Professional Documents
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EFFECTS IN ACADEMIC
PERFORMANCE ON
SENIOR HIGH SCHOOL
STUDENTS OF SAN ROQUE
NATIONAL HIGH SCHOOL
Abundo, Evan Nick E.
Aguila, Jayson T.
Bier, Arian G.
Gonzales, Nathaniel A.
Gutierrez, Angelo S.
Sumido, Emmalyn B.
This study was mainly concerned and limited only with the
effects of frequent playing of mobile-online games in the academic
performance among Senior High School Students of San Roque
National High School, Mercedes, Camarines Norte. This study is
taken under 3 and a half months. This study aims to determine what
are the effects to the academic performance of students.
CHAPTER 1
DEFINITON OF TERMS
For clearer understanding of the work, the following terms were
defined operationally is accordance with their use in the research.
• Advantage- A benefit or gain.
• Consumerism- the actions of people who spend a lot of money on goods
and services.
• Disadvantage- Something that makes a situation worse or that makes
somebody or something less effective or desirable.
• Effect- a change that results when something is done or happens.
• Freeware- an application or computer software that can be used at no
cost.
CHAPTER 1
DEFINITON OF TERMS
For clearer understanding of the work, the following terms were defined
operationally is accordance with their use in the research.
Stated by Hassan (2011), online gaming is good and bad. Good for
those who know their limits and bad for those who fix themselves in the seats for
long hours and cut off the interaction with rest of the world.
Both Orzack (2004) and French (2002) found out that in internet search
for “gaming addiction” yields lists of physical and psychological symptoms from
dry-eyes and carpal tunnel syndrome to “problems with school or work,”
offered as indicative of problem usage behavior.
CHAPTER 2
REVIEW OF RELATED LITERATURE
Turkle (1995) found out that online games enabled self-exploration and
discovery that users extended and idealized their existing personalities or try
out new ways of relating to one another that can positively affect real life
relationships.
Rheingold (1993) stated that the one reason for the popularity of online
games was that they meld the fun and challenge of video games with the
rewarding social aspects of online community. Participation in online
communities allows us to stay in touch with old friends, meet new people, learn,
and share information.
CHAPTER 2
REVIEW OF RELATED LITERATURE
Cermino et al. (2018) The students use of social networking and mobile-
online games in terms of frequency and types of applications are the following;
majority of the students commonly use Facebook in their smart phones; they
spend most 0 to 8 hours in a day and visit daily on their social media account;
and most of the respondents are not playing a mobile-online games on their
smartphones but some spent 0 to 8 hours in a day and it is said that mobile-
online games such as Mobile Legends, Clash of Clans, Arena of Valor and Rules
of Survival as not necessarily activity. Also, majority of the students considered
that social media helps their studies sometimes and sometimes mobile-online
games give them opportunity to think critically sometimes.
CHAPTER 2
REVIEW OF RELATED STUDIES
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