Professional Documents
Culture Documents
STUDENTS
By:
ABAYON, JUNMAR G.
ALCASARIN, JADE A.
BALUYOT, FRANC J.
BAQUIREL, PHEBE S.
CUNANAN, HAROLD P.
ESCLETO, TANYA A.
LAT, AESHIA MAE M.
PALMES, PAULEEN ROSE G.
PORTADO, KIMBERLY L.
SASING ROSE ANJANETTE P.
SAYON, DAVID JOHN A.
CHAPTER I
INTRODUCTION
For most people, online gaming is one of the best past times that they acquire specially
for teenagers, youngsters and students. Teens who play online games are just having fun. They
do not just actually play because of some sort of seriousness, but also, because they just want to
feel relief. During school hours, students tend to feel stressed due to loads of schoolworks and
through playing it will relieve their stress (Kuss & Griffiths, 2018).
In the Philippines, the population of gamers is very huge. Beginning from the simple
cartoon games played by the toddlers up until the riot playing games played by the college
students and the older ones too. An article posted in (PhilCare, 2014) pointed out that researchers
found that video games, particularly shooter games, have the tendency to strengthen the
cognitive skills of their test subjects, especially in the areas of spatial navigation, reasoning,
memory, and perception. These effects shooter games have on test subjects were not evident on
other types of safe video games like puzzles or role-playing games. Gamers can utilize these
advantages of computer games provided they play in moderation. They should not allow
themselves to be enslaved by these games. Priority setting and proper guidance by parents.
teachers, and other elders can play a part in this goal. The effects of computer games on gamers
are influenced not only by the game content, but most especially, by the manner on which the
gamers play them. Video gaming is not bad for the health as well as the well-being of the
individual. It may also give some benefits depending on the frequency of the gaming of the
person. In proper moderation and supervision, video gaming might be a tool for enhancing the
how we will use technology, while its features to our advantage, and how we will let it impact of
lives.
relationships (Snyder, King, Delphabro, 2017) Does the parent set limits on their playing time?
The study says that poor-quality relationships are associated with problem gaming relationships
(Snyder, King, Delphabro, 2017), parental restrictions and monitoring of media usage, and
parents' marital and socioeconomic status, which can affect adolescent chances.
The playing respondents admitted that their engagement in online games had a moderate
negative effect academic areas of doing assignment, quizzes, class recitation, paper works, and
examinations (Garcia1 K, Jarabe1 N, Paragas1 J, 2018). These results show that participants who
indicated that they did play video games had significantly lower GPAs than participants who
indicated that they did not play video games. According to Anand (2007), the penetration of
video 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.
Statement of the Problem
This study aims to determine the relationship of playing online games and academic
performance of grade 12 in one of the private schools in Talisay City academic Year 2023 –
2024.
1. What is the extent of playing online games and when taken as a whole and grouped
according to;
a. Sex
b. Strand
c. Time spent
2. What is the level of academic performance of the students when taken as a whole and
a. Sex
b. Strand
c. Time spent
3. Is there a significant difference in the extent of playing online games group according to
aforementioned variables?
5. Is there a significant relationship between the extent of playing online games and the
To answer the problems mentioned, the researchers formulated the following hypothesis:
1. There is no significant difference in the extent of playing online games of the students
3. There is no significant relationship between the extent of playing online games and
Theoretical Framework
The disorder can present itself through the escalation and continuation of gaming despite the
occurrence of different circumstances, a rising priority given to gaming and impaired control
over gaming.
Online gamers are no different in serving their functional and emotional needs; maybe the belief
system they follow is indistinct. Nevertheless, their decisions while gaming is still calculated
rationally (Xu, Turel,& Yuan, 2012). Online gamers are no different in serving their functional
and emotional needs; maybe the belief system they follow is indistinct. Nevertheless, their
decisions while gaming is still calculated rationally (Xu, Turel,& Yuan, 2012).
Online gamers are no different in serving their functional and emotional needs; maybe
the belief system they follow is indistinct. Nevertheless, their decisions while gaming are still
of self-satisfaction have become the channels for upgrading individual self-esteem of the Internet
generation. Computer games provide various means for the users to express themselves, to
explore the world and seek self-recognition. The Internet, which possesses anonymous and
diverse characteristics, is an essential channel for expanding friendship and finding belonging.
The above statements and research findings indicated that online games might offer positive and
optimal experience to the players. However, excessive flowing in this optimal experience might
ideation (Rehbein, Kleiman & Mössle, 2010), low sociability and self-efficacy and lower
As video games become more and more popular, the scientific interest in the effects of
online games on individuals has also increased worldwide. As a result, the demand of society has
also increased. Moreover, it has the imaginative effect of excessive online gaming in terms of
student and child's academic performance and the child-parent relationship. The abuse of video
gaming can lead to social interaction, lack of sleep, and even a decrease in educational
Conceptual Framework
The purpose of this research is to study the significant relationship between playing
online games and the academic performance of grade 12 students. The coverage of this study are
the following objective; To know the time spent of the Grade 12 students on one of the private
Figure 1
Schematic diagram Showing the Relationship of Playing Online Games and Academic
Performance of Grade 12 Students
Students. This study is primarily important to student, for it will give them information
Teachers. The teacher should set a positive example for his or her students and be able to
benefit from this research as they contribute to it. They will also be able to monitor students'
Parents. They can assist their kids in this study by making sure they don’t over play
online games, which will also aid them by getting them to behave differently than they usually
do.
Researchers. This study will help the readers to have the understanding about the impact
of online gaming.
Future Researchers. Future researchers can benefit from this study since it might
provide them with information and suggestions for their own future research about this study.
The purpose of the study is to determine the significant relationship between playing
online games and the academic performance of Grade 12 students. This study will be conducted
at one of the private schools in Talisay City. The research will be done using a hard-copy
questionnaire as a survey and reference. The respondents of this study are the Grade 12 students
in one of the private schools in Talisay City, specifically the Grade 12 students who play online
games and are enrolled in the academic year 2023-2024. The research will not cover other
problems that are not necessarily related to our respondents or research topic.
Definition of Terms
The following are the terms that has been defined conceptually and operationally.
Academic Performance.
Is the knowledge gained which is assessed by marks by teacher and/or educational goals
set by students and teachers to be achieved over a specific period. (Narad and Abdullah, 2016).
In this study, academic performance was used as a factor affected by online gaming of a
student.
Grade 12 Students.
Senior high school students are students who are in the final years of their secondary
Online Games.
Online games can refer to any type of game that someone can play through the Internet or
In this study, online games were used as a factor affecting the academic performance of a
student.
Sex.
Sex refers to the physical differences between people who are male, female, or intersex.
A person typically has their sex assigned at birth based on physiological characteristics,
including their genitalia and chromosome composition. (E. Mimi Arquilla, DO By Tim Newman,
2023).
In this study, sex was used to identify the characteristics of participants, whether male or
female.
Strand.
This descriptive study was to determine the influence of preference of a Senior High
School strand that is commonly encountered by the senior high school students in terms of
personal interest, family influence, peer influence, financial condition, and employability (Anelfa
In this study, strand was used to identify which strand spends most time in online games.
CHAPTER II
REVIEW OF RELATED LITERATURE
This chapter contains the review of the literature and studies conducted and related to the
present investigation with the themes: Playing Online Games and Academic Performance of
Grade 12 Students
According to Cavus & Ayhan (2014), game is considered to be equal to the history of
humanity and an indispensable factor for human beings; because, game is one of the major
instruments of leisure which is a component forming the society. In this sense, game provides the
maintainability of social system and has significant functions for the society. When the functions
of game are considered, the topics such as socialization, participation, learning, entertainment,
relaxation, creativity, dreaming, imitating and recreation come into prominent. The research
presents positive result on enhancing students’ learning motivation and academic performance.
Students are having many difficulties at school such as developing their scientific
reasoning skills and critical thinking skills, a great burden is being put on their shoulders
(Farillon, 2022). Video gaming and academic performance, based on the students' questionnaire
responses, attendance records, and the arithmetic means of their final marks in English,
mathematics, science, and social studies (Marion Terry, Amjad Malik, 2018). Male students do
better in gaining vocabulary through online games comparing to female learners (Kayaaltı,
2018).
According to (Bachhuber, Saulnier, 2012), playing online games is an effective way of
enhancing a student's reading comprehension. Through formative testing, they found out that
online games can help a student improve his/her grammar, vocabulary and comprehension
because they can have an interactive way to learn English or any other language.
The boys are more of a player compared to girls who often play games that require three
or more players like League of Legends, Clash of Clans, Crossfire and many more to mention.
Playing online games do not affect students’ grades badly if they know how to limit themselves.
They must know how to control themselves in order to function well in compared when they
have classes. Even though they play online games; they know how to socialize well and they can
perform very well when it comes to academic performance. However, it is inevitable not to play
even for half an hour especially when they are accustomed to it. Therefore, it is just a matter of
Playing online games leads students away from stress, enhances teamwork, and makes
them listen actively to class activities. In terms of their academic performance, students can
relate to the lesson based on the online games they played. However, when students play games
excessively, it may lead to addiction. This study proved that online gaming is beneficial for
students, but they must know how to manage their time wisely. The support coming from their
parents is also needed, especially in disciplining their children (Valdez, F. et al., 2020).
Academic performance
Studies have investigated the relationship between online gaming engagement and
academic achievement among adolescents and university students, and the results show that the
addicted players had lower school grades than their non-addicted peers (Leung & Lee, 2012).
Therefore, the present study attempts to investigate the addictive potential of online gaming as
well as the possible deleterious effect on young people’s school performance. According to Yang
affective qualities, and use of cognitive strategies in performing learning activities. Besides,
(Kuhet al, 2007) argued that learning engagement was “the amount of time and effort students
devote to instructional goals and meaningful educational practices.” Learning engagement is not
only an important indicator of students’ learning process, but also a significant predictor of
students’ academic achievement (Zhang, 2012). It is also an essential factor in promoting college
students’ academic success and improving education quality. All the students in Esan West Local
Government Area of Edo State should be taught how to use computer facilities to search for
valid information related to their academic activities (Johnson Oseghale Aitokhuehi, John
Ojogho, 2014).
Students who are above average academically and are positively exposed to these factors
are likely to perform better as compared to those who are less exposed to these factors. The study
recommends that factors such as truancy, parental levels of education and income, textbooks
availability and accessibility, libraries, practical laboratory, meals provision and teachers should
be regularly monitored and adjusted to meet students (Evans Austin Brew, Nketiah B, Koranteng
R, 2021).
In particular, academically average to good students with cumulative GPAs greater than
2.90 have been negatively impacted by the transition to online learning, whereas the results for
students with cumulative GPAs less than 2.90 are not very conclusive. Realizing the effects of
such closures on the academic performance of students is considered important, since the results
might have some merits for other courses and instructors (Nazempour R, Darabi H, and Peter C.
Nelson, 2022)
Synthesis
playing online games is an effective way of enhancing a student's reading
comprehension. Through formative testing, they found out that online games can help a student
improve his/her grammar, vocabulary and comprehension because they can have an interactive
These local literature and study are closely related to the current study for it directly
mentioned the online games played by students and how it affects to their academic
performance. The present study like the previous articles aims to know the most popular online
games, the time spent of students in playing online games and the effects of it to their academic
performance.
Playing online games leads students away from stress, enhances teamwork, and makes
them listen actively to class activities. In terms of their academic performance, students can
relate to the lesson based on the online games they played. However, when students play games
excessively, it may lead to addiction. This study proved that online gaming is beneficial for
students, but they must know how to manage their time wisely.
engagement and academic achievement among adolescents and university students, and the
results show that the addicted players had lower school grades than their non-addicted peers.
Therefore, the present study attempts to investigate the addictive potential of online gaming as
impacted by the transition to online learning, whereas the results for students with cumulative.
Realizing the effects of such closures on the academic performance of students is considered
important, since the results might have some merits for other courses and instructors.
CHAPTER III
Methodology
This chapter discusses the research design, respondents of the study, research
instruments, data gathering procedure, data analysis procedure, and ethical considerations.
Research Design
situation or phenomenon. It can answer what, where, when and how questions, but not why
questions.
A descriptive research design can use a wide variety of research methods to investigate
manipulating the variables in order to evaluate and determine their statistical relationship (price
The purpose of this study was to determine the academic performance of grade 12
students among 1416 students one of the private School in Talisay City.
In addition, the relationship of the playing online games and the academic performance of
grade 12 students.
The respondents of the study were playing online games and the academic performance
of grade 12 students, There were 1416 enrolled students, of whom 217 were selected using
This study used a students’ survey and determine the extent of playing online games and
when taken as a whole and grouped according to sex, strand and time spent and what is the level
of academic performance of the students when taken as a whole and grouped according to sex,
The researchers list all degree programs in playing online games and academic
performance of grade 12 students that include mathematics courses, and the respondents are all
grade 12 students officially enrolled in one of the private school in Talisay City for the academic
year 2023-2024. The sample size is shared across all ten degree programs using stratified
Table 1
Distribution of Respondents
Grouping variable f %
A. As whole 1416 100
B. Strand
STEM 63 4.45
ABM 63 4.45
HUMSS 62 4.38
ICT 62 4.38
HE 62 4.38
Research Instrument
This study utilized a research-made instrument to gather information and data from the
respondents. The instrument was composed of two parts, the first part contains the profile of the
respondents which includes their name, degree program, grade level and average grade in 1st sem
The second part of the instrument evaluates the academic performance of 1416 students.
The tentative number of questions is based on the level of academic performance of grade 12
students.
The levels are divided into five (5) categories to determine the extent of academic
To establish the validity of the academic odyssey research instrument, eleven (11) experts
in the fields were invited to use Lawshe's Content Validation Instrument to validate the
questionnaire.
In this study, the reability of the instrument was determined by administering it to 30-non
participating grade 12 students from the k-12 program who were enrolled in an online
The respondents' Grade Point Average (GPA) was requested and may determine their
academic performance. The grades comprised of only the final grade in their online mathematics
The researchers observe the following procedures in gathering the data. The researchers distributed
sufficient copies of the validity survey to the five validator for Lawshe's Content Validation instrument and
survey questionnaire regarding academic odyssey in Playing online games and the Academic performance of
Grade 12 students.
The researchers administered a Google form reability test to blank nonrespondent Grade 12 students in
one of the private school in talisay city 2023 - 2024 academic year. Once the reability testing was completed, the
researchers will asked the teaches of the Grade 12 students in One of the private school in talisay city a
permission to conduct and distribute an e - questionnaire via Google link or Google form to the blank
respondents of the study. As a result, respondents were provided with an informed consent from prior to their
During the survey response process, the researchers promted respondents with possible questions. The
gathered data was then analyzed with the aid of computer - generated software and the appropriate tools.
In analyzing the data, the statistical tools used in this study were generated using an open-source
statistical software. The use of statistical tools was determined after computing and complying the assumptions
for parametric tools by looking at the value of Shapiro-Wilk test and tested at an alpha level of 0.05
For Problems 1 and 2, the mean and standard deviation were used to determine
the extent of playing online games and when taken as a whole and grouped according to
sex, strand, and time spent of playing online games and academic performance of grade
12 students.
(ANOVA) to determine the significant difference in the extent of playing online games
between the extent of playing online games and the level of academic performance of the
students.
Ethical Consideration
Before beginning the study, the researchers gave the respondents a consent form. The
consent form, which was signed by the respondents who approved to participate in the study,
was positioned at the top of the research instrument. The researchers stated that names are not
required or demanded by the research instrument. The researchers gave information about the
study, including its nature and goal, possible volunteers, and who might have access to the
responses, before they answered the questions. To safeguard the privacy of the data gathered, the
record of the responses was kept secret; only the researchers have access to the entire document.
To ensure that the data was only used for this study, they were plainly erased after they were
collected. In order to make these publications easier to locate and provide as additional
resources, the researchers plan to upload them to a number of websites. As a result, after the