Online Games Impact On The Academic Performance and Social Behaviour of Grade 10

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1.

Online games Impact on the Academic Performance and social


Behaviour of Grade-10 face to face students in kalalake national
Highschool

In Partial Fulfillment of the Requirments for the Subject English 10

CHARLES ALBERT B. ASTIVE


DEUCE ERNESSE E. ALVARO
WELFREDO S. LABORTE
ANDRE DEVON D. CORPUZ
Reseachers

MARK LEO ADAMOS


Research Adviser
June 7, 2022

Table of Contents

ABSTRACT
…………………………………………………………………………..1
CHAPTER 1: INTODUCTION

1.1 Background of the study ……………………………….1.1


1.2 Statement of the Problem…………………………………2
1.3 Scope and Delimitation of the Study……………………2.1

CHAPTER 2: REVIEW OF RELATED LITERATURE

………………………………………………………3

CHAPTER 3: RESEARCH METHODOLOGY

……………………………………………………….3.1
3.1 Research Method
………………………………………………………..3.2

3.2 Research Instrument

……………………………………………………….4

3.3 Research Population

………………………………………………………4.1
3.4 Data Collection Method

………………………………………………………4.2

CHAPTER 4: RESULTS AND DISCUSSION

……………………………………………4.3

CHAPTER 5: CONCLUSION

………………………………..…………5

RECOMMENDATION

………………………………………….5.1

BIBLIOGRAPHY

………………………………………….6
ABSTRACT

In this research one goal is to know the impact of online games to the face to face students
here in Grade 10 Kalalake National Highschool and we are going to conduct a survey to find
out how it affects to students

CHAPTER 1

INTRODUCTION

Background of the Study

Online games are video games which can play on different platforms such as PC’s, Mobile
phomes, and console, It also cames with tons of different game variety and genre and also
their’s other different games that needed to purchase before playing, Online games
requires internet connection to be play, It also comes with realistic and unique or abstract
graphics, and plot this make students convince to play online games and over the time
students wil become more addictive to play online games because of the fun and
excitement they feel and they’ll spend more time playing than doing school activities it also
affects their social behavior by being addictive.
STATEMENT OF THE PROBLEM

The study show the effects of online games to Grade 10 students of face to
face learners from Kalalake National Highschool.

1. How does online games affect students of grade 10 face to face learners?

2. What will be the possible outcome of addicition to online games of our


grade 10 face to face learners?

SCOPE AND DELIMITATION OF THE STUDY

This research only study on the online games effects towards Grade 10
students from face to face of Kalalake National High school, Please keep in
mind that although our targeted population was a group of face to face
learners, we conducted our interview strictly through online survey in
accordance to health and safety.
CHAPTER: 2

REVIEW OF RELATED LITTERATURE

Castillo J. G. Dumrique D. O, 2018, “Online Gaming : Impact on the


Academic Performance and Social Behaviour of the students in
Polythenic University of the Philippines Laboratory High School,
Pages 1205-1210, https://doi.org/10.18502/kss.v3i6.2447

CHAPTER: 3

RESEARCH METHODOLOGY

For this research, we ofted to use a non-probability sumpling technique based


on a non-random criteria, called purposive sampling. We wanted to gain
detailed knowledge about the impact of online games on the certain
perfomances and behaviours of our target population, Thus we only selected
sample indivviduals who play online games. We asked a maximum amount of
three questions to each participants, and recorded down their answers. Note
that the interview questions are all open-ended in nature so that we can
further asses their understanding and subjectivity to the topic, for both the
results and discussion. No important was gathered from any interviewed
students, and all responses are voluntary, anonymous, and strictly
confidential.

RESEARCH METHOD

This research was performed under the systematic manner of the qualitative
research method.

RESEARCH INSTRUMENT
This research was effectively conducted through online survey where in grade
10 students from Kalalake National Highschool were interviewed separately by
our researchers.

RESEARCH POPULATION

The targeted population of the research were the students from Grade 10
students of face to face from Kalalake National Highschool.

DATA COLLECTION METHOD

This research was effectively conducted through online survey and


distributed via facebook messenger wherein Grade 10 students from Kalalake
National Highschool.

CHAPTER 4:

RESULTS AND DISCUSSION

there was an 100% response rate to the questionnaire, Student’s responses


are listed below in table 1. It can be clearly seen from the result that online
games are considered disruptive or affecting students learnings

TABLE 1
Do online games affect the academic performance of the students?

Grade 10 face to face AGREE 39% DISAGREE 11%


Grade 10-Zeus 15 2
Grade 10-Hera 12 4
Grade 10-Athena 12 5
This survey showcases the responses of Kalalake National High School face to
face student from Grade 10-Zeus, Grade 10-Hera and Grade 10-Athena, and
39% of the students agree that Online games affect or it is detrimental to
learning and 11% students do not agree that it affects student learning, This
result showed that many students say that playing Online games is detrimental
to learning espically if you are addicted to that game.

CHAPTER 5:

CONCLUSION

As we can summarize from the recorded results. The gathered responses


suggest that the exertion of online games frankly influences and upsets the
academical performances and behaviors of the majority of the students the
accumulated answers from the mass of Grade 10 Students tell that the play
and overall impact of online games can be considered A problem. Still and all,
we disclose to generally recognize and respect certain responses that doesn’t
consider online games as a vitally disruptive factor to educational
accomplishments and certain demeanors. Precisely 77% of amassed responses
that the time spent online gaming can affect certain factors in a students social
and academical career

RECOMMENDATIONS

Students should practice good time management and limit their exposure to
online games, Paying more attention on issues that may arise because from
excessive gaming. Encouraging activities that can benefit ones academical
performance and social behavior and set healthy limits and be more
productive with their time online

BIBLIOGRAPHY
Castillo J. G. Dumrique D. O, 2018, “Online Gaming : Impact on the
Academic Performance and Social Behaviour of the students in
Polythenic University of the Philippines Laboratory High School,
Pages 1205-1210, https://doi.org/10.18502/kss.v3i6.2447

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