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Submitted by:
Namilit, Joseph B.
Obut, Mico G.
Tag-ulo, Jimboy B.
A.Y. 2022-2023
DEDICATION
This research study is dedicated first and foremost to God who gives us the enough
knowledge and courage to finish the research study. This paper is dedicated to ourselves as a
reward for not giving up in a tiring and stressful fight. To our inquiries, investigation and
immersion teacher who helped and guided us throughout the research, to our school principal
who gave us the approval to conduct this research in this institution, to all students of San
Isidro Academy especially to the senior high school students which were the primary target
of the research and who generously gave us their honest responses to finish this study, to the
school, to our beloved girlfriends and boyfriends who always motivates us, to our family who
gave us courage and to everyone who cheered us and pushed us to finish this research.
iii
ACKNOWLEDGMENT
Every endeavor is always accompanied by the support of certain people. Upon reaching
this milestone, surely, there were people who helped realize this research paper. For their
steadfast support and guidance, we would like to express our heartfelt gratitude to the
To the Almighty God who became our source of strength, courage, and wisdom, it is
right and just to manifest our gratitude to Him. We will always be grateful for keeping us safe
and giving us light to continue the path on making this research paper possible and
successful.
To our ever-dynamic school principal, Mrs. Honeylene Marie G. Lagas, thank you for
granting us all the authority in doing particular things to help this research paper be
actualized.
To our dear inquiries, investigation and immersion teacher, Ms. Elvic June T. Purol, a
word of thanks is not enough for constantly guiding us throughout the process. We would like
to extend our profound gratitude to you ma’am for remaining very attentive to our concerns
and inquiries. We also thank you for having the ample of time you’ve spent on checking our
drafts for the betterment of our final output. The knowledge that you imparted upon us will
always be acknowledged and remembered to the next steps that we will be taking in our lives.
It will not only live in our minds but it will also occupy a special space in our hearts.
Diongzon, Mrs. Virginia G. Obut, Mrs. Joeselyn B. Namilit, and Mrs. Mia S. Lagas we
deeply thank you for your lingering support especially during the making of our research
paper. Thank you for keeping us motivated and for granting us the emotional and financial
support that we surely needed. You will always be a part of our every success. To the
researchers who were the main builders in constructing this research paper, we owe a word of
thanks to ourselves.
iv
For all of our endeavors, sleepless nights, and days and nights of confusion on what to
do, we absolutely have to acknowledge the success that we were able to reap through the
tough times. And because we were able to settle things the way a group should do, the
establishment of unity, and the help that we offered to each other hand-in-hand, we are ought
to be thankful to each other. For without the agreement of everybody, a concerted effort will
not be realized and this might also affect the final output. For staying as, a solid group for this
To the participants of this research, we would also like to say thank you. You have
become one of the solid foundations of this research paper. Thank you for your time in
answering the questionnaires and forever you will remain a great contributor for the success
Nowadays, online gaming is very common among the students, especially for the
Senior High Schools (SHS). Online Gaming has a negative and positive impacts on their
academic performance. The purpose of this research was to determine the positive and
negative Impacts of Online Gaming on the Academic Performance of Senior High School
(SHS) students from Grade 11 and 12. The research follows the quantitative research design
that consists of 50 participants. To gather the data, the researchers used a 20-item survey
questionnaire, and utilized the frequency distribution to analyze the results. Results show
there are positive and negative impacts of playing online games. The negative Impacts of
Online Gaming are consist of; having low test scores; having pre-occupied thoughts about the
game and contributing factor of students’ tiredness. The positive impacts include of playing
online games includes; increasing critical thinking skills; improves decision making
capabilities and analytical thinking, and enhancing memory, brain speed and concentration.
Keyword: Academic performance, Online gaming, Cognitive abilities, Frequency
distribution was used
vi
TABLE OF CONTENTS
Page
Title Page i
Approval Sheet ii
Dedication iii
Acknowledgement iv
Abstract vi
Chapter
Introduction 1
Conceptual Background 7
2 METHOD
Research Design 9
vii
Research Locale 9
Research Participants 10
Research Instruments 10
Data Analysis 11
Ethical Consideration 11
AND RECOMMENDATION
REFERENCES 34
APPENDICES
A. Approval Letter 38
B. Informed Consent 39
D. List of Tables 42
RESEARCHERS PROFILE
viii
CHAPTER 1
THE PROBLEM AND REVIEW OF RELATED LITERATURE
As internet was created, on January 1, 1983, by Vinton Cerf and Bob Kahn, it plays a
very important role in our society. According to Robert Kahn, an American electrical
engineer, it supports human communication with the use of social media, electronic mail,
chat rooms, newsgroups, and audio and video transmission and allows people to work
It supports the access to digital information by many applications, including the World
Wide Web. Internet also helps us to gather information through research developing one’s
mind and life experience by creating productive works in schools, office, and even at home.
