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EFFECTS OF PLAYING ONLINE GAMES

TO THE MENTAL HEALTH OF GRADE 12


STUDENTS OF GENERAL ACADEMIC
STRAND
IN SAINT BENILDE INTERNATIONAL
SCHOOL (CALAMBA) INC..

LEADER: Pinzon, Mark Lexter A.


MEMBERS: Derona , Ricky
Gonzalvo, Mikko
Carlos, Alexa
Sabascar, Joel
BACKGROUND OF THE
STUDY
The advancement of gaming technology has been astounding, which explains why so many
people enjoy online gaming. An online game is a video game that can be accessed via the
internet.. Because of the constant modernization of gadgets, people in today’s generation
have easy access to online games There are many internet cafes and personal gadgets that can
be used at any time. Online gaming is one of the most addictive hobbies that can have an
impact on an individual's performance, particularly that of a student. Some students play
online games for fun and to escape from schoolwork, but others play incessantly to the point
where it interferes with their daily lives. Students frequently spend their free time playing
online games instead of eating or doing their assigned schoolwork. It also contributes to
student laziness. Some students play online games because they can easily earn money. As a
result, the population of people who play online games grows.
Statement of the Problem
This research was conducted to know the possible effect of playing online games to the
mental health of students of general academic strand in Saint Benilde International School.

This study aimed to answer the following questions:

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


1.1 gender?
1.2 online games played?
2. What are the effects of spending hours playing online games?
3. How does playing online games can affect in health of the students?
4. What urged the students to play online games?
5. 5. Is there a significant relationship between playing online games and
Health of the students
STATISTICAL TREATMENT
In line with the design or
methods of this research, the
data was examined using
quantitative statistical treatment.
REVIEW OF RELATED
LITERATURE Related Literature

According to the article “The gamification of education why playing is the future of learning” by Michael
Logarta (2014),

Gamification of education has the potential to benefit students more than traditional methods of education.
Gamification refers to the use of game mechanics to make learning more interesting, motivating. Online games
have an impact on and replace life activities such as social life, family events, and normal daily functioning.
(Van Roiij et al., 2011).

Iowa State University (2011) stated that online games have become extremely popular among the young
generation, resulting in the spread of online game addiction on a global scale.

According to Wang et al. (2011), Online gaming is a form of entertainment that generates activity and is played
through some type of connection or computer networks.

Demir and Kutlu (2018) concluded that internet addiction was a generic addiction that included other internet
dependencies, including various types of online gaming addiction Students who played excessively and were
addicted had more problems with their study habits than children who used games responsibly
REVIEW OF RELATED
STUDIES
Related Studies

According to (Granic & Lobel, 2013) - On Game-based learning has been shown to improve cognition
abilities such as perception, reasoning, critical thinking, spatial navigation, and memory retention

The incorporation of digital games into the educational environment has yielded positive results in terms of
improving the learning process (Trybus, 2014).

Playing online games can help students improve their reading comprehension. They discovered through
formative testing that online games can help a student improve his/her grammar, vocabulary, and
comprehension by providing an interactive way to learn English or any other language. (Bachhuber and
Saulnier 2012).

In the article “Effect of Online Game Addiction on the Students” Games addiction shows the bad effect
among people nowadays. Addiction to the internet shares some of the negative aspects of substance addiction
(Vhieve Brinas., 2017)
Research Instruments

CHAPTER II The researchers will use survey


questionnaires as the principal tool in
RESEARCH gathering and collecting data. The drafts of
the questionnaire
METHODOLOGY
VALIDATION OF THE INSTRUMENT
The validation of the research instrument will be
assessed by: Sir Angelo penaredonda Revisions
made by the validators would highly be considered.

