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Plagiarism and Grammar
Plagiarism and Grammar
INTRODUCTION
least ninety percent of homes having children that have played videogames. It is a record
that continues to increase fifty-five percent of console players, and sixty-six percent of
online players are over 18. The college demographic seems to be a significant group of
gamers simply because they have a lack of parental supervision, and they have more
addiction impacts academic achievement because the student is too involved in the game
As technological advancement takes its toll in a continually rich country like the
Philippines, citizens have witnessed its great advantage and potential benefits towards
their lifestyle, yet criticized for its potential harms. Such technology is worthy of
attention to humanity, especially towards millennials, and one of that is online video
this technology even to the point of getting addicted. In a study by Alcalde, Camacho,
and Cortes (2012), complaints were received from schools all over Manila regarding
more addiction to online computer gaming. Many teachers, parents, and other concerned
organizations continuously clamor for a tighter clamp over computer gaming. The said
protest mainly focused on how the trend is becoming a distraction towards their studies.
Some students spent playing at cafes as a hangout until late at night or worse, during
school hours, which makes students skip classes. Despite that, DepEd values how online
computer gaming also helps sharpen the young generation into highly proficient
According to the study of Bolo and Murcia (2015), almost half of the population
of each campus in Digos City was held to be gamers. Other play and sell their accounts
while others buy then play. Many computer café in the city were competing and are doing
their best to gain the patronage of the gamers; they will offer promos for the PC rental. In
contrast, others provide a café membership to the games for them to avail of different
benefits. With this, the researchers felt the need to determine if the selected Criminology
students lose their focus on their studies, knowing that they’ve engaged in online video
games. The researchers aim to find out the implications of on-line gaming on the
researchers and future researchers, the teachers and administration of Saint Michael
College of Caraga, and to the department of College of Criminal Justice Education in the
institution. Students, this study is significant to the students for them to aware that online
gaming may affect their academic performance in the school of Saint Michael College of
Caraga. Parents, this study would help the parents to monitor always and have enough
knowledge about the effects of online gaming among their children. Also, they will be
benefited by they will have more time and communication with their children. They
surely know how to limit their child from playing online games by guiding them wisely.
To readers, this study will help the readers to have an understanding of the effects of
online gaming on the academic performance of the students. The researchers and future
researchers may serve as a basis and contribute to our rich bulk of literature and
knowledge body. The teachers will be giving more attention to the students. Some
teachers tried and played online games too. They can help and let their students explore
great words, meanings, and thoughts that the students learned from different online
games. And most important, the school administration, for them to take a stepping stone
of creating plans and investigate those students who had been failed and had low grades
Theoretical Framework
In Self-determination theory, Deci and Ryan proposed that an individual’s well-
being and their abilities to self-regulate are to be on the fulfillment of unspecified basic
psychological needs. These psychological needs include the need for competence,
relatedness, and the need for autonomy. When a person can meet these psychological
needs in their daily routine, they will experience a high quantity of welfare.
Individuals who find it hard to meet these needs daily may turn to video games to
satisfy them. The player may choose where and what they would like to do, and the
player is autonomous. Also, online games, in particular, allow players to interact with
each other, which enable them to satisfy their need for relatedness.
This study is also anchored on the Flow Theory by Wan and Chiou (2006) in
which, according to them, to achieve this “flow state,” there are several things that the
experience must provide. It must have clear and concise objectives, provide immediate
skills, immerse the individual, and, of course, be absorbed in general. The objectives of
Students’ Profile
income of
parents
Academic Intervention
time to play
Performance Program
number of time
to play
type of games to
play
reasons to play
a place where
you play
Figure 1. It shows the research paradigm of the study.
Criminology students of Saint Michael College of Caraga. Specifically, the study seeks to
2. What is the level of Academic Performance of Criminology Student who play online
gaming?