The fact that people live in on informative lifestyle where everything is updated,
internet became one of the necessities of human beings regardless of age or sex in today’s
society. With a current worldwide estimated population of 7.9 billion, approximately 5.25
billion people have access to and use the internet. That means that 66.2% of the world’s
population uses the internet. From the year 2000 to 2022, the usage of the internet increased
by 1,355%. These are 10 most visited websites in the year 2021 including Google, YouTube,
Facebook, Twitter, Instagram, Baidu, Wikipedia, Yandex, Yahoo and Xvideos. According to
the (Key Internet Statistics 2022) However, the influence of this useful machine on youth is
undeniably questionable. As the Internet became more advance, online games has created.
Online gaming is one of the widely used leisure activities by many people.
And online games are games played online via internet using any portable devices
including cellphone, laptop and computer. According to Statista, an online survey network,
there were almost 3.24 billion gamers across the globe and almost 1.48 billion gamers across
Asia, making it the largest market worldwide, with Europe coming in second place with a
In our advance society today, online games are also a way to earn money through live
streaming. Streamers can earn money from donations, ads, brand sponsorship, game sales,
merchandise, and marketing. Means that the impact of online games is not all bad. Some
people said that playing online games has a number of reasons to be played including time
passing, entertainment and self-presentation. Also, others said that it removes stress, they can
challenge themselves, they can relax and even mentally escaping from the real world.
Nowadays, the popular online games that encourage students to play are Mobile
Legends Bang Bang with 500 million players, Players Unknown Battle Ground also known
as PUBG with 500 million players, Garena Free Fire with 150 million players, Genshin
Impact with 70 million players, Call of Duty Mobile with 50 million players and Clash of
Clans. When these games were released, many people became addicted especially the
students. It can disturb their time on their studies and most likely, some of them lost their
It is very questionable that these online games can provide them something that no one
can give. It said that it is beneficial. According to some research, it enables player's mind to
be more active and can increase the level of making decisions in life especially for those
games that are strategic and can make them more active. But on the other hand, inappropriate
usage of playing online games also leads to some problems because it is where student's
attention was divided. Students can't focus on their studies and can affect to their grades. The
learning. It has a bad effect among students. Because of the lock down, students cannot go to
school and the department of education conduct a modular way of learning. And it is a big
chance for the students to have more time using their cellphones by playing online games.
The researchers felt the need to determine the impact of online gaming to student's
academic performance. The purpose of this study is to find out how online games affect the
An online game is a video game that is played partially or entirely via the Internet or
any other computer network that allows several players to join (Wikipedia). According to
Prot, Anderson, Gentile, Brown, and Swing (2014), video gaming has become a global
phenomenon in the sphere of entertainment. Video gamers, on the other hand, are defined as
anyone who spends an hour or more every day gaming in a virtual environment (Granic et al.,
2013).
Many people focus on the negative effects of these games and fail to see the
opportunity for learning and growth. According to Raise Smart Kids (2022), there are various
advantages to spending time playing online games. Most games do not teach children
arithmetic, history, or other topics, but they do present students with indirect opportunity to
According to the journal of Bachhuber and Saulnier (2012), playing online games can
enhance a student's reading comprehension. Through evaluation, they found out that online
games can help a student improve his/her grammar, vocabulary and comprehension because
they can have an interactive way to learn English or any other language.
According to Statista (2022), there are over a billion worldwide gamers that participate
in online gaming nowadays. This enormous community not only provides us with the
enjoyment of socializing and support when we are sad, but it also helps us enhance our
knowledge and abilities. Friendly communities, such as those found at time2win.net, bring
together people who work together to achieve common goals in online gaming. However,
gamers may also get the greatest and most modern software that will provide them with the
most intense and rewarding gaming experience they have ever imagined.
Online gaming is one of the most commonly used recreational hobbies of many people
(Islam et al., 2020). Some people have said that playing online games has a variety of reasons
to play because it can be a stress reliever, a challenge and competition, relaxation, fun, social
interaction, and even a mental escape from the real world. For most people, online gaming is
one of the best past times that have to gain particularly in teenagers and students
There was no influence detected in children who played single-player video games
(Drummond and Sauer 2014). Young et al. (2012) choose 39 articles that meet the inclusion
criteria related to video games and academic achievement, concentrating on the use of
traditional games versus video games for educational purposes. The studies are categorized
Results indicate that there exists limited evidence of the benefits of including education
aforementioned studies.