DATA GATHERING PROCEDURE


The researchers will ask help from the advisers of the General
Academic Strand General Academic Strand(GAS) to help them
gather the respondents' answers in the survey questionnaires.
The researchers will provide the survey questionnaire through a
google form, and they will automatically process the answers of
the respondents. Once the data needed are gathered, the
researcher will compile it. After gathering and compiling the
data, the researchers will do the tallying the scores and apply the
statistical treatment to be used in this study.
CHAPTER 4
RESULTS
Sop #1
SOP#1 FINDINGS CONCLUSIONS Gender

What is the The majority of the 1. The majority of the


demographic profile of respondents are in the respondents is male Male
the respondents in gender of male students who are Female
48% 52%
terms of gender? students with the generally playing
percentage of 52% online games

This was followed by


Female students 48%

Online games
What is the
demographic profile of
The majority of the
respondents are in the
. The majority of the
respondents is playing
played
the respondents in Mobile legends with Mobile legends
terms of Online games the percentage of 78% 11%
played? 9%
48%
This was followed by 32%
Call of duty
52%,Valorant 14% and
lastly Clash of clans
18% Mobile legends call of duty
Valorant Clash of clans
CHAPTER 4
RESULTS
Sop #2
Questions Strongly Agree (4) Neutral (3) Disagree (2) Strongly Mean Verbal
Agree (5) Disagree average Interpretation
(1)
Forgetting to 8 (16%) 21 (42%) 10 (20%) 6 (12%) 5(10%) 2.64 Neutral
pass
assignment
Cannot 8 (16%) 18 (36%) 18 (36%) 3 (6%) 3(6%) 2.62 Neutral
review on
the
upcoming
exam and
quizzes
Cannot 8 (16%) 30 (60%) 8 (16%) 2 (4%) 2 (4%) 3.04 Agree
focus on
class
GENERAL ASSESMENT 2.8 Neutral
SOP#2 FINDINGS CONCLUSION

2. What are the effects of It presents the effect of spending hours The majority of the respondents is 2.8
spending hours playing on online games. Forgetting to pass with a verbal interpretation of
online games? assignment got the mean average of 2.64 Satisfactory/competent level
with a verbal interpretation of Neutral.
Cannot review on the upcoming exam
and quizzes got the mean average of 2.62
with a verbal interpretation of Neutral.
Cannot focus on class
got the mean average of 3.04 with a
verbal interpretation of Agree. The
general assessment is 2.8 with a verbal
interpretation of Neutral.
Sop #3
Questions Strongly Agree (4) Neutral (3) Disagree (2) Strongly Mean Verbal
Agree (5) Disagree average Interpretation
(1)
Poor social 28 (56%) 10 (20%) 6 (12%) 2 (4%) 4(8%) 4.12 Agree
skills

Insomnia 30 (60%) 10 (20%) 3 (6%) 4 (8%) 3(6%) 4.2 Strongly Agree

Causes 8 (16%) 30 (60%) 5 (10%) 4 (8%) 3 (6%) 3.72 Agree


more
aggression,
bullying,
and fighting
GENERAL ASSESMENT 4.01 Agree
SOP#3 FINDINGS CONCLUSION

3. How does playing online It presents the effect of spending hours The majority of the respondents is 2.8
games can affect in health of on online games. Poor social skills got with a verbal interpretation of Good/
the students? the mean average of 4.12 with a verbal Profecient level
interpretation of Agree. Insomnia got the
mean average of 4.2 with a verbal
interpretation of Strongly Agree. Causes
more aggression, bullying, and fighting
got the mean average of 3.72 with a
verbal interpretation of Agree. The
general assessment is 4.01 with a verbal
interpretation of Agree.
Sop #4
Questions Strongly Agree (4) Neutral (3) Disagree (2) Strongly Mean Verbal
Agree (5) Disagree average Interpretation
(1)
Making 36 (56%) 6 (12%) 5 (10%) 2 (4%) 3(6%) 4.52 Strongly Agree
online
games as a
hobby
Playing 11 (22%) 10 (20%) 4 (8%) 22 (44%) 3(6%) 3.08 Neutral
online
games
because of
friends

Encouraged 15 (30%) 29 (58%) 4 (8%) 1 (2%) 1 (2%) 4.12 Agree


by a family
member
GENERAL ASSESMENT 3.91 Agree
SOP#4 FINDINGS CONCLUSION

3. What urged the students It presents the effect of spending hours The majority of the respondents is 2.8
to play online games? on online games. Poor social skills got with a verbal interpretation of Good/
the mean average of 4.52 with a verbal Profecient level
interpretation of Strongly Agree.
Insomnia got the mean average of 3.08
with a verbal interpretation of Neutral.
Causes more aggression, bullying, and
fighting got the mean average of 4.12
with a verbal interpretation of Agree. The
general assessment is 3.91 with a verbal
interpretation of Agree.
Sop #5
SOP#5 FINDINGS CONCLUSIONS

