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COPING WITH A NEW NORMAL: A PERCEIVED EFFECTS OF ONLINE

GAMING TO THE ACADEMIC PERFORMANCE OF MARCIAL B.


VILLANUEVA MATIONAL HIGH SCHOOL ICT STUDENTS S.Y 2021-2022

Introduction

An online game is a video game that is either partially or primarily played


through the internet or any other mobile network available. Online games are ubiquitous
on modern gaming platforms, including PC's and mobile phones, and spannary genres
Including first-person shooters, strategy games, and massively multiplayer, online role-
playing games. The existence of online components within a game can change from
being minor features, such as an online leaderboard, to being part of core game play, such
as directly playing against the other players. Many online games create their own online
communities, while other games, especially social games, integrate the player's existing
real-life communities. Nowadays, this can be a person's efficient strategic tool for
enabling himself to take charge and cope with the fast-growing technology.

Accordingly, video games have an immense impact in the lives of their family, it
also distracting students and compromise ones jobs. This can be seen through their
attitudes and worse in their performance in school. J. .Fieror (2016) stated that most of
the time student's mind is not working for they are preoccupied of the online games that
they are addictive to.
Mandanas (2007) conducted a study on the effects of playing computer games and
students' profile in the socialization and academic performance of selected students in
Kapayapaan National High School, Canlubang, Calamba City. The study concluded that
most of the students playing computer games and the students' profile both have a
significant effect on the socialization on the students but no significant effect on the
academic performance of the students.
According to Dondlinger (2007) much attention has been directed to the use of
video games for learning in the recent years, in part due to the staggering amounts of
capital spent on games in the entertainment industry, but also because of their ability to
captivate player attention and hold it for lengthy periods of time as players learn to
master game complexities and accomplish objectives.
Anderson and Bushman (2001) have recently published a meta-analysis of the
research. Their analysis concludes that exposure to violent video games has a negative
effect on a variety of measures. The analysis of greatest import is the one indicating that
playing violent video games causes an increase in aggressive behavior. On the basis of
their overall analysis and presumably especially the one regarding aggressive behavior,
the authors assert that video games pose a threat to public health.
Gaming also provides a rehearsal dimension and is capable of delivering various
forms of feedback essential in sustaining motivation. Feedback guides the learning
process and provides students with a sense of satisfaction and/or accomplishment.
Satisfaction can result from extrinsic or intrinsic factors. An instructional game can be
defined as any training format that involves competition and is rule-guided (Jones, 2000).
Research on gaming has provided evidence that instructional games can promote
retention and the ability to transfer knowledge to new domains. Instructional games are
attractive because they offer a simple and creative means of providing high-level
motivation, clear and consistent goals, and sustained interactivity. Gaming as an
instructional variable maybe analyzed as methods of rehearsal by facilitating the
organization and retention of content (Dwyer & Dwyer, 2000; Orbach, 2001).
As individual beings, we have difficulty accepting deriving from what violence is
and how video games are to different people. Children who watch television and go to the
movies see thousands of murders and countless other acts of violence. Many people
believe that being exposed to all this violence causes children to be more aggressive and
to commit crimes. (Shin, 2003)

Online gaming is one of the best pastimes that they acquire specially for
teenagers, youngsters and students of Marcial B. Villanueva National High School.
Student’s learning takes place unexpectedly, because of the crisis that the world was
facing that even our country can’t avoid that leads to the students to being distracted in
school. Though there is an internet to use for the academic performances, but it seems
that it just become more worst because of the protocols that should be follow of everyone
to keep stay safe despite the pandemic. Most of the student are spending more time in
playing online games instead of doing their school papers/works. Study reveals that the
human brain was easily to destruct and one of the reason was using technology.
Especially in our situation nowadays, that the school was replaced by online learning or
modular learning so that they have a lot of time to spend with. Also, because of replacing
of studles the student was loaded of school works that's why they felt stress and playing
online games can make them relax and relieve.

Statement of the problem

This study aimed to determine the perceived effect of online games to the
academic performance of G12 ICT students in Marcial B. Villanueva National High
school specifically, the study sought to answer the following question:

1.What is the profile of the respondents in terms of:

a. Age

b. Sex

c. Weekly Load Allowance

2. What are the types of online games being played by the respondents?

3. How often and how many hours do the respondents spend playing online games in a
week?

4. What is the academic performance of the respondents?

5. How do respondents perceive the effects of online games to their academic


performance?

6. Is there a significant relationship between academic performance and online game


engagement of the respondents?
Hypothesis

There is no significant relationship between academic performance and online


game engagement of the respondents.

Significance of the Study

This study was conducted to determine the perceived effect of online games on
the academic performance of G12 ICT Students in Marcial B. Villanueva National High
school. In relation to this, researcher’s belief that the findings derived from the study may
provide significant benefits to the following:

For the students, they will be able to know the significant effects of online game
engagement to their standings in school. They will be more conscious of those effects
that would lead them to make necessary adjustments on their usual routine. This research
will help them to be more aware to what extent an online game could influence the way
they behave while studying under the new normal setup of education.

For the teachers, this research might be helpful for them to know why there's always a
student that has a low-scores for the quizzes and activities that they give to the students
though the lessons that they gave was complete. The students are spending time to
playing online gaming to release stress because of the loaded activities.

For the parents, this research will be helpful to inform the parents to why their child has
a low-grades in school though they always give an allowance to them. Nowadays, they
much spending of time and money to the online gaming because the school works was
loaded until they got a sort of time to do the school paper cause of low grades. This also
might helpful for the parents to guide their children.

For school administrator, this research will be helpful to them to know what should
they add or release to the policies that they wanted to do, because we are in the new
normal and some things are change that's why the policies should also change.
For the future researchers, this research will be helpful to them to use as their guides
for making their research in the future. And also to use as reference for the future
researchers who’s aim is to conduct a research about the perceived effect of online
gaming to the academic performances.

Scope and Limitation of the Study

This study was limited to determining the effect of online games on the academic
performance of the students in Marcial B. Villanueva National High School for the
school year 2021-2022. A total of 89 grade 12 ICT students were purposively chosen to
be the respondents of the study

The instrument used for collecting the data was a questionnaire to determine the
effects of online games to the academic performance of the students. Correspondingly,
the special indicators in this study are limited to respondents’ information such as: age,
gender and load allowances. Also, the online games used in this study are limited to
Mobile Legends, Clash of Clans and Player Unknown’s Battlegrounds (PUBG), and Call
of Duty.

The timeframe of this study was from December 2021 to May 2022.

Definition of Terms

Gamer- a person who plays video games or participants in role playing games.

Online Games- is a video game that is either partially or primarily

Academic Performance-is the measurement of student achievement across various


academic subjects.

New Normal Education- it is an alternative learning modalities which aims to be


receptive and beneficial to learners amidst the community quarantine (ECQ) period.

Covid-19 – an acute respiratory illness humans caused by a corona virus, capable of


producing severe symptoms and in some cases death, especially in older people and those
with underlying health conditions.

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