was noted in 2008 study on media
attention and cognitive abilities, “content appears to be crucial” (Schmidt & Vander water,2008, p.
63. if the content being consumed is positive, then positive results can be expected. if the
content is negative, then negative results can be expected. The study examined research
from many sources in arriving at this conclusion.

According to Cavus & Ayhan (2014), game is considered to be equal to the


history of humanity and an indispensable factor for human beings; because, game is one
of the major instruments of leisure which is a component forming the society. In this
sense, game provides the maintainability of social system and has significant functions
for the society. When the functions of game are considered, the topics such as
socialization, participation, learning, entertainment, relaxation, creativity, dreaming,
imitating and recreation come into prominent.
Students Engagement and sociological effects

Research on the social effects of video games is also mixed (Allison,Wahlde,


Shockley, & Gabbard, 2006). Some studies have found that video games are similar to
addictions such as gambling which create negative social effects. Massively multiplayer
online role-playing games (MMORPGs) have been called “heroin ware” because they are
“simultaneously competitive and highly social” (Allison, Wahlde, Shockley, & Gabbard,
2006, p. 383). Other studies have noted positive aspects of the games such as the ability
to experiment with aspects of individual identity which do not come out in public.
MMORPGs have been criticized for hampering academic and job performance.
The FCC has specifically accused World of War craft, one of the most popular games, as
leading to college dropouts (Somaiya,2009). Students can become obsessed with these
games and become disengaged from schools, friends, and life in general. Video games
can also have positive social effects. One measure of this which has significant research
is that of prosocial behavior. Prosocial behavior is defined as when one person acts to
help another. while research on this topic is mixed, there is evidence that games which
focus on prosocial behavior lead to prosocial results (Schie & Wiegman, 1997).

Also, based on Dumrique and Castillo (2017), for some people, playing video
games are done for fun and pleasure and is used for a number of reasons. These reasons
could range from simple to complex ones such as it can serve as a stress reliever, for
challenge and competition, for relaxation, for enjoyment, for social interaction, and even
for mentally escaping from the real world. Computer and online game play rates and
sales are increasing every day and are preferred by a wide range of people ranging from
children and adolescents to adults. Entertainment Software Association’s (2012) research
has showed that the typical game players’ age is 30 years old and 32 percent of the
players are aging less than 18 years old.

In a study which Desai et al. (2010) executed on 4028 adolescents who play
computer games in high school, they experience problems due to the computer games in
the same year; half of the participants stated that they played computer games and boys
played computers more than girls. About 5% of the participants are the problematic users
of computer games. Playing games is generally more common among the boys while
playing games is related to more reflexive behaviors and they have less internalization
symptoms.

10 Intelligence Benefits
According to All Academic Research, playing computer games may not be all
that bad for your children. Peng wei states that educational games can be effective
assisting tools in the educational areas of management, medicine and science. if you
choose the right educational computer games, your child may learn better problem-
solving skills and eye -hand coordination. Your child may also get the ability to think fast
and think of multiple things all at once. Skills obtained from playing computer games
may help your child learn quickly when it comes to his studies. If your child is struggling
in one of his school subjects, there are many educational computer games available for
him. There are math and reading related games that may help boost your child’s skills.
These games can be both fun and educational for your children.

Positive Effects of Online Games

When your child plays video games, it gives his brain a real workout. In many
video games, the skills required to win involve abstract and high-level thinking. These
skills are not even taught at school. Some of the mental skills enhanced by video games
include following instructions, problem-solving and logic (when a child plays a game
such as the incredible machine, Angry Birds or Cut The Rope, he trains his brain to come
up with creative ways to solve puzzles and other problems in short bursts), Hand-eye
coordination, fine motor and spatial skills. in shooting games, the character may be
running and shooting at the same time. This requires the real world player to keep track
of the position of the character, where he/she is heading, his speed, where the gun is
aiming, if the gunfire is hitting the enemy, and so on. All these factors need to be taken
into account, and then the player must then coordinate the brain’s interpretation and reaction
with the movement in his hands and fingertips. This process requires a great deal of eye-hand
coordination and visual-spatial ability to be successful. Research also suggests that
people can learn iconic, spatial, and visual attention skills from videogames. There have
been even studies with adults showing that experience with video games is related to
better surgical skills. Also, a reason given by experts as to why fighter pilots of today are
more skillful is that this generation’s pilots are being weaned on video games.