The study was limited in finding out the effects of online gaming on the academic
In this study, the researchers focused only on the student’s profile and their
Definition of Terms
The following terms and words are operationally and conceptually defined as
follows:
semester that indicates the performance of the students, both written and oral tasks.
Intervention Programs. It is a series of activities that address issues that caused the
respondents to engage in online gaming; they may take an individual treatment program,
GPA. Usually, on a GPA scale, 1.0 – Excellent, 1.1 – 1.5 – very superior, 1.6 – 2.0 –
superior, 2.1 – 2.5 – good, 2.6 – 3.0 – poor, and 5.0 – failed.
Online gaming. It is an electronic game played online over a computer network – a
and Mobile Legends is the most grossing online game being played among the
respondents.
The Income of Parents. It is definite to the profile earned by the descendants and
Time to play. The duration in which respondents play online games measure in minutes
and hours.
playing.
CHAPTER II
REVIEW OF RELATED LITERATURE
This study comprises the input, thru-put, and output. The process includes the
students’ profiling on online gaming while the thru put based on the academic
performance.
Online Gaming
gaming addiction (Charlton & Danforth, 2010). Online game addiction as a state of a
seeking and use behaviors that take place at the expense of other significant activities.
Online gaming is vastly popular with young people and children. It has shown
detrimental effects on excessive online gaming use rather than occasional or regular use.
According to Lan Ying Huang (2003), by playing the online game features, online
gamer participants may view the games as providing diversion and filling time. “The
biggest risk factor for pathological video game use seems to be playing games to escape
from daily life,” said Joe Hilgard, lead author of the study and a doctoral candidate in the
away from their lives or to pretend to be other people seem to be those most at-risk for
becoming part of a vicious cycle. These gamers avoid their problems by playing games,
which interferes with their lives because they’re so busy playing games (Peters 7 et al.
2007).
Parents are mostly aware that their children play video games, but their
engagement varies when it comes to knowledge of ratings, their steps to stop their
children from playing, and the act of playing games with their children. The game is one
of the technologies worthy of attention by industry. At the same time, it can be a concern
for parents and other stakeholders such as schools or other concerned institutions about
its effects on the academic performance of the students, whether teens or adults are
addicted to online gaming (Verecio, 2018). In a study conducted by Schneider, King, and
Rothman (2003) states that children from low socioeconomic status do not have a
Davis-Kean (2005) argues that the socioeconomic status of the family has an indirect
rather than direct effect on the academic achievement of the student. Checci (2005) states
the educational level of parents is also the major factor for the academic achievement of
the student. Davis-Kean (2005), however, the average time of study by parents is an
influential factor on students’ academic achievement. Moreover, Chevalier and Lanot
(2002) proposed that students’ academic achievement and family income are closely
related, but the mean factor is their educational level. Blanden and Gregg (2005) argue
Time to play
According to Limelight Networks (2019), people who usually play video games
tend to spend an average of seven hours seven minutes each week playing. Gamers
usually play for an average of one hour and twenty-two minutes, with 18-24 years old
averaging from almost two hours for typical gaming. However, most of the younger
gamers spend even more time playing, with at age 25-30 playing eight hours and twelve
minutes each week. Most of the players are overwhelmingly favor downloading as their
primary means for cultivating video games. Fast performance is the most fulfilling
feeling and the most important consideration when playing a video game.
The study found at least one age bracket is playing online more frequently than
before 12-15-year-olds reported a surge of an hour and a half more each week, now
mobile smartphones made it easy for everyone to download and play a game whenever
and wherever they want. This attainable access led to the growth of casual gaming.
gamers. Most gamers play for less than one hour each week, while almost several play
more than 20 hours a week. Older gamers spend less playing than younger games. In an
experiment by Williams (2012), after the participants dramatically decreased the time
consumed using all technology to 30 minutes, including video games, the school
performance increased. The gaming frequency and the amount of time spent playing
video games have been studied for years frequently in association with gaming addiction
(King, 2012) examined the relationship between gaming time, motives to play, and
games (MMORPGs).
Conjoint video and computer games belong to the new multimedia culture. These
games have increasingly become like as the years pass, especially among young people.
Types of gamers are associated with the frequency and amount of time a player has spent
playing video games. However, the segmentation between gamers types has not been
games (MMORPGs) provide game players with many game-play options. Players were
allowed to connect and interact with various possible activities with other players in
and control their avatars to play with others as allies or competitors (Steinkuehler &
Williams, 2010). These games attract lots of players of all ages, nationalities, and
occupations, and the average playing time for these games is usually more than 20 h per
week.
competition, stress reliever, enjoyment, and mentally escaping from the real world. For
most teenagers, youngsters, and students, one of the best past time is online gaming.
During school hours, students tend to feel stressed due to loads of school works; it will
relieve their stress (Dumrique and Castillo, 2017). The 2013 State of Online Gaming
challenges, people play games to pass the time, beat boredom to set and meet new
According to Teach Thought Staff (2017), gamers often throw around the term
“escapism” when talking about their hobby. The word “escape” contains negative
implications – suggesting that those who play games feel a need to break free from the
mundane slavery of their reality. The real motivations for play are far more complex, and
The online game is nothing but a video game. As its name suggests, people play
these games online, that is, through the internet. Some online games are partially
dependent on the internet, but some of them are linked to the internet entirely. People can
reach these games on any computer network. That means they are common on any
modern platform such as on computers, smartphones, and so on, which can easily access
at home and school. Online Internet Cafe Games since some men play them at internet
Cafes online. Today internet Cafe gaming is gaining popularity every day. Online
Internet Cafe Games can be any form, such as a text-based environment and virtual
places. After all, those who do not have access to it, at work or home, from here can lift
the veil into the mysterious world and decide how necessary the Internet is (Stiopu,
2019).
Academic Performance
Student’s academic performances have been the area of interest for higher
related to the academic performance of university students. Hanson (2010) reported that
Student performance is affected by different learning abilities, gender, and race. Simmons
et al. (2015) concluded that family income level, attending full time, receiving grant aid,
and completing advanced level classes in high school having statistically significant
Through a variety of methods, a large number of studies have investigated the factors that
Garton et al. (2010) carried out a study to predict student academic performance
and retention with college students to evaluate the efficiency of student learning style and
other universities. Shao-I, Jie-Zhi, and Der-Hsing (2010) also studied addiction and noted
a decrease in school performance when they were addicted to gaming. Gaming addiction
impacts the academic achievement of students because they were too involved in the
game to do homework.
A study conducted by Rehbein et al. (2010) found that video dependency goes
with increased levels of psychological and social stress in the form of lower school
achievement, increased truancy, reduced sleep time, limited leisure activities, and
increased thoughts of committing suicide. It shows that individuals who have a
dependency on video games have more than just problems with their social lives.
Individual’s future earnings and standard of living improve when they have great
The researcher chose to conduct this study to determine the effects of online
of Caraga.
CHAPTER III
RESEARCH METHODOLOGY
This chapter describes the research design, research locale, research respondents,
research instrument, ethical standard, gathering data procedure, and the statistical
treatment to be used.
Research Design
This study employed a correlational quantitative, which aims to understand and
responses or data from the respondents (Keegan, 2014). This research design to be
utilized in this study aims to determine the significant relationship between online
gaming and the academic performance of Criminology students of Saint Michael College
of Caraga.
Research Locale
The study was conducted at Saint Michael College of Caraga (SMCC), which is a
Sectarian school that offers elementary, secondary, and tertiary levels of education. The
school started its operation on July 1, 1948, with its first director Fr. Francisco Van Dyke,
who was then succeeded by different Dutch priests. On Feb. 16, 2002, its old name Saint
Michael Institute was supplanted with Saint Michael College of Caraga as recommended
by Mrs. Vanica del Rosario during the First General Assembly. At present, SMMC is
now at its 71st, and it’s getting Bigger, Better, Stronger, and Holier.
