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Effects of Online Games to the Academic Performance of

Grade 11 and 12 Electrical Installation and Maintenance Students of

Demetrio L. Alviola National High School

HUMSS 12 Chomsky

SY: 2022 – 2023

Samantha Nicole O. Baldoza

Roselainie D. Gedorio

Gian M. Gador

Ester Joy D. Tomas

Johncel V. Carriaga

San Anthony A. Amado

Honyjun L. Calum

Rhandolf M. Cadelina

Jeric C. Anfone

Ian J. Beranio
Chapter I

Rationale and Background

Introduction

Online gaming addiction is a topic of increasing research interest. Since the early

2000s, there has been a significant increase in the number of empirical studies examining

various aspects of problematic online gaming and online gaming addiction.

Online game is very popular today to this modern era. Students nowadays are very

prone to the gigantic influence of technology. They have most the major portion on the online

gaming rather than their school performance or academic matters. Knowing that there is a

huge scratch to academic performance when you become addictive on using technology,

epidemics are continuously touching students one by one. The researcher was triggered to

find out where the students will be when they unceasingly connected regarding on this staple.

Education is an important element of investment in human and economic growth.

Many teachers, parents and netizens are continuously clamored for a tighter clamp over

online gaming. Protest mainly focused on how the trend is becoming a cause of distraction

among students in their studies. The fact that most of the students living on informative

lifestyle where everything is updated, online game became one of the necessities of students.

Playing online games like Mobile Legends, Rules of Survival, Clash of Clans, Dota and so on

has a number of reasons to be played, for it can be stress reliever, challenge and competition,

relaxation, enjoyment, social interaction, and even mentally escaping from the real world. For

most of these students, online gaming is one of the best past times that they acquire.

It is undeniably questionable that playing online games provide something that no one

can give. Studies revealed that the human brain is easy to destruct and one of the reasons is

using technology. The education system tends to go with the flow with this constant change

in the society in order to get things relevant to the generations today. Thus, this study is
conducted to determine the associations of playing online games towards students’ academic

performance.

The researcher of this study felt need to find out how online games really affect the

grade 11 ad 12 electrical installation and maintenance students of Demetrio L. Alviola

National High School in terms of their academic performance. The purpose of this study is to

determine the implication of online gaming to the students. It has an aim to find out how

online games affect students’ intellectual and social capacity in relation to their academic

performance.

Statement of the Problem

The general objective of this study is to find the effect of online games in academic

performance of Grade 11 and 12 Electrical Installation and Maintenance students of Demetrio

L. Alviola National High School. Specifically, this sought to answer the questions:

1. What are the demographic profiles of the respondents in terms of:

1.1 Name (Optional)

1.2 Age

2. What are the effects of playing online games to the academic performance of grade

11 and 12 electrical installation and maintenance students?

3. Is there a significant relationship between playing online games to the academic

performance?

Statement of Hypothesis

Ho: Online games affect the academic performance of the electrical installation and

maintenance grades 11 and 12 students of Demetrio L. Alviola National High School – Senior

High Department.
Ha: Online games could not affect the academic performance of the electrical

installation and maintenance grades 11 and 12 students of Demetrio L. Alviola National High

School – Senior High Department.

Conceptual Framework

INPUT PROCESS OUTPUT

1. What are the


Assessment, data Effects of Online
demographic profiles of the
respondents in terms of: gathering and analysis of Games to the
1.1 Name the responses of the Academic
(Optional)
respondents about the Performance of
1.2 Age
1.3 Sex? Effects of Online Games Grade 11 and 12
2. What are the effects of to the Academic Electrical Installation
online games in academic
Performance of Grade and Maintenance
performance of Grade 11
and 12 electrical 11 and 12 Electrical Students of Demetrio
installation and Installation and L. Alviola National
maintenance students? Maintenance Students of High School.
3. Is there a significant
relationship between online Demetrio L. Alviola
games to the academic National High School.
performance?

Fig. 1 Research paradigm showing the “Effects of Online Games to the Academic

Performance of Grade 11 and 12 Electrical Installation and Maintenance Students of

Demetrio L. Alviola National High School.”