Planning, resource management and logistics. The player learns to manage


resources that are limited, and decide the best use of resources, the same way as in real
life. This skill is honed in strategy games such as SimCity, Age of Empires, and railroad
Tycoon. Notably, The American Planning Association, the trade association of urban
planners and Maxis, the game creator, have claimed that SimCity has inspired a lot of its
players to take a career in urban planning and architecture. Multitasking, simultaneous
tracking of many shifting variables and managing multiple objectives. in strategy games,
for instance, while developing a city, a surprise like an enemy might emerge. This forces
the player to be flexible and quickly change tactics. Daphne Bavelier (2015).
Moreover, as Farillon (2022) has stated in her research study that students are
having many difficulties at school such as developing their scientific reasoning skills and
critical thinking skills, a great burden is being put on their shoulders.

Garnada (2020) noted that in the recent years that has passed, the research
pertaining to Internet gaming addiction has amplified both in its quantity and in its
quality. In the South-East Asian countries, the negative impacts of Internet gaming
addiction have aroused interest in the governments and the different health care providers
to take its spectrum and the problems it brings to be seriously tackled and discussed to
strategize series of different initiatives to curb, fight and alleviate the various problems
this addiction is bringing to our society.

Computer games may at times be therapeutic in healthy doses. Yu and Baxter


(2015) have even said that the Internet and electronic games are regarded as important,
not just for better results at school, but also for self-expression, sociability, creativity and
entertainment for children and adolescents. For instance, 88 percent of 12–17 year olds in
the United States of America have considered the Internet as a useful mechanism for
making progress in school, and similarly, electronic gaming in children and adolescents
may assist in developing skills such as decision-making, smart-thinking and coordination
(Oliveira et al., 2017). Further, according to Kuss & Griffiths (2012), teens that play
online games are just having fun and excitement. They do not just actually engage in
computer gaming because of some sort of seriousness, but mainly because they just want
to feel relief. During classes and school hours, these students tend to feel so stressed due
to heavy loads of school works and tasks and through playing computer games, it will
relive their stress and the pressure imposed on them.

According to Lamas (2015), the school performance study of students is, due to
its relevance and complexity, one of the issues of major controversy in the educational
research, and it has been given special attention in the last decades. School performance
is an issue that deeply concerns students, parents, teachers and authorities. The
complexity of the academic performance starts from its conceptualization. Sometimes it
is known as school readiness, academic achievement and school performance, but
generally the difference in concepts is only explained by semantics as they are used as
synonyms. Conventionally, it has been agreed that academic performance should be used
in university populations and school performance in regular and alternative basic
education populations.
CHAPTER 3

METHODOLOGY

Research Design

This study employed the survey approach of conducting research. More


accurately, this study utilized the correlational method using survey questionnaires.
According to Fraenkel et al. (2012), correlational research analyzes the possibilities of
relationships between only two variables, although sometimes examinations of more than
two variables are also common. Correlational research is a form of descriptive research
because it illustrates an existing relationship between two or more variables. When you
describe relationships using this form, it is quite different from the descriptions found in
other types of research studies. A correlational study uses the degree to which two or
more quantitative variables are related, and it is using a correlation coefficient.

The purpose of the researchers was to measure the level of online games addiction
and its relationship with the academic performance of selected Grade 12 students in
classes enrolled in Dilangalen National High School in School Year 2022-2023 and to
find out if there is a relationship between these two variables when the respondents were
grouped according to gender with the gender acting as the moderator variable.

The descriptive method was accomplished by dividing the survey questionnaire


into three subparts namely: Respondent’s Information, Level of Online Games Addiction
and the Level of Academic Performance.

The researchers used the correlational- descriptive method because it was


appropriate for this particular study since the correlational study was used to ascertain the
relationship of the computer games addiction and the class performance of the selected
Grade 12 students enrolled in Dilangalen National High School in School Year 2022-
2023.
Respondents of the Study

The respondents’ socio-demographic profiles include the respondent’s gender. All


respondents were selected Grade 12 students. Table 1 presents the distribution of the
respondents according to their gender. The researchers gathered only have 16
respondents: 8 are males and 8 are females.

