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The Impact of Online Games on the Socialization Skills

of Selected Grade 12 Students from MNHS, S.Y. 2022 – 2023

A Research
presented to the Faculty of Senior High School Department
MUNTINLUPA NATIONAL HIGH SCHOOL
NBP Reservation, Poblacion, Muntinlupa City, Metro Manila

In partial fulfillment of the requirements in


Inquiries, Investigations, and Immersion

Nobleza, John Michael C.


Capili, John Gabriel G.
Fullo, Jade Mariel A.
Florino, Nicole C.
Sayson, Angelica M.
Soto, Marjolyn T.
Evangelio, Levin Vince G.
Abobo, Rizzalyn B.
Pedrigal, Paterno B.
Paloga, Apple Jane A.
Godoy, John Mark T.
Montecillo, Rj C.

ICT1201

_______________________
Ms. Queenie Colle

November 2022
ABSTRACT
(not more three hundred words, single-spaced)
According to cmu.edu (2018), 25% of the abstract should include the importance
of the research paper (Introduction), and the 25% describes what you did (Methods). The
35% must explain what you have found, which is the most important part of the abstract
(Result). The remaining 15% includes the implications of the research (Discussion).

Keywords: aaa, bb, c


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ACKNOWLEDGMENT

First of all, we would like to thank our research adviser, Ms. Queenie Ulan Cole. Her

guidance, advice, and patience led us to have this successful research. We would also

like to acknowledge teachers, coordinators, and our principal, Dr. Antonio B. Rocha

for the giving us consent to conduct this study.

We like to express our gratitude to our classmates and friends for helping us by giving

ideas and opinions to make this study successful. We also thank our parents who help us

emotionally and financially. We cannot express how grateful we are

And finally, we thank you Lord for this kind of opportunity you have given us. For Your

blessings You’ve given us for this research

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TABLE OF CONTENTS

Title Page

Title Page 1

Abstract 2

Acknowledgement 3

I. Introduction

Statement of the Problem

Scope and Delimitation

Significance of the Study

Literature Review

Synthesis

Research Paradigm

Research Hypothesis(es)

Definition of Terms

II. Method

Design

Respondents

Instruments

Data Collection Procedure

Data Analysis

III. Result

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IV. Discussion

References

Appendices

Students’ Profile

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I. INTRODUCTION

Background of the Study

Online games have been existing for a long time now and it continues to evolve.

From pixelated 2D games, to realistic 3D games that fascinate the world especially the

what you called “Gamers”. Online games become trends from PC and laptops, consoles

like PlayStation, Xbox, and smartphones.

Socializing is an action or practice of participating social activities or mixing

socially with others (Oxford English Dictionary). People need to socialize to become

healthy emotionally. If they can’t go see each other personally, people use internet like

social medias, video conferences, etc. to connect with others virtually.

Since the MNHS goes back to face-to-face, The general intent of this study is to

know the socialization skills of the selected Grade 12 students whose playing online

games. This study will mainly identify in how or what are the impacts of playing online

games to their socialization skills.

I. The Variables

MNHS, Grade 12 Students, ICT Students, STEM Students, ABM Students, HE

Students, ADAS Students, GAS Students, Socialization Skills, Game Interests,

Online Games, Sex, Age.

II. Related Literature

According of Elsevier B.V (2019). The great popularity of video games and their

ability to make players indulge, the turnout of players to play video games

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dramatically led to transforming the video game industry from the entertainment

side to be involved in most other areas in the

life. Examples of these areas are education, entertainment and promoting social

relationships. Some studies find out that there is a

relationship between the video games and the player's behavior. However, there

are other studies denied this kind of

relationship. In this paper, we will explore these two types of studies in two

aspects. First, we will study what kind of skills or

reactions that the player will earn after playing kind of games. These reactions can

be explicit or implicit and positive or negative

reactions such as development, improving social relationships, enhance the

problem-solving skills or violence, aggression,

anxiety or stressful reaction. In the second part of the paper, we will address the

evidences that are used by the previous studies to

demonstrate the validity of their conclusions

III. Trends and Issues

a. Global

According to Institute of Educational Advancement (2022), Spending too much

time playing video games can isolate children. They may spend less time doing

other activities such as reading, sports, homework, and interaction with family

and friends. However, amongst video gamers, being alone is not the norm. Video

games can actually augment a child’s social life

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b. National

Senator Sherwin Gatchalian plan to lodge a bill according to Coingeek (2022).