Theoretical Framework

Psychological stress reduced school performance, decreased sleep quality, suicidal

ideation (Rehbein, Kleiman & Mössle, 2010), low sociability and self-efficacy, and lower

satisfaction with life (Festl Scharkow & Quandt, 2013). In certain cases, digital game playing

was allowed to act as a coping strategy for deficiencies or problems in the player's life such

as a lack of friends, relationship troubles, or dissatisfaction with physical looks (Griffiths

Beranuy, 2009). Furthermore, prolonged exposure to the digital game was associated with

physical health problems such as musculoskeletal symptoms (Lui, Szeto & Jones, 2011). In

Finland, the effects of problematic game playing on players' health are still largely

unexplored. Considering the increased prevalence of online gaming, this study aimed to

identify the problematic gaming behavior among adolescents and young adults, and evaluate

its connection to a variety of psychological (psychopathological symptoms, satisfaction with

life), social (preferences for online social distancing interaction) and physical health (general

health, BMI body discomforts, physical activity) symptoms. In this paper problematic gaming

behavior in accordance work that sees it as a with considered recent frame continuum state

which can range from normal to serve the condition" (Griffiths et al., 2015).

Significance of the Study

This certain study which predominantly targets to determine the effect of online

games to the academic performance of Grade 11 and 12 electrical installation students of

Demetrio L. Alviola National High School will give a new insight to the following:

Student. This study will help the students of Demetrio L. Alviola National High

School about the awareness on the significant effect of online games to the academic

performance of the Grade 11 and 12 electrical installation and maintenance students of


Demetrio L. Alviola National High School. They will be informed enough to lessen and

prevent online gaming.

Teachers. This will provide facts concerning the status of the academic performance

engaging online games that would embolden them to help the students by giving explicit and

useful feedback regarding the result of this matter.

Parents. This study will give parents a better understanding of how online games

affect their children’s behavior. This will assist them in guiding their children in playing

online games.

Scope and Delimitation of the Study

The coverage of this study the effects of online games to the academic performance of

grade 11 and 12 electrical installation and maintenance students of Demetrio L. Alviola

National High School. This study consists of the effects of playing online games on students’

academic performance and the students intellectual and social capacity. This study is focusing

on the negative effect of online games if it becomes the education interference and also it

talks about possibilities or results if you play online games even during school time.

The researcher limited this research only at Demetrio L. Alviola National High School

– Senior High Department (DLANHS SHS) with the maximum count of 30 respondents

either make or female who are playing online games. The researcher also limited this research

only with the effects of online games to their academic performance. It has a nominal

duration of 30 days.

Operational Definition of Terms

Academic Performance – how students deal with their studies and how they cope

with or accomplish different tasks given to them by their teachers.


Education – the knowledge, skills, understanding and attitudes that you can get from

attending school.

Effect – a result of something that was exist, done or happened.

Online game – a game played by electronically manipulating images produced by a

computer program which is available on or performed using the Internet or other computer

network. Games that need an internet connection. Example, Mobile Legend, Clash of Clans,

Rules of Survival, Dota etc.

Player – a person taking part in a sport or game specifically in an online videogame


Chapter II

Review of Related Literature and Studies

This chapter presents the review of related literature and studies relevant to the

current investigation. This helped the researcher in conceptualizing the variables

included in the study. The review also enabled the researcher in determining the extent at

which previous researches have explored this topic which serves as the spring board for

the current research. It focuses on the effects of online games to the academic

performance of Grade 11 and 12 electrical installation and maintenance students of

Demetrio L. Alviola National High School.

Related Literature

A number of studies have examined the role of personality factors, comorbidity

factors, and biological factors, and their association with online gaming addiction. In relation

to personality traits, gaming addiction has been shown to be associated with neuroticism,

aggression and hostility, avoidant and schizoid interpersonal tendencies, loneliness and

introversion, social inhibition, boredom inclination, sensation seeking, diminished

agreeableness, diminished self‐control and narcissistic personality traits, low self ‐esteem,

state and trait anxiety, and low emotional intelligence (Griffiths et al., 2013). Considering the

relatively high frequency of co‐occurring personality, comorbidity, and biological factors, it is

hard to assess the etiological significance of these associations with online gaming addiction

as they may not be unique to the disorder and further research is needed. Research has also

shown online gaming addiction to be associated with a variety of comorbid disorders. These
include attention deficit hyperactivity disorder, symptoms of generalized anxiety disorder,

panic disorder, depression, social phobia, school phobia, and various psychosomatic

symptoms (Griffiths et al., 2013).

Smyth (2015) studied the difference between playing massively multiplayer online

role-playing games (MMORPG) and playing other types of online games and found that even

though the MMORPG group reported greater interference in academic work (such as

skipping homework, missing a class, etc) as opposed to the other groups, overall the groups

did not differ in academic performance. Hart et al (2015) used the Problem Online Game

Playing survey to measure four different areas of life, including academic behavior, impacted

by the playing of online games and suggested that there was not a significant correlation in

any area. However, there is also plenty of research to suggest that interactive online games

can actually lead to increased academic performance (Anand, 2013).

