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St. Cecilia's College - Cebu, Inc
St. Cecilia's College - Cebu, Inc
A Research Paper Presented to The Humanities and Social Sciences Strand Senior High School
Department
St. Cecilia’s College – Cebu, Inc., Philippines
Practical Research 2
RESEARCHERS:
CHAPTER I
PROBLEM AND ITS SCOPE
INTRODUCTION
Rationale
Online Gaming is one of the widely used leisure activities by many people. For some
people it is said that playing video games has several 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 played online games states the reason as their past
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. Internet as a source of information plays an important
role in developing one’s mind and life experiences by creating productive works in schools,
offices, and even at home. Nowadays, this can be a person’s most efficient strategic tool for
enabling himself to take charge and cope with the fast-growing technology. In recent time
wherein online class is the only way of continuing the school activities because of pandemic,
online games are a big distraction to those students engaging in playing online games and having
hard time to concentrate on their studies. The researchers felt the need to determine the impact of
online gaming to students’ academic performance. The purpose of this study is to find out the
implications of on-line gaming to the academic performance of the students. Online gaming is on
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the rise in the Philippines, owing to the country’s developing internet accessibility. More
than half of the population of the Philippines were internet users, and among those between 18 to
24 years old, this was closer to 90 percent. It was no surprise that the online gaming
population was dominated by the same age group. In a recent finding, the most common type of
online games for Filipinos were the ones that are free to play. Among Filipino gaming
enthusiasts, Fortnite was the most popular game, followed by League of Legends. Aside from the
known international games in the market, locally developed games like Potion punch were also
popular.
Most online gamers in the Philippines preferred using mobile phones for their online
gaming. Having access to various mobile phones has led to increasing usage of mobile devices,
most especially smartphone devices as it has become budget friendly. As of 2019, Oppo a brand
which manufactures budget-segment smartphone devices almost topped the list of the mobile
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 where
the attention of the child was divided that even their health and social life is unknowingly
affected. Several studies in psychology have found out that increased time spent on the Internet
can lead to negative impact on a person’s ability to communicate appropriately face-to-face with
Theoretical Framework
Visual
Input of
Text and
Images
Figure 1: Theoretical Framework for Organizing the Effect of Internet and Cognitive
Development
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Theoretical Background
The most common online activities for children and adolescents include playing games,
navigating web sites, and communicating with others (Roberts et al., 2004). While Internet
technology evolves rapidly, current use is associated with visual input and tactile-kinesthetic
output via manual manipulation of peripheral devices. During Internet use, language centers of
the brain are active, particularly in online communication. Meta-cognitive abilities are required
for a variety of online activities including playing games and navigating web sites. Internet
games as well as synchronous communication increase cognitive processing speed (i.e., reaction
successive processing. Internet games make extreme demands on visual and metacognition
skills. Navigating web sites builds knowledge base and contributes to concept development.
Figure 1 presents a theoretical framework for organizing the cognitive requirements of typical
online behavior in children and adolescents. Such requirements, when satisfied, contribute to
According to Vygotsky (1978), human cognition creates tools and then, in turn, is
influenced by those tools. The Internet is the most sophisticated tool that humans have yet to
create and, as such, it may ultimately have greater cognitive impact than any previous cultural
tool. As always, new technology is associated with apprehension and anxiety. For example, in
the 19th century, “the telegraph enabled a young woman, against her father’s wishes, to maintain
a flirtation with a number of men on the wire” (Quigley & Blashki, 2003, p. 311). Most
households currently have Internet access and those that do not are disproportionately
characterized by low socioeconomic status. “In 1998, 74% of Canadian households in the
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highest-income group had computers, compared to only 18% of households in the lowest-income
group” (Canadian Council on Social Development, 2001, p. 4). Most children and youth spend a
significant amount of time online and those that do not are disproportionately characterized by
low socioeconomic status (National Center for Educational Statistics, 2003). Current anxiety
surrounding children’s Internet use should be for those whose cognitive processes are not
Latent SEM is an appropriate procedure for use with non-experimental data (Keith, 1998;
Quirk, Keith & Quirk, 2001). In this study, developing a SEM to best represent the data required
two key steps: first, measurement models for each of the four latent variables was specified and
tested using confirmatory factor analysis (CFA) and a structural model that provided linkages
among the four latent variables and student academic achievement (GPA) as an endogenous
variable. In evaluating CFA models, several criteria can be used. This study focused on four: a)
significance of parameter estimates and related diagnostics, and d) standardized residuals and
modification indices.
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The study aims to determine the impact of online gaming on the academic performance
1. What are the relations between the Academic performance of the students and online gaming?
2. What are the effects of online gaming to the Academic performance of Grade 12 HUMSS students
3. What are the Impacts of online gaming to academic performance of Grade 12 HUMSS Students of
St. Cecilia’s College in terms of:
4. What are the ways that can address the certain problem?
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The significance of this study is to determine the impact of online gaming on academic
performance of the students and will be able to recommend new methods in teaching base on the
data gathered.
THE TEACHER will be able to introduce or use new and interesting teaching strategies
that increase the student’s interest to focus on studying than playing online games.
THE STUDENTS can minimize the time in playing online games and focus on their
studies and can be benefited from the strategic intervention provided by the teacher thus the
interest is driven.
THE PARENTS/ GUARDIANS will be able to guide their children in playing online
games.
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Definition of Terms
The following are the terms that will be used in the study of impact of online gaming to
students that includes the factors that affect the student’s academic performance.
Academic performance-is the extent to which th studenthas attained their short or long term
educational goals. This involves factors such as the intellectual level, personality,
Online Gaming:
Impact: