Professional Documents
Culture Documents
Practical Research 2
Practical Research 2
Chapter I
Online game refers to games that are played over some form
work.
many people. For some people it is said that playing video games
For most people, online gaming is one of the best past time
are just having fun. They do not just actually play because of some
sort of seriousness, but also because they just want to feel relief.
3
attention of the child were divided that even their health and social
to go with the flow with this constant change in the society in order
understand and discuss more and wider about the topic. This
2. What are the positive things can give by playing online games?
4. What are the bad benefits that you can get by playing online
games?
HYPOTHESES
3. That there are good and bad effect in playing online games to
College Fairview.
in STI College Fairview, ages from 16-18 and do not include any
students and ways to prevent it. This study is a literature review and
the following:
online games.
9
DEFINITION OF TERMS
attention; disturbing.
expense.
an enterprise.
denied or disputed.
12
Chapter 2
studies both local and foreign that the researcher had read to build
gamer to fail is 39%, given the student has more than four siblings,
being hooked with the computer games and have academic failure
for the first quarter of school year 2009-2010. They make conscious
efforts just to be with their computers and continue failing. Also for
the fact that they miss events or opportunities with family and
research reveals that more time spent online translates into less
time spent reading books and worse study skills (Kelemen, 2002).
the reasons why they didn’t pass all the requirements for the past
students might steal money. They may become lazy when it comes
to studying and prefer playing the whole day long. Some may even
Hamzah).
15
games. First are the console games. Console games are more
specially made for game play called a video game console. The
device with buttons and joysticks or pads. Video and sounds are
to take, what need to be done and how to do it. Contrast with first-
person shooter.
the Web browsers render Web pages “almost” the same no matter
school students, parents should set limits on how often and how
means that the computer games played by the pupils before going
different results. Some of them say that they are co-related when
2005). They claim that these games may be used to learn and
THEORETICAL FRAMEWORK
parts put up a whole and within the whole they interact with each
are that systems theory focuses and deals with ‘whole’ and while
methods can lead to the same results i.e., there are many factors
a lot, which can influence the person to start playing online games
and later to get addicted to it. The other example may concern the
ambition to play online games. They are eager for more success and
higher score than others and therefore have to pay more time on
prevent them from properly socializing with others and they thus
• Student's
• That the • To know
Profile
data the
• tudent's gathered are limitations
online game valid and of every
usage reliable students in
• Student's • That there STI
academic are good and COLLEGE
performance bad effects FAIRVIEW
in playing when it
online games comes in
through playing
academic online
performance games
of Grade 12
SHS students
of STI
COLLEGE
FAIRVIEW
Figure 1
Block 1 is the INPUT of the study that contains the variable of the
study. This block includes the student’s profile, such as age, gender,
their hobbies, things why they are playing online games, how much
performance.
and PROCESS. After analyzing and gathering data, this study aimed
to describe the concept of student who are having more time to play
Chapter 3
METHODS OF RESEARCH
RESEARCH DESIGN
statistical data.
RESPONDENTS
enough and have the needed data and information that will provide
INSTRUMENT USED
study:
COMMUNITY OBSERVATIONS
INTERVIEWS
record the information and data needed in the study. Moreover, this
(Señorin, 2018).
who were not among the chosen respondents. This trial was given
𝒇
Formula: 𝑷=
𝑵 × 𝟏𝟎𝟎
where:
P = percentage
f = frequency
Chapter 4
the problem.
Table 1
Respondents as to Gender
Gender Frequency Percentage
Male 22 73
Female 8 27
Total 30 100
Table 2
Respondents as to Age
Age Frequency Percentage Ranking
(f) (%)
16 1 3% 5
17 13 43% 1
18 11 37% 2
19 2 7% 4
20 3 10% 3
Total 30 100
Table 3
Respondents as to Section
Section Frequency Percentage
(f) (%)
ICT – 301 5 17%
ICT – 302 10 33%
ICT – 303 11 37%
ICT – 304 4 13%
Total 30 100
The table shows that the four sections have different frequency
Graph 1
Respondents decision on
Graph 1 shows the number of the respondents as to what
choosing
made them to choosegames
games prefer
prefer totoplay.
playAs the table shows,
Graph 2
4%
43%
10% 10-14 hours
5-9 hours
1-4 hours Others
43%
9 hours of their time playing online games. As the table shows, out
Graph 3
13%
RPG
20% Simulation Adventure
Others
57%
10%
of online games they prefer. Based on the table above, (17) or 57%
of the student chosing the RPG as their type of game they prefer,
Graph 4
33%
Yes
67% No
playing online games rather than studying. The graph shows that
rather than studying. This implied that most of the student chosing
than studying.
35
Graph 5
37% Yes
No
63%
shows that (19) 63% of the respondents are not affects their
shows that Visual Arts and Others have the lowest percentage of
respondents.
36
Graph 6
3%
Smartphone
40% Computer
Phone tab Others
57%
Graph 7
Respondents benefits
Graph their
7 strand by
playing online games
Graph 7 shows that (23) or 77% of grade 12 student benefits
Yes
Doesn’t benefits their strand by playing online games.
No
77%
38
Chapter 5
RECCOMENDATIONS
questions:
of:
39
1.1 Age
1.2 Gender
1.3 Strand/Course
SUMMARY OF FINDINGS
as: school works, activities especially for mental health like no time
41
disorder.
games.
CONCLUSION
gathered data.
years old answer our survey questions 43% and the second is
18 years old which is 37% and the third is 20 years old which
RECOMMENDATION
online games.
BIBLIOGRAPHY
46
INTERNET SOURCE
https://pointguardsite.wordpress.com/2017/03/10/effects-of-
online-game-addiction-to-the-students-of-the-senior-high-
school-students-of-southern-christian-college/
https://group1textandbeyond.wordpress.com/2017/03/09/effe
cts-of-online-gaming-on-the-academic-performance-of-grade-
11-students-in-southern-christian-college-research-report/
from: https://www.psychologytoday.com/blog/your-
brainwork/200910/easily- distracted-why-its-hard-focus-and-
what-do-about-it
Retrieved from:
https://owl.english.purdue.edu/owl/resource/560/07/
http://www.pewinternet.org/2012/02/29/main-findings-teens-
technology-and- human-potential-in-2020/
48
CURRICULUM
VITAE
49
Age: 17
Caloocan City
EDUCATIONAL BACKGROUND:
Age: 17
EDUCATIONAL BACKGROUND:
Age: 17
EDUCATIONAL BACKGROUND:
Age: 17
EDUCATIONAL BACKGROUND:
Age: 18
EDUCATIONAL BACKGROUND:
Age: 17
EDUCATIONAL BACKGROUND:
Age: 17
Address: Ph. 8 a Pkg. 7 Blk 103 Lot 9 Bagong Silang Caloocan City
EDUCATIONAL BACKGROUND:
Name:
Age:
Date of Birth:
Place of Birth:
Civil Status:
Address:
EDUCATIONAL BACKGROUND:
Secondary:
Elementary:
ABSTRACT
57
game towards the doer. The study is to show how even an online
with others.
activities that people do for their leisure times. Online games can be
party. Most of the online games that we have today are using
has different conept with one objective, to created fun towards their
will help others to reduce their addiction towards the online game
new outcomes.