Professional Documents
Culture Documents
HUMSS 12 Chomsky
Roselainie D. Gedorio
Gian M. Gador
Johncel V. Carriaga
Honyjun L. Calum
Rhandolf M. Cadelina
Jeric C. Anfone
Ian J. Beranio
Chapter I
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
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.
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
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.
The general objective of this study is to find the effect of online games in academic
L. Alviola National High School. Specifically, this sought to answer the questions:
1.2 Age
2. What are the effects of playing online games to the academic performance of grade
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
Conceptual Framework
Fig. 1 Research paradigm showing the “Effects of Online Games to the Academic
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
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
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).
This certain study which predominantly targets to determine the effect of online
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
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
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.
The coverage of this study the effects of online games to the academic performance of
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.
Academic Performance – how students deal with their studies and how they cope
attending school.
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,
This chapter presents the review of related literature and studies relevant to the
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
Related Literature
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
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
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
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
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
Some of the most common negative effects of video games include: Poor sleep
hygiene, Physical health atrophy, Exhaustion, Dehydration, Obesity and heart problems,
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
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
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,
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
Related Studies
Today's world is one that is largely composed of technology. In a relatively short span
Survival, Mobile Legends, "green" cars, outrageous thrill rides, 3-D technology, etc. But no
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
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.
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.
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
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
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
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
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
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
Research Design
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
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
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-
consists of fifteen (15) questions which includes several inquiries about online games. It will
instrumentation used will give way and support in retrieving data for the study.
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
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
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
The following are the specific and detailed steps done by the researcher in order to
Step 1. Selection of the topic: After discussing about a research paper the researchers
Step 2. Approval of the topic: After the researchers decide what should be the topic, it
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.
what the researchers going to do to questionnaires. And for the researchers on how they will
Step 7. Making of questionnaire: In this part, the researchers focus on the possible
Step 8. Distribution of the questionnaires: the researchers conduct the survey on the
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
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.
Total 30 100
The information in the table 1 displays the academic progress made by the 30 grade
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
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
Department who play online games has an effect to their academic performance.
Table 2. Social
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
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
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
Table 3. Intellectual
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
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
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
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
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
Table 4. Attendance
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
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
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
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:
1.2 Age
2. What are the effects of playing online games to the Academic performance of Grade 12
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
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
2. Intellectual
electrical installation and maintenance students in grades II and 12. Students become
absent, have poor memorization skills, become irresponsible, and are distracted,
and contributes to the problem of insufficient sleep among adolescents. Video game
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-
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
Conclusion
The conclusion of the study is drawn from the significant findings of the study:
isolation.
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
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
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
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
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
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