Professional Documents
Culture Documents
Group 3 - Revised
Group 3 - Revised
Online Video Game: Perception of Grade 11 – St. John Paul Students at St. Paul University
in Research
Sheena Catequista
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This research study ONLINE VIDEO GAME: PERCEPTION OF GRADE 11 – ST. JOHN
PAUL II STUDENTS AT ST. JOHN PAUL II ON ITS IMPACT submitted by ALIAH MAY
PIALAGO in partial fulfilment of the requirements in PRACTICAL RESEARCH 1 has been examined
Research Teacher
This research is entitled, “ONLINE VIDEO GAME: PERCEPTION OF GRADE 11 – ST. JOHN
PAUL II STUDENTS AT ST. JOHN PAUL II ON ITS IMPACT” prepared and submitted by ALIAH
MAY CABRERA, SHIEKA AUDRYDEL BARREDO, SHEENA CATEQUISTA, and JAN VINCENT
B. PIALAGO, has been reviewed and approved by the panellists.
Chairman
Member Member
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The study would have not been made possible without the assistance and guidance of the people
around the researchers. The knowledge and information that the researchers acquired during the study has
benefited them in many ways, and for that, they would like to thank the following who have made the
-First and foremost, the researcher would like to dedicate the study to the grade 11 – St. John Paul II
students, especially those who are negatively affected by their family environment, for undergoing the
survey.
-Ms. Jerlyn Manila, the Research teacher, for the guidance from the start and throughout the study.
-The researcher’s parents, Mrs. Renelet Catequista, Mr. Romerico Catequista, Mrs. Aine Ventura, Mr.
Rocky Cabrera, Mrs. Glenda P. Barredo, Mr. Doy C. Barredo Jr., Mr. Jimson B. Pialago, and Mrs.
Analyn B. Pialago, for the never-ending support to the researcher, and for being the best people they can
rely on.
-The researchers’ Friends, for the help and motivation they have given to the researchers, for them to be
-The Almighty Father, for being the reason of everybody’s success. None of these would have been
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RESEARCHERS
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Online Video games are crucial parts of the students’ way of enjoying leisure time. There are a
variety of games that the students can choose from, depending on their demands. The games serve as
factors that enable students to have a well-rounded time and overcome boredom. However, different
studies have linked online video games to the behavior of students towards their academic studies.
Present findings have indicated that their performance is associated with time management, in which they
manage such leisure activities with academics. The study intends to discover and understand the impact
of online video games on the academic performance of St. John Paul II students at St. Paul University
Dumaguete through four chosen respondents of the scope. Subjective, open-ended survey questionnaires
by the researchers were utilized and administered to the respondents. The responses were then analyzed
and interpreted through an Inductive Theme Development. The study found out that online video games
impose positive and adverse effects on the academic performance of St. John Paul II students. All
students performed well, based on the general average. Such games develop mental health and
capabilities to think and strategize. However, no focus in class was indicated, caused by the health issue
and poor time management. Lastly, ways associated with self-control and time management are
emphasized and beneficial to the students coping with the adverse effects.
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CONTENT PAGE
Title i
Approval sheet ii
Acknowledgement iii - iv
Abstract v
INTRODUCTION 1 - 12
Review of Related Literature 1–2
Review of Related Studies 2–5
Statement of the Problem 5
Scope and Limitations 6
Significance of the Study 6–7
Theoretical Framework 8 - 10
Conceptual Framework 10 - 12
METHODOLOGY 13 - 26
Research Method/Design 13
Research Instrument 13 – 14
Research Respondents 14
Research Environment 14 – 15
Data-gathering Procedure 15
Definition of Terms 15 – 16
Data Analysis 17 -26
RESULTS AND DISCUSSION 27 – 31
Results 27 – 30
Discussion 31
Bibliography 32 – 33
Appendix A: Letter to the Respondents 34 – 35
Appendix B: Survey Questionnaire 36
Curriculum Vitae 37 - 38
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INTRODUCTION
Local
Online gaming enhances a child's mind, said in an article entitled "Is Mobile Gaming Good or
Bad." The improvement of their creativity and logical thinking are recognized, emphasizing that it has
developed due to the online games' nature. On the other hand, the study stated that online gaming also
poses harmful effects only if mishandled. Parents tend to confiscate their children’s gadgets to help them
focus on their studies. Lastly, the article emphasized that there is nothing wrong with playing online
games, given that it does not create conflict with the gamer's academics. [CITATION Placeholder1 \l 1033 ]
In connection, an article headlined as Parents of online gamers need to think twice before
labelling the hobby a ‘waste of time, suggests that online gaming perpetrates serious effects. Addiction is
broadly the term used to describe the impact. However, parents must focus more on why their children
engage in such activities instead of forcing a halt because, commonly, gaming is a coping factor of
Foreign
Online gaming carries beneficial effects on people, especially the youth, but negative factors
affect one's wellbeing. Although it is helpful, especially to a person's improvement in their social skills,
an article entitled, “Online Gaming - The Risk,” emphasized that online gaming undeniably presents risks
to the users. Such risks include longer screen time exposed to gadgets and health problems linked to
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minimize the harmful effects online gaming inflicts. [CITATION Onl \l 1033 ]
Online gaming enables students to be more engaged in class, based on “Ludic Pedagogy:
Schooling Our Students is Fun.” Online gaming allows them to grasp new concepts, developing the sense
of thinking they embody. Students involved in online gaming have a playful approach towards interacting
with others, providing a wholesome environment in learning. Lastly, Engagement in online gaming
associates with a student having an optimistic and enthusiastic mindset. [CITATION Kei21 \l 1033 ]
Local
A study entitled, “Mobile Games and Academic Performance of University Students,” stated that
mobile gaming is broadly associated with leisure activities among various people. The results suggested
that a portion of the conducted population have several reasons why they involve themselves in such
leisure activity. Specifically, the study conveyed that engaging in mobile gaming is caused and
determined by the reasons that can help the student have to cope with stress such as using it to relieve
stress, enjoy, escape reality, and interact with other people through the competition the game offers.
In another study conducted at Polytechnic University of the Philippines among high school
students, there is a significant relationship between online gaming and the students' academic
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In fact, according to the results gathered, students who play video games have maintained passing grades
because of the proper time management they have demonstrated. Furthermore, engaging in online games
enabled the students to embody wise decision-making and enhanced their thinking capabilities to be more
Online video games present both advantageous and disadvantageous effects, based on the study
conducted among college students entitled, “The Effects of Online Games Towards the Academic
Performance of Selected Information Technology Students.” Estimates show that online games make up
around 80% of the total usage of the internet in the Philippines. Furthermore, the study indicated that
children who play computer games improve their visual intelligence skills and abilities in solving a
problem. On the other hand, online computer games pose disadvantages to the students’ academic
performance. Once an individual starts playing, he/she will spend too much time in it and can lead to
Students tend to indicate dependence on computer gaming. According to the study, "Self-Help:
Computer Addiction," among Mapua Institute of Technology students,9 out of 16 respondents (students)
are in danger of developing computer obsession. The study revealed that more time spent online translates
into less time spent studying, showing an imbalanced approach in managing time. Consequently, students
failed to pass most of their requirements because of online addiction. (Self-Help: Computer Addiction,
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“Online Game Addiction Among University Student Students,” a study conducted to find the
relation of online gaming addiction to the University of Gävle, Sweden among Swedish and Chinese
undergraduate students, suggests that the Addiction to online games caused problems to the studies. The
result was associated with the negative effect of online gaming on health. In addition, the relationship of
the students with friends and families is affected negatively. However, the student's relationship with their
Harmful factors that potentially impact a student’s behavior towards academics direct to online
gaming, based on the study entitled, “Video Gaming as a Factor that Affects Academic Performance in
Grade Nine.” Three mid-western Canadian schools with 178 respondents participated in the study to
investigate the concerns raised by the counselors, to address the rise of numbers in the harmful effects of
gaming on their behavior towards studies. The results led the researchers to recommend the issues to be
recognized by the parents of the students regarding the possibility of online gaming harming their
Another study conducted among college students at the University of the Cumberlands entitled,
“The Effects of Video Game Play on Academic Performance,” stated a decline in the GPA (Grade Point
Average) of the students who involve themselves in playing video games, compared to those who do not.
The findings suggest that playing video games affects how the students perform academically and based
on the results, negative effects are more likely to occur. However, the study found out that students who
do not play video games have higher GPAs because they are less likely to be involved in extracurricular
activities, which means that they have more time to focus on their academics. [ CITATION Jan11 \l 1033 ]
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Online Video Games have been significant factors in the students’ leisure time, especially during
the pandemic lockdown. However, academically, there have been studies that link online gaming to how
student performance in class. Thus, the study seeks to determine the impact of online video games on the
academic performance of the grade 11 – St. John Paul II students at St. Paul University Dumaguete.