Under Senate Bill No. 1063, also known as the Video and Online Games and

Outdoor Media Regulation Act, Gatchalian seeks to curb video game

consumption in the Philippines. The proposed legislation will give the Movie and

Television Review and Classification Board (MTRCB), a quasi-judicial

government agency reviewing and classifying television programs and movies in

the Philippines, the power to ban video and online games that authorities deemed

“unfit for consumption.”

c. Local

Students in Muntinlupa National High School play video games. Students are

very updated about what is happening inside the game industry especially mobile

video games. Their gaming knowledge and skills intrigued the researchers, hence

do this study

IV. Research Gap

The researchers concluded that the literature and study have a lot of similarities

but has a research gap. The researchers observed that socialization skills and

online games have not been studied and requires a further and deeper knowledge.

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Statement of the Problem

The purpose of this study is to know the impact of online games to socialization

skills of Grade 12 students in MNHS.

It intends to answer the following research questions:

1. What is the demographic profile of the respondents in terms of;

1.1. Age

!.2. Sex

1.3. Game Interest

2. How are the socializing skills of the respondents in general?

3. Level of satisfaction while playing online games

4. Effect of online games in daily life in terms of;

4.1. Positive

4.2. Negative

5. What is the impact of playing online games in the respondents’ socializing skills?

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Scope and Delimitation

This study will only focus on the impact of online games on socialization skills of

selected Grade 12 MNHS for School Year 2022-2023. This study includes all strand in

Grade 12. The study will be conducted on their own classrooms by our representatives

each room. The Junior High School and Grade 11 students are excluded in this study.

Significance of the Study

This is the following who could benefit from the study:

1. Students – To be aware on their social life and make them try to improve their

socializing skills online or in real world.

2. Teachers – To guide them to make activities, projects, etc. to make their students

socialize inside the classroom.

3. Parents – To track students’ socializing skills and lead them to the right path.

4. Game Developers – This will help them to have an idea to create or make their game

more social-friendly.

5. Future Researchers – This study will assist them when they are doing related to the

study.

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Literature Review

Generally, humans already know that online games have a large impact in their

daily living. It always can be used as a topic in their daily communication and

socialization. The researchers observed that most of the studies have not talked about

online games and socializing skills of the students. The researchers would like to push

this study in order to fill the missing knowledge and awareness in our socializing skills

affected by online games.

Related Literature

According of Elsevier B.V (2019). The great popularity of video games and their

ability to make players indulge, the turnout of players to play video games dramatically

led to transforming the video game industry from the entertainment side to be involved in

most other areas in the life. Examples of these areas are education, entertainment and

promoting social relationships. Some studies find out that there is a relationship between

the video games and the player's behavior. However, there are other studies denied this

kind of relationship. In this paper, we will explore these two types of studies in two

aspects. First, we will study what kind of skills or reactions that the player will earn after

playing kind of games. These reactions can be explicit or implicit and positive or

negative reactions such as development, improving social relationships, enhance the

problem-solving skills or violence, aggression, anxiety or stressful reaction. In the second

10
part of the paper, we will address the evidences that are used by the previous studies to

demonstrate the validity of their conclusions

Related Study

Foreign Related Studies


#1 PEÑAFLORIDA ARLENE A. (2021). Application of Digital Game in Teaching
Social Studies for an Enhanced Social Skills and Academic Performance, Zenodo,
German National Library of Science and Technology.
#2 KURSAT CAGILTAY, CIGDEM UZ (2010). Social Interaction and Games, Turkey,
Yoldiz Technical University, Middle East Technical University.
#3 ESHRAT ZAMANI, ALI KHERADMAND MD, NASIM HEDAYATI. (2010).
Comparing the Social Skills of Students Addicted to Computer Games with Normal
Students, Iran, Kerman University of Medical Sciences.
Local Related Studies
#4 IRENE PAJARILLO-AQUINO,(2019). The Effect of Online Games to the Academic
Performance of the Students in the College of Education, Tuguegarao City, Cagayan,
State University Andrews Campus.
#5 DENNIS O. DUMRIQUE, JENNIFER CASTILLO,(2017).Online Gaming: Impact on

the Academic Performance and Social Behavior of the Students in Polytechnic University

of the Philippines Laboratory High School, Polytechnic University of the Philippines.