Smetana and Bell, (2012) investigate the use of computer simulations to enhance
science education and learning. They conclude from their comparative analysis of online
games and conventional games that online games can be just as beneficial, if not more so,
components (Rajan, 2013); games necessitate the use of high-quality support structures,
student engagement, and the enhancement of cognitive and metacognitive abilities. This
conclusion contradicts the findings of Girard's study (2013). This research considers online
games to be serious games, but their usefulness is a contentious subject, discovering that just
a few games result in enhanced learning, while others have no positive effect on knowledge
Clark et al. (2015), on the other hand, conduct a systematic evaluation of papers to
investigate the particular impacts of digital games on learning outcomes, concluding that
games are crucial in aiding productive learning and emphasizing the importance of gaming
design beyond its medium. Prior to this research, but along the same lines, Backlund and
Hendrix, (2013) observed good learning effects when employing serious games in the
serious games are more effective and motivating than traditional educational methods. They
discovered that while conventional educational approaches were more successful in terms of
learning and retention, they were less motivating. Indeed, serious games are more effective
when used in conjunction with other educational approaches, particularly when students
These findings are consistent with those of Rutten (2012)'s survey, which focuses on
implementing games as laboratory activities and concludes that simulations have gained a
Nonetheless, they emphasize that simulations cannot be used to teach laboratory skills
entirely. However, in areas where simulations have been generally acknowledged as a
teaching tool, simulations may play a substantial role in increasing the effectiveness of lab
beneficial impact of serious games in business education, with knowledge acquisition and
content understanding being the most common results. The research also reveals that GBL
and serious games can affect player engagement, long-term and cognitive skills, as well as
social or soft skills. The emotional and motivational consequences of entertainment games,
games for learning, and serious games are investigated, highlighting the trend of employing
accomplishment measures (e.g., standardized test scores) are the most typically studied,
and virtual worlds in improving learning outcomes. Findings indicate that playing games
the researchers claim that there is no statistically significant difference between the effects of
outcomes deteriorate after repeated measures, since after spending a certain amount of time
Connolly et al. (2012), give a review of 129 studies on computer games and serious
distract gamers to the point where they forget their tasks and responsibilities. If the player is a
student, he will most likely disregard his obligations and duties as a student.
CONCEPTUAL FRAMEWORK
On the basis of preceding conceptual discussion, this study on the impacts of online
games towards the senior high school students of San Isidro Academy of Tudela was
conducted.
Academic
Online Games Positive and Negative
Impacts
Performance
The figure shows the dependent and independent variables, and the impacts of playing
online games. The independent variable is online games and the dependent variable is the
academic performance. As many of the senior high school students are engaged in online
gaming, the researchers are aiming to find out what are the positive and negative impacts of
This study aims to determine the positive and negative impacts of online gaming on the
The purpose of this study is to find out the impact of online gaming on the academic
performance of senior high school students at San Isidro Academy of Tudela Incorporated.
This research was conducted at San Isidro Academy for the purpose of uncovering the
positive and negative impacts of playing online games on the academic performance of the
students in terms of their test scores, their oral recitation performance, their participation
The study focused on finding the positive and negative impacts of online gaming on the
academic performance of the senior high school students in terms of their test scores, oral
recitation performance, participation during class discussions, how they answer written
activities and essays, and lastly, their overall grade scores. Online games as used in this
research is only limited to three namely; Clash of Clans (COC), Mobile Legends (ML), and
Call of Duty Mobile (CODM). The primary subjects of this research study will consist of
students in grades 11 and 12 enrolled in the academic year 2022–2023 at San Isidro Academy
of Tudela Incorporated and are currently engaged in playing online games for 2-3 hours. The
Students. This study will help the students to acquire information on the positive and
negative impacts of online gaming to academic performances, and thereby they can adjust
Teachers. The results of this study will help the teachers be motivated to create some
academic methods of teaching for the students. This study will provide facts concerning the
status of academic performance in engaging online games that would embolden them to help
the students by giving apt, explicit, and useful feedback regarding the result of this matter.
Parents. This study is important because, as parents, they need to know what the most
common issues are with teenagers and if their child is addicted to playing online games. And
also, through this study parents can teach their children how to manage their time playing
online games and educate them about the positive and negative impacts of playing those
games.
Future Researchers. This research study will help the future researchers as their
This chapter presents the research design that the researchers have chosen, the research
locale, participants of the study, the research instrument, data gathering procedure, data
RESEARCH DESIGN
This research follows a quantitative research design to find out how online gaming
affects the overall academic performance of Senior High School students. The researchers
aims to determine the positive and negative impacts of online gaming to academic
The researchers chose the quantitative research design because the researchers believe
that this is the design that is suitable for the topic. Quantitative research design is a research
strategy that focuses on quantifying the collection and analysis of data. Also, the researchers
would like to prove that there is a relationship between online gaming and academic
performances of the students. Through this design, the researchers will be able to explain how
playing online games affects the school performance of the Senior High School students.
RESEARCH LOCALE
This study was conducted in a private educational institution located at the town of
Tudela, Mis. Occ. This academic educational institution offers different academic strands
namely, Science Technology Engineering and Mathematics (STEM), Humanities and Social
Sciences (HUMSS), General Academic Strand (GAS), and Accountancy Business and
Management (ABM) strand. Having an overall number of students reaching 900 plus. This
place is considered the most suitable setting for this study since more students in this
RESEARCH PARTICIPANTS
The respondents of this study are composed of Grades 11 and 12 students of San Isidro
Academy enrolled on the academic year 2022-2023. The respondents were purposively
selected. The participants must know how to play the three games namely, Clash of Clans
(COC), Mobile Legends (ML), and Call of Duty Mobile (COD) and must at least play a
minimum of 2-3 hours of the above-mentioned games to qualify for this study. As the
researchers searched for participants, they were able to select thirty-two (32) grade 12
students, with eight (8) students each strand (STEM, ABM, HUMSS and GAS), a total of
eighteen (18) participants were selected in grade 11 students, eight (8) participants in STEM,
eight (8) participants for HUMSS and only two (2) participants from ABM.