Table 1. Distribution of the Respondents by Gender

Gender N Percentage
Female 8 50%
Male 8 50%
Total 16 100%

Instrument of the Study

The instrument that was used in this study was the researchers-made
questionnaire, which was answered by the selected Grade 12 students of Dilangalen
National High School.

Part 1, contains the respondent’s information which requires them to put their
gender and they can choose whether to put their names or not.

Part 2 contains only 1 question for the respondents to answer the question, how
many hours do they spend playing online games daily, to determine the level of their
online games addiction.

To interpret the level of computer addiction by the hours they spent in playing
daily, the following scale was made.

Scale Descriptive Rating


5 hours - above Very High
2 hours – 5 hours High
1 hour – 2 hours Average
30 min – 1 hour Low
10 min – 30 min Very Low

Part 3 contains a 10-item researcher-made questionnaire to determine the level of


class performance of the respondents. Each item in the instrument was answerable with
any of the following responses: “Always”, “Frequently”, “Sometimes”.

Weight Responses
5 Always
4 Frequently
3 Sometimes
2 Rarely
1 Never

To determine the level of the respondents’ class performance, the following scale
of means was used:
Scale Descriptive Rating
4.21 – 5.00 Very High
4.41 – 4.20 High
2.61 – 3.40 Average
1.81 – 2.60 Low
1.00 – 1.80 Very Low

Sampling Technique
The chosen respondents of this research study were the selected Grade 12 students
of Dilangalen National High School enrolled in School Year 2022-2023. The 16 student-
respondents were selected through purposive sampling. Purposive sampling was utilized
to squeeze a lot of information out of the data that the researchers have collected. This
allowed the researchers to describe the major impact their findings have on the
population. This kind of method is a non-probability sampling method that occurs when
the elements selected for the sample are chosen according to the judgment of the
researchers (Patton, 2002). In choosing the respondents, they should meet the following
specific criteria: a) enrolled in Dilangalen National High School, b) enrolled in Grade 12,
c) take classes as the mode of learning, and d) play online games.

Data Analysis
The information gathered were tabulated and processed manually and with the aid
of computer to determine the precise interpretation of the results. Matrix tables were
made to organize, summarize, and analyze the data gathered for easy determination of its
difference from each other. Data were collated, tabulated, and analyzed. The following
statistical tools were used in the analysis of data: central tendency (mean, median, mode)
frequency, percentage and rank:

1. Frequency
A systematic arrangement of numeric values from lowest to the highest, together
with a count (or percentage) of the number of times each value was obtained.
2. Percentage
To describe the profile of the respondents, the percentage will be computed. The
measure of dominant quantity was utilized to determine the most probable
scenario.
Formula: P = F/N x 100
where: P = Percentage (%)
F = Frequency
N = Total Number of Population
3. Mean
Is determined by adding all the data points in a population and then dividing the
total by the number of points. The resulting number is known as the mean or the
average.
∑ xi
Formula: x=
n

Where:̅x =Symbol for mean


∑=Symbol for summation
xi=Value of the ith item X, i=1, 2….
  n= total number of items

4. Median
Is the value of the 50th percentile of some variable for all the members of the
population. When members of the population are sorted by this value, the median
is the middle value.
Formula: {(n+1)÷2}th
Where: n is the number of items in the set
“th” just means the (n)th number 
5. Mode
Is used by collecting and organizing data points in a population to count the
frequency of each result. The result with the highest number of occurrences is the
mode of the set.
6. Rank
Consists of arranging number of decreasing or increasing order of size. The
highest occurrences of behavior or the class with the greater number was given
the highest rank.

Data Gathering
The first step to be use is to ask permission from the Adviser to conduct the
survey. 
The researcher will then administer the questionnaire to the respondents, conduct test and
analyze the pertinent records to get the necessary data, retrieve the questionnaire from the
class, collate and classify the questionnaire to examine and compare carefully to note
points and verify the order, necessary for the completeness of the study.
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