The Negative Effects of Video Games – 12 Symptoms

According to Cam Adair (2021), in 2020, there were an estimated 2.7 billion

gamers worldwide, and the number is still rising. This rise in the popularity of video games

has led to a significant increase in people experiencing the negative effects of video

games. Although not all gamers experience negative effects from gaming, and those effects

vary from person to person, many do. Video game addiction statistics find roughly 2-3% of

gamers can become clinically disordered.

Some of the most common negative effects of video games include: Poor sleep

hygiene, Physical health atrophy, Exhaustion, Dehydration, Obesity and heart problems,

Aggression, Lack of motivation, Depression, Suicidal thoughts, Social anxiety, Poor

emotional regulation, Interpersonal conflict.


Cons of Online Games

While online games have many benefits, they can also negatively affect players.

Excessive playing of online games can lead to addiction, which can interfere with daily life

activities, such as schoolwork or social interactions. Additionally, some online games may

contain violent or inappropriate content, which can negatively impact young children and

adolescents. It’s important to monitor and limit the amount of time spent playing online

games to avoid potential negative consequences (Gaming Respawn, 2023).

According to Algareley (2021), online gaming describes any video game that offers

online interactions with other players. Kinds of online games range from internet gaming,

massive multiplayer online games (e.g. Mobile Legends: Bang Bang and Call of Duty:

Mobile), cross-platform games (typically those played in game consoles such as Xbox or

PlayStation) and more.

Online gaming does have positive impacts towards students as it can really be fun

especially when playing with friends, on the other side, there are also negative effects of

online gaming especially to students and how it affects them in all aspects of life, in terms of

growth and development of his/herself, engagement and communication with other people,

and various detrimental health effects.

As people become more addicted to technology and as well as online games, the more

they are being separated from their social lives. This leads to social isolation and is entirely

possible that it can even derail a person’s effort to make friends, socialize in real life, and

interact/communicate with others. Students who have the difficulty to socialize affects them in
participating with the class, and apart from gaming, losing interest and attentiveness when it

comes to other stuff like studying.

Related Studies

Today's world is one that is largely composed of technology. In a relatively short span

of time, we have been immersed in a world of high-definition Clash of Clans, Rules of

Survival, Mobile Legends, "green" cars, outrageous thrill rides, 3-D technology, etc. But no

area of technology has become as prominent as that of online gaming.

According to Anand (2013), the penetration of online games into the United States

alone is huge, with at least 90% of homes having children that have played rented or owned)

video games. This is a record level that continues to increase. 55% of console players and

66% of online players are over 18. The college demographic seems to be the major group of

gamers simply because they have a lack of parental supervision and they have more flexible

schedules, allowing for more play time.

The Negative Impact of Mobile Game Addiction on Primary School Students

Students in primary schools are the most vulnerable to mobile game addiction

because many of them lack the self-discipline required to restrict gaming time and resist the

attraction of the virtual reality presented in game settings. They will uncontrollably increase

the time and energy invested in mobile games once they become addicted to them. This is

exceedingly damaging to their growth and development and may possibly have lasting

consequences.

Damaging Students’ Physical and Mental Health

The primary school years are a critical time in a child’s physical development. Young

children need enough sleep and physical activity for healthy growth. Long periods of time

spent texting and playing mobile games can result in issues like pain in the cervical spine,

vision loss, spinal curvature, decreased brain development, and more. Playing video games
for extended periods of time can cause high levels of stress, which can worsen neurasthenia

and weaken immunity. An adolescent in Guangzhou had a cerebral infarction and came

dangerously close to death in 2017 after playing the smart phone game “Honor of Kings” for

40 straight hours (Chen et al., 2018). Long-term video gaming has a detrimental effect on

schoolchildren’s mental health as well. The early years of education are crucial for the

development of a person’s viewpoint. Some of the most well-known mobile games right now,

like “Honor of Kings” and “Game for Peace,” are violent and not suitable for young children.

By killing adversaries and performing other heinous deeds in games like this, players can

increase their levels or rankings. Too much exposure to violent culture may result in children

who have not yet established the correct viewpoint and values becoming violent in real life

(Lu, 2018). Due to the effects it has on children’s thinking and communication, excessive

virtual reality play in mobile games can cause them to become disconnected from reality.

They could experience anxiety disorders and even depression if they are forced to leave the

virtual world.

Degrading Students’ Academic Performance

After being hooked on mobile games, students will devote more time and effort to

advancing their “levels” and “rankings,” and some may even play games in their sleep.

