Professional Documents
Culture Documents
By
JERICHO DELACRUZ
BEA ANGELINE GRUPO
ELBERT PERIODICO
MARCH 2024
1
Introduction
Junior High School students in online gaming and its potential repercussions
According to Kuss & Griffith stated that 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 want to feel relief.
growth and also economic growth. Many teachers and parent are
constantly gaining more stringent clamps for online games. The protest
mainly focused on the fact that the trend is the cause of the
1. How often does a Grade 10 Junior High School students play online
game?
2.1. Interest
2.3. Health
2.5. Grades
games.
2.1. Interest
2.3. Health
2.5. Grades
may better help their children in their daily academic endeavors using
the insight they would learn from this study, with the right
For the Students. This study can empower to make informed decisions
To the future researchers. This study will open avenues for further
activities., which may also impact academic performance but are not
Definition of Terms
The following terms are crucial in this study and are therefore
available.
8
Hypothesis
tested for guidance in the analysis of finding of the study and for
statistical testing:
CHAPTER 2
Local Literature
the personal interaction with others are not affected. They still do
they play online games. Their grades are still good enough even if
they spent time for playing. To sum up with the result, the
social capital and community capacity. Using computers can assist the
(Valaitis 2005).
Foreign Literature
results. Some of them say that they are co-related when some say that
grades. At times, the students defend the games they are playing by
saying that they do learn something from it. A paper from EDUCAUSE
backs these students up by suggesting that the faculty learn and know
that these games are not just for entertainment (Shaffer, Squire,
Halverson, & Gee, 2005). They claim that these games may be used to
learn and experience different things and interact with other people
and belong to a virtual community. Online games have both positive and
is this. Many cases among students are addiction. Wack and Tantleff-
11
in their study.
online games more frequently had lower grades than those who
skipped homework, and so on. They also discovered that males were more
frequently and were more likely to report losing track of time playing
online games.
Local Studies
and they eventually forget their tasks and problems, but it does a bad
of the youth says that they are bored with their everyday lives,
skills. It was a strategy that must recognized the player to win the
game. It enables their mind to more active and helps them came up with
of these games to enhance the learning experience, given the fact that
games are male, under 23 years old, and students.” In his blog,
girls are disadvantaged in the long run by playing far less games
Foreign Studies
students invest a lot of time, money, and energy into games, which
online game addiction (Freeman, 2008; Kuss and Griffiths, 2012; Blinka
and Mikuška 2014). Online game addiction, as one of the most serious
Studies have shown that the more addicted adolescents are to online
games, the worse their parents’ attitude toward online games (Jeong
14
and Kim, 2011). Many adolescents who love playing online games face
parental restrictions were 1.9 times higher among adolescents who were
who do not show enough attention to their children promptly can lead
the negative effects of online games (Li and Wang, 2013), while
depression, stress and obtain happiness (Wu and Liu, 2007). In the
games (Oei and Patterson, 2013). There is evidence that games have the
2018). In social life, online games also establish the value of social
2016), Argue that through online games “socialization may just shift
15
of the students and how their grades got affected by using it. This
study may have the same topic to those related past studies, but it is
results. Some of them say that they are co-related when some say that
16
grades. At times, the students defend the games they are playing by
saying that they do learn something from it. A paper from EDUCAUSE
Conceptual Framework
the online gaming associated with their studies by using their coping
academic work.
CONCEPTUAL PARADIGM
CHAPTER 3
19
instrument.
Research Design
Research Respondents
The primary respondents of the study are the twenty (20) Grade 10
Instrumentation
20
questionnaires are the same for the twenty (20) selected student. The
researchers then guide them in the case that they have any question.
from “strongly agree” “neither” for the time playing online games. The
of 1.00- 1.80- 2.60 neither 2.62 - 3.40, agree 3.41-4.20, and strongly
4 3.41-4.20 Agree
3 2.61-3.40 Neither
2 1.81-2.60 Disagree
questionnaires are the same for the twenty (20) selected student. The
researchers then guide them in the case that they have any question.
This section contains 5 Likert scale with the response ranging from
“strongly agree” “neither” for the time playing online games. The mean
1.00- 1.80- 2.60 neither 2.62 - 3.40, agree 3.41-4.20, and strongly
Research Locale
coming from the barangay itself and the neighboring barangays as well.
Inc.
23
questionnaire.
Statistical Tool
Ethical Consideration
conducting research of this kind. For this reason, the researcher took
into consideration to the ethical issue in the study. This study was
done in an ethical manner, and was in line with both moral and
sought before the study was carried out. In gathering data for the
study, the respondents were aware about the purpose of the research
assured that names would not use and specific reference would not be
Sampling Procedure
high school students was by simple random sampling. This was achieved
25
paper which was folded and put in a hat. After through reshuffling,
CHAPTER 4
Table 2.1
Statement SA D N A SD Total
explain.
27
CHAPTER 5
References
A. Journals
B. INTERNET
Anand V. (2007). The correlation between video game usage and academic
Performance.
and grades.
Games.
Freeman D., Lucas Blinka, and Jakub Mikuska. The Role of Social
Gina Lai and Fung (2019). Positive effects of online games on the
growth of students.
Hitch and Duncan (2005), Shaffer, Halverson, & Gee (2005). Faculty
Academic Performance:
collaborative education.
Jackson et, al. (2008). The Effects of Video game play on academic
performance.
Justin Visda, Heinson Tan, Bryan Yarano. Online games can lead to
league of Legends.
Experiences.
Gender Perspectives.
empowerment.
SWS (2007), AMA Poll (2008). Both genders can improve spatial skills
education.
Performance.
31