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THE IMPACT OF ONLINE GAMES TO THE ACADEMIC PERFORMANCES

OF GRADES 9 and 10 OF LAPOGAN INTEGRATED SCHOOL FOR THE SCHOOL

YEAR 2022-2023
Chapter I

The Problem and its Background

INTRODUCTION

The advent and development of technology brings many

things which may either ease or make life of people more

difficult and complicated. One of results of this development

is the opening of online game’s through the internet which

has become addictive and one of the widely used leisure

activities by many people and teenager Online game’s is a

technology rather than genre, a mechanism for connecting

players together rather than a particular pattern of game

play. Onlie games are played over some form of conetwork

network,now typically on the internet.

According to one concerned of internet café

entrepreneur,”Internet Cafes” are seducing youths to a new

form of addiction, one which may not destroy their bodies os

drug’s do, but which is certainly twisting their mind’s “In

reality, students mostly are addicted in online. They

sacrifice their allowance just to save for their bets on

online games. In fact, students already fail to remember their

commitment in school and in their home. This can be seen

through their attitude and worse in their absence in their

classes and (J.Fieror 2016) said that he can’t concentrate on

what he is doing he added that most of the time his mind is


not working for he is pre-occupied of the online games he is

addictive to.

Research on gaming has provided instruction games can

promote retention and the ability to transfer knowledge to now

domains. Instruction games are attractive because they offer a

simple and creative means of providing motivation, clear and

consistent goals and sustain interactivity. Gaming as an

instructional variable maybe analyzed as method of rehearsal

by facilitating the organization and retention of content

(Dwyer, 2000,Orbach, 2001)

As individual brings, 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 thousand 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,2023)

The school is located at Lapogan,Tumauini,Isabela and

is situated west of San Ignacia and east of Santa Isabel Norte

of the City of Ilagan. The place is approximately four

kilometers away from the national high way and is fourteen

kilometers for from the business center of the municipality.

The Cagayan River traverses the barangay making some of its

purok prone to flooding especially during heavy rains and dam

overflow.
The school has 105 Grade 9and10 enrolless. The

students first language is either Ilocano or Ibanag. Most of

them can understand written and spoken English text however

struggle in applying the language in both writing and speaking

engagement. The school is installed with wireless fiber

( Wifi) Connection to address the teacher and students needs

in accomplishing tasks and reports. Meanwhile, most of the

students parents are farmer’s, if not, are construction

workers.

In this study, the variable of Online game’s is

included to find out it’s impact to the academic performance

of Grade 9and10 students of LIS, S.Y. 2022-2023


RESEARCH PARADIGM

Figure 1

Input Process Output

A. Profile of the The product of


respondents in this study is an
terms of: intervention for
students who are
.Age
into online games
.Gender
Determine the
impact of Online Invention for
B. Advantage and games to the students who are
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Disadvantages academic into online games
performance of tfui
online games
among Grade Grade 9 and 10
9and10 students students

C. Online games

CONCEPTUAL FRAMEWORK OF THE STUDY

The paradigm of the study (fig.1) is an illustration of

the Impact of online games to the academic performance of

Grade 9-10 students of lapogan Integrated School.

The figure present the input-process -output model to

show the relationship of the variable. The input of research

includes (1) the profile of the respondents, Age and Gender,


(2) Advantage and Disadvantage of online game’s among G-10

students and (3) online games.

The process is performed to gather data through

questionnaire to yield for respondents the impact of online

game’s to the academic performance of Grade 9-10 students.

This will be examined and analyzed to generate variable

information that will results to awareness and better

understanding of the students.

STATEMENT OF THE PROBLEM

This study identify the impact of online game’s to the

academic performance of students in lapogan Integrated School

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

2. What are the advantages and online games among

students?

Advantages: Convenience

Cost-effective

Variety

Social interaction

Stress relief

Disadvantage: Addiction

Loss of money

Security Risks
Violence

Poor health

3. What are the possible solution of online games?

4. What are the significance difference between impact online

games and the students school academic

HYPOTHESIS

There is no significance between the profile of the

respndents of the impact of online games to the academic

performance of Grade 9and10 students of LIS, S.y..2022-2023

SIGNIFICANCE OF STUDY

This study will help the students have an insight on the

impact of online games to the academic performance of parents

readers and future researches.

a.)Students-This study id primary important to students or

teenager, for it well give then important about the impacts

they may get from online games.

b.)Parents-This study will help the parents to have enough

knowledge about the impact of online games among their grade 9

and 10

c.)Readers-This study will help the readers to have the

understanding about the impact of online games to the academic

performance of students
d.)Future Research-This may serve as a basis for future

research that they conduct

e.)Future Researches-This may serve as a basis for future

research that they will conduct.

