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(PDF) Computer Games Addiction and Class Performance of Selected Philippine Senior High School Students
(PDF) Computer Games Addiction and Class Performance of Selected Philippine Senior High School Students
Computer Games Addiction and Class Performance of Selected Philippine Senior High School Students
November 2022 · Utamax Journal of Ultimate Research and Trends in Education 4(3):186-201
DOI:10.31849/utamax.v4i3.10292
License · CC BY-SA 4.0
Authors:
This study was conducted to determine the relationship of computer games addiction, and
class performance of Adventist Academy Iloilo Senior High School students in online Discover the 25+
classes enrolled in School Year 2021-2022. The study employed a descriptive-correlational world's research million
analysis utilizing 16 student-respondents by answering a researchers-made Google form members
survey as the research instrument and measured using the following statistical tools:
standard deviation, mean, and Pearson's r correlation coefficient. The inferential tests were 160+
set at 0.05 alpha level. The findings of the study showed that the level of computer games million
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publication
addiction of the respondents when taken as a whole is “average” and when grouped
pages
according to gender, the male is “high” and the female is “low” ; their level of class
performance when taken as a whole is “average” and when grouped according to gender, 2.3+
the male has “average” and the female has “high” level of class performance; and a billion
significant relationship of computer games addiction, and class performance when taken citations
as a whole and when grouped according to gender is noted. The correlation coefficient is
negative meaning that if there is a higher level of computer games addiction, there will be a
lower level of class performance. This study implies that learners are encouraged to control
their time spent in playing computer games since it affects their class performance.
Parents and teachers are asked to form a partnership and use different strategies to help
in improving the students’ class performance.
Distribution of the
Respondents b…
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Addictive game playing may be labeled as time and how they spend it. Hopefully, their time
computer
Download full-text PDF games addiction and it
Download is considered as Copy
citation a link
must be used in honing their skills and not in idle
disorder. Internet gaming disorder is included in the works and jobs that will not produce progress in their
Diagnostic and Statistical Manual of Mental Disorders academic pursuits such the problem stated in this
alongside Schizophrenia, Post Traumatic Stress research study which is computer gaming and
Disorder, Manic and Depressive (Bipolar) Disorder and excessive internet usage. According to a study by
many more (Petry & O’brien, 2013). It must then be a Animasaun & Abegunrin (2018), academic
noble pursuit to stop this behavior. Computer games performance is the end result of education; it
addiction should be brought to a halt! Strategies and measures how well a student, lecturer or instructor,
solutions should be thought of to fight this growing or institution has achieved its educational objectives.
condition in spreading more. This is not a local problem Thus, we must be mindful of the training that the
but it has become a global one! students receive.
However, due to the numerous and massive The Australian Kids Online survey by Green et
establishment of gaming and internet stations protected al. (2021) reported that 50 percent of children from
by business permits from local government units (LGU), Australia were more likely to experience behavioural
students may have enough reason to skip their classes problems associated with Internet use compared to
and indulge in playing computer games during class children from 25 European countries. These mixed
hours or even way past their bedtimes (Lardizabal-Dado, results require an urgent need of understanding the
2019). Also, nowadays, because students have their effect of the Internet use and electronic gaming on
online classes and they are allowed to use mobile the development of children and adolescents,
devices and computers, they can readily access the particularly on their academic performance. Labana
internet and be involved in playing online computer et al. (2020) found in their study that there is a rise
games not only in their homes or Internet cafes, but also in excessive online gaming that is emerging in the
in educational environments (Sahin, Gumus, & Dincel, Philippines with a number of 29.9 million gamers
2014). Gender and age are important factors of computer recorded in the country. There is also a rise in the
games addiction, computer game usage time, and choice depression and poor class performance of the
of genres (Xu, Turel, & Yuan, 2012). Boys and men are citizens of the country.
more addicted (Walther, Morgenstern, & Hanewinkel,
Conversely, one study by Lin et al. (2013)
2012; Xu et al., 2012) and spend more time playing on
showed that college students spending too much
computers than girls (Festl, Scharkow, & Quandt, 2013).
time on online games every week tend to suffer from
In 2020, men amounted to 59 percent computer game
worsened learning ability, concentration problems,
players while women accounted for nearly 41 percent of
poor academic performance, and decreased
all gamers in the United States. And in Asia, which
interactions with other people. Also, the study by
accounts for 48 percent of the world’s total gaming
Rodica and Talania (2020) of 151 respondents from
revenue, men now consist of 55-60 percent of gamers
Senior High School students of Mount Carmel
while women make up 40-45 percent of the Asian
School of Maria Aurora (MCSMA) in the
gaming population (Yokoi, 2021). Thus, males are to be
Philippines mentioned that online games have
more observed and guided while they use computers.
negative effect to the academic performance of
Based on the statement from the research of Senior High School students of MCSMA. Their
Haghbin et al. (2013), in all the aspects of educational study revealed that online gaming has a huge impact
systems around the world, the level of the students' among the students regarding their academic
academic achievement serves as one of the main success performance which led them to have poor or low
indicators of their educational activities. Their grades and physical distress. Majority of the
extracurricular activities matter and many different respondents replied that online games have negative
factors are involved in academic achievement such as outcomes to their study and health. The researchers
personality and contextual factors. Self-control and found out that the students cannot focus on their
temperance is considered one of these personality traits. studies, they cannot do their home works as well as
How the students will make use of their spare time their projects, and they have low grades.
whether they study or not will warrant success for their
Due to the gravity of students having internet
academic pursuits. Farillon (2022) has even said that
usage and computer games addiction, this research
quality time spent studying will ensure the success of the
intended to determine the relationship of computer
students as this time spent will further their skills that are
games addiction, and class performance of Adventist
essential in producing global and competitive students
Academy Iloilo Senior High School (SHS) students
who are resilient in these seasonal and changing times.
in online classes enrolled in School Year 2021-2022.
Thus, students must be wise on how they employ their
187
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Computer Game Addiction in Adolescents and Its Relationship to Chronotype and Personality
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