Synthesis

According to the research of review related study and literature gathered by the

researchers, they have compared each information from local and foreign studies, and

have compiled knowledge and literature. The researchers gathered that the literature and

study have a lot of similarities but has a research gap. The researchers observed that

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socialization skills and online games have not been studied and requires a further and

deeper knowledge.

Conceptual Framework

1. What is the demographic The researchers first searched Gathered the demographic
profile of the respondents through online and books to profiles of the researchers'
Input

Output
Process
2. How are the socializing skills look for RRL and RRS. respondents
of the respondents in general? The researchers have obtained Discovered what level of the
3. Level of satisfaction while knowledge through this and students socializing skills
playing online games learned that the best possible Learned the habit of students
way to conduct this study. playing online games and how it
4. Effect of online games in
daily life The researchers conducted this affects their daily life
study using survey Figured out the impact of online
5. What is the impact of playing questionnaires and made online
online games in the games in socializing skills
game players in Grade 12
respondents’ socializing skills? students of MNHS answer the
questionnaires.

Figure 2. The Research Paradigm of the Study

A. What are the key concepts/variables to be studied and how are they related? Write

a narrative explaining your drawing.

Research Hypothesis

The researchers’ hypothesis is that there is a large impact in playing online games

on the socialization skills of the students. The higher their playtime, the lower their

socializing skills.

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Definition of Terms

For the purposes of this study, the following terms are defined:

1. Social Skills – Social Skills are the skills we use to communicate and interact

with each other, both verbally and non-verbally.

2. Online Games – the playing of a video game over the internet, usually with

friends. Online games can be played on any number of devices from dedicated

video games consoles, to PCs, laptops, and mobile phones.

3. Demographic Profile – A demographic profile is a report on the

characteristics of the people in a group, including things like age or income.

4. Impact – have a strong effect on someone or something.

5. STEM – Science, Technology, Engineering, and Mathematics.

6. ABM – Accountancy, Business, and Management.

7. GAS – General Academic Strand

8. HE – Home Economics

9. ICT – Information and Communication Technology

10. ADAS – Arts and Design And Sports

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II. METHODS

Design

The appropriate research design is Quantitative since the research question we

seek to answer lead to numerical data. Specifically, this study is survey as it aims to

determine on how or what does playing online games effect on MNHS Grade 12

Students’ Socialization Skills in all aspects in daily life. The method that the researchers

used to gather the data is strata to pick a sample size and we used simple random

sampling to pick a section from each strand to gather the data with.

Population and Sample

The target population of the study are the senior high school students during the

first term of the academic year, 2022 – 2023 of Muntinlupa National High School in

Muntinlupa City. These students belong to six different strands of the SHS program,

namely: Science, Technology, Engineering, and Mathematics (STEM); Information,

Communication, and Technology (ICT); Accountancy, Business, and Management

(ABM); General Academic Strand (GAS); Home Economics (HE); Arts, Design, and

Sports (ADAS).

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With a population size of 358, the researchers will consider a sample of 193

respondents determined using Slovin’s formula for computing sample size with a five

percent margin of error. These samples shall be randomly selected through stratified

random sampling with the SHS strands being used to define groups and SPSS to

randomly determine the samples.

The Instrument(s)

The researchers conducted this survey by printed copies of the instrument(s) to

select qualified respondents for this study. Questions on the survey were validated by the

research teacher; Mrs. Queenie Ulan Colle. In the instrument(s), the researchers

considered letter consents to ask for permissions and consent to the students and

coordinators to conduct this study. The researchers’ conducted this study using

demographic profiles to have knowledge on the respondents’ age, sex, and game

interests. The respondents were asked through survey questionnaires about the impact of

online games on their socialization skills. Furthermore, we used Likert’s scale (A) Agree,

(SA) Strongly Agree, (N) Neutral, (SD) Somewhat Disagree, (D) Disagree, to know if

online games does have an impact on their socialization skills.