1.1. Age
1.2. Sex
3. What are the reasons why the respondents play online games?
6. What are the positive effects of online gaming to the academic performance of the respondents?
7. What are the negative effects of online gaming to the academic performance of the respondents?
8. How will the respondents cope with the negative effects of online gaming to the academic
performance?
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which will recognize the effects of online gaming with how the students perform academically.
Moreover, ways to gradually manage and balance online gaming with academic performance, especially
in preventing gaming addiction, are embodied in the study to help solve academic-related problems
associated with online gaming. The respondents are the currently enrolled students at St. Paul University
Dumaguete, particularly the grade 11 – St. John Paul II students that play online video games on any
platform. In line with the Online Learning System that the university currently uses, the dissemination of
the research questionnaires is through Google Forms. Lastly, the profile of respondents, especially the
general average, types of online games played, reasons for playing, time consumption in gaming and
studying, effects, and coping abilities are the factors embedded in successfully conducting the study.
The study will provide a significant understanding of the impact of online video games on the
academic performance of the grade 11-St. John Paul II students, at St. Paul University Dumaguete. The
effects recognized will be given appropriate ways of management, which will be beneficial. The study
Students – The study will broaden the knowledge, awareness, and understanding of students that indulge
in online video gaming. The coping factors that the study recommends will help the students manage
themselves in balancing online video games and academic studies. Moreover, the study will help them
have good performance in class, despite the effects the online video games carry.
Teachers – The study will provide an understanding to the teachers on how the students who are into
online gaming be approached in case the academic performance is negatively affected. The reasons
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Family – The study will provide significance to the family in understanding how their family member
(Student) is affected by online gaming. Awareness regarding the impact of online gaming on a student
and coping ways are also issued in the study to help the family in managing their concerns for the family
member (Student).
Future Researchers – The study will provide a significant basis and guide for future researchers who will
Theoretical Framework
Productivity
academic performance
Theoretical Background
The four theories support the study on the impact of online gaming on the academic performance
of students. According to the Online Game Interactivity Theory and Theory of Young, several factors
affect academic behavior, such as online video gaming. The student's living environment determines the
outcome of education, where both theories support Walberg's Theory of Educational Productivity. In
addition, these backs the claims of Situated Cognitive theory, understanding the individuals' daily
interaction and learnings to his/her approach in life. Lastly, the assumptions are significant in
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online game. The perception and performance of a player link with what the game is all about, especially
in multiplayer setups. These allow them to socialize and be vocal with the other players, enhancing their
interactive abilities. Moreover, the nature of the game determines how the individual performs toward it. [
Theory of Young
The theory of Young (2009) supports the study, which states that online gaming addiction began
with the obsession with gaming. In this case, the gamer becomes more focused on playing games rather
than studying or thinking about the requirements needed in school. As a result, online gamers will likely
isolate themselves socially and be more concentrated on in-game achievements than in the real world,
The student's academic achievements are influenced by the characteristics and psychological
environment the students embody, according to Walberg's Theory of Educational Productivity. Several
recognized factors such as motivation, age, environment, and mass media exposure affect the students'
behavior on academics. Lastly, the theory suggests a relationship between the students' overall trait and
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The Situated Cognitive Theory stated that the knowledge gathered by a person is gained through
the experiences the individual tackles in a physical, cultural, and social manner. That emphasizes that
human interaction is crucial to embodying the learnings associated with the person's way of living. In
addition, it is done through the process of being in a particular moment and not merely by thoughts alone.
Conceptual Framework
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The Impact of Online Video Games to the Academic Performance of Grade 11 –
Survey Questionnaires
FEEDBACK
that the respondents play
Grades)
Reasons why the
respondents play online
video games
Time the respondents
consume in playing online
video games
Time the respondents
consume in studying for
classes
Positive effects of online
gaming to the students’
academic performance
Negative effects of online
gaming to the students’
academic performance
Ways to cope the negative
effects of online video
gaming
The results of the study will be formulated without bias and will be considered as
the source of knowledge of the impact of online video games to the students’
academic performance. It will also serve as the basis for the conclusion and
recommendations for the impact of online video games to the academic
Conceptual Background
performance of the grade 11 – St. John Paul II students at St. Paul University
Dumaguete.
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information regarding the effects online video gaming carries on the academic performance of grade 11 -
The research questionnaires that will serve as survey instruments through Google Docs have been
distributed to the respondents to assess their perception regarding the relation of online video games to
the academic performance of a student, particularly to the grade 11 – St. John Paul II students at St. Paul
University Dumaguete, considering the different dependent variables such as (1) First Semester general
average. The independent variables that correspond to the respondent’s profile will also be considered,
such as (1) respondents’ profile : age and sex, (2) type of online video games that the respondents play,
(3) reasons why the respondents play online video games, (4) time the respondents consume in playing
online video games, (5) time the respondents consume in studying for classes, and (6) positive and
negative effects of online video gaming on academic performance, and (7) ways to cope the harmful
METHODOLOGY
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researchers are discussed and highlighted in this part. In addition, it will serve as descriptive information
in deriving the data needed in addressing the effects of online video gaming on the academic performance
Research Method/Design
The research undertakes the impact of online video games on the academic performance of grade 11 - St.
John Paul II students. To acquire perceptions of a particular phenomenon, Phenomenology and Case
Study research designs will be used by the researchers. This study investigates an individual's experience
related to online video gaming and how it affects academic performance. Furthermore, the experiences
will answer the problems recognized and are set in the survey to gain a more profound understanding of
Research Instrument
The researchers designed a questionnaire as one of the data collection instruments for the study.
The researchers disseminate survey questionnaires that include seven major questions which seek to
achieve the researcher's aim of the study. The selected four Grade 11 students of St. John Paul II will be
A subjective or open-ended survey was used for the interviewee to answer the questions that the
researchers prepared with their own opinions and suggestions. After Data gathering, the researchers will
analyze and interpret the collected data to obtain a general idea and sense of the whole content. They will
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This type of Methodology is beneficial to the study of the researchers because this will allow
those who have experienced the phenomenon to give an insight into the experience that will help the
Research Respondents
The proponent selected the Grade 11-STEM St. John Paul II of St. Paul University Dumaguete to
be the respondents. Purposive sampling is utilized in the study with the following standards: (1) student of
St. John Paul II, and (2) plays online video games everyday. The proponent had come up with four
respondents, chosen through purposive sampling. The table below shows the distribution of the
respondents:
Research Environment
The conduction of the research was done on the selected grade 11 - St. John Paul II students from
St. Paul University Dumaguete, Basic Education Department - Senior High School. Forty-nine students
enrolled under the section, composing of transferees and old students. In addition, the university is at
North National Highway, Bantayan, Dumaguete City. Furthermore, on the 29th of October 1904, St. Paul
University Dumaguete was founded. The school aims to integrate students and provide them with a high-
quality education.
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The study aims to know the perception of the grade 11 – St. John Paul II students concerning the impact
of online video games on their academic performance. To collect primary data from the respondents, the
researchers will utilize open-ended descriptive survey questionnaires through online surveys.
3. Allow the respondents to answer the survey and wait for the answers.
4. If the respondents already finished answering, check the survey file on the Google Forms page
5. The responses will be collected to be reviewed and analyzed for the presentation, analysis, and
interpretation of data.
Definition of Terms
Management - a series of activities aimed at optimising the use of resources to attain one or more
objectives.
Gadget – Gadget is a technological device that is powered by artificial intelligence, used to make living
more convenient.
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Data Analysis
1.3. GENERAL
Grade
RESPONDENT 1.1. AGE 1.2. SEX AVERAGE
Remarks
st
(1 SEMESTER)
S1 (STUDENT ONE) 17 Male 89 Passed
S2 (STUDENT TWO) 16 Female 92.6 Passed
S3 (STUDENT
19 Male 92 Passed
THREE)
S4 (STUDENT
17 Female 90.4 Passed
FOUR)
Q.2. What are the online games that the respondent play?
INTERPRETATION/
TRANSLATED SIGNIFICANT
CLUSTER THEMES EXHAUSTIVE
TRANSCRIPT STATEMENT
DESCRIPTION
S1 (STUDENT ONE) Mobile Legends: Cluster #1 Theme #1 The student indulges in
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S2 (STUDENT TWO) Legends: Bang Bang video games are games involved
1The games that I play are (S2: 1 -3) Mobile Legends: are Mobile
1I play Beat blade, 1) The played online The online video are associated with the
2Slitherio, Mobile Slitherio (S4: 2) video games are games involved student’s experiences with
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Hayday.
Q.3. What are the reasons why the respondent plays online video games?
INTERPRETATION/
TRANSLATED SIGNIFICANT
CLUSTER THEMES EXHAUSTIVE
TRANSCRIPT STATEMENT
DESCRIPTION
Cluster #1
S1 (STUDENT ONE)
Bored and no one to Boredom (S1) The reason why the student
1Because I am bored and Theme #1
talk to (S1: 1 – 2) plays is to cope with the
2have no one to talk to so Enjoyment
To enjoy (S1: 3) Cluster #1 boredom and enjoy.
3I play games and enjoy
Fun (S1)
S2 (STUDENT TWO)
Cluster #2
1Playing online games is a A great way to lessen Theme #2 Online video games enable
Reduces stress
2great way to lessen my stress (S2: 2 – 3) Stress reliever the student to relieve stress.
(S2)
3stress.
S3 (STUDENT THREE) It is a stress reliever Cluster #3 Theme #3 Based on the student’s
2reliever and to have fun To have fun (S2: 2) (S3) game serves as a stress
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Q.4. How much time does the respondent take in playing online games?
INTERPRETATION/
TRANSLATED SIGNIFICANT
CLUSTER THEMES EXHAUSTIVE
TRANSCRIPT STATEMENT
DESCRIPTION
S1 (STUDENT ONE) Theme #1
During free time Cluster #1 The student only plays
1I play during my free time, Available time
(S1: 1) Free time (S1) during free time.
2about four to six hours.
S2 (STUDENT TWO)
7time.
In accordance with the
1Fifteen minutes only in 1) Fifteen minutes Fifteen minutes of time of playing online video
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INTERPRETATION/
TRANSLATED SIGNIFICANT
CLUSTER THEMES EXHAUSTIVE
TRANSCRIPT STATEMENT
DESCRIPTION
Cluster #1
In the evening for at least
S1 (STUDENT ONE) Study three to four Three to four Theme #1
three to four hours is the
1I study three to four hours in the evening hours of study Study in the
student’s consumable time in
2hours in the evening. (S1: 1 – 2) time in the evening
studying.
evening (S1)
Cluster #2 Theme #2
S2 (STUDENT TWO) The student takes a
Nine hours maximum Nine hours of A maximum of
1I think nine hours is the maximum of nine hours
(S2: 1 -2) studying nine hours of
2maximum time. consumed in studying.
(S2) study time
Cluster #3 Theme #3
S3 (STUDENT THREE) The student does not have
Do not study (S3: 1) No hours of No allotted time
1I do not study. time to study.
studying (S3) for studying
S4 (STUDENT FOUR) One hour or more in Cluster #4 Theme #4 Based on the student’s
1I consume one hour or studying (S4: 1 – 2) Studies one hour At least one hour experience, at least one hour
2more in studying. or more (S4) of study time or more of time allotted for
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Q.6. What are the positive effects of online gaming on the academic performance of the respondent?
INTERPRETATION/
TRANSLATED SIGNIFICANT
CLUSTER THEMES EXHAUSTIVE
TRANSCRIPT STATEMENT
DESCRIPTION
Cluster #1
(S1)
Cluster #2
5) performance
academically (S2)
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No positive
effects (S4)
S4 (STUDENT FOUR) No positive effects
(S4: 2 – 6)
Cluster #1
Poor time
consumption (S4)
Q.7. What are the adverse effects of online gaming on the academic performance of the respondents?
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Cluster #1
studying (S3)
S4 (STUDENT FOUR) It affects the Cluster #4 Theme #4 According to the student, the
1It affects your academic academic Adversely affects Adversely health and academic
2performance not only that, performance (S4: 1 – the academic impacts both performance are adversely
3it can also affect your 2) performance (S4) health and impacted.
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Q.8. How will the respondent cope with the adverse effects of online gaming on academic performance?
