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Research 1 - FINALs
Research 1 - FINALs
In Partial Fulfillment of
Research I
By:
2018 – 2019
ii
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
iii
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
because of the aspect of being entertainment, people gradually focus more on the
The researchers will conduct this research with all the STEM Student
and Mandaue.
unexpectedly, but the inappropriate usage of playing online games also leads to
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 affected.
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 focusing on the
and Mandaue. Knowing the effects of online games on the student is important. It
is a part of the awareness of people who are new to this entertainment, so 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.
4
General Problem:
The study aims to know the Effects of playing online games to the academic
semester or the school year 2017-2018. The basis of this study will be the “Gaming
Awareness Seminar.”
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
behavior in order to modify their mood (gaming is used to escape reality or create
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 lack
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
Factors that appear to protect frequent online gamers from developing problems
suggesting that for different individuals the same behavior can have different
commonly associated with gaming addiction: coping with daily stressors and
excitement, and challenge. This indicates that the reasons for game play may be
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 to avoid dissatisfaction, which can
therapy may be used for the socially fearful in order to decrease discomfort and
therapy sessions. Encouraging engagement in group sports might satisfy both the
need to engage in competitive and satisfying activities and the need to interact
Based on the theory of Buckley and Anderson, though there has been
theoretical integrations have been somewhat rare. The researchers own empirical
work has focused primarily on the effects of video games an those who play these
games.
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To the Parents, it will serve as a basis for the parents to control or prevent
To the Students, it will serve as an awareness of what the effects can cause
To the teachers, it will serve as a basis for the teachers to warn and prevent
students in playing online games excessively especially during class hours because
and Mandaue. This study is limited to DotA 2, Counter-Strike: Global Offense, and
Mobile Legends. The researchers will gather information on the effects of playing
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 will be
participation.
10
Definition of Terms
Grade 11 STEM Senior High School Students – It is the chosen respondents in 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
science. If you choose the right educational computer games, your child may learn
playing online games also leads to some problems such as being distracted in
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., & Clark,
[Web of Science ®], [Google Scholar]; Holmes & Gee, 2016 Holmes, J., & Gee, R.
[Google Scholar]; Kanthan & Senger, 2011 Kanthan, R., & Senger, J. (2011). The
Scholar]; Moylan, Burgess, Figley, & Bernstein, 2015 Moylan, G., Burgess, A.,
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
However, proposed criteria for "Internet Gaming Disorder" are included in Section
disorder, it is still discussed how much this disorder is caused by the gaming
suggests that excessive online gaming may in extreme cases lead to symptoms
13
craving, and tolerance (Wolfling, Grusser and Thalemann, 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 Chiou (2006), Technological
online teaching strategies such as digital games in the classroom. Though games
can be used to engage various learning styles and behaviors, the platform is mainly
Digital games-based learning has been used to increase student retention, build
teamwork skills, and communication (Bodnar, Anastasio, Enszer, & Burkey, 2016
Bodnar, C., Anastasio, D., Enszer, J., & Burkey, D. (2016). Engineers at play;
by share of total time played. According to Raptr's blog, 4.82 percent of all-time
spent gaming on their platform in November 2015 was dedicated to playing World
of Warcraft. In the fourth quarter of 2014, World of Warcraft gained more than 10
November 2014. Data shows that WoW was also the second bestselling PC game
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 Students
of University of Cebu Lapu-Lapu and Mandaue. The population of this study would
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 data
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
16
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 time,
the students mostly spend it on playing online games. Large number of students
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 distracted on
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 time consumed by
Chapter V
Synthesis
Summary of Findings
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.
o Students feel uneasy and tired after playing online games that
for students
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
2. Students should refrain playing online games during class hours to avoid
playing online games is very tempting, grades matter the most rather that
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-
from: http://www.acsd.org
Abbas, Kent Dexter (2017), “Effects of Online Game addiction to the students of
from: https://www.researchgate.net
23
Appendix A
QUESTIONNAIRE
I. Profile
Age: Gender:
II. Frequency
______ 5. How many times a day you rest yourself in playing online games?
III. Interview
And why?
5. Are you happy with the grades you attain? Why or why not?
IV. Reason
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
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:
Secondary:
Email: Jvkoong@gmail.com
Age: 18
Cebuano
Religion: Catholic
Education:
Email: Charliegromia@yahoo.com
Age: 17
and Cebuano
Religion: Catholic
Education:
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"
2
Email: johnleoortega01@gmail.com
Age: 17
Cebuano
Religion: Catholic
Education: