You are on page 1of 24

DUMAGUETE CITY NATIONAL HIGH SCHOOL

Calindagan, Dumaguete City

Philippines

SENIOR HIGH SCHOOL

THE PROBLEM AND ITS SETTING

INTRODUCTION

The rise in the use of the internet has led to many changes in our

daily life. In particular, this rise has also led to the rise of online gaming.

Online gaming can refer to any type of game that someone can play through

the internet or over a computer network. Most of the time, online gaming

refers to the video games play over the internet, where multiple players are

indifferent players around the world (Tolentino ,2015).

Playing computer games may not be all that bad for your children.

Peng Wei states that educational games can be effective assisting tools in

the educational areas of management, medicine and science. If you choose

the right educational computer games your child may learn better problem-

solving skills and eye-hand coordination. Your child may also get the ability

to think fast and think of multiple things all at once. (Anonymous, 2016)

1
DUMAGUETE CITY NATIONAL HIGH SCHOOL

Calindagan, Dumaguete City

Philippines

SENIOR HIGH SCHOOL

Computer games have both positive and negative effects on people

especially students. One of the negative effects is this many cases among

students are addiction and this addiction may lead to worse problems. The

students might steal money. They may become lazy when It comes to

studying and prefer playing the whole day long. Some may even skip school

in order to have more playing time (Alihamzah, 2015).

According to (Kuss et al., 2015) in the past decade, research has

accumulated suggesting that excessive internet use can lead to the

development of a behavioral addiction. Internet addiction has been

considered as a serious threat to mental health and the excessive use of the

internet has been linked to a variety of negative psychological

consequences.

2
DUMAGUETE CITY NATIONAL HIGH SCHOOL

Calindagan, Dumaguete City

Philippines

SENIOR HIGH SCHOOL

THEORETICAL BACKGROUND

The directly map onto the six criteria of Griffiths’ components

model of addiction, and which have been used to conceptualize a number of

technological addictions. According to Griffiths’, by “determining whether

non-chemical addiction are addictive in a non-metaphorical sense” “against

clinical criteria for other established drug-indigested addictions” (Griffiths’,

2011).

In other theoretical studies, it stated that digital gaming is known to

affect several aspects of individuals’ psychological, social health and

physical health. Digital game addiction is by features such as low self-

efficacy, anxiety, low self-esteem, and impulsivity traits. Moreover,

maladaptive cognitions, shyness and physical problems were also seen as

predictive characteristics of gaming addiction. Gaming addiction was

accompanied by symptoms which might have developed consequences of

other disorders such as depression, anxiety and social phobia (Billieux et al.,

2015).

3
DUMAGUETE CITY NATIONAL HIGH SCHOOL

Calindagan, Dumaguete City

Philippines

SENIOR HIGH SCHOOL

THEORETICAL FRAMEWORK

According to Molcho (1988) gaming has provided evidence that

instructional games can promote the ability to transfer knowledge to new

domains instructional games are attractive to learners because they offer a

simple and creative means of providing high-level motivation clear and

consistent goals, and sustained interactivity gaming as an instructional

variable maybe analyzed as methods of rehearsal by facilitating the

organization (Dwyer&Dwyer, 1985).

The theory of intrinsic motivation is by far the dominant source of

support for instructional gaming research has provided evidence that

instructional gaming has the intrinsic ability to develop the learner’s

confidence in determining their own destiny this theory suggest that

intrinsic motivation in an instructional gaming context (Malone, 1981).

4
DUMAGUETE CITY NATIONAL HIGH SCHOOL

Calindagan, Dumaguete City

Philippines

SENIOR HIGH SCHOOL

THEORETICAL FRAMEWORK

The Effects of Online Games towards


Malone’s Intrinsic Motivation Theory Academic Performance of Students in
Dumaguete City National High
School

Create Provide choices


situations and sense of
through games control
and simulations

FANTASY CONTROL

CHALLENGE CURIOSITY
Present Present
tasks of suprising
intermediate information
difficulty

5
DUMAGUETE CITY NATIONAL HIGH SCHOOL

Calindagan, Dumaguete City

Philippines

SENIOR HIGH SCHOOL

REVIEW RELATED LITERATURE

According to Edward Castronova (2016) in his book of synthetic

worlds: the business and culture of Online Games described Online Games

as Massively Multiplayer Online Games (MMOG). An MMOG is a game

capable of supporting hundreds or thousands of players and is mostly played

using the internet. Nowadays online games have been extremely popular

among the young generation thus leading to the rise of online game

addiction issues especially among the students.

(Herro & Clark et al., 2016) stated that college and university

leaders hesitate to use digital games at the postsecondary level because of

insufficient data on learning outcomes, assessments and academic

performance directly linked to digital game-based interventions.