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Survey Questionnaire. The purpose of this questionnaire is to assess the respondents’

level of social media use in terms of three factors: form of social media use, frequency of

use, and mode of use. It was developed and tested for validity and reliability by Cruz

(2012) for his research on the impact of social media usage on the academic performance

of Grade 10 students in the Philippines. Aside from being recent, the researchers have

decided to use the instruments because it has been constructed with the context of

Filipino students in mind.

A cover letter addressed to the researchers is attached to the questionnaire

explaining the research, its rationale and purpose, and the general instructions on how to

fill out the form. The questionnaire is composed of four parts. Part one seeks to gather

data regarding the demographic profile of the respondents which includes their sex, age,

and SHS strand. Part two of the questionnaire lists down all available forms of social

media and instructs the respondent to check those which they use, as many as applies.

Part three seeks to determine how frequent the respondents use social media by asking

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them to rate their level of frequency to 10 statements. Possible responses are limited to a

five-point Likert scale: (5) Always, (4) Often; (3) Sometimes; (2) Seldom; (1) Never.

Data Collection Procedure

The process for gathering the needed data in the study is described in the following steps.

1. The researchers shall seek permission to the head of the mentioned strands

coordinator to get their approval to start the survey in each strand.

2. The researchers shall seek permission to each class mayors of each strand and

section to conduct a survey.

3. The researchers distributed a certain amount of survey papers to each section and

gather the data.

Data Analysis

To answer the questions presented under the Statement of the Problem, the following

statistical tools will be employed:

1. Percentage will be used to present and analyze the gathered data from the

students’ demographic profile.

2. The researchers used pie graphs and bar graphs to present the outcome from the

surveys responds.

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III. RESULTS

Demographic Profile of the Respondents.

MALE AND FEMALE RESPONDENTS

Male
Female
48%
52%

Figure 1. Distribution of Respondents by Sex

The figure above shows the percentage of respondents in selected MNHS students.

Females have the largest responses consisting of (52%) and (48%) for Males.

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AGE RANGE OF RESPONDENTS
6%
15 to 17
18 to 20
42% 21 above

52%

Figure 2. Distribution of Respondents by Age

The figure above shows the percentage of Age of respondents. 18 to 20 have the largest

responses consisting of (52%), 18 to 20 that consists of (42%) and last 21 above that

consists of (6%).

GAME INTERESTS OF THE RESPONDENTS

28% MOBA
FPS
46% RPG
Others

13%

13%

Figure 3. Distribution of Respondents by Game Interests

The figure above shows the percentage of the respondents in terms of their game interest.

MOBA have the largest responses consisting of (46%), Others that consists of (28%),

lastly, RPG and FPS that have the same value of (13%).

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SOCIALIZATION SKILLS
140

120

100

80

60

40

20

0
Very Often Often Sometimes Never

STEM HE ABM GAS ICT ADAS

Figure 4. Distribution of Responds of Grade 12 Students in Socialization Skills

This Figure shows the graph about the responds in socialization skills of selected Grade

12 Students. Most students Responds to Sometimes with ABM having the highest with a

value of 117. Followed by Often lead by ICT, and Very Often lead by STEM. Lastly,

Never having a lowest response with ADAS contributing 104 counts.

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PLAYING ONLINE GAMES
120

100

80

60

40

20

0
Very Often Often Sometimes Never

STEM HE ABM GAS ICT ADAS

Figure 5. Distribution of Responds of Grade 12 Students in Playing Online Games

This Figure shows the distribution of responds of Grade 12 students in Playing Online

Games. Statistically, Often is the highest response with ICT total of 103 response. Next,

Very Often and Sometimes almost having the same count of response. And lastly, Never

got the lowest response with a total of 102.

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EFFECTS IN DAILY LIFE
160

140

120

100

80

60

40

20

0
Agree Somewhat Agree Somewhat Disagree Disagree

STEM HE ABM GAS ICT ADAS

Figure 6. Distribution of Responds of Grade 12 Students in Effects in Daily Life

This figure presents the number of responds of Grade 12 Students in the Effects in Daily

Life. Somewhat Agree is the highest responds in almost all the strands in MNHS

followed by Agree. Somewhat Disagree are Third in place lead by HE and GAS with

both having 87 responds. Disagree having small responds hence it is the last in ranking.

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IMPACT IN SOCIALIZING SKILLS
180

160

140

120

100

80

60

40

20

0
Agree Neutral Disagree

STEM HE ABM GAS ICT ADAS

Figure 6. Distribution of Responds of Grade 12 Students in Impact in Socializing

Skills

The Figure shown above is the responds of Grade 12 Students in Impact in Socializing

Skills. Most of the responds are on Agree and Neutral while Disagree is having low

responds on all the strands in Grade 12.

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IV. DISCUSSION

I. CONCLUSIONS AND RECOMMENDATIONS

It contains the conclusions drawn from the analysis and interpretation of the data

discussed in the result and/or discussion. While the recommendations of the researchers

based on the conclusions.

Example

Conclusions

Based on the findings of the study, the following conclusions were drawn:

1. MNHS-SHS students will have a proper understanding on the impacts of

socialization skills caused by playing online games, whether it is beneficial or

detrimental.

2. There is no discernible connection between the sex in their preferred online

games.

3. Parents, Instructors, and peers can all gain from the research; they will be

more equipped to deal with students who lack socialization skills as a result of

playing online games.

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Recommendations

Based on the conclusions, the following recommendations are proposed:

1. Game Developers should include more participatory elements in the games

they produce so that students’ sociability skills can be improved or prevented

from rotting.

2. Future researchers might do an interview-style study to determine how to help

a student who is having difficulties with their socialization skills.

3. Students must increase their self-awareness if they are suffering from a lack of

socialization skills as a result of addiction or excessive online gaming.

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Student Profile

Personal Information

Name: John Michael C. Nobleza

Contact #: 09654667920

Address: 15 Camia St. L & B Compound 1 Alabang Muntinlupa City

Age: 18

Gender: Male

Date of Birth: June 14 2004

Religion: Roman Catholic

Educational Background

Elementary: Liceo De Alabang Inc.

High School: Mary Mother of God Parochial School (Junior High School)

Muntinlupa National High School (Senior High School)

Family Details

Father’s Name:

Age:

Occupation:

Mother's Name: Jocelyn C. Nobleza

Age: 42

Occupation: Sales Agent

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Personal Information

Name: John Gabriel Capili

Contact #: 09637945205

Address: 280 Montillano Street Alabang Muntinlupa City

Age: 18

Gender: Male

Date of Birth: December 1 2004

Religion: Roman Catholic

Educational Background

Elementary: Alabang Elementary School

High School: Muntinlupa National High School

Family Details

Father's Name: Valentino Capili

Age: 37

Occupation: Bike Mechanic

Mother's Name: Annaliza Capili

Age: 38

Occupation: Housewife

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Personal Information

Name: Fullo, Jade Mariel A.

Contact #: 09915203592

Address: #686 National Road Poblacion Muntinlupa City

Age: 18

Gender: Female

Date of Birth: January 10,2005

Religion: Catholic

Educational Background

Elementary: Tunasan Elementary School

High School: Servite School (Junior High School)

Muntinlupa National High School (Senior High School)

Family Details

Father's Name: Ramil Fullo

Age: 55 yrs. old

Occupation: HK

Mother's Name: Maribel Fullo

Age: 43 yrs. old

Occupation: Housewife / Self-Employed

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Personal Information

Name: Florino, Nicole C.

Contact #: 09919252781

Address: 41-B New Tensuan Site Katihan St Poblacion Muntinlupa City

Age: 19

Gender: Female

Date of Birth: January 27 2004

Religion: Catholic

Educational Background

Elementary: Itaas Elementary School

High School: Pedro E. Diaz High School (Junior High School)

Muntinlupa National High School (Senior High School)

Family Details

Father's Name: Florino, Rolando C.

Age: 62

Occupation: Welder

Mother's Name: Florino, Eufemia C.

Age: 52

Occupation: None

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Personal Information

Name: Sayson, Angelica M.

Contact #: 09093132112

Address: Purok 1 Block 10 A Bayanan Muntinlupa City

Age:19

Gender: Female

Date of Birth: January 10, 2004

Religion: Catholic

Educational Background

Elementary: Bayanan Elementary School Main

High School: Pedro E. Diaz High School (Junior High School)

Muntinlupa National High School (Senior High School)

Family Details

Father's Name:

Age:

Occupation:

Mother's Name: Sayson, Johnna

Age:51

Occupation: Housewife

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Personal Information

Name: Soto, Marjolyn T.

Contact #: 09956386298

Address: Lot 2 Block 26 Lily Street Phase 3, Biazon Road Poblacion, Muntinlupa City

Age :20

Gender: Female

Date of Birth: July 02, 2003

Religion: Christian

Educational Background

Elementary: Itaas Elementary School

High School: Muntinlupa National High school

Family Details

Father's Name:

Age:

Occupation:

Mother's Name: Soto, Victoria T.

Age :52

Occupation: Housewife

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Personal Information

Name: Levin Vince G. Evangelio

Contact #: 09072781230

Address: Block 2 Lot 63 Bagong Silang Sucat Muntinlupa City

Age:18

Gender: Male

Date of Birth: November 14, 2004

Religion: MCGI

Educational Background

Elementary: Bagong Silang Elementary School Main

High School: Muntinlupa Business High School- Main (Junior High School)

Muntinlupa National High School (Senior High School)

Family Details

Father's Name: Vicente Evangelio

Age: 64

Occupation: Carpenter

Mother's Name: Elvi Evangelio

Age: 45

Occupation: Housewife

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Personal Information

Name: Abobo, Rizzalyn B.

Contact #: 09485027277

Address: Southville 3 Poblacion Muntinlupa city,Phase 2 BLK 19 Lot 1

Age: 18

Gender: Female

Date of birth: October 8, 2004

Religion: Roman Catholic

Educational Background

Elementary: Poblacion Elementary school

High School: Poblacion National High school

Family Details

Father's Name: Ramil B. Abobo

Age: 45

Occupation: Motorcycle Taxi Rider

Mother's Name: Jenny B. Abobo

Age: 49

Occupation: Housewife

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Personal Information

Name: Paterno B. Pedrigal Jr

Contact # :09469585322

Address: #164 Quezon Street Poblacion, Muntinlupa City.

Age: 17

Gender: Male

Date of birth: October 11, 2005

Religion: N/A

Educational Background

Elementary: Muntinlupa Elementary School

High School: Muntinlupa National High School

Family Details

Father's Name: Paterno C. Pedrigal

Age: 62

Occupation: N/A

Mother's Name: Florida B. Pedrigal

Age: 56

Occupation: N/A

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Personal Information
Name: Apple Jane Paloga
Contact #: 09157347694
Address: Phase2 block31 lot47 southville3 Poblacion Muntinlupa City
Age: 22
Gender: Female
Date of Birth: February 23, 2001
Religion: Christian
Educational Background
Elementary: POBES
High School: PNHS (Junior High School)
Muntinlupa National High School (Senior High School)
Family Details
Father's Name: Marlito Paloga
Age: 60
Occupation: Construction Worker

Mother's Name: Rowena Paloga


Age: 51
Occupation: Housewife

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Personal Information

Name: John Mark T. Godoy

Contact #: 09998665147

Address: 517 Cattleya St, Lakeview Homes, Putatan, Muntinlupa City

Age:19

Gender: Male

Date of Birth: May 3, 2003

Religion: Catholic

Educational Background

Elementary: Lakeview Elementary School

High School: Lakeview Integrated School (Junior High)

Muntinlupa National High School (Senior High)

Family Details

Father's Name: Denmark S. Godoy

Age: 37

Occupation: Driver

Mother's Name: Jovilyn T. Godoy

Age: 47

Occupation: House Wife

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