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PHINMA UPang College of Urdaneta

Nancayasan, Urdaneta

SEPTEMBER, 2020

E3: EFFECTS OF EXCESSIVE EXPOSURE TO ONLINE GAMES ON THE

ACADEMIC ACHIEVEMENT OF PHINMA UPANG URDANETA GRADE 12

ABM STUDENTS

A Research Project Presented to

Faculty of the Senior High School Department

of PHINMA UPang College of Urdaneta

In Partial Fulfillment of the Requirements for the course Research in Daily Life 1

Prepared by:

CABANAYAN, PIA C.

CABRERA, RIEZL JHANIA L.

DE SILVA, VLICELL GRACE B.

NONO, SHAIRA MAE N.

NAZARRO, RAINE LEIZELLE D.

ORCAJO, DENCEL JAKE A.

RAMOS, PAMELA MAE C.

12 ABM Students
CHAPTER I

INTRODUCTION

Background of the Study

A wide range of advanced technology are developed and used during the

globalization era. The advancement and development of technology bring many changes

that can either make students’ lives easier or more complicated. One of the outcomes of

these developments is the availability of online games via the internet, which has become

the most popular leisure activities among many young people, especially students.

Based on Ward et al.,(1996) academic performance or achievements are the

results of the study to see how far a student, teacher, or institution has achieved their

educational goals. Academic achievements measures how a student excels inside the

class. It strengthens the role of education in supporting assimilation, enabling individuals

to move onward success and leading them to productivity, sustainability and

empowerment.

According to Steinkuehler (2008,) people with a vested interest in online

technologies for learning, the knowledge and skills that constitute successful participation

in massive multiplayer online games, places online games among the most promising

new modes of learning to this date. Thus, academic achievement and use of online games

are correlated with each other, most especially this pandemic, as the modality of learning

is through online.

However, with the growing popularity of online video games, there have been

reports suggesting that these games are highly addictive, with some gamers spending in

excess of 20 to 50 hours per week playing. Moreover, according to Clement (2021)

global gaming markets found that 10.4 percent of gamers aged 18 to 25 years spent an

average of more than 20 hours per week on gaming activities.


The researchers conceptualized this study to assess if these claims also apply on

the academic achievements of Senior High School of PHINMA UPang ABM Students as

the typical ages of PHINMA UPang ABM Students are 18-19 years old. Excessive

exposure to online games may have positive or negative impact on the academic

achievements of the students. Thus, research exploring the academic performance

resulted from the excessive exposure to online games is necessary.

The Central and Corollary Problems of the Study

This research revolves around the Effects of Excessive Exposure to Online Games

on the Academic Achievement of PHINMA UPang ABM Students. This study aims to

determine if excessive exposure to online games has significant effects on the academic

achievements of Grade 12 PHINMA UPang ABM students.

In order to find out solutions for the existing problem, it aims to answer the

central question:

“What are the effects of Excessive Exposure to online games on the academic

achievements of PHINMA UPang ABM students?”

In particular, the researchers attempt to answer the following questions:

1. What are the demographic profiles of the PHINMA UPang ABM Students in

terms of:

a. Name

b. Age

2. What are the preferences of the students in terms of:

a. Type of Online Games

b. Nature of Online Games

3. How many hours does the student spend in playing online games?

4. Is there a significant difference between the academic achievements of online

gamer students and non-gamer students?


Theoretical Framework

The researchers decided to use “How Computers Affect Our Children’s Minds-

For Better or Worse” constructed by Jane M. Healy as a basis to inform the students,

parents, and teachers about the implications of the subject the researchers have chosen.

This theory supports our goal which is knowing the effects of excessive exposure

to online games on the academic achievement of PHINMA UPang grade 12 ABM

students, as it discusses the advantages and drawbacks of technology on academic

performance, especially for children who are still in the midst of developing their

cognitive skills. There is a necessity to address this matter as the effects of excessive

exposure to online games on the academic achievement of PHINMA UPang grade 12

ABM is still unknown therefore, there is no suggested possible course of action to resolve

this current problem.

Conceptual Framework

INPUT PROCESS OUTPUT

- SURVEY OF THE
30 Gamer FOLLOWING: Effects of
1. Demographic profiles of the
and 30 Non- excessive
students:
Gamer a. Name exposure to
PHINMA b. Age online games on
UPang Grade 2. Game preferences of the
the academic
12 ABM students:
a. Type of Online Games achievement of
Students
b.Nature of the Online Games PHINMA UPang
3. Hours spent by the students Grade 12 ABM
on online games.
Students
- REQUEST OF
ACADEMIC RECORD OF
THE STUDENT
-STATISTICAL ANALYSIS
1. Measures of Central
Tendency
2. Pearson’s Correlation
Coefficient

Figure 1.1 Conceptual Framework


The paradigm of the study utilized the IPO model, consisting of the input, output,

and process of the study. The input is the 30 Gamer and 30 Non-Gamer PHINMA UPang

Grade 12 ABM Students that will then undergo the process of answering survey

questionnaires. After they have answered all the questions, the researchers will

coordinate with the school to request their academic records for further statistical

analysis; Central Measures of Tendency and Pearson’s Correlation Coefficient. Finally,

we will arrive at the output of the study which is the Effects of excessive exposure to

online games on the academic achievement of PHINMA UPang Grade 12 ABM Students

Scope and Limitations

This study only focuses on the selected grade 12 ABM Acad and HT students of

PHINMA UPang College Urdaneta who are exposed and not exposed to online games.

The scope of the population to be surveyed by the researchers comprises sixty Grade 12

ABM students of PHINMA UPang College Urdaneta; divided equally into the stratum of

gamer and non-gamer students. The researchers will then distribute survey questionnaires

to the sixty selected PHINMA UPang College Urdaneta 12 ABM students. Due to the

limited number of respondents, the results drawn from this study may be limited by the

hours of exposure of students to online games.

Significance of the Study

This research study aimed to determine the Assessments of PUCU Grade 12 ABM

Students on E³: Effect of Excessive Exposure to Online Games on Academic

Achievement of PHINMA UPang ABM Students.Benefitting the research study are

the following sectors:

a.)PARENTS

-This study will help the parents on how to discipline their children and help them

understand about the effects of exposure to online


games.

b.) STUDENTS

-This study would help the

students be more aware of the

serious impact of prolonged

exposure to online gaming is, and they would have a better understanding on how to

manage their academic works and online games.

C.) TEACHERS

-They will benefit from this study in a way that they can use the information to

empower themselves to assist students by giving them information about the state of

academic performance in online games by providing insight and helpful criticism

regarding this matter.

Operational Definition of Terms

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