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TITLE: IMPACT OF VIOLENT VIDEO GAMES ON STUDENT’S ACADEMIC

PERFORMANCES IN GRADE 12 STUDENTS OF CABBO NATIONAL HIGH SCHOOL

CHAPTER 1

INTRODUCTION

Today’s world is one that is largely composed of technology. In a relatively short Span have been
immersed in a world high-definition television Facebook, YouTube, internet Tadio "green" cars,
outrageous thrill rides 3-D technology, etc. (the penetration of video games into the but no area
of technology has become as prominent that of video game. Violent video game effect on
students may increase precursor to violent behavior, may also affect their studies like doing their
school activities, homework, and their behavior in the classroom.

According to Psychological Bulletin (2010) violent video games are fundamental risk factor for
increased aggressive thoughts and aggressive behavior. Teen age itself is the age of energy
without direction. If a student selects violent video games, she/he will become aggressive which
makes him/her more imbalance in thoughts, response, and hinders creative and independent
thinking. A violent video game addict can never be a good reader because he is much vulnerable
to animations than still words written on books such as their brain starts working at unnaturally
remarkable speed. They lose their focus while sitting in passive and reading books. When
playing online games students can pick up bad language and behavior from others. Frequent use
of violent video games makes learners‟ socially isolated.
They might spend less time to do other activities like doing homework and interacting with
family and friends. Academic accomplishment may be negatively related to the time spend in
playing violent video games. Studies have shown that the more time a student’s spends playing
video games, will result in poorer performance in the school (Gentile, Lynch, Linder, & Walsh,
2004). There are bad effects of violent video games on students‟ attitude and behaviors. If
students keep this practice frequently, they will indulge in those activities such as shelling,
kicking etc. according to the research of Dr. Fatima Jinnah, indicated that there is relationship
between playing games and violent behavior, moreover violent video games are linked to
aggressive behavior. Therefore, this study was focused to examine the impact of violent video
games on student’s performances in grade 11 students of Cabbo National High School.
CONCEPTUAL FRAMEWORK

Output
INPUT Process

Respondents profile The impact of Violent Video


According to: Games on Student’s
Gathering data Performances in Grade 12
Students
Age Conducting surveys through
Gender questionnaires

Strand

The input box shows the demographic profile of respondent such as age, gender, and their strand.
The researcher also incorporates the violent video games of the respondent as their independent
variable which is the academic performance of the students. The variable needs to be identified
to examine the impact of the violent video games experienced by senior high school students at
cabbo national high school.

The process box shows the methods that use to gather the data to the respondent profil. Survey
questions will assess impact of violent video games, classroom behavior, lack of time
management. Gathering data from students’ profile and conducting survey through questionnaire,
will be employed to evaluate the relationship between the variable and its impact on academic
performance.

The output box shows the result of the study where I'm the researcher will determine the impact
of violent video games on students. It should be further developed to suit the specific research
design and objectives.
STATEMENT OF THE PROBLEM

Generally, this study aimed to investigate the impact of violent video games on student’s
performances in grade 11 students in Cabbo National High School.

• What type of online games that students‟ play to make them not doing their academic
activities?
What type of online games do students usually play that affects their academic performance?
• How many hours students spend on playing games?
• what are the effects of online games on their behavior?
• Why student like playing online games on their vacant time that doing their school activities?
Why does students play online games during their vacant time rather than doing their school
activities?

RESEARCH HYPOTHESIS

The research hypothesis of this study is violent video game effect on senior high school students
on how can affects their academic performance, homework, and their behavior in the classroom.
Playing online games students can pick up bad language and behavior from others. A violent
video game also decreased sleep, poor social interaction to other, and less reading that lead to
bad grade in academic activities and homework. .

Scope and Delimitation

This study will cover the impact of violent video games in Senior High School Grade 12 students
of Cabbo National High Schools and its effect on their academic performance. This study will be
conducted at Cabbo National School in the Municipality of Peṅablanca Cagayan. It will focus on
Grade 12 student enrolled in the academic year in 2023 – 2024. The sample size is limited to
thirty (30) Senior High School students who will act as respondents to this research using a
survey questionnaire.
SIGNIFICANCE OF THE STUDY

The main objective of this study is to identify the impact of violent video games on

student’s performances in grade 12 students in Cabbo National High School. Thus, the study

could be of importance to the following:

Students. The importance of the study for learners is to increase access to education and

knowledge while empowering them with a mindset and capabilities that sets them up for success

in their present and future.

Parents and Guardians. Involvement in all aspects of their child’s education planning is

paramount to the success of the child.

Teachers. The purpose and importance of teaching and learning materials is to make

lessons interesting, learning easy and enable teachers to easily express concepts.

Future Researchers. Improves services and treatments not just for you but also for

future generations. It helps develop new test for diagnosis, treatment and processes that could

eventually help your children, or even your grandchildren.

Definition of Terms

VIOLENT BEHAVIOR
The longer that individuals are exposed to violent video games, the more likely they are to have
aggressive behaviors, thoughts, and feelings.
AGGRESIVE BEHAVIOR
Aggression, according to social psychology, describes any behavior or act aimed at harming a
person or animal or damaging physical property. A few examples of aggressive acts: acts of
physical violence. shouting, swearing, and harsh language.
RISK
Risk is the possibility of something bad happening. Risk involves uncertainty about the
effects/implications of an activity with respect to something that humans value (such as health,
well-being, wealth, property, or the environment), often focusing on negative, undesirable
consequences.

STUDENTS PERFORMANCES
The present study aimed to examine the effects of online game addiction on reduced academic
achievement motivation, and the mediating role of learning.

PROMINT
Important, famous

STUDENTS
student is a learner. A person who wishes to acquire knowledge and wisdom or skills in a
particular field or develop his intellectual capabilities is a student.
CHAPTER II
This chapter present a review of some related literature and studies that serve as the background
of this study.

LITERATURE REVIEW
Impact of Online Games on Learning
Despite the obvious negative effects of online games, there are arguments about the positive
effects of online gaming on student performance. When online games became a trend,
researchers started to venture into education, with innovative and refined ideas embedded in the
design of game-based learning. Besides that, the design of online games had also ensured
different learning experiences are being engaged on an affective, behavioral, cognitive, and
sociocultural level (Homer, et. al., 2015).
According to Homer, et. al (2015), online games can develop 21st-century skills whereby they
can help to improve the student’s socio-emotional skills such as collaborating as a team and
being involved in problem-solving and communication.
According to a study by the UK’s National Literacy Trust, students who play online games every
day scored higher than the average students in reading and writing (Picton et al., 2020). It is also
believed that kids who play online games do better in Maths and science and one of the
arguments for why these improved scores exist is the fact that online games such as solving
puzzles require higher-order thinking skills to achieve higher scoring points, thus allowing a
person to quickly solve problems, be able to think critically, and make good decisions.
According to research done by Sauce et al (2022), American kids, between 9 and 10 who spent
an above-average time playing online games increased their intelligence scores by 2.5 I. Q points
above the average after two years.
Even schools in recent years have incorporated online games such as Quizizz, Kahoot,
Pictionary, Spelling Bee, and many more in their classroom teaching.
In 2020, the President’s Council of Advisors on Science and Technology found the importance
of enforcing STEM as they realized many students are switching out of science, technology,
engineering, and math programmes due to the difficulty of a course called calculus. In
conjunction with this, The University of Oklahoma has developed a calculus game to help
students to master the subject. It was evident that the use of purposefully designed learning
games had increased the success of students in calculus (Thomas, 2021).

Violent Video Games


There are different types of fighting games such as „street killer‟, „the king of fighters‟ and
„killer instinct‟ etc comes under violent video games. “Video games are constituted in part by
distinct forms of interactivity, and these forms of interactivity represent a particularly valuable
area of investigation” (Corliss, 2011, p.8). Due to their interactive nature and leading the players
to assume a violent role, violent video games and movies lead to the learning of aggressive
scripts, attitudes, and self-reviews. Previous research has described that video games have
negative impacts on human psychology, they make students socially isolated which ultimately
reflects in the aggressive behavior of the children and adolescents (Anderson, Shibuya, Ihori,
Swing, Bushman, Sakamoto, & Saleem, 2010). It increases annoyed feelings, aggressive
thoughts, and psychological stimulation such as blood pressure, heart problem and aggressive
actions. Violent video games also decline empathy, feelings, and good deeds for others. Male and
female both suffer the different effects of violent video games (Anderson, 2010). Violent video
games make the player’s personality bad and aggressive, they totally become dumb from
violence, they always exhibit violence as common behavior, and this transform them into an
aggressive personality (Barlett, Anderson, & Swing, 2009). If a child devotes more than one or
two hours a day on television or video games, he may have trouble falling asleep, have problems
paying attention and have lower test scores than other children who don’t spend much time in
front of television or video game console. (Christopher, 2015).
Characteristics of Violent Video Games
There are certain characteristics of violent video games that they may source to gain the attention
of students and they effect more than the content. Violent video games tend to be extra act
oriented and are more attracted to students, especially the adolescents (Rothmund, Gollwitzer, &
Klimmt, 2011). The certain auditory level changeability, scene changes and a huge quantity of
movement; these characteristics are well known to growth and increases the students‟ attention
(Adachi & Willoughby, 2011). Students give more attention if violence is shown good and in
justified manner (Huesmann & Taylor, 2006).

Rationale of the Study


More and more young children around us have become addicted to electronic gadgets and found
playing violent video games most of the time. After playing these games, they always start
fighting with each other and this practice directly affects their behaviour, health, and studies. For
this reason, this research was conducted to explore the effects of violent video games on
students‟ behaviour in the classroom at secondary school level.

CHAPTER3

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