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ACLC-Guadalupe Makati
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DEDICATION
our groupmates and also, our group leader, who have been the source of
inspiration and gave us strength when we thought of giving up. They keep
We are eternally grateful to our parents for their love and support in this project we are
grateful with each other as member of this research study which makes us closer to
each other were especially grateful to our reader John Reijner R. Hernandez, who give
Online games date their beginnings to the invention of computers and the world's Fair in
1939-1940. The first computer game was Nitron, which was developed in 1951.
However, playing games alone is not much fan as playing with friends or other players.
Online gaming became increasingly popular in the 1970's when multiplayer was limited
to players on the same screen. PLATO release the strategic game "Empire" and
towards the internet and multiplayer online gaming. LAN networks and the internet were
The first widely played multiplayer games League of Legends for the PC and Clash of
Clans, with Call of Duty, PUBG, LOL and mobile Legends being the most played
multiplayer games. Due to this many Grades 11 students made it their hobby which
caused to have positive and negative effects or impact on their academic performance.
CHAPTER 1
1.1 INTRODUCTION
Many of us know that in this generation, online gaming played a big role in our
lives. Online gaming is one of the most commonly used recreational hobbies of many
people (Islam et al., 2020). Online gaming has been quite an obsession that causes
effects in lesser performance on each and every person in this generation. Nowadays,
people have easy access to internet connection, which makes it possible to connect
gadgets and computers. Before, students were told to sleep early so they could grow
quickly and attain the heights they wanted. Today, they can go on for days without sleep
by only playing games. Some spend more time gaming that you can see them playing in
the supermarket, department store or, playing in the church or gathering, Fast Food
joints, while commuting in the train, bus, jeep or other public transport. You can see
them everywhere playing games. Playing games while attending Online Classes, while
In most cases, they say it’s a way of expressing themselves as a scapegoat from
reality. According to Kuss and Griffiths (2011) teens who play online games 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 most especially students who are stressed out
because after doing school work and studies. The technological advancement of
internet connectivity in the Philippines plays a vital role in the academic life of students.
Usually, students who spend a lot of hours playing tend to be obsessed with it. Most of
the students said that playing a game was the only way they can enjoy their own day
and time.
Due to this, many grade 11 students spent their time playing online games rather
than studying and now they struggle to focus on school work. That's why this study is all
about "the impacts of online gaming to the academic performance of grade 11 hybrid
A. This study aims to know if online gaming has a positive or negative impact towards
the student’s behavior and identify how it will affect their academic performance.
B. To know the addiction level of online games among grade 11 hybrid students
C. To propose a solution for students who no longer sleep on time because of online
games.
D. To understand the effects of online games on students while they are studying.
1.2 THEORETICAL FRAMEWORK
Jackson et al. (2008) found that time spent playing video games was a poor
predictor of academic performance, and that those who played online games frequently
performed worse academically than those who played less frequently. The use of
frequently important in the fields of science, math, technology, and engineering. In one
study, Anand (2007) found a negative correlation between students' SAT and GWA
scores and the amount of time they spent playing online video games. This indicates
that GWA and SAT scores fell as playing time increased According to Anderson and
Dill's (2007) investigation into video games and aggression, playing them not only has
an immediate effect on performance but also raises aggression levels, which are
frequently linked to behavioral issues at school and subpar academic results. Wack and
between GWA and academic performance was not significant in their study. According
anticipated. The study looked into various pieces of research to come to this conclusion.