INTERPRETATION/
TRANSLATED SIGNIFICANT
CLUSTER THEMES EXHAUSTIVE
TRANSCRIPT STATEMENT
DESCRIPTION
Cluster #1
Can be coped
The student’s way of coping
with proper time
S1 (STUDENT ONE) the adverse effects of online
Proper time management (S1) Theme #1
1Proper time management games is by embodying
management (S1: 1) Proper Self-
2and self-control are the proper self-control that is
Self-control (S1: 2) Cluster #1 control
3coping ways. associated with proper time
Can be coped
management.
with self-control
(S1)
Cluster #2
S2 (STUDENT TWO)
Stop playing
1I tried to stop playing other Tried to stop playing The student stopped playing
online video Theme #2
2mobile games and this is a other mobile games video games and practiced
games (S2) Proper Self-
3great help because right helped in managing self-control in addressing the
Cluster #2 control
4now I managed my time time well (S2: 1 – 5) adverse effects.
Proper time
5well.
management (S2)
S3 (STUDENT THREE) Cope by being more Cluster #3 Theme #3 Discipline and having
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being disciplined
discipline (S3: 1 – 2) Discipline awareness enable the student
1I can cope by being more (S3)
By knowing the to limit playing online video
2discipline and knowing my
limitations (S3: 2 – Theme #3 games and cope with the
3limitations. Cluster #3
3) Awareness adverse effects they carry.
limitation
awareness (S3)
Have time
S4 (STUDENT FOUR) Cluster #4
management (S4: 1)
1Have time management, Proper time
Focus (S4: 2) Theme #4
2focus, and learn to control management (S4) The student’s coping way is
Learn to control self Proper Self-
3yourself in doing things to have proper self-control.
in doing things that control
4that could possibly affect Cluster #4
could possibly affect
5your status. Self-control (S4)
self-status (S4: 2 – 5)
The chapter interprets, and concludes the data collected by researchers. The Inductive Theme
Development highlights the translated transcripts, significant statements, clusters, themes, and
interpretation necessary to acquire the demanded and appropriate gathered data. All information collected
is thoroughly and honestly interpreted to obtain the aims of the researcher regarding the impact of online
video gaming on the academic performance of grade 11 - St. John Paul II students at St. Paul University
Dumaguete.
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Results
The first question tackles the profile of the respondents. The age, sex, and first semestral
grade average were the information collected. Through the purposive sampling method, two
males and two females with ages that ranged from sixteen to nineteen years old were able to
respond. All respondents have passing grades in the first semester of the grade 11: 2020 – 2021
academic year. Furthermore, the result supported the study conducted at the Polytechnic
University of the Philippines among high school students in 2018 by Dumrique and Castillo,
which indicated that the students who played video games maintained passing grades. In
addition, the findings of the study, Self-Help: Computer Addiction, were denied by the results
The second question highlights the online video games played by the respondents. Based
on the data, almost all respondents play multiple games, while only one was associated with
having just one online video game. Mobile Legends: Bang Bang is the most common online
video game recorded in the study as it is associated with all the respondents. Call of duty then
follows, with two respondents playing the game. Then, Player Unknown’s Battleground,
The third question recognizes the reasons of the respondents why they indulge
themselves in playing online video games. Respondents play video games to cope up with the
boredom and stress stated in the data. It affirmed that such leisure activity makes the respondents
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games, indicating that these enable them to escape reality and have fun.
The fourth question shows the amount of time the respondents consume while playing
video games. The data indicated that half of the respondents play during their free time,
particularly for hours. And on the other hand, the other half of the respondents have daily time
schedules that range from fifteen minutes to a maximum of five hours. In addition, "Self-Help:
Computer Addiction," a related study conducted among Mapua Institute of Technology students,
recognizes the possibility that the amount of time spent could lead to addiction. Furthermore, the
findings also relate to the Theory of the Young, tackling the time management of individuals that
The fifth question shows the amount of time the respondents consume while studying.
Each of the perceptions differs from the others. A respondent indicated consumption of three to
four hours of studying. Another respondent has a maximum of nine hours allotted time for
studies. Then, one hour or more hours for another. Also, one respondent has no time for
studying. Lastly, the findings also relate to the Theory of the Young, showing that time
The sixth question asks the respondents about the positive effects online video games
carry on their academic performance. The results were even. Mental health and capabilities are
improved, making them more strategic. Then, the other respondents said that online video games
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with the related study entitled, “The Effects of Online Games Towards the Academic
Performance of Selected Information Technology Students,” stating that online video gaming
improves the thinking abilities of students, while it can also impact the studies adversely.
The seventh question asks the respondents about the adverse effects online video games
impose on their academic performance. All the respondents stated adverse effects that such
games carry, especially on the health aspect. They indicated that engaging in those leisure
activities results in having a poor sleeping habit, that will eventually lead to poor performance
and lack of focus. Furthermore, online video games also affect the time management of the
respondent because of the time imbalance between studies and games. The Theory of the
Young is associated with the findings because such effects can lead to addiction, according to it.
Lastly, relating to Walberg’s Theory of Educational Productivity¸ the experiences determine the
The eighth question acknowledges the coping ways of the adverse effects of online video
games on their performance academically. The most common coping response recorded is self-
control which is associated with the discipline. One respondent highlights the awareness of
limiting oneself in indulging in such games. In addition, it stated that self-control enables the
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Discussion
The gathered data showed the perception of the students (respondents) regarding the impact of
online video games to the academic performance. The collected responses correspond to the questions
formulated in the study’s statement of the problem, concerning the phenomenon of engaging in online
video gaming with academic studies. In line with the Conceptual framework, the profile of the
respondents together with the dependent factors, real-life experiences were accumulated to address the
The positive effects that online video games exhibit on the academic performance of grade 11 –
St. John Paul II students at St. Paul University Dumaguete, are not applicable to all because it
depends on the students’ experiences. A portion of the scope can develop and achieve mental
health and capabilities that will lead to better performances, while another may not obtain
positive results.
Online video games have adverse effects on the academic performance of grade 11 – St. John
Paul II students at St. Paul University Dumaguete. The games can affect the wellbeing or health
The students of St. John Paul II at St. Paul University Dumaguete can still achieve passing grades
despite the adverse effects they experienced because there are applicable ways of coping the
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Bibliography
Arayata, M. C. (2021, February 12). Is Mobile Gaming Good or Bad. Retrieved from Philippine News
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Arayata, M. C. (2021, February 12). Is Mobile Gaming Good or Bad. Retrieved from Philippine News
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Ataizi, M. (2012). Situated Cognition. Encyclopedia of the Sciences of Learning. Retrieved from
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Cornillez, E. E., Santos, J. R., & Carillo, V. J. (2020). Mobile Games and Academic Performance of
Dumrique, D. O., & Castillo, J. G. (2018). Online Gaming: Impact on the Academic Performance and
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pedagogy-schooling-our-students-in-fun/
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http://www.iapsych.com/acmcewok/Walberg'stheoryofeducationalproductivity.html
Olesco, J. K., Suguitan, C. M., Quinabato, J. K., & Pascua, B. D. (2018). The Effects of Online Games
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Palaña, P. K., Rabacio, J. P., Maralit, M., & Andrade, N. P. (2009). The Effects of Computer Addiction to
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Terry, M., & Malik, A. (2018). Video Gaming as a Factor that Affects Academic Performance in Grade
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Todd, J. (2020, August 19). Parents of Online Gamers Need to Think Twice Before Labelling the Hobby
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Wang, L., & Zhu, S. (2011). Online Game Addiction Among University Students. International - Degree
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Wright, J. (2011). The Effects of Video Game Play on Academic Performance. Modern Psychological
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APPENDIX A
Dear student,
Greetings of Peace!
We are grade 11 -St. John Paul II students at St. Paul University Dumaguete, Basic
Education Department-SHS unit, currently pursuing our research study which is entitled “THE
– ST. JOHN PAUL THE II AT ST. PAUL UNIVERSITY DUMAGUETE .” Our purpose of
conducting the study is to find and understand the impact of online video games on your
academic performance.
We are grateful for the favorable action that you will extend regarding the matter. Rest
assured that the data gathered will be kept with utmost confidentiality. Thank you very much!
Sincerely,
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SHEENA CATEQUISTA
Researchers
Noted by:
Research Teacher
Approved by:
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APPENDIX B
1.1. Age
1.2. Sex
3. What are the reasons why the respondents play online games?
6. What are the positive effects of online gaming to the academic performance of the respondents?
7. What are the negative effects of online gaming to the academic performance of the respondents?
8. How will the respondents cope with the negative effects of online gaming to the academic
performance?
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CURRICULUM VITAE
PERSONAL DATA
Nationality: Filipino
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Nationality: Filipino
Nationality: Filipino
Nationality: Filipino
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