SCOPE AND DELIMITATION

This study was mainly concerned and limited only with the

impact of online games among grade 9-10 students of Lapogan

Integrated School.

DEFINITION OF TERMS

For clearer understanding of the work the following terms

of were defined

 Academic Performance. Is measured by taking written and

test performing presentation during in homework and

participating in class activities and discussion. Teacher

evaluate in the form of letter and describe how well the

students has done.

 Advantage. A benefit or grain.

 Disadvantage. Something that makes a situation worse or

that makes somebody or less effective or desirable.

 Game addiction. Is an excessive or compulsive use for

computer games or video games which interface a person

life
 Gamer .Is a person who plays a game or games typically a

particular in a computer.

 Internet .An electronic communication network that

connects computer network and organizational computer

facilities around the word.

 Impact. The powerful or dramatic effect that something or

somebody has.

 Online Game. Game that can be run from an internet

browser and requires the internet connection


Chapter II

Review of Related Literatures

This chapter is the reviewed articles journals, works,

and manuscripts done by researches, which are related to this

research.

Digital games-based learning has been used to increase

student retention, build teamwork skills, and communication (

(Bodnar, Anastasio Enszer, & Burkey,2016). Furthermore,

digital gaming technology provides the option to measure

students progress over extended periods of time due to the

pronged interaction and play with games. To be effective at

the university level, digital games must aligned with the

course content and course objective.

This helps players meet you friends while also

strengthening bonds with their old friends. Though computers

might be beneficial, there is need to play them in moderation.

It is also important to pick the right game as not all of them

provide the same benefits. Fe should also be a factor, small


children should not be exposed to violent games (Sheila

Eugenio, 2017).

In our modern society today, Technology really change the

way on how we interact with each other. Indeed the change that

happening now really reduced the need for human exchange,

favoring time and cost efficient, non-human alternative.

A research accomplished by Amanda lenhart 2015 stated

that video games and gameplay are pervasive in the lives of

most American teens and for boys in particular, video games

serve as a major venue for the creation and maintenance of

friendship.

According to (Niki Geladi, 2018) that we live in digital

world just short of being pixelated or virtual ourselves, the

things around us continue to get smarter, faster, more

connected becoming increasingly more digital. Customer

relationship are digital Business channels are digital our

conversations are digital, and the social interaction are

slowly being effective by this digital world. With the

existing of new and emerging technologies through the past

decade, it is an undeniable fact the digital technologies have

made a high contribution to improvements in our lives easier,

placing more of our daily activities to the online web and

being able to communicate across long distances.


This study examined the effects of computer games on

school performance of high school students in Los Banos,

Laguna, Philippines. Allowance, gender, peer group and year

level positively affect student’s decision to play while time

spent on studying, year level, previous grade, number of books

and time spent playing computer games are found to be

significant in affecting student’s performance(Cortes, 2015).

Alternatively, digital games were not always found to

inspire student’s in higher education. A group of college

students in Singapore who were found to possess a high level

of intrinsic motivation showed no increase in motivation or

engagement due to the use of games (Tham & Tham,2014).In fact

the Singapore students who were unfamiliar with digital game-

based learning experienced feelings of apprehension. Further

assessments on student learning indicated the continued need

to use a combination of lecture with digital learning (Random

et,2013).

Playing is very important especially for young people

because it can prepare their future. According to the

anthropological study done by Gosso, play is way for human to

learn their world and culture. Though playing, children do not

learn only future adult skill but also gender identification

courage, trust among friend and cooperation (Gosso 2010).


Accordingly, social networks could be employed in science

education as virtual informal science learning setting. The

characteristics of such technologies make them extraordinary

media for raising interest and culture in science as they have

been use for various educational purposes including peer-

learning teacher- students discussion, and scientist-public

interactions. By educating student to become media and

information literate teachers would be responding first to

their role as advocates of an informed and national citizenry,

and second, they would be responding to change in their role

as educators, as teaching moves away from being teacher

centered to becoming more learner-centered. Online game play

as a social accommodator for the insecurely attached internet

connectivity has changed the way online games are played by

allowing individuals to connect worldwide in shared gaming.

The current study aims to elucidate what users may be gaining

or losing (socially) as a result of continued participation in

online video game environments, and what potentially underlies

these social changes, by examining the associations between

social skills and online video game involvement through the

perspective of attachment theory. The results challenge the

assumption that online video game play is inexorably

associated with negative social consequences for the player

and indicates the potential for online gaming spaces to serve

critical attachment functions by providing a social outlet

that promotes a sense of closeness. belonging, and security


that satisfies attachment needs for those high in attachment

avoidance Investigating the relationship between social online

game use and gaming-related friendships Social online games

are a mass phenomenon and, for most of the users. a social

activity (Domahidi, E., Festl. R., & Quandt, T. 2014. Payers

seem to acque portant prosocial skill when they play games

that specifically designed to reward effective cooperatica,

support, and helping behavior (Eweldoen et al., 2012).

CHAPTER III

RESEARCH METHODOLOGY

This chapter presents the procedures and methodologies

used in the study. The research design, respondents, sampling,

procedures, research locale, and instruments used, data

collection procedures and the statistical treatment of data

are discussed in this chapter.

1. Method of Research

This research is a descriptive study. The method used to

gather information about the respondents' Impact of online

games to the academic performance of Grade 9 and 10 students

of Lapogan Integrated School (LIS) was survey method.

A descriptive study is valuable in providing essential

knowledge about the nature of objects and persons and it

provides a closer observation of practices, behavior, methods,

and procedures ( Calmorin & Calmorin, 2007). The descriptive


survey methods was used in this study. It refers to the method

of gathering data through asking the same set of questions

( often prepared in the form of written questionnaire or

ability test) of a gourp of individuals either by mail, by

telephone, or in person. In this study, the researcher used

the google form for those who were able to answer through the

app while a printed set of the same questionnaire were given

for those who were unable to answer using the form. The

researcher asked the respondents to answer the survey

questionnaire for the gathered data used in the study.

2. Respondents of the Study

The respondents of this study were the one hundred five

(105) Grades 9 and 10 students of Lapogan Integrated School

(LIS) for the school year 2022-2023, taking 100% population of

the class. These 105 students answered the questionnaire on

the Impact of online games to the academic performance of

Grade 9 and 10 students of LIS.

Respondents Number of Learners Total

Male Female

Grade 9 28 28 56

Grade 10 27 22 49

Total 55 50 105

3. Data Gathering Instruments


The researcher utilized a questionnaire to gather

information on the respondents' profile such as age and

gender, gadget availability. Also, the questionnaire collected

data on the Impact of online games to the academic performance

of Grade 9 and 10 students. The questionnaire was patterned

from the questionnaire of Sai, Lin and Belaja (2014). Some

parts of the questionnaire were revised and modified by the

researcher in order to suit the needs of the present research

topic.

The crafted questionnaire consisted of 6 items which were

further categorized in two areas: Advantage and the

Disadvantage. The respondents answered each item using the

Likert Scale ranging from 1( Strongly Disagree) to 5

( Strongly Agree).

4. Data gathering procedures

The researcher sought permission to the school head of

Lapogan Integrated School to let her conduct the study in the

school. In order for the researcher to gather the data needed,

the following procedures were done: 1. First, the researcher

asked the respondents to answer the questionnaire about the

Impact of online games to the academic performance of Grade 9

and 10 students. 2. Next, the researcher explained that their

answers depict how they strongly agree or disagree with each

of the statement. The response points is based on the

following five (5) points scale:


4. 1-5 - strongly agree 3. 1-4. Agree

2. 1-3. Neutrall 1. 1-2- Disagree

0. 01-1- Strongly Disagree

3. Then, the researcher explained to the respondents that

there should only be one answer in each item in the

questionnaire.

4. Finally, all collected data needed by the researcher

were encoded on a spreadsheet. The researcher then showed the

spreadsheet to a statistician and asked help in the

statistical analyses of the data.

5. Statistical Tools

The collected responses were tabulated by the researcher

and underwent statistical treatment for data analysis. This

following were the statistical tools used in the study:

A. Descriptive Statistics

1. Frequency and Percentage Profile of the respondents,

percentage and frequency count was used. The following is:

f
P = --- x 100
n
Where:
P = Percentage
f = Frequency
n = Total Number of Respondents
Frequency Distribution and Percentage of Respondents'
Impact of online games to the academic performance of Grade 9
and 10 students of LIS, S.Y 2022-2023.

B. Chi- square test was used to determine if there is a


significant relationship between the respondents' profile and
challenge, problems, and difficulties they face in Impact of
online games. The formula is:

Where:
2
X = chi square
Oi = observed value

Ei = expected value

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