Therefore, it is impossible to guarantee their normal rest and study time. According to World

Health Organization research, adolescents sleep less each night the more time they spend on

their mobile phones. Mobile gaming is likely to keep minors up late, contributing to the

problem of insufficient sleep (World Health Organization, 2019). Despite the fact that some

video game enthusiasts can manage their play time and get enough sleep, it is often difficult

for them to concentrate on learning since their minds are still preoccupied with the game’s

plot and substance from the previous evening. In addition, the content of the textbooks is so

monotonous in comparison to the exciting Feng. (China). Mobile Game Addiction in Chinese
Pupils and Interventions. SIEF, Vol.13, No.2, 2022 1915 and engaging mobile apps that it is

difficult to motivate them in the classroom. As a result, many young game addicts are unable

to pay attention in class and must rush through their homework after school, resulting in

deterioration in their academic performance. The negative effect of excessive mobile gaming

was confirmed by Li’s (2019) study, in which nearly 14.4% of the subjects believed that their

participation in mobile games caused their inability to concentrate on lessons and homework,

46.9% believed that playing mobile games could occasionally distract them from classroom

learning and homework, and 31.3% reported that their academic performance declined as a

result of their participation in mobile gaming

Effects of Online Mobile Games on Academic Performance Online

Mobile gaming is one-factor influencing students' academic performance. Cornillez

Jr. et al (2022) states that if students' attitudes toward playing games online using mobile

phones are not properly managed, this technology may impact their academic performance.

According to him, when students play online mobile games, they experience optimal

experience,e which means the mental state of operation in which a person performing an

activity is fully immersed in a feeling of energized focus, full involvement, and enjoyment in

the process of the activity. Students become so engrossed in a period that nothing seems to

matter.

Rodica and Talania (2019) also discussed that pupils at Mount Carmel School in

Maria Aurora who enjoy playing online games harmed their academic performance. They

discovered that the students who play mobile games experience a lack of concentration in

their studies, cannot complete their homework and projects, and received poor grades. The

results of their studies found that out of 151 respondents, 145 indicated that playing online
games harms their academic performance. The researchers conclude that a student's

participation in online gaming may harm their academic achievement.

Bassey (2022) argues that spending too much time playing mobile games seriously

negatively affects students one of the lack of time more and essential activities like studying.

When students spend much time playing, they have no time for other things. Even college

assignments lose priority when a big battle is planned for the night. This leads to poor grades

and academic problems. Another adverse effect of playing adverse games is that addictive

people are obsessed with the virtual world, lose their sense of reality and spend all their time

playing online mobile games. Simulations and other games can also be dangerous; if a person

can be easily influenced, the likelihood of becoming addicted is much higher. Bassey (2022)

also identified aggressive behavior as one of the adverse effects of play adversely games. As

stated by Bassey (2022), many students who play online games are so influenced by the

games they play online that they transfer virtual characters into the real world. They now get

acquainted with solving problems like their evil heroes in the game, and this aggressive

game- induced behavior becomes a habit for them.

Even college assignments lose priority when a big battle is planned for the night. This

leads to poor grades and academic problems. Another adverse effect of playing adverse

games is that addictive people are obsessed with the virtual world, lose their sense of reality

and spend all their time playing online mobile games. Simulations and other games can also

be dangerous; if a person can be easily influenced, the likelihood of becoming addicted is

much higher Bassey (2022) also identified aggressive behavior as one of the adverse effects

of play adversely games. As stated by Bassey (2022), many students who play online games

are so influenced by the games they play online that they transfer virtual characters into the

real world. They now get acquainted with solving problems like their evil heroes in the game,

and this aggressive game- induced behavior becomes a habit for them. These outbursts of
aggression must be suppressed immediately or can become a habit. The last negative effect

that Bassey James (2022) discusses is isolation from society. The online gaming world is an

opportunity to seclude oneself from real problems, and students with many problems will find

that sense of freedom in games. They are so involved in the games that they lose their sense

of reality and cut themselves off from society.

It shows that 35% of learners experienced tardiness due to online games, 29% of the

had poor performance, 15% of them lost interest in school, 13% had a tendency of dropping,

and 8% involved in a quarrel. The academic performance before the intervention shows that 3

respondents with the equivalent of 7.5% who were playing manifested poor performance, 18

equivalents to 45% of grades from 75-79 having Fair, while 16 equivalents of 49% of them

having an average from 80-84 with Satisfactory. Three respondents with the equivalent of

7.5% having a grade from 85-89 with Very Satisfactory. After the intervention, none of them

has an average of below 75. Out of forty respondents, 8 of them with 20% got an average

from 75-79 with Fair, 25 of them with 62.5% got an average from 80-84 with Satisfactory,

and 7 of them with 17.5% got an average from 85-89 with Very Satisfactory Salapas (2019).
Chapter III

Methodology

This chapter presents the methodology of this research such as the method used;

locale of the study; respondents of the study; sampling method used; research instrument;

data gathering procedure; statistical analysis of the data and the validation of the instrument

are also included in this chapter.

