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SAN JOSE CITY NATIONAL HIGH SCHOOL – SENIOR HIGH SCHOOL

The link Between Online games and School achievement of Grade


12 Humss Student In SJCNHS-SHS Online Class

A research presented to faculty of

San Jose city National high school Senior High

Researchers:
John Carl C. Pascua

HUMSS 12-MARX

Research Adviser:

Anna Liza Cayco

San Jose City National High School – Senior High School

San Jose City, Nueva Ecija

S.Y 2021-2022
SAN JOSE CITY NATIONAL HIGH SCHOOL – SENIOR HIGH SCHOOL

INTRODUCTION

Playing online games has recently become a habit in our daily life. Obtaining information from a

resource was formerly a major challenge. Even so, the internet has made it easier for us to obtain

information. This era of the internet is always evolving and affecting us. Day by day, the internet

has evolved into a medium through which we may share information, interact, buy, chat, and

play games. The advancement of internet technology was driven by the development of

computers and speedier networks.Internet became cheaper for people to reach information on the

internet, and yet caused inevitable Changes in their habits (Akınoğlu, 2002)

In accordance with Young (1996), computer and internet addiction has negative influences on

the people’s family, academic and business lives. It is well known that the Internet can wreak

havoc on human connections. According to the findings, internet addicts suffer relationship

issues and spend less time with those around them. In 1996 Young used the terminology

Internet Addiction for the first time.

DEDICATION

This project is dedicated to my family and many friends. I owe a special debt of appreciation to

my devoted parents, whose words of encouragement and persistence continue to reverberate in

my ears. I also dedicate this project to my special love, Janice, who has never left my side

throughout the process. I also dedicate this project to my subject INQUIRES, INVESTIGATION
SAN JOSE CITY NATIONAL HIGH SCHOOL – SENIOR HIGH SCHOOL

AND IMMERSION- HUMSS 12 MARX . I will always be grateful for everything they have done

for me, especially for teacher Anna Liza Cayco assisting me in developing my technical skills.

THE PROBLEM AND ITS SETTING

 Background of the Study

In this new Generation of teenage students and because of the

days of pandemic this sophisticated era, because of the growing demand

for online games, particularly to among teens, the online games

industry has become tremendously successful industry.

Many of individual students especially boys consider online

gaming to be the one of their pastimes. Some students believe that

playing online games serves a variety of purposes, including stress

relief, challenge and competitiveness, relaxation, enjoyment, social

contact and even mental escape from actual world.

 Theoretical Framework
SAN JOSE CITY NATIONAL HIGH SCHOOL – SENIOR HIGH SCHOOL

This study is anchored on the theory of Greene and Bavelier

(2003) which States playing online games improve student’s

performance by enhancing consideration and concentration, visual

discernment, visual memory, concurrent handling, meta-cognitive

abilities such as arranging, and speed of data preparing of

learners.

Furthermore, playing online games is indicated by: addiction,

need for Advancement, need for mastering the mechanics, need for

relationship and need for escapism (Xu, Turel and Yuan, 2011). In

figure 1, the conceptual paradigm of the study shows the

independent and dependent variable. The independent variable is

Playing Online Games and the dependent variable is the Student

Performance.

Conceptual Framework

INDEPENDENT VARIABLES DEPENDENT VARIABLE

Humss Student Online Class of San


Jose City National high school
Game type that are played Senior high were surveyed for data
The number of hours spent playing
 Grades
Gaming impact on student  Performance

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