RESEARCH INSTRUMENT
the main objective of this research study. The said questionnaire was composed of 20 items
which aims to capture the positive and negative impact online games to the academic
performance of the senior high school students. To measure the participants’ responses to
each item, this research relies on the use of Likert Rating Scale to measure the level of
agreeableness of the participants to each statement. Values were assigned to each level; four
(4) for Strongly Agree, three (3) for Agree, two (2) for Disagree and one (1) for Strongly
Disagree.
signed by the group representative and the research teacher was sent to the principal to ask
for permission to conduct the survey in the school. After the approval letter was signed by the
principal, the researchers started their data gathering. The researchers purposively selected
the participants. To be qualified to the research study, they must know how to play the three
games which are, the Clash of Clans (COC), Mobile Legends (ML), and Call of Duty Mobile
(CODM). The researchers gave an informed consent first to the selected participants
informing them of their rights and privileges. Participants were also informed of their rights
to withdraw from the study if it causes them distress or harm. The researchers gathered all the
data by each room. Thirty-two (32) on the grade 12, with eight (8) students each strand, and
eighteen (18) on grade 11, with eight (8) students in STEM and HUMSS, and only two (2) in
DATA ANALYSIS
The objective of this study was to find out the positive and negative impacts of online
gaming on the academic performance of senior high school students of San Isidro Academy.
To understand the data gathered, the researchers used frequency distribution as statistical
tool. Frequency distribution allows us to have a glance at the entire data conveniently. The
researchers opt to choose this statistical tool because it helped in easily determining the
respondent’s responses to the given. The researchers were able to obtain the results of this
research using this statistical tool by counting how many of the respondents agreed, strongly
ETHICAL CONSIDERATION
Researchers applied the principles of ethical consideration, under Republic Act No.
10173, otherwise known as the Data Privacy Act. It is a law that seeks to protect all forms of
information, be it private, personal, or sensitive. It is meant to cover both natural and juridical
the study. The participants were not subjected to harm in any ways. Prior to the study, full
consent was obtained from the participants and approval letter was signed from the principal.
In addition, the protection of the privacy of research participants were ensured, and the
researchers explained to them all the consequences, and were free to withdraw from the study
This chapter presents the results and discussions based on the information obtained
18 25 7 1
Table 1 above shows the frequency distribution of the student’s responses to survey
question number one (1) “Playing online games distracts me from school works and studies’’.
Result shows that thirty-six percent (36%) of the senior high school students strongly agreed
to the idea that online games distracted them from their studies. Fifty percent (50%) of the
participants agreed to the same idea that online games distract them from school works and
studies while fourteen percent (14%) said that playing online games does not distract them
from their school works and studies, and only two percent (2%) of the student participant said
they strongly disagree to the idea that online games distract them from school works and
studies. Overall, results show that majority of the student participants agreed to the notion
that online games distract them from their school works and studies.
According to Trismarinda in Amanda (2016), online games have a propensity to
distract gamers to the point where they forget their tasks and responsibilities. If the player is a
student, he will most likely disregard his obligations and duties as a student.
6 15 23 6
The table 2 shows the frequency distribution of the students’ responses to survey
question number two (2) “I often get low grades because of playing online games”. Result
shows that twelve percent (12%) of the participants strongly agree that playing online games
is one of the causes for them to get low test scores. Thirty percent (30%) of the senior high
school students agreed to the same idea that they often get low test scores because of online
games, while forty six percent (46%) said that playing online games is not reason for them to
get low test scores, and only twelve percent (12%) of the student participants said they
strongly disagree to the idea that online gaming is the reason to get low test scores. Overall,
the majority of the student participants said that playing online games is not a factor for
Skoric et al. (2009) discovered that, whereas game addiction leads to poor academic
They discovered a positive relationship between game play and test scores, implying that
3 26 16 5
The table 3 above shows the frequency distribution of the student’s responses to survey
question number (3) “I get pre-occupied with the thoughts of online games even when I am at
school”. Result shows that six percent (6%) of the student participants said that they do get
pre-occupied with thoughts of online games even when they are at school. Fifty-two percent
(52%) of the student participants also agreed that they do think a lot of online games even
when they are at school while thirty-two percent (32%) of the student participants said that
they don’t think about online games when they are at school and ten percent (10%) of the
students claimed that thoughts of online games never crosses their minds especially when
Accordingly, video games have an immense impact in the lives of their family, it also
distracts students and compromise one’s jobs. This can be seen through their attitudes and
worse in their absences in their classes and workplace 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
8 24 14 4
Table 4 above shows the frequency distribution of the student's responses to survey
question number four (4) "Mobile Legends, Clash of Clans, and Call of Duty Mobile keeps
me away from doing school works". The results showed that sixteen percent (16%) of the
participants strongly agreed that the three (3) games keep them away from doing school
works. Forty-eight percent (48%) of the senior high school students also agreed that Clash of
Clans, Mobile Legends, and Call of duty Mobile keeps them busy and prevents them from
doing their school works while twenty-eight (28%) percent said that playing the three games
doesn't distract them in doing school works, and eight percent (8%) of them said they
strongly disagree to the idea that Mobile Legends, Clash of Clans, and Call of Duty keeps
According to (Schie & Wiegman, 1997). Students can become obsessed with these
games and become disengaged from schools, friends, and life in general.
5 13 24 8
Table 5 above shows the frequency distribution of the student’s responses to survey
question number five (5) “I sometimes fail class oral recitation because I am pre-occupied
with the thoughts of playing online games”. Results shows that ten percent (10%) of the
students said they have failed class oral recitation because of having pre-occupied thoughts of
playing online games. Twenty-six percent (26%) of the participants also said that they too
have experienced failing class oral recitations because of they think of online games too
much while forty-eight percent (48%) of them said that playing online games is not the cause
of failing class oral recitation, and sixteen percent (16%) of the student participants said that
they strongly disagree to the notion that playing online games can cause an individual to fail
Online games engagement shows the bad effect among the people nowadays. Addiction
to the internet shares some of negative aspects of substance addiction and has been shown to
Because like parents, teacher wants to lift students to be more involve in academic matters,
they will not tolerate students who disregard their study (Brian, D. NG, M.S & Peter W. H.
2005).
3 16 19 12
The table 4 shows the frequency distribution of the student's responses to survey
question number six (6) "I don't get lessons easily because I get distracted with the thoughts
of online games". Results shows that six percent (6%) of the student participants don’t get the
lessons easily because they are constantly distracted with the thoughts of playing online
games. Thirty-two percent (32%) of the senior high school students agreed to the same idea
that they don't get lessons easily because of the thoughts of online games while thirty-eight
percent (38%) of the participants said that they are not distracted with the thoughts of online
games and it is not the reason for not getting the lessons easily and twenty-four percent (24%)
of the student respondents said that they strongly disagree to the idea that the thoughts of
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
2 11 16 21
The table 7 above shows the frequency distribution of the student's responses to survey
question number seven (7) "I sometimes miss classes because of playing tournaments in
online games”. Results shows that four percent (4%) of the participants said they have missed
the student respondents agreed and said that they have missed their classes due to playing
online game tournaments while thirty-two percent (32%) of them said that they have not tried
to skip their classes just to play online game tournaments and forty-two percent (42%) of the
participants said they strongly disagree to the idea that playing online games tournaments is
Austin and Totaro (2011) included video gaming as one of many internet activities that
could affect school attendance, but they reported no correlation between gaming and
attendance.
8 17 18 7
Table 8 shows the frequency distribution of the student's responses to survey question
number eight (8) "Because of playing online games, I'm having a hard time memorizing topic
during exams" According to the results, sixteen percent (16%) of the students strongly agreed
to the idea that they are having a hard time memorizing topic during exams because of
playing online games. Thirty-four percent (34%) of the participants agreed and said they
cannot memorize the examination topics easily because of playing online games while thirty-
six percent (36%) of them said that playing online games does not affect their memorization
skills during examinations and only fourteen percent (14%) of the participants said that
playing online games is not the reason why they are having hard time memorizing topics
during exam.
Chaarani et al (2022) fount that the children who reported playing video games for
three or more hours per day were faster and more accurate on both cognitive tasks than those
who never played. They also observed that the differences in cognitive function observed
between two groups was accompanied by differences in brain activity. Functional MRI brain
imaging analysis found that children who played video games for three or more hours per day
showed higher brain activity in regions of the brain associated with attention and memory
that did those who never played. At the same time, those children who played at least three
hours of video games per day showed more brain activity in frontal brain regions that are
associated with more cognitively demanding tasks and less brain activity in brain regions
related to vision.
5 15 18 12
The table shows the frequency distribution of the student's responses to survey question
number nine (9) "I go to school late because of playing online games" The results show only
ten percent (10%) of the participants strongly agreed to the idea that because of playing
online games, they go to school late. Thirty percent (30%) of the students agreed to the same
idea that they go to school late because of playing online games, while thirty-six (36%)
percent says that playing online games is not the reason for them to go to school late and
twenty-four percent (24%) of the respondents said they strongly disagree to the idea that
Austin and Totaro (2011) included video gaming as one of many internet activities that
could affect school attendance, but they reported no correlation between gaming and
attendance.