Research Design

The research design used in this study is descriptive-correlation. The researchers

described and analyzed the knowledge, opinions and practices of the grade 11 and 12

electrical installation and maintenance students of Demetrio L. Alviola National High School

about playing online games that affects their academic performance.

Descriptive research was followed. A descriptive researcher describes what exists and

may help to uncover new facts and meaning. This involves the collection of data that will

provide an account if description of individuals. In this study, the information was collected

through the questions distributed personally to the subjects by the researcher did not attempt
any experimental manipulation or indeed any random selection to groups, as there is in

experimental research.

Research Environment

The study is conducted at Demetrio L. Alviola National High School – Senior High

Department located in Brgy. Tinaogan Bindoy, Negros Oriental, in the school year 2022-2023

based on the grade 11 and 12 electrical installation and maintenance students about playing

online game that affects their academic performance. This study covered the Department of

Education, Division of Negros Oriental, Bindoy District 2 in Demetrio L. Alviola Senior

High School.

Research Instruments

The researchers used a questionnaire as an instrument for data gathering in this study.

The formulated questionnaire has been done through Likert Scale that develops the principle

of measuring perspectives of the respondents to a series statement about the topic, in terms of

the extent to which they agree with it, and so tapping into cognitive and affective components

of their actions.

The main tool that will be used in gathering the data for this research is the researcher-

made questionnaire. The researchers prepared a survey questionnaire. The questionnaire

consists of fifteen (15) questions which includes several inquiries about online games. It will

be given to 30 chosen respondents in electrical installation and maintenance. The

instrumentation used will give way and support in retrieving data for the study.

The questionnaire is divided into two parts:

Part I includes personal data information, which was used to draw important

information about their name (optional) gender, age and grade level.
Part II includes the game session and activities of the online game players and how it

affects their social capacity.

Part III includes the intellectual capacity of students and how it affected their academic

performance in school.

Part IV includes how online games affected the attendance of the electrical installation

and maintenance students and how it affected their academic performance.

Data Gathering Procedure

The first step to be use is to ask permission from Mrs. Ma. Sylvia R. Romano, the

principal of Demetrio L. Alviola National High School – Senior High Department to conduct

the survey. The researcher will administer the questionnaire to the respondents, conduct test

and analyze the pertinent records to get the necessary data, retrieve the questionnaire from the

class, and classify the questionnaire to examine and compare carefully to note points and

verify the order, necessary for the completeness of the study.

The following are the specific and detailed steps done by the researcher in order to

complete this study.

Step 1. Selection of the topic: After discussing about a research paper the researchers

decided a topic that is very relevant for students.

Step 2. Approval of the topic: After the researchers decide what should be the topic, it

undergone the process of checking until it was approve.

Step 3. Formulations of the Chapters: After the approval of the topic, the s started

formulating the chapter 1. It includes the introduction, the problem and its settings.
Step 4. Checking of Chapter 1. After the researcher finished the chapter one, the

researchers passed it to their adviser and checked it before they can proceed to the next

chapter.

Step 5. Chapter 2 (Review of Related Literature): This chapter the researcher

indicates the local and foreign literature and studies.

Step 6. Chapter 3 (Researcher Design and Methodology): This chapter focuses on

what the researchers going to do to questionnaires. And for the researchers on how they will

find out the percent of the respondents.

Step 7. Making of questionnaire: In this part, the researchers focus on the possible

questions that they can make for questionnaire.

Step 8. Distribution of the questionnaires: the researchers conduct the survey on the

30 chosen respondents from electrical installation and maintenance students of Demetrio L.

Alviola National High School - Senior High Department.

Step 9. Tallying: After the researchers gather the answered questionnaires and data

the researchers proceed to tallying to know the results of the study that being conducted.

Statistical Treatment

The researcher organized and tabulated before validating the data gathered through

the use of survey questionnaire. For this study, the researcher used the Stratified Sampling in

order to statistically analyze and critically understand the meaningful interpretation of the

gathered data.
Chapter IV

Presentation, Analysis and Interpretation of Data

This chapter delivers an indication about the data gathered from the general average

of the grade 11 and 12 electrical installation and maintenance students of Demetrio L. Alviola

National High – School Senior High Department during the first semester of the school year

2022 – 2023. This chapter also includes the responses of the 30 students about the different

questions provided to them about online games. The data are presented in both tabular and

textual forms, analyzed and interpreted to answer problems presented at the beginning of the

study.

