You are on page 1of 21

PLAYING ONLINE GAMES AND THE ACADEMIC PERFORMANCE OF GRADE 12

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

Background of the Study

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

cognitive and social skills of an individual.

Technology aims to generally be helpful to us and the whole world. It is really up to us

how we will use technology, while its features to our advantage, and how we will let it impact of

lives.

Moreover, the researchers aim to respond to the potential impact of parent-child

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.

Specifically, it seeks to answer the following:

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

grouped according to;

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?

4. Is there a significant difference in the level of academic performance of the students

when group according to aforementioned variables?

5. Is there a significant relationship between the extent of playing online games and the

level of academic performance of the students?


Hypothesis

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

when grouped according to aforementioned variable.

2. There is no significant difference in the level of academic performance of the students

when group according to aforementioned variables.

3. There is no significant relationship between the extent of playing online games and

the level of academic performance of the students

Theoretical Framework

This study is anchored on Lopez-Fernadez theory. According to (Lopez-Fernandez, 2019)

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

calculated rationally (Xu, Turel, & Yuan, 2012).

In online games, continuous scoring, promotion, immediate feedback, and achievement

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

result in an adverse outcome (Romel L. Verecio, 2018).

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).

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

performance (Redmond, 2010).

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

school of Talisay City.

Figure 1
Schematic diagram Showing the Relationship of Playing Online Games and Academic
Performance of Grade 12 Students

The Significance of The Study

The results of this study will benefit the following:

Students. This study is primarily important to student, for it will give them information

about the impacts they may get from online gaming.

Teachers. The teacher should set a positive example for his or her students and be able to

provide guidance to help them avoid having poor academic records.


School Administrators. The school administrators and other department heads will

benefit from this research as they contribute to it. They will also be able to monitor students'

academic performance in relation to online games.

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.

This study can also be open in the development.

Delimitation of the 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

education, typically between the ages of 15 and 18 (Dessy Harisanty, 2019).

In this study, Grade 12 students were used as participants in the research.

Online Games.

Online games can refer to any type of game that someone can play through the Internet or

over a computer network (K. Schurman, 2023).

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

E Badilla, Elizabeth D Dioso 2023).

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

Playing Online Games 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.

(Kuan-Cheng Lin, Yu Che Wei, & Jason C Hung, 2012).

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

discipline (Dumrique, D. O., & Castillo, j. G, 2018).

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

X. et al. (2021), learning engagement refers to students’ socialization, behavioral intensity,

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

way to learn English or any other language.

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.

Furthermore, 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.

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.


Lastly, academically average to good students with cumulative have been negatively

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

This research utilized a descriptive-correlational design to determine the extent of

academic performance of one of the private school in Talisay City.

Descriptive research aims to accurately and systematically describe a population,

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

one or more variables (Shona McCombes, 2019).

Correlational research is a type of non-experimental study that does not include

manipulating the variables in order to evaluate and determine their statistical relationship (price

et. Al., 2022).

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.

Respondents of the Study

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

stratified proportional random sampling.

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,

strand and time spent.

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

proportional random sampling.

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

performance of 1416 students.

Mean Scale Verbal Interpretation Description


1.00-1.49 Very Low Extent 1% − 20% Evident

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

mathematics course during the academic year 2023-2024.

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

course for the second semester of the 2023-2024 academic year.


Data Gathering Procedure

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

participation in the study.

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.

Data Analysis Procedure

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.

For problems 3 and 4, the researchers used One-Way Analysis of Variance

(ANOVA) to determine the significant difference in the extent of playing online games

group according to aforementioned variables of playing online games and academic

performance of grade 12 students.

For problem 5, Pearson's r was used to determine the significant relationship

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

research findings were published, this can be acknowledged by publicizing them.

You might also like