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PRACTICAL RESEARCH 2
ABSTRACT
The purpose of this study id to determine the effect of playing online games towards
the academic performance of the Junior High School Students in Cordova Catholic
Cooperative School. To accomplish this research. The researchers used stratified sampling
and selected 175 students filled out the survey questioners which the respondents really
It was then found out that the students of Junior High School in Cordova Catholic
Cooperative School are involve in Playing Online Games while they are studying which
shows that they are having a difficulties in time managing of their studies and in playing
online games.
It is recommended that a parallel study will be conducted with larger samples since
the study is stratified sampling (175) respondents only. Additionally, this study suggests
that future researchers examine the effect of playing online games to the academic
performance of university students. These findings appear to suggest that it would be too
simplistic to declare that playing online games are having a positive or negative factors for
young people.
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ACKNOWLEDGEMENT
The researcher would like to express our sincere appreciation to the following
people who offered their untiring support and help to make this research complete.
To Ms. Kimberly Villaruel, for her contructive critism, patience in checking the
grammatical errors, untiring efforts in sharing ideas, and encouragement which inspired
To our Parents, who sustained and motivated us throughout this whole semester,
for willingly giving us the moral and financial support for this study, and for the patience
in understanding us when we have our sleepless night while making this study.
To our Friends, who were really there to make us smile when things gone wrong,
and for their cheers and inspirational comments when we were so down.
To our Respondent, the student of Cordova Catholic Cooperative School, for their
participation in this study and for their time and effort in answering the questionnaires
sincerely.
And most of all, to the Almighty God who give us the strength to do this research,
for giving us courage to pursue this course. It was really wonderful to have all your
support during the process of completing his study. Thank you so much.
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CHAPTER I
RATIONALE
This Study was conducted to assess and find out the effects of online gaming on
the academic performance of the junior high school students in the Cordova Catholic
Cooperative School. Furthermore, this study sought answers on the significant relationship
and nowadays, this can be a person’s most efficient strategic tool for enabling himself to
Online gaming is one of the widely used leisure activities by many people. For
some people it is said that playing video games has a number of reasons to be played, for
that no one can give. According to some researchers it is beneficial. It enables the mind of
the players to be more active, especially those puzzle-based games. Furthermore, it helps
the player to come up with decisions in tight situations, especially those adventures games
Students’ learning takes place unexpectedly, but the inappropriate usage of playing
online games also leads in some problems such as being distracted in school. Further, it is
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Where the attention of the child were divided that even their health and social life is
unknowingly affected.
Studies revealed that the human brain is easy to destruct and one of the reasons is
using technology. The education system tends to go with the flow with this constant change
in the society in order to get things relevant with the generations today.
The researchers felt the need to determine the impact of online gaming to students’
academic performance and their social behavior. The purpose of this study is to find out
the effects of online gaming to the academic performance of junior high school students in
CCCS.
The purpose of this study is also to get the real effects of the online gaming to the
academic performance because on this day many teenagers are getting addicted to online
games especially those students. The study want to determine the impact of those activity
in their study.
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This study aims to know the perceived Effects of Online Gaming to the Academic
1. How does playing online games effects the academic performance of the student
relation with:
1.1 Absentism
2. How does online games affect the academic performance of the student:
This study would be conducted to the respondents and limited to the Junior High School
students in CCCS only. In a Strata Sampling, which every sections divided into 40-50
students but the researchers would choose 10 students in every sections who are playing
online games. Students would be given a survey or questioners to determine and evaluate
the reasons of the effects and getting information that is needed in the study.
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Students
This will provide with some knowledge the effects of online games and how it
can affect the academic performance. It will also give realization that playing online
games can destroy mind and maybe take away from the better future.
Parents
They will profit from this study, since the parents will be aware of the problems
of their children and the effects of online games to their academic performance. It will
help them to speak for their children and motivate them in their studies in order to
Teacher
The given data would guide the teachers on what to do to the student who are
always absent on the classes due to hanging out in the computer shop all day. The
teachers would be able to understand on why some student prefer to play online games
Researcher
research and the sophistication of the analyses and interpretations. It also offers a perfect
The given data would guide the administrator on how the student always absent
and tired of going to school. In order they will know the different reason why the student
had a low grade and academic performance. For this year 2019-2020. Knowing that
students should prefer attending online games rather than to study hard.
Future Researcher
The ideas presented can be used as reference data in conducting new researches
rather in testing the validity of other related findings. This study also serves as their cross
reference that will give them a background or an overview through the rest of the study.
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Operation of Terms
Leisure -means free to choose whatever activities you want to do when you have free time.
Positions means having a group or clan. And changing the attitude of the students or the
participants.
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Theoretical Background
This study anchored to the following theories: Social Learning Theory, Social
Social Learning Theory- theorized by Albert Bandura, posits that people learn
from one another, via observation, imitation, and modelling. The theory has often been
called a bridge between behaviorist and cognitive learning theories because it encompasses
According to this theory people learn through observing others behavior and
reinforcement. The theory assumes that changes in the environment will automatically lead
to changes in the person. The goal of this theory is to explain how people regulate their
behavior though control and reinforcement to achieve goal-directed behavior that can be
From this theory there are five constructs were developed as part of SLT; it refers to
the dynamic and reciprocal interaction of person (individual with a set of learned
achieve goals).
Eskasasnanda Theory- this study reveal that students play video games online due to
peers pressure; and online video games are liked because they are considered more modern,
practical, realistic and varied. Initially, students play online video games to relieve the
fatigue due to studying at school, but subsequently, they are becoming addicted, and reach
a condition that they find it difficult to stop playing games. This condition will directly
The study help the students how to cope up the effects of online gaming to their
academic performances
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CHAPTER II
Review Related Literature and Studies
Online games have both positive and negative effect on the people, especially to
the students.