Table 1. Academic Performance

Rating Description Frequency Percentage

90% - 100% Outstanding 4 13.3

85% - 89% Very Satisfactory 20 66.6

80% - 84% Satisfactory 5 16.6

75% - 79% Fairly Satisfactory 1 3.3


Below 75% Did Not Meet Expectations 0 0

Total 30 100

The information in the table 1 displays the academic progress made by the 30 grade

grade 11 and 12 electrical installation and maintenance students of Demetrio L. Alviola

National High School – Senior High Department during the first semester of the school year

2022 – 2023. In accordance with the DepEd Order No. 36 or the K-12 policy guidelines on

rewards and recognition, s. 2016 (Llego, 2020), some of the students we’re qualified to be on

the honor roll. The other half of the respondents or 15 out of 30 had an average grade of 85%

- 89% are considered to have very satisfactory performance. Only 13.3% of the 30

respondents or 4 out of 30 had an average grade of 90% - 100%. With an average grade of 85

– 89 and a frequency of 20, 66.6% of the respondents are considered to have very satisfactory

performance. Some of the respondents with a frequency of 5, have an average grade of 80 –

84, 16.6% of the respondents are considered to have satisfactory performance. And only 3.3%

or with frequency of 1 respondent with a grade of 75% - 79% is considered to have fairly

satisfactory performance. This data implied that students of electrical installation and

maintenance students of Demetrio L. Alviola National High School – Senior High

Department who play online games has an effect to their academic performance.

Table 2. Social

Statement Average Description

1. Online games affects 3.5 Agree


my school
participation
2. My friends influence 3.5 Agree
me to play online
games
3. Online games affects 3.4 Moderately Agree
my responsiveness in
class
4. Online games makes 3.2 Moderately Agree
me socially isolated in
school
5. Online games makes 4.0 Agree
me want to be at
home and play

Table 2 illustrates that students from electrical installation and maintenance grades 11

and 12 who play online games have a significant impact on students’ academic performance.

The first statement reports an average of 3.5, indicating that online games affect their school

participation. Moving on to the second statement, it reveals that the average 3.5 agreed that

their peers influenced them to play online games. In the third statement, with an average of

3.4, and the attitude interpretation remains positive. Students had moderately agreed that

playing online games affects their responsiveness in class. The fourth statement showed that

an average of 3.2 students moderately agreed that online games made them feel isolated in

school. And lastly, the fifth statement with an average of 4.0 of students agreed that online

games makes them wants to stay at home and play.

Mobile gaming is one-factor influencing students' academic performance. Cornillez

Jr. et al (2022) states that if students' attitudes toward playing games online using mobile

phones are not properly managed, this technology may impact their academic performance.

According to him, when students play online mobile games, they experience optimal

experience,e which means the mental state of operation in which a person performing an

activity is fully immersed in a feeling of energized focus, full involvement, and enjoyment in

the process of the activity. Students become so engrossed in a period that nothing seems to

matter.
In connection to this, a similar study also concluded that online games affects the

students’ academic performance. Rodica and Talania (2019) also discussed that pupils at

Mount Carmel School in Maria Aurora who enjoy playing online games harmed their

academic performance. They discovered that the students who play mobile games experience

a lack of concentration in their studies, cannot complete their homework and projects, and

received poor grades. It is clearly evident on the results that playing online games greatly

effects the student academic performance. The same study also indicated that the results of

their studies found that out of 151 respondents, 145 indicated that playing online games

harms their academic performance. The researchers conclude that a student's participation in

online gaming may harm their academic achievement.

The overall result clearly shows that online games effects students participation and

responsiveness in class, and online games makes them distracted in school. The majority of

the result of the survey we’re all agreed, which means that online games greatly affect the

students’ academic performance in school.

Table 3. Intellectual

Statement Average Description


1. Online games do not make 3.1 Moderately
my mind process properly Agree
during school hours

2. I became absent minded 4.3 Agree


inside the school because
of playing too much online
games

3. Due to gaming, I am 3.3 Moderately


having bad memorization Agree
skills
4. Online games makes me 4.5 Strongly
irresponsible in doing my Agree
school task
5. Online games distract you 3.4 Agree
in school and in class

The third table illustrates that online games have a significant impact to the the

intellectual capacity of the electrical installation and maintenance students of grades 11 and

12 of Demetrio L. Alviola National High School – Senior High Department. In the first

statement, containing an average of 3.1 and a description of moderately agree, which

indicates that online games makes their minds to not process properly during school hours.

Moving on the second statement, garnering and average of 4.3 and a description of agree,

which clearly indicates that the students of electrical installation and maintenance students of

Demetrio L. Alviola National High School – Senior High Department became absent minded

inside the school because of playing too much online games. The third statement which

indicates students have bad memorization skills has an average of 3.3 and a description of

moderately agree. Moving on the fourth statement, with an average of 4.5 and a description

of strongly agree, indicates that online games makes students irresponsible in doing their

school task. Lastly, the fifth statement shows an average of 3.4 which indicates that online

games distract them in school and in class. These results clearly shows that the intellectual

capacity of students is affected because of playing online games

According to World Health Organization research, adolescents sleep less each night

the more time they spend on their mobile phones. Mobile gaming is likely to keep minors up

late, contributing to the problem of insufficient sleep (World Health Organization, 2019).

Despite the fact that some video game enthusiasts can manage their play time and get enough

sleep, it is often difficult for them to concentrate on learning since their minds are still
preoccupied with the game’s plot and substance from the previous evening. In addition, the

content of the textbooks is so monotonous in comparison to the exciting Feng. (China).

Mobile Game Addiction in Chinese Pupils and Interventions. SIEF, Vol.13, No.2, 2022 1915

and engaging mobile apps that it is difficult to motivate them in the classroom. As a result,

many young game addicts are unable to pay attention in class and must rush through their

homework after school, resulting in deterioration in their academic performance. The

negative effect of excessive mobile gaming was confirmed by Li’s (2019) study, in which

nearly 14.4% of the subjects believed that their participation in mobile games caused their

inability to concentrate on lessons and homework, 46.9% believed that playing mobile games

could occasionally distract them from classroom learning and homework, and 31.3% reported

that their academic performance declined as a result of their participation in mobile gaming.

In connection to this, a similar study also has a result that shows that 35% of learners

experienced tardiness due to online games, 29% of the had poor performance, 15% of them

lost interest in school, 13% had a tendency of dropping, and 8% involved in a quarrel Salapas

(2019). It is evident on the results shown on the third table that online games has an effect on

students intellectual capacity as it affects their memorization skills and it makes students

distracted in school while class is on-going. Online games also affects students in a way that

they cannot process the lessons properly and they became absent minded in class because of

always playing online games.

Table 4. Attendance

Statement Average Description


1. I tend not to attend 2.3 Disagree
classes just to play
online games.
2. I came late in class 2.4 Disagree
because of playing
online games
3. I do not care how 2.3 Disagree
many absences I have
just to play online
games
4. I find it hard to attend 2.7 Moderately Agree
classes on time
5. I want to leave the 2.5 Moderately Agree
class and play online
games somewhere

The fourth table illustrates how online games affects the students’ academic

performance in terms of attendance. The first statement which indicates that students tend to

not attend classes just to play online games garners an average of 2.5 and a description of

moderately agree. The second statement also shows the average of 2.4 which indicates that

students came in late for class because of playing online games. Moving on to the third

statement with an average of 2.3 which indicates that students do not care about how many

absences they have just to play online games. On the fourth statement which indicates that

students find it hard to attend classes on time garnered an average of 2.7. Lastly, the fifth

statements has an average of 2.5 which indicates that students want to leave the class and

play online games somewhere.

In connection to this, a similar study also has a result that shows that 35% of

learners experienced tardiness due to online games, 29% of the had poor performance, 15%

of them lost interest in school, 13% had a tendency of dropping, and 8% involved in a quarrel

Salapas (2019). Bassey (20220 added that the last negative effect discusses is isolation from

society. The online gaming world is an opportunity to seclude oneself from real problems,

and students with many problems will find that sense of freedom in games. They are so

involved in the games that they lose their sense of reality and cut themselves off from society.
Bassey (2022) argues that spending too much time playing mobile games seriously negatively

affects students one of the lack of time more and essential activities like studying. When

students spend much time playing, they have no time for other things. Even college

assignments lose priority when a big battle is planned for the night. This leads to poor grades

and academic problems. Another adverse effect of playing adverse games is that addictive

people are obsessed with the virtual world, lose their sense of reality and spend all their time

playing online mobile games. Simulations and other games can also be dangerous; if a person

can be easily influenced, the likelihood of becoming addicted is much higher. Bassey (2022)

also identified aggressive behavior as one of the adverse effects of play adversely games. As

stated by Bassey (2022), many students who play online games are so influenced by the

games they play online that they transfer virtual characters into the real world. They now get

acquainted with solving problems like their evil heroes in the game, and this aggressive

game- induced behavior becomes a habit for them.

The table clearly shows that online games has a significant impact to students’

academic performance. As stated in the fourth statement of the fourth table, an average of 2.7

students moderately agrees that they find it hard to attend classes on time and that is because

of online games. An average of 2.5 students moderately agrees that they want to leave the

class and play online games somewhere clearly shows how online games affect the students’

academic performance in a way that online games makes students tired and makes them want

to be alone, stay at home and skip classes just to play online games.
CHAPTER V

Summary of Findings, Conclusion, and Recommendation

This chapter comprises the re statement of the problem, summary of findings,

conclusion and recommendations.

