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St. Cecilia’s College – Cebu, Inc.


LASSO Supervised School
Natalio B. Bacalso South National Highway
Minglanilla, Cebu.
Tel. No. 032-268-4746/032-490-0767

ONLINE GAMING: IMPACT ON THE ACADEMIC


PERFORMANCE OF GRADE 12-HUMSS STUDENTS OF 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

In Partial Fulfilment of the Requirements in

Practical Research 2

RESEARCHERS:

Acabal, Andrei Briones, Chrysotella


John Moyon, Jordan Castañares, Ronalyn
Parcon, Gian Resty Del Corro, Michelle
Quimada, Vherman Laraño, Richel Jane
Adorna, Alyanna Jean Pepino, Ana
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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

time especially the teenagers 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. 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

phone vendors in the Philippines.

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

friends, peers, family members including parents.


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Theoretical Framework

ONLINE GAMING: IMPACT ON THE


ACADEMIC OF GRADE 12-HUMSS
STUDENTS OF ST. CECILIA’S
COLLEGE- CEBU, INC.

Visual
Input of
Text and
Images

Internet Game Navigating Web Sites Online


Participation Communication

 Visual Memory  Meta-Cognition  Processing


 Attenteion and  Visual Speed
Visual  Language and
Concentration Perception
 Simultaneous  Processing Literacy
Processing Speed  Successive
 Meta-Cognition  Knowledge Processing
 Visual Base
Perception  Language and
 Processing Literacy
Speed

Manual Manipulation of Peripheral Devices

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

time). Internet games require simultaneous processing; online communication requires

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

patterns of neurological activity which, particularly early in life, influence neurological

architecture and cognitive processes.

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

influenced by the cultural tool (Henry J. Kaiser Family Foundation, 2004).

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)

model convergence and an “acceptable range” of parameter estimates, b) fit indices, c)

significance of parameter estimates and related diagnostics, and d) standardized residuals and

modification indices.
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Statement of the Problem

The study aims to determine the impact of online gaming on the academic performance

of Grade 12-HUMSS students in St. Cecilia’s College-Cebu Inc. and to propose


recommendations.

Specifically, the study will answer the following:

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

in St. Cecilia's college?

2.1 Positive Effects

2.2 Negative Effects

3. What are the Impacts of online gaming to academic performance of Grade 12 HUMSS Students of
St. Cecilia’s College in terms of:

3.1 Time management

3.2 Mental health

4. What are the ways that can address the certain problem?
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Significance of the Study

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,

motivation,skills,interests,study habits, self-esteem or the teacher-student relationship.

Online Gaming:

Impact:

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