Research on the social effects of video games is also contradictory (Oliveros, R. P., and
M. T. Sapio. 2007). Some studies claim that video games share characteristics with
addictive behaviors like gambling that have detrimental social repercussions. As a
recreational or educational (Brookmeyer et al, 2009; Chuang & Chen, 2009; Lee &
LaRose, 2007), violent or nonviolent (Ferguson & Kilburn, 2010; Fleming & Rickwood,
2001; Huesmann, 2010), video gaming has become an integral part of North American
children’s lives outside of school. Over 90% of all youth in the United States play video
games (Hagedorn & Young, 2011, “Gaming Addiction,” para. 1). The negative
correlations that have been found between video gaming and overall school
Monke (2009) purported that the increased distances of time and space afforded by
worldwide online games would interfere with students’ developing normal perceptions of
time and space. Anand (2007) found that video game addicts tended to fall asleep in
class and fall behind in their assignments. Gentile (2009) reported correlations between
pathological gaming and attention deficits in class. Griffiths (2010a) and Sharif and
Sargent (2006) found that video gaming creates time conflicts that reduce the amount of
time that gamer devote to homework. The 425 (10-19-year-old) boy gamer in
Cummings and Vandewater’s (2007) study spent an average of 30% less time reading
for every hour that they played video games on weekdays, and the 109 girls spent an
average of 34% less time doing homework for every hour that they played video games
on weekdays. Clearly, there is evidence in the literature that video gaming correlates
INPUT
1. Demographic Profile
A. Age PROCESS
B. Sex
1. Choosing 5 educators OUTPUT
C. Civil Status from the Grade 11
Hybrid Students that are "The Impact of Online
2. Responses from Grade 11 Students
willing to participate and Gaming in the
who are Online Gamers/Players
provide contribution to Academic Performance
A. Time Management of Selected Grade 11 in
this study.
Blended Leaning
B. Impacts on Behaviors and
2. Interview Guide
Students on Makati
Academic Performance
3. Data Evaluation City"
C. Academic Status
D. Hobby or Entertainment
This study needs the following inputs. Under the demographic profile are the
respondent's age, sex, and civil status. Secondly, senior high school students Time
Management. Then, If they have impacts on their behavioral issue and to the academic
performance which, can be positive or negative impacts. Also, the Academic Status of
the respondents. Lastly, If the respondents see online gaming as an entertainment or a
hobby. This information will undergo the process by choosing Five educators from
Grade 11 Hybrid Students that are willing to participate and provide a contribution to this
study and by Interview Guide and Data Evaluation for the outcome of this study will get
the answers to the questions of the Impact of Online Gaming in the Academic
The study primarily aims to find out the impact of Online Gaming on the student’s
a. How much do you spend your time playing online games in a day?
4.). Do you think that playing online games have an impact on your behavioral issue
5.) Can you still maintain your grades while playing online games?
The study primarily aims to find out the impact of Online Gaming on the student’s
academic performance in selected Grade 11 hybrid students in Makati City. This is due
to the fact that online gaming can lead to distractions, decrease in concentration, and
lack of motivation for academic tasks and also lack of sleep. Additionally, students may
spend too much time playing online games and not enough time on their school work,
leading to poorer academic performance. It is also assumed that the study will examine
the impact of online gaming on the academic performance of selected Grade 11 hybrid
students in Makati city by analyzing the frequency and time spent playing online games,
the types of games played, and the effect of playing online games on the academic
performance of students in terms of grades, test scores, and other indicators. The study
will also consider the potential benefits of online gaming, such as mental stimulation,
problem-solving skills, and social interaction, as well as the potential drawbacks, such
as distraction from school work, addiction, and negative impact on physical and mental
health. Furthermore, the study will explore the role of parents and teachers in helping
students to balance their online gaming activities with their academic responsibilities.
Finally, the study may suggest possible strategies for educators and parents to help
students make the most of online gaming while protecting their academic performance.
1.7 SCOPE AND LIMITATIONS
The study primarily aims to find out the impact of Online Gaming on the student’s
This study needs the following inputs. Under the demographic profile are the
respondent's age, sex, and civil status. Secondly, senior high school students'
comparison time spent on gaming or in studying and how much time they spend playing
online games. Then, their sleep schedule whether they sleep early or not? Fourthly, if
Grade 11 Students find online gaming more entertaining or not and how it can be
Then, if the Grade 11 Students can maintain one's grades and on how the students will
be able to maintain their grades. We want to explore and solve this topic because we
want to prove that the virtual world and playing video games can affect their academic
performance and not only their academic performance but also their future depends on
it. We want to solve this problem because as students, especially in today's generation,
we want to help our fellow students and also our society in the easiest way that we can
do. Lastly, if online gaming conflicts on a student's time management and how. This
information will undergo the process by choosing Five educators from Grade 11 Hybrid
Students that are willing to participate and provide a contribution to this study and by
Interview Guide and Data Evaluation for the outcome of this study will get the answers
to the questions of the Impact of Online Gaming in the Academic Performance of
The study primarily aims to find out the impact of Online Gaming on the student’s
Learners - The findings of this study have the potential to have a big influence
on and enlighten not only the selected 11th grade pupils, but also other readers,
specifically the other related students who are dealing with the same issue. Learners
are the most significant subject since they play a crucial part in this research.