Meanwhile, (Ding et al., 2017) stated, “due to difficulties in

defining, constructing, and measuring complex variables as well as the

subsequent results, rigorous empirical research on the effectiveness of game

affection in education or game-based learning has been limited” (P.148).

6
DUMAGUETE CITY NATIONAL HIGH SCHOOL

Calindagan, Dumaguete City

Philippines

SENIOR HIGH SCHOOL

However, technology savvy students seek an engaging hands-on interactive

learning experience that is available in game-based learning.

Lan Ving Huang (2015), by playing the online game features online

gamer participants may view the games as source of providing diversion

and filtering time.

The study of Brian (2014) stated that game addiction shows the bad

effect among the people nowadays. Addiction to the internet shares some of

negative aspects of substance addiction and has been shown to lead to

consequences such as failing school, family and relationship problem.

Moreover, Granic and Lobel (2014) stated that Game-based learning

has shown to increase various abilities related to cognition such as

perception, reasoning, critical thinking, spatial navigation, and memory

retention.

In Academic Research (2016), playing computer games may not be

all that bad for your children. Peng Wei states that educational games can be

effective assisting tools in the educational areas of management, medicine

and science. If you choose the right educational computer games your child

7
DUMAGUETE CITY NATIONAL HIGH SCHOOL

Calindagan, Dumaguete City

Philippines

SENIOR HIGH SCHOOL

may learn better problem-solving skills and eye-hand coordination. Your

child may also get the ability to think fast and think of multiple things all at

once. Skills obtained from playing computer games may help your child

learn quickly when it comes to his studies. Online Games can be both fun

and education for your children.

According to (Artur,2019) As a side dish, we looked at how much

money each team has secured for a single minute of their play-time during

their most successful The International runs. The format of the tournaments

has changed several times. During the International 2011, the winner – team

Natus Vincere, had to play only 11 maps and spend less than 7 hours of

playtime to claim unthinkable for that time one million dollars. Three bo1’s

in the group, followed by two Bo’1s in a Supper bracket followed by Bo’3

in upper bracket finals and then Bo’5 final. This tournament has changed

Esports and gave the birth to the competitive scene we have right now.

8
DUMAGUETE CITY NATIONAL HIGH SCHOOL

Calindagan, Dumaguete City

Philippines

SENIOR HIGH SCHOOL

REVIEW RELATED STUDIES

According to (Bodnar et al., 2016) digital games-based learning has

been used to increase student retention, build teamwork skills, and

communication. Furthermore, digital gaming technology provides the

option to measure student progress over extended periods of time due to the

prolonged interaction and play with the games. To be effective at the

university level, digitals games must align with the course content and

course objectives.

A Research conducted by Zhang (2016) and Zhou (2017) on Online

Games addiction, the physical symptoms internet and online game addiction

were cervical spondylosis and insomnia. Cervical spondylosis is a spinal

injury caused by having the same sitting position for hours while playing

games. On the other hand, neurasthenia is a psychological disorder marked

especially to easy fatigability and often by lack of motivation, feeling of

inadequacy, and psychological symptoms. It results from when players

engage in hours playing game with no virtually sleep intervals in between.

This causes sleep sensitivity and disorders which induce addicted players to

wake up several times during the night and as such this leads them suffering

9
DUMAGUETE CITY NATIONAL HIGH SCHOOL

Calindagan, Dumaguete City

Philippines

SENIOR HIGH SCHOOL

from insomnia which can cause mental anxiety and eventually result in

nervous breakdowns and general tiredness.

(Vorou et al., 2014) stated that video game playing is popular among

college students. Cognitive and Negative consequences have been studied

frequently. However, little is known about the influence of gaming behavior

in IT college students. Academic performance of increasing number of

college students take online course, use social network website for social

interactions and play video games online.

Castillo (2017) online gaming is one of the widely used leisure

activities by many people. For some people it is said that playing video

games has a number of reasons to be played, for it can be a stress reliever,

challenge and competition, relaxation, enjoyment, social interactions, and

even mentally escaping from the real world.

According to the study of “Mixed up E-games”, (Michael Detablan.

et al., ACLC Taguig October 2013) the project has different categories:

different shapes, math games, coloring games, typing games and more by

creating various games that are fun yet educational, kids learn skills like

10
DUMAGUETE CITY NATIONAL HIGH SCHOOL

Calindagan, Dumaguete City

Philippines

SENIOR HIGH SCHOOL

problem-solving and boosting creativity so they’ll have advance learning

before they go to school. By letting the kids play educational games. They

will be able to acquire new skills or improve what they already have.

Sujat Ali Hamzah (2016) online games have both positive and

negative effects on people especially students. One of the negative of this

many cases among students are addiction and this addiction may lead to

worse problems. The students might steal money. They may become lazy

when it comes to studying and prefer playing the whole day.

In the study conducted by Wood, Gupta, Devevensky & Griffiths (2004), online

gaming can be addictive. The research has tended to concentrate on negative aspects, such as

excessive play and addiction. Instead of spending their hours on studying and doing their

homework, children spend their time on playing computer games.

Gentile, et al. (2004) said that the majority of these studies have shown that online

games can be addictive and that some online games have been associated with aggressive

behavior. However, these studies have been relatively controversial as they examine these

factors using self-report methods and artificial scenarios. This type of research is fraught with

problems and criticism.

11
DUMAGUETE CITY NATIONAL HIGH SCHOOL

Calindagan, Dumaguete City

Philippines

SENIOR HIGH SCHOOL

CONCEPTUAL FRAMEWORK

Dumaguete City Status Of Time Time


National High School Management Management
playing Online Games Academic Performance Seminar
Number Of hours they
spent

Input Process Output

The figure shows the input variables and the process variable of the study.

The process variables talks about online which there are a lot
of kinds of games where depend the numbers of hours they spend playing
online games and they manage the time and the input variable of this study
tackle how the students manage playing online games towards to their
academic performance if it affects or not to their studies.

12
DUMAGUETE CITY NATIONAL HIGH SCHOOL

Calindagan, Dumaguete City

Philippines

SENIOR HIGH SCHOOL

STATEMENT OF THE PROBLEM

This study aimed to know the effect of online gaming among

students of Dumaguete City National High School, Calindagan Dumaguete

City.

Specifically, this study sought:

1. What is the profile of the respondents in terms of:

1.1 Age

1.2 Gender

1.3 Educational Status

1.4 Online games commonly played

1.5 Length of money the respondents play online games (Per day)

1.6 Amount of money the respondents play online games (Per day)

1.7 Do you believe that the following can make an impact to your studies?

2. What are the effects of online games?

2.1 Health

2.2 Behavior

2.3Academic Function

13
DUMAGUETE CITY NATIONAL HIGH SCHOOL

Calindagan, Dumaguete City

Philippines

SENIOR HIGH SCHOOL

3. Is there any significant relationship between the online games on the

academic performance and their personal-related life?

SCOPE AND LIMITATION OF THE STUDY

The study covers the students of Dumaguete City National High

School. This study is limited to the students of grade 10 who are playing

online games. The researcher will gather information about the possible

effect of the online games towards academic performance.

A survey will be conducted about the evaluation of the respondents.

In all grade 10 students of DCNHS will be given questionnaires to get

information that will be needed in the study. This study will be conducted to

determine the effects of online gaming towards academic performance

14
DUMAGUETE CITY NATIONAL HIGH SCHOOL

Calindagan, Dumaguete City

Philippines

SENIOR HIGH SCHOOL

SIGNIFICANCE OF THE STUDY

This study will discuss the benefits of the following:

Students - this will provide us with some knowledge regarding the effects

of online games and what is the effect of the academic performance?

Teacher - the given data will guide the teachers on how to handle students

playing online games.

15
DUMAGUETE CITY NATIONAL HIGH SCHOOL

Calindagan, Dumaguete City

Philippines

SENIOR HIGH SCHOOL

RESEARCH DESIGN

Since the researcher found that there were many studies on student

addiction of online games, we adopted a descriptive research design for the

present study.

Descriptive statistics provide summary that may enable across

people or other units. It’s a process of disciplined inquiry theory gathering

and analysis of empirical data and attempts to develop knowledge that

requires expertise of careful and investigation (Best & Kahn, 2007). Survey

is a technique of data collection where are used to collect data about an

identification population and are used in many designs including descriptive

ones (Burns & Grove, 2014).

RESEARCH ENVIRONMENT

This study will be conducted at Dumaguete City National High

School from grade 10 and who are currently playing online games.

16
DUMAGUETE CITY NATIONAL HIGH SCHOOL

Calindagan, Dumaguete City

Philippines

SENIOR HIGH SCHOOL

RESEARCH RESPONDENTS

The respondents were chosen using, Sloven's formula. The

respondents range from grade 10. The researchers made use of 200 Students

of Dumaguete City National High School. Having the whole population of

398 and after choosing the respondents, each of them were given a survey

questionnaire to answer.

Where:
Sample size = N N = Whole population e = Margin of error
1+ Ne2
= 398
1+398(0.05)2

= 398
1+398(0.0025)

= 398
1+0.995

= 398
1.995

= 199.5 or 200

17
DUMAGUETE CITY NATIONAL HIGH SCHOOL

Calindagan, Dumaguete City

Philippines

SENIOR HIGH SCHOOL

RESEARCH INSTRUMENT

Questionnaire was used as the main instrument of the study to

determine the impacts of online gaming towards academic performance.

The design questions focused on the effects of online game.

The questionnaire was prepared by the researchers themselves after

doing a research and intensive reading from the internet and asking opinions

from the online game players.

The researcher wrote a letter to the principal of the Dumaguete City

National High School to allow the researcher to conduct the survey

particularly grade 10 students.

The researchers’ questionnaire was prepared and shown to the

adviser and prepared a second draft of the questionnaire. After that, revision

of the questionnaire was done.

The researchers incorporated the comments and suggestions of the

adviser and prepared the second draft of the questionnaire. The

questionnaire has four parts. That contained the profile of the respondents in

terms of age, gender, and educational status the second part focused on that

18
DUMAGUETE CITY NATIONAL HIGH SCHOOL

Calindagan, Dumaguete City

Philippines

SENIOR HIGH SCHOOL

what online games mostly played by the students, how long they spend their

time playing online game and how much money they spend playing online

games. The third part is focused on the effects of online games. The last one

is kind of game that you are playing while feeling this kind of emotions.

The survey questionnaires that were answered among the grade 10

students of Dumaguete City National High School. After which the

responses were analyze and interpreted through the use of percentage and

ranking.

19
DUMAGUETE CITY NATIONAL HIGH SCHOOL

Calindagan, Dumaguete City

Philippines

SENIOR HIGH SCHOOL

RESEARCH PROCEDURE

At first, the researchers looked for necessary resources that could

help them in their study. They did an intensive reading from the internet and

asked opinions from the online game players. From these, they were able to

construct ideas and questions necessary for the questionnaire.

A letter of transmittal was prepared and was submitted to their

adviser of connection and to the principal of Dumaguete City National High

School for the approval in producing and distributing the questionnaire.

Upon approved of the letter of permission the researcher proceeds to

allow them with the distribution of the questionnaire to the grade 10

students of Dumaguete City National High School.

The researchers clearly explained all the directions and items to the

students- respondents to ensure understanding and correctness of their

responses.

Retrieval of the questionnaires was done after 2 days. The responses

were tallied, analyzed and interpreted in accordance to the items found in

instruments.

20
DUMAGUETE CITY NATIONAL HIGH SCHOOL

Calindagan, Dumaguete City

Philippines

SENIOR HIGH SCHOOL

STATISTICAL TREATMENT OF DATA

Percentage and ranking were used by the researchers to convert the

numerical date gathered from the questionnaire. Only tallying, getting the

percentage, and getting of ranking were the methods needed to come up

with a conclusion on this study. Descriptive statistics which include basic

summary of the data gathered was used to explain further the results of the

study. The descriptive statistics used frequency, percentage, and ranking.

These things would be explained further the following.

a. Frequency-pertains to the number of the respondents that have the same

answer in a specific question.

b. Percentage-used to determine the ratio of respondents that have same

answers with the general number of respondents

FORMULA:

%= f x 100
N

21
DUMAGUETE CITY NATIONAL HIGH SCHOOL

Calindagan, Dumaguete City

Philippines

SENIOR HIGH SCHOOL

Where in:

% = Percentage

f = number of respondents that answered the survey questionnaire

N= total number of respondents.

c. Ranking- used to determine the order of the results according to their

percentage.

22
DUMAGUETE CITY NATIONAL HIGH SCHOOL

Calindagan, Dumaguete City

Philippines

SENIOR HIGH SCHOOL

OPERATIONAL DEFINITION OF TERMS

Academic Performance- is measured by taking written and oral test,

performing presentations, turning in homework and participating in class

activities and discussions. teachers evaluate in form of letter or number

grades and side notes, to describe how well a student has done.

Game Addiction -is an excessive or compulsive use of computer games or

video games, which interferes with a person's everyday life.

Gamer - is a person who plays a game or games, typically a participant in a

computer or role-playing game.

Online Game - is any game that is played online, based online, or has a

majority of its content/gameplay online.

Extracurricular activities - are those sponsored by and usually held at

school but that are not part of the academic curriculum. They often involve

some time commitment outside of the regular school day.

23
DUMAGUETE CITY NATIONAL HIGH SCHOOL

Calindagan, Dumaguete City

Philippines

SENIOR HIGH SCHOOL

Quota sampling -is a sampling methodology wherein data is collected from

a homogeneous group. It involves a two-step process where two variables

can be used to filter information from the population. It can easily be

administered and helps in quick comparison.

Cervical spondylosis - is a general term for age-related wear and tear affecting

the spinal disks in your neck. As the disks dehydrate and shrink, signs of

osteoarthritis develop, including bony projections along the edges of bones (bone

spurs).

Neurasthenia - an ill-defined medical condition characterized by lassitude,

fatigue, headache, and irritability, associated chiefly with emotional disturbance.

24

You might also like