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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:

Leah Mae Fancubila Farillon


Kathleen Seth Fancubila Farillon Eulalia Fancubila Farillon
Tapaz National High School

References (46) Figures (1)

Abstract and Figures

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…

Figures - available via license: Creative Commons Attribution-ShareAlike 4.0 International


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Journal of Ultimate Research and Trends in Education


ISSN: 2685-4252 (Online) and ISSN: 2685-0540 (Print)
Vol. 4, No. 3, November 2022, pp: 186– 201
DOI: https://doi.org/10.31849/utamax.vxxx
Download full-text PDF Download citation Copy link

Computer Games Addiction and Class Performance of Selected Philippine


Senior High School Students
Kathleen Seth F. Farillon 1, Leah Mae F. Farillon 2 & Eulalia F. Farillon 3*
Adventist Academy Iloilo, Iloilo, Philippines
1
2Tapaz National High School, Tapaz, Philippines
3 San Nicolas National High School, Tapaz, Philippines

leahmarie0527@gmail.com

ARTICLE HISTORY ABSTRACT


Received : 2022-06-14 This study was conducted to determine the relationship of computer games
Revised : 2022-09-08 addiction, and class performance of Adventist Academy Iloilo Senior High
Accepted : 2022-09-26 School students in online classes enrolled in School Year 2021-2022. The study
employed a descriptive-correlational analysis utilizing 16 student-respondents
KEYWORDS by answering a researchers-made Google form survey as the research instrument
Class performance and measured using the following statistical tools: standard deviation, mean, and
Computer games problems Pearson's r correlation coefficient. The in ferential tests wer e set at 0.0 5 alpha
Games addiction level. The findings of the study showed that the level of computer games
Computer literacy addiction of the respondents when taken as a whole is “average” and when
Senior High School grouped 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, the male has “average” and the female has “high” level of
class performance; and a significant relationship of computer games addiction,
and class performance when taken 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.

1. Introduction Wakoopa (2012), computer games are the second


most frequently used application in the internet after
Since the emergence of technology in the past two the social media. Online gaming is one of the most
decades, such as the large number of usage of devices widely used leisure activities by many people and
like smart phones, tablets and computers, both the may be therapeutic but sadly it can also become
internet and electronic games have become increasingly addictive. In the recent years, engagement in
popular with people of all ages, particularly with computer literacy has evolved to internet gaming
children and adolescents (Wang et al., 2014; Anderson, station and has become a serious problem facing the
Steen, & Stavropoulos, 2017; Oliveira, 2017). younger generation of today. This is a kind of
Estimates from UNICEF (2017) have shown that entertainment and leisure activity that has more
one in three under 18-year-olds across the world uses the negative effects than positive ones with the
internet, and 75 percent of adolescents play electronic following enumerated detrimental effects: (1)
games daily in developed countries like the United reduced sleeping time, (2) behavioural problems
States of America, Europe and Australia. In the (e.g. low self-esteem, anxiety, depression), (3)
Philippines, as released by the Manila Times (2022), the attention problems, and (4) poor academic
2020 statistics revealed that 43 million gamers drove the performance in adolescents (Wang et al., 2014;
unprecedented rise in the Philippine gaming industry Rikkers et al., 2016; Drummond & Sauer, 2014).
and across Southeast Asia with 74 percent of the Additionally, increased electronic gaming may cause
Philippine online gaming population playing on their serious functional impairments in the daily life of
mobile devices, 65 percent on PC games, and 45 percent children and adolescents (Wang et al., 2014; Rikkers
playing on the classic console games. According to et al., 2016; Jackson et al., 2011; Drummond &
Sauer, 2014).
186

Journal of Ultimate Research and Trends in Education


ISSN: 2685-4252 (Online) and ISSN: 2685-0540 (Print)
Vol. 4, No. 3, November 2022, pp: 186– 201
DOI: https://doi.org/10.31849/utamax.vxxx

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
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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