5 16 20 9
Table ten (10) shows the frequency distribution of the student's responses to survey
question number ten (10) " I sometimes fail to pass my class activities because I get
distracted with online games" The results show ten percent (10%) of the participants strongly
agreed to the idea that because of playing online games, they sometimes fail to pass their
class activities. Thirty-two percent (32%) of the students agreed to the same idea that they
sometimes fail to pass their class activities because they get distracted with online games,
while forty percent (40%) of the participants said that the distraction of online games is not
the reason why they fail to pass their class activities. And eighteen percent (18%) of the
respondents said that they strongly disagree to the notion that online games is the reason to
Mandanas (2009) conducted a study on the effects of playing computer games and
Kapayapaan National High School, Canlubang, Calamba City. The study concluded that 18
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
7 9 21 13
The table 11 shows the frequency distribution of the student's responses to survey
question number eleven (11) "I have missed school because I played online games too much"
Results shows that fourteen percent (14%) of students strongly agreed to the idea that because
of playing too much online games, they have missed school. Eighteen percent (18%) of the
participants agreed to the same idea that they missed school because they play online games
too much, while forty-two percent (42%) said that playing online games is not the reason why
they missed school and twenty-six percent (26%) of the respondents strongly disagree to the
notion that playing online games is the reason why they missed school.
Austin and Totaro (2011) included video gaming as one of many internet activities
that could affect school attendance, but they reported no correlation between gaming and
attendance.
1 11 22 16
Table 12 shows the frequency distribution of the student’s responses to survey question
number twelve (12) “I always get reprimanded by my teacher for playing Mobile Legends,
Clash of Clans and Call of Duty. Results shows that two percent (2%) of the student
participants were always reprimanded by their teachers for playing online games. Twenty-
two percent (22%) of them also agreed and said that they have been reprimanded by their
teachers for playing Mobile Legends, Clash of Clans and Call of Duty. Forty-four percent
(44%) of the student participants said that they have not been called out or been reprimanded
for playing online games and thirty-two percent (32%) of the total population of the research
participants said that they have never been reprimanded by their teachers for playing mobile
According to Jennifer (2020) Playing online games do not affect their grades badly for
they know how to limit themselves. They know that they need to control themselves in order
to function well in their class that is why they only play games during vacation and weekends
3 29 12 6
Table 13 shows the frequency distribution of the student's responses to survey question
number thirteen. (13) "Playing online games helps me become a critical thinker". Results
shows six percent (6%) of the participants said that they have become a critical thinker
because of playing online games. Fifty-eight percent (58%) of the students also said playing
online games helps them to become a critical thinker, while twenty-four percent (24%) said
playing online games does not contribute to their critical thinking skills and only twelve
percent (12%) of the respondents said that playing online games never contribute or adds up
According to Adachi & Willoughby (2013) more young people announced playing key
computer games (e.g., roleplaying games), the more upgrades were clear in self-revealed
5 26 15 4
The table 14 shows the frequency distribution of the student's responses to survey
question number fourteen (14) "Playing online games is one contributing factor for my
school tiredness". Results shows ten percent (10%) of the students strongly agreed to the idea
that playing online games contributes their school tiredness. Fifty-two percent (52%) of the
participants also agreed to the same notion that playing online games is one of the
contributing factors of their school tiredness, while thirty percent (30%) said that playing
online games doesn't contribute to their school tiredness and eight percent (8%) of the
participants said that they strongly disagree to the notion that playing online games
Based on the research of Valdez, Baylen et al. (2020), demonstrated that playing online
games relieves stress, improves teamwork, and encourages students to actively participate in
class activities. Students can relate to the lesson based on the online games they played in
(Islam et al., 2020). Some people have said that playing online games has a variety of
reasons to play because it can be a stress reliever, a challenge and competition, relaxation,
fun, social interaction, and even a mental escape from the real world. For most people, online
gaming is one of the best past times that have to gain particularly in teenagers and students.
4 6 27 14
The table shows the frequency distribution of the student's responses to survey question
number fifteen (15) "Playing online games helps me in obtaining high test scores" The results
says that eight percent (8%) of the participants strongly agreed to the idea that one
contributing factor of high-test scores is playing online games. Twelve percent (12%) of the
students agreed to the same idea that playing online games helps them obtain high test scores,
while fifty-four percent (54%) said that playing online games doesn't help them in obtaining
high test scores and twenty-eight percent (28%) of the respondents said that they strongly
disagree to the idea that playing online games can help them obtaining high test scores.
Overall result shows that playing online games is not a contributing factor for obtaining high
test scores.
A new study shows that teenagers who regularly played games online improved their
test scores at school. However, the same study found that social media use was damaging to
exam results. The study was conducted by Professor Alberto Posso at Australia's RMIT
University. Researchers analyzed data on the online activities of more than 12,000 15-year-
olds across the globe. It looked at their maths, reading and science scores. Professor Posso
concluded that: "It is possible that a number of skills associated with online gaming correlate
positively with general knowledge and skills tests in math, reading, and science."
3 12 28 7
Table 16 shows the frequency distribution of the student's responses to survey question
number sixteen (16) "Playing online games makes me motivated to go to school" According
to the results of the survey, only six percent (6%) strongly agreed to the idea that playing
online games motivates them to go to school. Twenty-four percent (24%) of the participants
agreed to the same idea that playing online games makes them feel motivated to go to school,
while fifty-six percent (56%) of the participants said playing online games do not motivate
them to go to school and fourteen percent (14%) of the respondents said they strongly
disagree to the idea that playing online games enhances their motivation for school.
According to Ray (2019) his research found that there is a significant influence of
learning motivation on students' English learning achievement, it shows that students who are
motivated to learn are still interested in learning, concentrate and are diligent in reaching out.
Thus, students have high, medium and low learning motivation can be seen and measured
through learning achievement. Therefore, students playing online video gaming, it does not
guarantee it would decrease students’ English learning achievement, it all depends on the
who do not play online video gaming, does not guarantee their motivation and English
learning achievement would improve such as reading skill and vocabulary mastery.
8 18 15 9
The table shows the frequency distribution of the student's responses to survey question
number seventeen (17) "Playing online games enhances my memory, brain speed, and
concentration". According to the results, sixteen percent (16%) of the students strongly
agreed to the idea that playing Clash of Clans, Mobile Legends, and Call of Duty Mobile
enhances their memory, brain speed and concentration. Thirty-four percent (36%) of the
respondents agreed to the same idea that playing online games enhances their memory, brain
speed, and concentration, while thirty-two percent (30%) of the respondents said that playing
Clash of Clans, Mobile Legends and Call of Duty do not help in the increase of their
memory, brain speed and concentration and eighteen percent (18%) of the student
participants claimed that playing online games never helps in the enhancement of their
cognitive processes.
Chaarani et al (2022) found that the children who reported playing video games for
three or more hours per day were faster and more accurate on both cognitive tasks than those
who never played. They also observed that the differences in cognitive function observed
between the two groups was accompanied by differences in brain activity. Functional MRI
brain imaging analyses found that children who played video games for three or more hours
per day showed higher brain activity in regions of the brain associated with attention and
memory than did those who never played. At the same time, those children who played at
least three hours of videogames per day showed more brain activity in frontal brain regions
that are associated with more cognitively demanding tasks and less brain activity in brain
9 16 19 6
The table eighteen (18) shows the frequency of the student's responses to survey
question number eighteen (18) "Playing online games increases my attention span". Results
shows that eighteen percent (18%) of the respondents strongly agreed to the idea that their
attention span increases when playing online games. Thirty-two percent (32%) of students
agreed to the same idea that playing online games increases their attention span, while thirty-
eight percent (38%) of the participants said that online games doesn't increase their attention
span and twelve percent (12%) of the respondents said that they strongly disagree to the
notion that playing online games increases the individual’s attention span.
Recent research has suggested a causal relationship between playing action video
games and improvements in a variety of visual and attentional skills (e.g., [Green, C. S., &
Bavelier, D. (2003).
9 19 13 9
The table nineteen (19) shows the frequency distribution of the student's responses to
survey question number nineteen (19) "Playing online games helps me improve my decision
making, and problem solving in competitive environment". Results shows that eighteen
percent (18%) of the students strongly agreed to the idea that decision making and problem-
solving ability increases when playing online games. Thirty-eight percent (38%) of the
respondents agreed to the same idea that playing online games helps them improve their
decision making and problem solving in a competitive environment, while twenty-six percent
(26%) of the respondents said that online games does not improve their problem solving and
decision-making ability and eighteen percent (18%) of the respondents said that they strongly
disagree to the idea that to improve their decision making and problem-solving ability the
Thus, playing online games promotes problem solving, visual motor, and spatial skills
and fosters interaction with friends outside of school. (Boot, Kramer, Simons, Fabiani, &
6 23 14 7
The table shows the frequency distribution of the student's responses to survey question
number twenty (20) "Playing online games enhances my analytic thinking skills" According
to the results, twelve percent (12%) of the senior high school students strongly agreed to the
idea that one contributing factor to enhance analytical thinking is playing online games. forty-
six percent (46%) of the participants agreed to the same idea that playing online games
enhances their analytical thinking, while twenty-eight (28%) percent of them said that
playing online games doesn't help in the enhancement of analytical thinking skills and
fourteen percent (14%) of the respondents says they strongly disagree to the idea that playing
(Adachi & Willoughby, 2013) According to them; more young people announced
playing key computer games (e.g., roleplaying games), the more upgrades were clear in self-
The survey says that the negative impacts of online gaming are; it can distract from
school works (50% agreed/25 students), it is the source of having pre-occupied thoughts of
online games even at the school (52% agreed/26 participants), and Mobile Legends, Clash of
Clans, and Call of Duty Mobile keeps away from doing class works (48% agreed/24
participants).
The survey says that the positive impacts of online gaming are; it enhances memory,
brain speed, and concentration, (36% agreed/ 18 students) environment (38% agreed/19
students), it enhances analytical thinking (46% agreed/23 students), and it is one of the
Table 21 shows the calculations of the percentage of the negative side of the research
questions number one (2) to twelve (12). The results say that eleven-point eighty-three
percent (11.83%) of the participants strongly agreed that online gaming has a negative impact
same idea that online gaming badly impacted their academic performance while thirty-six-
point thirty-three percent (36.33%) of the students disagreed, while eighteen-point sixteen
Strongly
Strongly Agree Agree Disagree
Questions Disagree
(Percentage) (Percentage) (Percentage)
(Percentage)
13. 6% 58% 24% 12%
The table 22 shows the calculations of the percentage of the positive side of the
research questions number thirteen (13) to twenty (20). The results say that only eleven
percent (11%) of the senior high students strongly agreed to the idea that online games have a
positive impact on the academic performance of senior high school students. Thirty-seven-
point five percent (37.5%) of them agreed to the same idea that online gaming impacted their
CHAPTER 4
SUMMARY OF FINDINGS, CONCLUSION AND RECOMMENDATION
This chapter talks about the summary, findings, conclusion and recommendation of
this undertaking.
SUMMARY
A quantitative research study was formed to determine the positive and negative
impacts of online gaming. The research study included 50 senior high school from grades 11
and 12 that were currently studying in San Isidro Academy of Tudela Incorporated academic
year 2022-2023.
A twenty (20) item survey questionnaire was used by the researchers to determine the
positive and negative impacts of online gaming. After the survey, the researchers used
Results shows three negative impact and four positive impacts of playing online
games.
FINDINGS
As the researchers calculated the responses expressed by the participants about the
impacts of online gaming on their academic performance, the results show that there were
Negative Impacts:
Playing online games can lead to having pervasive thoughts even when at school.
Mobile legends, Clash of Clans, and Call of Duty Mobile, keeps students away from
Positive Impacts:
Playing online games helps improve decision making and problem solving in a
competitive environment.
The results show that only eleven percent (11%) of the senior high students strongly
agree to the idea that online games have a positive impact on the academic performance of
senior high school students. Thirty-three-point sixteen percent (33.16%) of them agreed to the
same idea that online gaming impacted their academic performance positively, while thirty-
Results show that only eleven percent (11%) of the senior high students strongly
agreed to the idea that online games have a positive impact on the academic performance of
senior high school students. Thirty-seven-point five percent (37.5%) of them agreed to the
same idea that online gaming impacted their academic performance positively, while thirty-
CONCLUSION
With today's technology, it is simple to imagine that today's society has evolved into a
populace of individuals who rely on the demands and fulfillment provided by technology.
Individuals, particularly young people, use this technology for amusement, relaxation, and
cognitive development. Along with this, internet gaming is a technology item that students
and the general youth cling to. In this regard, the study's goal is to determine whether the
online games had an impact on the student's academic performance. Based on the given
findings from 50 senior high school students who played the three online games 2-3 hours a
day, the study shows not only the negative impacts of playing online games, but also their
good counteractions, which have helped students’ progress in some areas. With that being
said, the results show that one of the negative impacts of playing online games is being
distracted from schoolwork. On the contrary, there are beneficial effects where students'
standing is improved by playing games. Cognitive aptitude, analytical thinking, and critical
thinking are all examples of different components. It can also help them enhance their
RECOMMENDATIONS
Educational Institution may develop various programs and conduct seminars that
Students may use the outcome of this study as a guide to know what the bad and good
Parents may use the outcome of this research study to educate their children about the
Upon reading the outcome of this study, the teachers can acquire information’s about
the impacts of online gaming on the academic performance of senior high school students,
and make realizations to create different methods of teaching regarding to the results
The outcome of this study may serve as a guide for the future researchers to have more
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APPENDIX C
Questionnaire
following statements in relation to The Impact of Playing Online Games on the Academic
Performance of Senior High School Students at San Isidro Academy of Tudela Inc. Put a
check mark (/) in the space provided for your honest experience answer.
QUESTIONS SA A D SD
APPENDIX D
List of Tables
18 25 7 1
6 15 23 6
3 26 16 5
8 24 14 4
5 13 24 8
2 11 16 21
8 17 18 7
5 15 18 12
5 16 20 9
7 9 21 13
3 29 12 6
5 26 15 4
4 6 27 14
3 12 28 7
8 18 15 9
9 16 19 6
Table 19. Frequency Distribution of Participants Response to Question No. 19
SA A D SD
9 19 13 9
6 23 14 7
Researcher’s Profile
I. PERSONAL BACKGROUND
Status: Single
Place of Birth:
Researcher’s Profile
I. PERSONAL BACKGROUND
Status: Single
Researcher’s Profile
I. PERSONAL BACKGROUND
Status: Single
Researcher’s Profile
I. PERSONAL BACKGROUND
Status: Single
Researcher’s Profile
I. PERSONAL BACKGROUND
Status: Single