According to Sujat Ali Hamzah, one of the negative is this, many cases among
students are addiction, and this addiction may lead to worse problems. The students might
steal money. They may become lazy when it comes to studying and prefer playing the
whole day long. Some may even skip school in order to have more time to play.
At times, addicted gamers spend so much time playing that their personal and
academic relation get neglected and sometimes disappear altogether. Among addicted
gamers who are still young and in early teenage, up to 50 percent report a strain in their
academic function as a result of their addiction. Addicted gamers also neglected the
responsibilities of everyday life such as; school activities like curricular and
extracurricular.
Through the years, studies have yielded different results. Some of them say that they are
According to Anderson and Dill (2000), there is a negative correlation between the two.
Thus meaning that there is no relation between the number of hours played by a player and
his grades.
According also to Hitch and Duncan (2005), students defends the games they are
playing by saying that they do learn something from it. A paper from EDUCAUSE backs
these students up by suggesting that the faculty learn and know about these games so as to
Furthermore, another paper claims that these games are not just for entertainment.
They claim that these games may be used to learn and experience different things and
CHAPTER III
RESEARCH DESIGN
The research design used in this study was quantitative. The researchers measuring
the opinions and practices of Junior High School students of Cordova Catholic Cooperative
School about the effects of online gaming to the academic performance of Junior High
RESPONDENTS
Cooperative School, strata sampling was employed. The researcher used one hundred
seventy five (175) respondents which are composed of the limited students from different
RESEARCH INSTRUMENT
survey questionnaire. The questionnaire consists of seven (7) questions which includes
several inquiries about online games and academic performance. It will be given to one
hundred seventy five (175) chosen respondents. The instrumentation used to determine and
evaluate the reasons of the effects and getting information that is needed in the study. The
instrumentation is will give way and support in retrieving data for the research.
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DATA GATHERING
The gathering of data to this study was used by questionnaire since it sent to a
selected number of individuals. Also, questionnaires may serve as a most appropriate and
useful as a data gathering device. The researchers choose the random sampling which they
randomly gave the questionnaires to the Junior high school of Cordova Catholic
Cooperative School. The researchers gave 44 questioners to all grade 7 and also 44 in grade
8. The grade 9 had given 46 then the grade 10 had given 39 questioners to be answered by
DATA TREATMENT
In analyzing the gathering data, the researchers used a stratified and weighted mean
Stratified
Nh = ( Nh / N ) * n
Where:
n is the sample size stratum h
Nh is the population size of stratum h
N is the total population size and n is the total sample size
Weighted Mean
x̄ = Σ (f) (w)
N
Where:
f is frequency
w is weighted mean
N is total of respondents
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CHAPTER IV
This chapter present the data gathered by the researchers which comprised the
perceptions of respondents.
In order to answer the main problem of the research which the researchers
determine how does playing online games effect the academic performance of the Junior
High School Students in Cordova Catholic Cooperative School. This chapter would present
The first table shows how the researchers select there random sampling through
strata/stratified sampling. The researchers wants 175 students out of 1,401 students that
will answer the statement and who played online games. The researchers divided 1,401
into 8 and come up with 175 that the researchers want to have.
Table 1
Grade 7 8 9 10 Total
STATEMENT SA A N D SD Weighted
Mean
I always skip classes 20 64 51 124 76 1.91
and play online
games.
I have a low grade in 35 92 93 100 64 2.19
playing online
games.
skip classes
low grade
2.38 1.91
negative effects
2.19
2.97
forget projects
Most of the students fall sleep at school but active in online games. It has 2.97% of
the total percentage. The second has 2.87% which is online games had really a negative
impact to t6he academic performance of the students. Third is 2.76%, students took their
studies for granted. Fourth is 2.78%, students often forgot there projects and assignments.
Fifth is 2.38%, students choose to play online games rather participating on school. Sixth
is 2.19%, students has a low grades because of online games. Lastly is 1.91%, students skip
From all the statement that the random respondents answered. The researchers
found out that the students had really much time with online games but some students are
By collecting answers received from the surveys given out to the respondents, each
This study found out that there is no effects on academic performance of the junior
high students when they are fond of playing online games. They found out that the students
can focus on their studies, they can do their homework as well as their projects and other
Out of 175 respondents, 320 replied that they are not affected in their academic
performance by playing online games. From this, the researchers concluded that a number
of students playing online games could not an effect in their academic performance though
that 320 replied that they are not affected. It is about on students how he/she can balance
his/her academic performance. Most of students plays online games to cope up their stress
or bored.
Recommendation
For the parents of students currently studying, they should be aware of the effects
of playing online games and should regulate their children's time on it. For the students
playing online games, they should be disciplined when it comes to playing online games
which they could still perform satisfactorily in their studies. As it is only a form of
recreation, it should not be given much priority over higher and more realistic priorities
such as their studies. Finally, for the future researchers, they could conduct an
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Experimental designed thesis. They should also consider other year levels or other age
Personal Information
Age: 17
Sex: Male
Nationality: Filipino
EDUCATIONAL BACKGROUND
Personal Information
Age: 18
Sex: Female
Nationality: Filipino
EDUCATIONAL BACKGROUND
Personal Information
Age: 18
Sex: Female
Nationality: Filipino
EDUCATIONAL BACKGROUND
Personal Information
Age: 17
Sex: Female
Nationality: Filipino
EDUCATIONAL BACKGROUND
Personal Information
Age: 18
Sex: Female
Nationality: Filipino
EDUCATIONAL BACKGROUND
Personal Information
Age: 17
Sex: Male
Nationality: Filipino
EDUCATIONAL BACKGROUND