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Online games addiction and it’s

effect in the academic


performance of the Grade 10 high
school student in Arsenio A.
Quibranza National High School
Researchers Name: Vincent C. Gayomali
Jhon cris M. Cabural
Jeric D. Generalao
11 GAS strand 2022-2023
Arseñio A Quibranza National High School
Chapter 1
INTRODUCTION

•WHAT IS ONLINE
GAME/VIDEO GAME?
STAMAENT OF THE PROBLEM

• 1.How are the impacts of online gaming of the


respondents describe?
• 2.What is the significance relationship between
the impacts of online gaming and the grade of
the students?
• 3.How are the school academic performance
of the respondent described in terms of
students school academic performance?
PURPOSE OF THE STUDY

Effect on the academic


performance
Make an urgent solution
SIGNIFICANCE OF THE STUDY

•The grade 10 year level with


the most rampant case of
online game addiction to
make a solution and
prevention.
Theoretical perspective

•Theory of online
game interactivity
Research method

•Survey
•Interview
•observation
Delimitation

•The research well only be


conducted on:
Grade 10 year level
Arsenio A. Quibranza National
High School
Limitation

•Insufficient time
•Small force of researchers
•Unwillingness of the
participants to participate
•Few participants
Chapter 2
Literature review

•Explanation of every
section in this chapter
REVIEW OF RELATED LITERATURE

•Comparing the comparison of Daria


J. Kuss and Mark D. Griffith.
Nottingham Trent University
(October, 31, 2011)
Theoretical construct
Figure 1
Research Methodology

•The researchers appraisal


and critique Dari J. Kuss
and Mark D Griffith method.
Research question

1.How are the impacts of online gaming of the


respondents describe?
2.What is the significance relationship between the
impacts of online gaming and the grade of the students?
3.How are the school academic performance of the
respondent described in terms of students school
academic performance?
Setting

•Arsenio A. Quibranza National High


School
>Grade 10 year level
>Section everyday
Population

•Out of 32 ML players of grade 10


year level there are only 8
willingly participants that
participated on the research
Ethical Consideration

•The data privacy act of


2012 (section 1to2)
Research Design

•Qualitative research
Interview Instrument and Protocol

•Researchers prepared a PowerPoint


presentation to discuss towards the participants
>topic all about online game effects
•Researcher construct a questionnaire
Data analysis strategy

•Deductive research
approach
Chapter 3
Finding

•The data that had been evaluated


by the researchers to discover
more information and discovery
upon this topic and study
Bar graph
Participant

• There are one male and 7 females


participants.
>In total of 8 participants
• All aging to 15-17 years old
• Sampling population of grade 10 year level
The analysis strategy
• The importance of the study “online games addiction
in its effect in the academic performance of grade 10
high school students in Arsenio A. Quibranza
National High School” that having a beneficial to the
following:
>School
>Students
>Teachers
>Future researchers
Conclusion

•Contribution of the study


Understanding the complexity
And how to approach
Improvement of topic and study
Reference

Retrieve: https://en.m.wikipedia.org/wiki/Mobile_Legends:_Bang_Bang
• Retrieve:
https://my.clevelandclinic.org/health/diseases/23124-video-game-addiction
Retrieve: https://ojs.aaresearchindex.com/index.php/AAJMRA/article/view/4508#:~:text=Mobile%20gaming
%20is%20one%20of,impacts%20on%20students'%20academic%20performance.
Retrieve: https://brainly.ph/question/28693625
Retrieve: https://pubmed.ncbi.nlm.nih.gov/26166826/
• Retrieve: https://www.privacy.gov.ph/data-privacy-act/

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