Statement of the Problem

The general objective of this study is to find the effect of online games in academic

performance of Grade 11 and 12 EIM students in Senior High (SHS) Students of Demetrio L.

Alviola National High School. Specifically, this sought to answer the questions:

1. What are the demographic profiles of the respondents in terms of:

1.1 Name (Optional)

1.2 Age

2. What are the effects of playing online games to the Academic performance of Grade 12

Electrical Installation and Maintenance strand students?

3. Is there a significant relationship between playing online games to the academic

performance?

Summary of Findings

The following are the summary of findings from the data gathered in this study:

1. Social

The data revealed that online games significantly affect students’ academic

performance in Electrical Installation and Maintenance grades 11 and 12. Students

moderately agree that playing games affects school participation, responsiveness, and

feelings of isolation, while others prefer to stay home and play. The overall result

clearly shows that online games effects students’ participation and responsiveness in

class, and online games makes them distracted in school. The majority of the result of
the survey we’re all agreed, which means that online games greatly affect the

student’s academic performance in school.

2. Intellectual

It shows that online games significantly affect the intellectual capacity of

electrical installation and maintenance students in grades II and 12. Students become

absent, have poor memorization skills, become irresponsible, and are distracted,

affecting their intellectual capacity. Mobile gaming contributes to insufficient sleep

and contributes to the problem of insufficient sleep among adolescents. Video game

addiction can hinder students’ concentration and academic performance. Excessive

mobile gaming can cause an inability to concentrate on lessons and homework,

distract from learning, and lead to tardiness, poor performance, lost interest, dropping

out, and conflicts. Online games also affect students’ intellectual capacity,

memorization skills, and ability to process lessons properly, making them absent-

minded and negatively impacting their overall academic performance.

3. Attendance

The first statement, which indicates that students tend to not attend classes just

to play online games, garners an average of 2.5 and a description of moderately agree.

The second statement also shows an average of 2.4, which indicates that students

came in late for class because they were playing online games. Moving on to the third

statement, with an average of 2.3, which indicates that students do not care about how

many absences they have just to play online games, the fourth statement, which

indicates that students find it hard to attend classes on time, garnered an average of

2.7. Lastly, the fifth statement has an average of 2.5, which indicates that students

want to leave the class and play online games somewhere. Online games significantly
impact students’ academic performance, with 2.7 students finding it hard to attend

classes and 2.5 wanting to leave and play games.

Conclusion

The conclusion of the study is drawn from the significant findings of the study:

1. Online games significantly affect students' academic performance, with moderately

agreeing that playing affects school participation, responsiveness, and feeling of

isolation.

2. Online games negatively affect electrical installation and maintenance students'

intellectual capacity, memorization skills, and ability to process lessons, leading to

absentness, poor performance, lost interest, dropping out, and conflicts.

3. Online games significantly impact students' academic performance, with 2.7 students

finding it hard to attend classes and 2.5 wanting to leave and play games. These

statements indicate that online games significantly affect students' academic

performance.

Recommendations

Based on the findings in this study, the following recommendation are made:

1. Teachers must ensure that their students have a good performance at school in

reading, writing, listening and speaking skills, so that they can have a good performance and

have a higher grade.

2. Parents must monitor their children and give them time limit when playing online

games. Also, they must not tolerate their children to play online games so they can study for

school and they can have a good academic performance.

3. Future researchers must explore the academic strand so they can know if playing

online games has a good or bad effects of the performance of the academic.
Acknowledgements

First of all, we, the researchers, would like to thank the Almighty God for His

enduring grace, guidance, and protection that He has bestowed upon us during this research

project. We would also like to express our sincerest gratitude to our subject teacher, Mrs.

Maria Acenith D. Pastor, for her continuous support in their research and for her patience,

motivation, and immense knowledge. Her guidance helped us throughout our research. To the

parents, who have continuously supported us financially to accomplish this study and for the

guidance, encouragement, and inspiration throughout our lives, a very special thank you for

your parental presence and constant guidance Last but not least, we would also like to thank

our respondents, the grade 11 and 12 EIM students, for their cooperation in answering our

survey questionnaire.
Abstract

The primary goal of this research is to show the effects of playing online games on students

and to demonstrate the impact of these online games on student behavior and performance,

particularly in TVL of Grade 11 and 12 EIM students. This study also concentrated on finding

ways to improve students' motivation and academic performance by thoroughly investigating

the underlying causes of their lack of desire or poor academic performance. The purpose of

this study is to investigate the relationship between playing online games and student

academic performance. This study discovered that playing online games has a significant

impact on students' academic performance.


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