Is there a significant Relationship


between playing online games and
Is there a significant Is The majority of the 1. The majority of the
there a significant respondents got respondents is male health of the students?
Relationship between 88% agree students Agreed that
playing online games and there ‘s a significant 12%
health of the students? This was followed relation between
and got 12% playing online games
Disagree and health of the 88%
students.

yes no
CHAPTER 5
RESULTS
Chapter 5
SUMMARY, CONCLUSIONS, AND RECOMMENDATIONS

This chapter presented the summary, findings, conclusions, and


recommendations. The findings revealed became the basis of the
conclusion of this study
This study determined if online gaming affects the mental health of selected students of
grade 12 GENERAL,ACADEMIC,STRAND (GAS) students of Saint Benilde
International School (Calamba) Inc. A.Y. 2022-2023.

Specifically, this study sought answers to the following questions

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


1.1 gender;
1.2 online games played.
2. What are the effects of spending hours playing online games?
3. How does playing online games can affect the academic performance of the
students?
4. What urged the students to play online games?
5. Is there a significant relationship between playing online games and the academic
performance of the student?
The study utilized the given hypothesis in its null form. There was significant relationship
between online gaming and the health of students. The study used a descriptive research
method with 50 respondents from Gr. 12 GENERAL ACADEMIC STRAND (GAS).
Questionnaires were used to gather the necessary data and were personally administered by
the researchers. The answer was tallied, tabulated, and analyzed through the use of
statistical tool
Findings
Based on the results gathered, the following findings are hereby presented:

Demographic Profile

1. 1.1 The majority of the respondents were Male with a frequency of fifty-two (26) and a
percentage of 52%. On the other hand, Females comprised fifty (24) respondents with
a percentage of 48%.

2. 1.2 Most of the respondents were playing Mobile Legends (ML) with 78% or with a
frequency of Thirty-nine (39), while 52% or 26 individuals were playing Call of Duty
(COD), 14% or 7 respondents ,while were playing Clash of clans and the 14% or 9
individuals were playing Valorant.
2. Effect of spending hours playing online games The result revealed that the general
assessment of the effect of spending hours playing online games of gr. 12 GAS students is
2.8 with a verbal interpretation of Neutral so it means that the some of the respondents are
letting their hobby affect their obligations as a student and some respondents are not.

3. Effect of playing online games The result revealed that the general assessment of the
effect of playing online games is 4.01 of Agree with a verbal interpretation, so it means
that playing online games can affect their health

5. What urges the students to play online games? The result revealed that the students are
playing online games as it is their hobby or their pastime, and most of them are being
influenced by their friends 88% Agree addicting to online games can affect our mental
health.
Conclusion

Based on the following results, here are the conclusion made:

1. The result of this study reveals that playing online games having a bad health
effects of selected students of grade 12 GENERAL,ACADEMIC,STRAND
(GAS) students of Saint Benilde International School

2. 2. It lessens the time they spend doing school activities.

3. 3. The students are getting lower grades, out of focus in studying, cause of
skipping a class, and lessen logical thinking.

4. 4. All these have bad impacts that can lead some students to fail their studies
Recommendation

Based on the different Effects of online gaming on effects the mental health
of students of grade 12 (GAS) students , here are the recommendations to avoid the
bad effects of online games:

1. The institution should plan a seminar with regards to the bad effect of online
games of the health of selected for them to be enlightened their mind and correct
the bad habits of the students when it comes to online gaming.

2. 2. The teachers and students should attend a forum regarding this study to
improve knowledge about online games and for them to be familiar with the
different impacts that will lead to failure of grades.

3. 3. Never forget the traditional way of life even the world is surrounded by
technology, and never forget to look forward, take a step and spend time
pursuing a dream not only for online gaming.

4. Always make a time for studying.

5. Future researchers may conduct the same study.


WITH SINCERE
APPRECIATION,
THANK YOU FOR YOUR
TIME
AND ATTENTION!
GROUP 3
RESEARCHERS
GAS12 – C (RWANDA)

One goal, One spirit, One Benilde!

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