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Research 1 - FINALs
Research 1 - FINALs
In Partial Fulfillment of
Research I
By:
2018 – 2019
2
Table of Contents
Title Page i
Table of Contents ii
Chapter I: Introduction 1
Theoretical Background 5
Definition of Terms 10
Research Design 14
Research Environment 14
Research Participants 14
Research Procedure 15
3
Research Instrument 15
Data Analysis 17
Data Interpretation 17
Chapter V: Synthesis 19
Summary of Findings 19
Conclusion 20
Recommendation 20
Bibliography 22
Appendices 23
Research Questionnaire 23
Environment Map 27
Curriculum Vitae 28
1
Chapter I
INTRODUCTION
more. As time passes by, technology also changed the way people perceive
from videos to video games, then from video games to online games. The online
game is the most revolutionary entertainment platform around the globe. People
are into this entertainment because of the fact that it is really fun. Having this
entertainment really changed the way players think, say, move and interact with
The researchers will conduct this research with all the STEM Student
and Mandaue.
place unexpectedly, but the inappropriate usage of playing online games also
Despite those benefits, playing these games also bring negative effects. It
requires much of the player’s time, leaving school activities and home works
Online games have good effects on the mindset of some people but
students tend to suffer bad effects more due to some factors. The problem is
severe, especially for students because students are really attracted to this
only on the way player interact but also the academic performance is also
online games using a mobile device. John skipped classes and got a very low
performance academically. Also, with a STEM student named Victor that is very
addicted to an online game named Dota 2. Victor although never skipped class
but got low performance due to focusing too much on that game rather than
and Mandaue. Knowing the effects of online games on the student is important.
that the freshmen will be warned and aware of the effects of online games, and
the players who are attached or addicted to gaming, can realize the effects that
online games caused to the players and eventually change the way the use this
entertainment. Having this kind of entertainment is not bad, it can cause good
effects too like critical thinking, good communication, and coordination. But
talking this too is always bad that is why awareness is one of the ways for
reduction.
The main purpose of this study is to help a human being, not just for
saving a penny, but also for saving lives. Gaming can be fun but it can also be
dangerous in human health. Although some people can prevent and minimize the
risk of playing too much, most people are prone to these effects. Awareness is
better than having no idea at all. It is best to let people what is up rather than to
action or do nothing.
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General Problem:
The study aims to know the Effects of playing online games to the
the second semester or the school year 2017-2018 . The basis of this study will
Specific Problem:
Theoretical Background
addiction, which include the following components. First, the behavior is salient
(the individual is preoccupied with gaming). Second, the individual uses the
create the feeling of euphoria). Third, tolerance develops (the individual needs
increasingly more time to feel the same effect). Fourth, withdrawal symptoms
depressed, and irritable if the students are prevented from playing). Fifth,
behavior (the individual has problems with relationship, job, and hobbies, and
Internet gaming addiction has yet to be studied in detail . Research indicates that
a number of risk factors are associated with Internet gaming addiction. These
risk factors include certain personality traits, gaming motivations, and structural
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seeking. Factors that appear to protect frequent online gamers from developing
extraversion, suggesting that for different individuals the same behavior can
most commonly associated with gaming addiction: coping with daily stressors
completion, excitement, and challenge. This indicates that the reasons for game
players preferred their online friends over their real-life friends. Similarly,
significantly more dependent gamers were found to prefer spending time with
their online friends than their offline friends relative to nondependent gamers
and felt their social needs were met better online than offline. Moreover, while
online games provide nonaddicted players with satisfaction, addicted players play
instance, elements of exposure therapy may be used for the socially fearful in
competitive and satisfying activities and the need to interact with peers in real
life.
Based on the theory of Buckley and Anderson, though there has been
empirical work has focused primarily on the effects of video games an those who
To the Parents, it will serve as a basis for the parents to control or prevent
To the teachers, it will serve as a basis for the teachers to warn and
Offense, and Mobile Legends. The researchers will gather information on the
students.
5 random Grade 11 STEM students in each STEM advisory will be given the
prepared questionnaires to get the that will be needed for the study. This study
class participation.
10
Definition of Terms
this study.
University of Cebu Lapu-Lapu and Mandaue – It is the chosen place where the
Chapter II
Online gaming is one of the widely used leisure activities for many people.
For some people, it is said that playing online games has a number of reasons to
enjoyment, social interaction, and even mentally escaping from the real world.
all that bad for your children. Peng Wei states that educational games can be
and science. If you choose the right educational computer games, your child may
of playing online games also leads to some problems such as being distracted in
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school. Further, it is where the attention of the child was divided that even their
level is in the early stages of development (Herro & Clark, 2016 Herro, D., &
[Crossref], [Web of Science ®], [Google Scholar]; Holmes & Gee, 2016 Holmes,
J., & Gee, R. (2016). A framework for understanding game-based teaching and
[Web of Science ®], [Google Scholar]; Kanthan & Senger, 2011 Kanthan, R., &
Pathology & Laboratory Medicine, 135, 135–142. [PubMed], [Web of Science ®],
[Google Scholar]; Moylan, Burgess, Figley, & Bernstein, 2015 Moylan, G.,
Burgess, A., Figley, C., & Bernstein, M. (2015). Motivating game-based learning
[Google Scholar])
Some of us may make a statement that addiction of playing video game is one of
the modern- day psychological disorders and some of us are disagree with that
(APA) in May 2003 conclude that addiction of playing video game is not mental
13
disorder. However, proposed criteria for "Internet Gaming Disorder" are included
disorders. Research suggests that excessive online gaming may in extreme cases
2008; Young, 2009; Hsu, Wen and Wu, 2009; Ko et al., 2009; Mehroof and
Griffiths, 2010) Based on the study done by Chin-Sheng Wan, M.S. and Wen-Bin
the classroom. Though games can be used to engage various learning styles and
level with traditional-aged students. Digital games-based learning has been used
Anastasio, Enszer, & Burkey, 2016 Bodnar, C., Anastasio, D., Enszer, J., &
147–200. The statistic presents the most-played PC games on the online gaming
Data shows that WoW was also the second bestselling PC game worldwide as of
January 2017.
Chapter III
Research Methodology
Research Design
thoughts and perceptions of the respondents that will fit to answer the problem
of the study.
Research Participants
The respondents of this research are the STEM Senior High School
respondents.
Research Environment
building of the University of Cebu Lapu-Lapu and Mandaue located at A.C. Cortes
Research Procedure
The first step, researchers must write a letter addressed o the principal for
the approval of the survey. Then, researchers must prepare the questionnaires
ready for survey. After, the researchers will conduct a survey on the approved
date and analyzed at a place for the data. Lastly, the researchers will collect the
Research Instrument
The questionnaire is all about the frequency the students take to play
online games, the effects of online games to the students to the academic
performance and the reason behind why students tends to get addicted to online
given specific problem and to come up with a result that answer the problem of
the study. The questionnaire is divided into four categories, the profile, which
some credentials are optional, the frequency, where the data is measured
through numbers of hours spent, the interview, where the students are ask the
University of Cebu Lapu-Lapu and Mandaue, and the reason why students like
playing games, why students are into games and why students get low academic
performance due to playing online games during class hours or even after class.
The questionnaire is considered as the survey of the study since this method will
result a very significant part of the study. Most of the data collected by the
survey will answer most of the problems in the study because it plays a
significant role in order to get aware and to study the possible outcomes and be
Chapter IV
Data Presentation
Data Analysis
Most students who take the questionnaire given by the researchers were
astonished with the results attained. As the result says, most students, especially
grade 11 STEM, were confirmed that students are more likely get to be
distracted with online games that can caused problems with the student’s
academic performance. The frequency of the students that play online games are
dramatically large in numbers counting that every hour of the student’s free
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time, the students mostly spend it on playing online games. Large number of
Data Interpretation
The result of the data collected on the survey sums up information that
can interpret the situation and can build up a solution. Most of the students play
online games mainly for killing the boredom the students feel. Students get
games that academic activities do not have. The difference between the
frequency of student’s study time and playing time can be noticeable since most
of the student’s free time are consumed by playing online games whereas the
Chapter V
Synthesis
Summary of Findings
online games.
3. Most students who have cellular phones tends to play online games during
class hours.
4. The main reason why students play online games is to kill boredom.
5. Some students refrain to do academic task caused by playing online
games.
o Students feel uneasy and tired after playing online games that
Conclusion
The study concludes that majority of the respondents are having effects
on academic performance due to playing online games but there are still some
students that can control and balance playing online games and academic
performance.
Recommendation
In line with the major findings and conclusions of the study, the following
1. Students must learn how to manage time. Being able to manage time can
if playing online games is very tempting, grades matter the most rather
Bibliography
Saktar, Ben (2009), “Effects of Online Games towards students.” Retrieved from:
https://oppapers.com
Jones, Christian (2014), “Gaming well: links between videogames and flourishing
Barr P., Khaled R., Noble J., Biddle R. (2006). “Feeling strangely fine: the well-
Abbas, Kent Dexter (2017), “Effects of Online Game addiction to the students of
from: https://www.researchgate.net
Appendix A
QUESTIONNAIRE
I. Profile
Age: Gender:
II. Frequency
______ 5. How many times a day you rest yourself in playing online games?
III. Interview
1. Do you play online games during class hours? Why?
And why?
5. Are you happy with the grades you attain? Why or why not?
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IV. Reason
1. Why do you play online games?
2. What is/are the reason(s) why students why students are into Online
Games?
Appendix B
Appendix C
CURRICULUM VITAE
Email: vincecodinera@gmail.com
Age: 17
28
English, Ilokano
Religion: Catholic
Education:
Secondary:
Email: loronzmangubat@gmail.com
Age: 16
Cebuano
Religion: Catholic
Education:
Email: glomargwapz13@gmail.com
Age:
Cebuano
Religion: Catholic
Education:
31
Secondary:
Email: Jvkoong@gmail.com
Age: 18
Cebuano
Religion: Catholic
Education:
32
Email: Charliegromia@yahoo.com
Age: 17
and Cebuano
Religion: Catholic
Education:
33
School)
Email: dotaro.juncarlo@gmail.com
Age: 17
Cebuano
Religion: Catholic
Education:
MOTTO: "No matter how hard or impossible it is, never lose sight of your goal"
Email: johnleoortega01@gmail.com
Age: 17
Cebuano
Religion: Catholic