Journal of Ultimate Research and Trends in Education


ISSN: 2685-4252 (Online) and ISSN: 2685-0540 (Print)
Vol. 4, No. 3, November 2022, pp: 186– 201
DOI: https://doi.org/10.31849/utamax.vxxx

1.1 Research Questions 2. Literature Review


The researchers of this study attempted to determine According to Cavus & Ayhan (2014), game is
the relationship of computer games addiction, and class considered to be equal to the history of humanity and
performance of Adventist Academy Iloilo Senior High an indispensable factor for human beings; because,
SchoolPDF
Download full-text students in onlineDownload
classes enrolled
citation in School Year game is one of the major instruments of leisure which
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2021-2022 as it is the school where one of the researchers is a component forming the society. In this sense,
is studying and she would like to understand her peers. game provides the maintainability of social system
Specifically, it sought to offer a response to the following and has significant functions for the society. When
questions: the functions of game are considered, the topics such
as socialization, participation, learning,
1) What is the level of computer games addiction of the
entertainment, relaxation, creativity, dreaming,
Senior High School online students of Adventist
Academy Iloilo when taken as a whole and when imitating and recreation come into prominent.
grouped according to gender? Also, based on Dumrique and Castillo (2017),
2) What is the level of class performance of Senior High for some people, playing video games are done for
School online students of Adventist Academy Iloilo fun and pleasure and is used for a number of reasons.
when taken as a whole and when grouped according These reasons could range from simple to complex
to gender? ones such as it can serve as a stress reliever, for
3) Is there a significant relationship between computer challenge and competition, for relaxation, for
games addiction and class performance of Adventist enjoyment, for social interaction, and even for
Academy Iloilo Senior High School online students mentally escaping from the real world. Computer and
when taken as a whole and when grouped according online game play rates and sales are increasing every
to gender? day and are preferred by a wide range of people
ranging from children and adolescents to adults.
1.2 Hypothesis
Entertainment Software Association’s (2012)
Based on the problems stated above, the research has showed that the typical game players’
following hypotheses were formulated: age is 30 years old and 32 percent of the players are
aging less than 18 years old.
1. Males have a higher computer games addiction level
than females. Computer games may at times be therapeutic in
2. Females have a higher level of class performance healthy doses. Yu and Baxter (2015) have even said
than the males. that the Internet and electronic games are regarded as
3. There is no significant relationship between important, not just for better results at school, but
computer games addiction and class performance of also for self-expression, sociability, creativity and
Senior High School online students in Adventist entertainment for children and adolescents. For
Academy Iloilo. instance, 88 percent of 12–17 year olds in the United
States of America have considered the Internet as a
1.3 Conceptual Framework useful mechanism for making progress in school, and
This study has the following variables shown below. similarly, electronic gaming in children and
The independent variable is the level of computer games adolescents may assist in developing skills such as
addiction. The moderator variable is the gender of the decision-making, smart-thinking and coordination
respondents. The dependent variable is the class (Oliveira et al., 2017). Further, according to Kuss &
performance of the respondents. Griffiths (2012), teens that play online games are just
having fun and excitement. They do not just actually
engage in computer gaming because of some sort of
seriousness, but mainly because they just want to feel
relief. During classes and school hours, these
students tend to feel so stressed due to heavy loads of
school works and tasks and through playing
computer games, it will relive their stress and the
pressure imposed on them.
Moreover, as Farillon (2022) has stated in her
research study that students are having many
Figure 1. Schematic diagram that shows the relationship difficulties at school such as developing their
that exists between computer games addiction, and class scientific reasoning skills and critical thinking skills,
performance a great burden is being put on their shoulders.
188
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Citations (0) References (46)

Scientific Reasoning, Critical Thinking, and Academic Performance in Science of Selected Filipino Senior High School
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Mar 2020
Vicpher Garnada

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Online Gaming: Impact on the Academic Performance and Social Behavior of the Students in Polytechnic University
of the Philippines Laboratory High School
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Jun 2018
Dennis O. Dumrique · J G Castillo

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Accounting in Technical Colleges in Anambra State
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Internet use and electronic gaming by children and adolescents with emotional and behavioural problems in Australia
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