Research CHAPTER 1

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IMPCAT OF ONLINE GAMING TOWARDS THE ACADEMIC PERFORMANCES OF

GRADE 10 STUDENTS IN ACG BUILDING OF SAN JOSE NATIONAL HIGH


SCHOOL

Chapter 1

Introduction

Stated that online game is a video game that is either


partially or primarily played through internet or any devices
that have internet connection. Online games are common on modern
gaming platforms, including in PC’s and mobile devices. In most
cases online games are freeware programs because it can be used
unlimited time and available for free. But it can cause problems
mentally even physically when over used Idea Group Incorporate
(IGI) Global dessimenor of knowledge.

According to Idea Group Incorporate (IGI) Global dessimenor


of knowledge, some people dealing with an addiction on online
games or video games may also struggle with issues such as
social anxiety, depression, low-self-esteem. Online games can
cause difficulties in school. Considered children,teens and even
colleges students who spend their free time playing video games
will almost certainly see their grades deteriorate. So that some
student neglected their school works that’s why they having
deteriorated grade.

Some of the students are using online games as their stress


reliever, hobbit and for educational study. Online games connect
one another interest, and it could be their communication and it
can can boost their confidence. And because of online games
their knowledge about technology is getting wider.

The purpose of this study is to informed the parents, that


so much playing of online games can affect the academic
performances of their children. To know, what are the possible
disease we can get in so much playing online games. And to
aware students, parents, and gamers about the advantages and
disadvantages of playing online games.

The approach of this study is quantitative because the


researcher will conduct a survey survey to identify how online
gaming affect their academic performances.

Background of the Study

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 it can be a
stress reliever, challenge and competition, relaxation,
enjoyment, social interaction, and even mentally escaping from
the real world. For most people, on-line gaming is one of the
best past time that they acquire specially for teenagers,
youngsters and students. According to Kuss & Griffiths, teens
who play online games are just having fun. They do not just
actually play because of some sort of seriousness, but also
because they just want to feel relief.

During school hours, students tend to feel stressed due to


loads of school works and through playing it will relive their
stress. But in the other hand, Video game addiction is defined
as impulse control disorder, which does not involve use of an
intoxicating drug and is similar to pathological gambling. Also,
it is also referred to video game overuse, pathological or
compulsive use of computer games and videogames (Greenfield &
Young, 2009). Due to excessive use of computer games there is
effect in their personal traits like anxiety, sensation seeking,
neuroticism, and aggression which are the symptoms that a person
is under the development of gaming addiction (Mehroof, M et al.
2010).

(Ko, C et al. 2010) Stated that brain is also affected in


computer addiction; regions of the brain associated with
cravings in substance abuse also appear to be activated in
gaming addicts when they view images of video games According to
new research from RMIT University in Melbourne, Australia. The
institution found that playing games could help students in
sharpening skills learned at school, and then applying them
elsewhere. Research was conducted by Alberto Posso, associate
professor at RMIT's School of Economics, Finance and Marketing.

According to the DepEd order DO 86, S. 2010 entitiled –


PROHIBITING STUDENTS IN PUBLIC AND PRIVATE ELEMENTARY AND
SECONDARY SCHOOLS FROM GOING TO COMPUTER SHOPS, MALLS, THEATERS,
AND THE LIKES DURING THEIR CLASS HOURS

This Department is aware of the prevailing situation that there


are students in the elementary and secondary levels from public
and private schools who go to computer shops, malls, theaters,
and the likes during their class hours while in their school
uniforms.

Statement of the Problem

The problem of this study is the impact of online gaming


to the academic achievement of the students. According to the
World Health Organization(WHO)disorder is defined in the 11th
Revision of the International Classification of Diseases as a
pattern of gaming behavior (“digital-gaming” or “video-
gaming”) characterized by impaired control over gaming,
increasing priority given to gaming over other activities to
the extent that gaming takes precedence over other interests
and daily activities, and continuation or escalation of gaming
despite the occurrence of negative consequences.

Specifically this study will answers to the following questions:

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


1.1. Name:
1.2. Age:
1.3. Gender:
1.4. General Average:
1.5. How many hour/s do you spend yor time on playing
online game/s?
1.6. How much do you spend on online gaming?
2. What is the factors of playing online games?
3. How does playing online games affect our health?
4. How does playing online games affects to your academic
performances in school?
5. What are the challenges in balancing of your study and
playing online games?

Significance of the study


This study will be significant and valuable to school,
students, parents, and society.

School. This study help many students on how may them get over
on playing online games not only how also on why, why they
really needs to stop or stay on playing online games because of
some effect on them study habits.

Students. This study help them to know what are the effects of
online gaming to their academic performances in school.
Parent. This study will help to have enough knowledge about the
impacts of online gaming among their children.

Society. The significance of this study in the society it can be


decreased the violence, aggressive and anti-social behavior. It
will have many friends.

Scope and Delimitations

This study was conducted to correlate the impact of online


gaming towards the academic achievement students of grade 10
regular students in ACG bldg. 3rd floor in San Jose National
High School, Antipolo City during the school year 2019-2020.
The specific details look into were the gender, age, section and
general avarage of studens.

Specifically this study will answers to the following questions:

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


1.1. Name:
1.2. Age:
1.3. Gender:
1.4. General Average:

Definition of Terms

Online Gaming - An online game is a video game that is either


partially or primarily played through the Internet or any other
computer network available.
Academic Achievement - Academic performance or "academic
achievement" is the extent to which a student, teacher or
institution has attained their short or long-term educational
goals.
The International Classification of Diseases (ICD) - is the
basis for identification of health trends and statistics
globally and the international standard for reporting diseases
and health conditions. It is used by medical practitioners
around the world to diagnose conditions and by researchers to
categorize conditions.
World Health Organization (WHO) - is a specialised agency of the
United Nations that is concerned with world public health.

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