Parents - The first student's family is his or her parents. We can reach out to
every individual's parent about this issue and encourage their children to become more
ethical and practical in many ways without putting them under distress.
teachers to teaches them students about the positive and negative effect of online
games in their study habit. And it also helps to prevent the increasing addictive people
in playing online games. This study will sure that playing games is have a good and bad
effect in students, teachers and their child and also to their relatives.
Future Researchers - This research would be beneficial to the future
researchers because they can get some information that might need their research and
Online Gaming - is any game that is played online, based online, or has a majority of
Recreational Hobbies - refers to all the activities that people choose to do in their daily
lives.
Scholastic Aptitude Test - abbreviation for Scholastic Aptitude Test: a test taken in the
playing online games because of their high lifetime value. This a group member is
This section aims to highlight articles, blogs, newspapers clips and excerpts that
are related to the impact of Online Gaming to the Academic Performance of Selected
Grade 11 in Hybrid Students on Makati City. This part of the study shows different
perspectives of the authors, works and studies towards to their specific topic that they
Foreign
Related newspaper article of Newzoo (2017), mentioned that more than two
billion people spend their leisure-time activity by playing online games. This is because
the players are provided with entertainment and fun, which may lead to addiction. Some
tasks are given to the players to discover and solve. They have to play until they win to
move to the next level, and if they lose, they can make other attempts to win. This
scenario may result in health problems, both physically and mentally. And found that
young people nowadays opt for the virtual world rather than the real world to satisfy
their desire in gaming. Therefore, addiction to Internet gaming is a mental disorder that
mechanisms contribute to addiction. Such addiction may include Internet gaming, which
comprises actions in adjusting the mood through individual behavior, tolerance, the
occurrence of symptoms of withdrawal at the end of the activity, and interpersonal and
Indicated that 95% of Internet users are adults with college or graduate degrees.
Meanwhile, on the global platform, online games have become very popular, especially
among the young generation, leading to the proliferation of online game addiction.
Indeed, the most addictive Internet activities nowadays are online gaming.
Related newspaper article of Perlman (2004), claimed that loneliness occurs due
to a lack of social experience. People have very low self-esteem if they feel very lonely,
resulting from the absence of productive and supportive relationships. In this situation,
they tend to use cyberspace and the Internet to play online games rather than
communicating interpersonally through social interaction. They tend to use the Internet
previous studies have found an association between online game addiction and
loneliness. Argued that the young generation looks at online gaming as a very popular
trend from an electronic entertainment point of view. In addition, Block (2008) echoed
that since there are no official determinants for identifying an individual as an addict,
several studies in this area look at online game addiction as a continuous concept
has been observed is that the Internet café observed is that the Internet café has
become mainly game centers. About one-half to two-thirds of the computer in a typical
internet café, according to one study, are devoted to games (violent and gory games).
The use of the remaining computers was roughly split between browsing, email, online
In relation on newspaper article of Valaitis (2005), the use of computers and the
thereby building social capital and community capacity. Using computers can assist
disenfranchised groups, such as women, people of color, and those with disabilities, can
be promoted.
This section aims to highlight research papers, theses and dissertation that
are related to the impact of Online Gaming to the Academic Performance of Selected
Foreign
In a related study (Anitha Rajathi & Ravisankar, 2022) Online gaming is simply
the playing of an online video game over the internet, generally with friends. Online
games can be played on any number of implements from dedicated video games
consoles with such as PlayStations, Xboxes, and Nintendo Switches, to PCs, laptops
Study discovered that online recreation features a vast impact among them
concerning on their educational performance that led them to poor or low grade and
physical distress also. The majority of study indicates that online gambling had a
negative effect on their study and health. College students spending too much time on
online games every week tend to suffer from worsened learning ability, concentration
problems, poor academic performance, and decreased interactions with other people.at
the end of these studies it was found that playing online games affects the academic
Also, in a related study (Zirawaga, Olusanya & Maduku 2017) Gaming in education is
also viewed as Associate in Nursing interference to show however its role I education is
students’ interaction and collaboration talents with their peers and to change them to
use gambling values during a real-world scenario. The look of games like word search,
crossword, puzzle, and brain teasers associate in nursing sloppy puzzle victimization an
open supply tool known as Propose is additionally mentioned during this paper.
Local
Based on a related study (Cabrillos et al.) data gathered by the researchers and
as the respondents being assessed, it is clear that the Academic Performance of the
students is affected when they played online gaming. It affects their academic
up, with the result, the respondents’ academic performance in terms of attendance
affects the most with the total grand mean of 2.15 which means "poor" in the verbal
interpretation. On the other hand, the oral participation and performance task of the
respondents got "fair" in the verbal interpretation which is not most likely affected
Humanities and Social Sciences Students in Sapa Anding National High School -Ramon
Magsaysay Ext. when they are fond of playing online games. We found out that the
students cannot focus on their studies, they cannot do their home works as well as their
projects and that they have low grades. Out of 30 respondents, 26 replied that they are
affected in their academic performance by playing online games. From this, the
researchers conclude that a number of students playing online games could have an
effect in their academic performance. Though the 26 respondents replied that they’re
affected, it does not necessarily mean that they are poorly performing in their studies.
Most of the students play an hour to two of online video games every day since they
Literature and certain have supported the researcher's topic and will help to
prove that Online gaming has a huge impact on the selected Grade 11 student's
Academic Performance around the world. The percentage of academic condition are
increasing because the effect of the online gaming to their daily living. Making teachers,
and to have sufficient knowledge about the impact problems. Also, to understand the
effects, precautionary measures to apply and how the online gaming rapidly spreads
nationwide.
Giving information to the students on how online gaming affected the Academic
Performance of other students around the world. And also, they will know the current
issues, events and current effect of online gaming in the world. Need them to realize
about the effect of online gaming that is happening around the world to be more
productive every day and strength to facing the struggles that they experiencing right
now. Doing something to be more productive and keep doing what is really important
than online gaming will not worry about what is happening to their Academic
Performance.
Programs that the government assesses to decrease the percentage of student
that were experiencing and facing the Impact of Academic Performance. Avoiding
gadgets such as computers cellphones and having a good sleeping schedule also to
help their mental health and to focus on their schoolwork’s in their homes.
CHAPTER 3
RESEARCH METHODOLOGY
With the goal to provide in depth understanding for the “The Impact of Online
City”, the study used a qualitative-descriptive method. In enriching the study, the unit of
thematic analysis was permissively from the data gathered from the participants
interview and or sending of interview guide questions, thus this chapter presents the
research design, instrument, sample of the population and the data analysis.
questionnaire thru face-to-face interview that answers the focal objectives and specific
accurate way. More simply put, descriptive research is all about describing people who
take part in the study. Thru the following three ways, the proponents can go about doing
a descriptive research project; observation, case study and survey, from which the latter
from the standard protocols and systems that are being used by the participant with
regards to their professional career. As such, the researcher executed the study in
Makati City.
The target population for the researcher defined in Makati City. Purposive
non-probability and quota sampling had been used for this study. At least 5 respondents
Since the participant of the study is/are the “Online Gamer Grade 11 Student”
was included in this research. The researcher, remains and practice the confidentiality
of the participants’ identity within the data gathering process, it includes the exclusivity
of the respondents’ answers towards the given questionnaire. The respondents were
free to withdraw from answering the given questionnaire, if they felt uncomfortable.
The researcher avoided plagiarism in conducting this survey, this is to
maintain the authenticity of the research and provide references with strict citations of
authors from various related literatures and articles for every paragraph that supports
this study. It uses own gathered data, to come up with more valid research. The
researchers, personal arguments were all taken aside to achieve a more accountable
research.
online face to face interview or sending of google form link to the respondents as the
instrument in gathering data, the article or other studies used as a guide to formulate
Gaming and Its Effect on their Academic Performance”, thus it also includes an
audio recorder for the purpose of recording and transcribed such discussion about the
topic.
After gathering enough data into the participant, the researcher the tediously
transcribed all the data and established the thematic analysis for each question.
3.5 DATA ANALYSIS
The researchers used thematic analysis to determine the recurring patterns or ideas
from the responses of the respondents using assigned repetitive coding and themes by
the researcher.
CHAPTER 4