Research Respondents
Table 1
Research Instrument
The researcher adopted and modified the questionnaire from the study of “Effects
2017).
Part I - would seek information on Students’ Profile: parents’ income, time to play,
number of time to play, type of games to play, reasons to play, and place where to play
online games.
6 1.0 Excellent
5 1.1 - 1.5 Very Superior
4 1.6 - 2.0 Superior
3 2.1 - 2.5 Good
2 2.6 - 3.0 Poor
1 5.0 Failed
Ethical Standard
The respondent fully informed about the study on the effects of online gaming on
The ethical guidelines put into place within the study period; the research data
abides confidentiality across the study, and the researchers obtained the students’
permission not to use their names, only the school I.D number and signatures in the
survey questionnaire and informed consent form with a photograph for documentation
because proof of a fact, record and for future references are one of the concerns on the
At first, the researchers send a letter of consent to the head of the school registrar
to get the list of all students enrolled in semester school year 2019-2020 to know the full
Next, the researchers have secured permission and send a letter to the Dean of the
College of Criminal Justice Education (CCJE), Jun C. Villarmia, Ph.D., to conduct the
study.
Then, the researchers will give the research study information sheet and informed
consent form to the respondents for them to be aware and discussed conducting a study
about the effects of online gaming on academic performance. The researchers must only
use the school I.D number and signatures to the informed consent form and
Statistical Treatment
The researchers use the following statistical tools, therefore, to get the
Frequency and Percentage –to determine the demographic respondents’ profile in terms
Weighted Mean – this tool was used to determine the Academic Performance of
performance.
CHAPTER IV
RESULTS AND DISCUSSION
This chapter presents, analysis, and interprets data collected in this study. The
data pertain to the income of parents, time to play, number of time/s to play, type of
games to play, and reasons to play of the Second year to Fourth year Criminology
Table 2
n-233
The table shows that the income of respondents’ parents ranges from 10 thousand
and below has a frequency of 116 with an equivalent of 49.78% in the overall percentage
that the majority of the respondents have parents’ income ranges from 10 thousand and
below.
as to Time to play
Table 3
n=233
The table shows that respondents who are playing online games from 6:00 pm to
percentage ranked as 1. Whereas respondents who are playing online games from 1:00
respondents who are playing online games from 6:00 am to 12:00 noon has a frequency
of 26 with an equivalent of 11.16% ranked as 3; and respondents who are playing online
ranked as 4.
To sum up, the data gathered regarding the respondents’ time to play online
games; shows that the majority of the respondents play online games from 6:00 pm to
12midnight.
as to the Number of time/s to play
Table 4
n=233
The table shows that respondents who are playing online games for 1 hour and
below has a frequency of 116 with an equivalent of 49.79% in the overall percentage
ranked as 1. Whereas respondents who are playing online games for 2-5 hours a day has a
frequency of 106 with an equivalent of 45.49% ranked as 2; respondents who are playing
online games for 6-10 hours a day has a frequency of 10 with an equivalent of 4.29%
ranked as 3, and; respondents who are playing online games for 11 hours and above has a
To sum up, the data gathered regarding the number of time/s the respondents play
online games; shows that most of the respondents are playing online games for 1 hour
and below.
as to the Type of games to play
Table 5
n=233
The table shows that respondents who are playing Mobile Legends have a
Whereas respondents who are playing LOL (League of Legends) has a frequency of 23
with an equivalent of 9.87% ranked as 2; respondents who are playing Crossfire have a
To sum up, the data gathered regarding the type of games respondents’ played;
Table 6
n=233
The table shows that respondents who are playing online games just for
percentage ranked as 1. Whereas respondents who are playing online games as their part-
are playing online games as their habit has a frequency of 25 equivalent of 10.73%
ranked as 3, and; respondents who are playing online games as education has a frequency
To sum up, the data gathered regarding the reasons why the respondents play
online games, shows that the majority of the respondents are playing online games just
for entertainment.
as to the Place where you play
Table 7
n=233
The table shows that respondents who are playing online games at home has a
Whereas respondents who are playing online games in the internet café has a frequency
respondents who are playing online games in the malls has a frequency of 3 with an
online games, it is evident that the majority of the respondents are playing online games
at home.
Table 8
n=233
Academic
Performance Verbal Rank
F % Description
1.0 – 1.4 6 2.58 Excellent 4
1.5 – 1.9 71 30.47 Very Superior 2
2.0 – 2.4 135 57.94 Superior 1
2.5 – 2.9 14 6.01 Good 3
3.0 5 2.14 Poor 5
5.0 2 0.86 Failed 6
Total 233 100
The table shows that respondents with academic performance of 2.0-2.4 have a
respondents with 3.00 has a frequency of 5 that has a rate of 2.14 % ranked as 5, and
respondents with 5.0 has a frequency of 2 that has a proportion of 0.86 % ranked as
6.
To sum up, the data gathered regarding the respondents’ academic performance;
shows that the majority of the respondents with 2.0-2.4 with a verbal interpretation of
Superior.
Table 9
Standardized
Unstandardized Coefficients Coefficients
Model Summary
R = .205 Adjusted R2 = .016 F = 1.645 p = .136
increasing amount of time spent on these games each day raised fears that this comes at
the expense of school and, over the long run, impairs academic achievement. Video
games do not affect educational accomplishment, but it does influence in loss of
education returns.
Problem 4. What intervention program can we offer after the study conducted?
PROPOSE OUTPUT
This intervention program presents the research study design to prevent the
number of time/s to play online games, wherein it is the only variable that is
IV. Program Objective: The aim of this research study conducted to the effects
Implementation Scheme:
the Implementation
of Intervention
Program
Evaluation after
Figure 2 Implementation Scheme of Intervention Program for Effects of Online Gaming
of Caraga.
Approval.
program.
program. The school administrator will conduct, evaluate, and take appropriate action for
the results.
CHAPTER V
CONCLUSION AND RECOMMENDATIONS
This chapter deals with the conclusions and recommendations of the study.
Conclusion
the respondents’ Grade Point Average is 2.0-2.4 with a verbal interpretation of Superior.
It implies that despite their involvement in online gaming, they are still academically
Most of the games were Mobile Legends. It consumes how many hours to play
per game, which does not coincide with the number of time/s to play online games to the
playing online games does not affect their academic performance. Thus, the said problem
The results proved the Flow Theory by Wan and Chiou in which flow can occur
when workers are engaged in tasks where they can focus entirely on the projects at hand.
It must have clear and concise objectives, provide immediate feedback on performance,
be challenging but not so much as to overcome the individual skills, immerse the
individual, and, of course, be absorbed in general. Another critical concept in this theory
is the idea of slightly extending oneself beyond one’s current ability level.
Primary Recommendation.
The findings indicate that number of time/s to play online games made the
playing online games. People’s average age is getting older to start to play online games
and legislative policy will remain limited in scope. More research is needed to help
Secondary Recommendations
• To the students, play online games in their free time, especially for academic
purposes, to lessen the possibility of being addicted to Online Games and positive result
games, and they should also give their children a time limit in playing to avoid Online
Gaming addiction.
• To the teachers and educators, they shall guide and teach the student how to
control their number of time/s in Playing Online Games and help them engage in an
responsibilities. For example, the teacher might consider notifying the parents about the
academic performance and social behavior of the students inside the school facilities.
This association can strengthen the home and school partnership to supervise the
students' activities.
• To the future researchers, this research is worth repeating, with the following
changes: