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Research Paper G11 ICT 2DA Carl Angelo
Research Paper G11 ICT 2DA Carl Angelo
Prepared by:
Inso, Dante M.
ICT- 2DA
FEBRUARY 2020
CHAPTER I
INTRODUCTION
computers as a part of their life. Computers has a many features that the users
may enjoy. Especially students who often use computers in their generation.
There's a lot of uses that a computer can do to those who uses it. It can be their
way of relaxing, releasing out their stress, entertaining themselves and so on. For
students, it has been their main source of information, using computers to finish
their home work or school projects which is way more convenient for them.
People looks like they can’t stop using computer. How many times do you
use computer for a day? People would take a look on their computer and ended
any other technology. Technology addiction expert, Dr. David Greenfield, refers
to computer as “the world’s best slot machine.” He explains that computers, just
update… something comes through that you find salient or pleasurable, but you
don’t know when you’re going to get it, what it’s going to be and how good it’s
going to be.” This is exactly the same reinforcement schedule as a slot machine.
What’s highly addictive about these things is the idea and the neurobiological
expectation they set up that a reward is coming, but you don’t know when you’re
The researcher's created the study for us to know the negative effects of
Computer give students access to tools that can help them complete and
stay on top of their class work. These tools can also teach students to develop
better study habits, like time management and organization skills. Computers can
also give students access to more information, letting them research more about
a topic while having class discussions. This is especially true for current events
that have not yet been covered in school textbooks. While computers can be
used as learning tools, it is a challenge to make sure students are using them for
school-related tasks. A computer can easily turn from “class learning tool” into
“class disruption”.
There are lot of uses of computer that the students can use one of these uses is
online gaming. The researchers want to know what are the negative effect of
This study aims to know the perceived effects of the Online Games to the
2. To know what are the lessons learned when playing Online Games?
attention?
Purpose of the Study
that may need to know the Negative Effects of Online Games to the Academic
Performance of the Students. These may also benefit the society and the
community.
Assumption
Assumption 1
Online Games does not have a negative effect to the Academic Behavior
of Grade 11 Students.
Assumption 2
Grade 11 Students.
Research study will help the readers to understand about the effects of
online games. Future researches may serve as a basis for future research that
Students. Students use online games to get things out of the way. They
students were able to know the negative effects of online games to their own
the students about the negative effects of online games in their study habit. And it
is also help to prevent the increasing addictive people in playing online games.
This study will sure that playing online games is have a good and bad effect in
what are the commonly issues about teenagers and to know if their child is
addicted or have a status about playing online games and also as a parents they
teach them child how to prevent playing online games and to prevent being
addicted to playing online games and to teach how may online games can harm
or help them they will be benefited by they will have more time and
communication with their children. They surely know how to limit their child from
know the negative effects of online games to the academic performance of the
Future researchers. This will serve as their basis for their upcoming
Conceptual Framework
Colleges – Tanza. The respondents will be the Grade 11 male ICT Students. The
students were playing online games for around 4 to 7 years. The students were
playing online games for Relaxing, removing stress, for gaming and chatting with
people, researching school works and home works. Remove this, this is wrong
Definition of Terms some meaning are taken in the dictionary, hindi lahat
2020)
organization of these cells into functional circuits that process information and
(Mercado, 2020)
Compelling - The researcher used this word to apply to our study as the gamers
Gamer - The researchers used this word to describe the person who interested
playing online games. (Mercado, 2020)
Related Literature
In this research, we learned and find helpful information about the negative
literature and studies, both local and foreign that is related to these studies.
A. Local Literature
games. This game is a video game that can be played via Internet or Online.
They choose this hugely popular game because it inspires the users to complete
different challenges in which they can interact or link up different players around
the world. It also teaches the players to have teamwork and cooperation when
playing as well as planning, decision making and formulating strategies like what
the Philippines are blooming. It also has a lot of potential on providing jobs and
services right now, they also have a few professionals related and responsible for
creating games provided in our industry who are trained in the field of gaming
and information technology industry. This has a comparison from other countries
companies that develop games could hire a highly skilled team for the job.
one of the many reason it affects the academic performance of the students
mainly many students focused on the games called League of Legends, DOTA or
Defense of the Ancients, CS-GO or Counter Strike Global Offensive, also added
by them that one of the many games listed 25% of the student are addicted to
these games that it affects their academic performance that results to their low
performance in school.
Future of Learning” by Michael Logarta (June 11, 2014), more and more students
can benefit more in Gamification of education rather than using traditional way of
to make teaching more interesting, motivating, casual and fun for students. So
instead of restricting them from playing games, why not use certain games that
can increase their knowledge, memorization and skills. Also, of lessons are given
in a game – like manner, students would tend to remember it more than lectures
unexpectedly, but the inappropriate usage of playing online games also leads in
unknowingly affected.
B. Foreign Literature
results. Some of them say that they are co-related when some say that they are
correlation between the two. Thus, meaning that there is no relation between
the number of hours played by a player and his grades. At times, the students
defend the games they are playing by saying that they do learn something
from it. A paper from EDUCAUSE backs these students up by suggesting that
the faculty learn and know about these games to help students in in class
claims that these games are not just for entertainment (Shaffer, Squire,
Halverson, & Gee, 2005). They claim that these games may be used to
learn and experience different things and interact with other people and
among students are addiction. And this addiction may lead to worse problems.
The students might steal money.They may become lazy when it comes to
studying and prefer playing the whole day long. Some may even skip school in
m a r r i a g e a s a r e su l t o f t h e i r a d d i c t i o n . A d d i c t e d g a m e r s a l s o
OASIS). In the world of today, there are different genres of online games. First
are the console games. Console games are more commonly referred to
as videogames. They are played on a device specially made for game play
called a videogame console. The player interacts with the game through a
controller, a hand-held device with buttons and joysticks or pads. Video and
Nintendo Wii. Second are the real-time strategy games. This is a type of video
game in which players exercise strategy along the way, typically to conquer
enemies and reach a final destination without being eradicated. For example,
to win, players decide which routes to take, what needs to be done and how
comp uter an d mo bile pl atfo rm, Web brow se rs rend er Web pa ges
students prefer studies over online gaming, also added by them that many
student uses gaming as a platform to studying. Most student say that gaming is
like a modern textbook they can use to learn a lot of stuff like accuracy in playing
fps games and increasing logic skills by playing logical games. Many of them
takes games as an advantage for them to kill their time or escape their own cells
.
Chapter III
Methodology
Method of Research
work, and education researchers. This is important for the researchers there are
variables that are not quantifiable such as perceptions and preferences through
this, the researcher will emphasize the opinion or even though interviews and
we can further study as researchers and we still want to know what is the
The study will be conducted in the Tanza Cavite. The respondents will be
interviewed in their classroom or any comfortable place that the respondent will
choose to. These respondents will be interviewed via in person and use a voice
recorder to record what they say. The study will be conducted in the second
The researcher's interviewed random Grade 11 ICT students and they all
play Online Games in different platforms. Someone play in their mobile phones
some students in computer. The respondents age is ranging from 16 to 19. The
for the selection of survey participants or sample units, where the sample units
may be persons, establishments, land points, or other units for analysis. Random
researcher's respondents, for us to know what are the negative effects of Online
researchers used a voice recorder that will serve as our evidence and basis for
structured interview is a meeting in which the interviewer does not strictly follow a
formalized list of questions. They will ask more open-ended questions, allowing
for a discussion with the interviewee rather than a straightforward question and
format.
The research began with the development of the research title. We started
great fit in our group and would surely be enjoyed by the panels that will read our
research title. After our Title Defense and our research title was approved, we
Chapter 2 we started doing our interview questions so that we would not have
difficulty in furthering our research later. After doing the research questions we
also started to produce an interview approval letter to legalize our interview with
the respondents within the FEAPITSAT Tanza school campus. This Letter was
approved by our Practical Research 1 adviser Pablito Flores and our school
Academic Head Roberto Digno. After our letter got approved, we considered
we selected the male students of ICT Grade 11. We chose the male students of
ICT Grade 11 because they are the most frequently used and play online games
and we also think that they are more aware of the negative effects of online
games on them. Our questions were translated into Tagalog so that our
about the reason why we are interviewing, we also told our respondents that we
could ask them where they were more comfortable answering our questions, after
they answered our questions we thank them because they answered our
to tally the answers of our respondents in Chapter 4 of our research study, after
which we were able to put together the coded version of their answers and their
What are the negative R1- Masama ang epekto nito -Hindi nakaka pag
aaral.
pag-gagawa ng gawain sa
paaralan.
aralin ko.
mga subject.
Games is maaaring
kalusugan.
oras ng pasg-aaral.
R10- Pagpupuyat at
kalusugan.
aking pag-aaral
makapag-focus sa studies
ko.
one of the many reason it affects the academic performance of the students
mainly many students focused on the games called League of Legends, DOTA or
Legends, also added by them that one of the many games listed 25% of the
student are addicted to these games that it affects their academic performance
FEAPITSAT Tanza can't focus on their studies because their time goes to play
Which do you prioritize R1- Pag-aaral, mas -Pag aaral kasi ito
pangarap sa buhay.
sa kahirapan.
sa akin.
makakatulong at magiging
buhay.
Games sa akin.
nakasalalay an gating
kinabukasan.
kaysa sa pag-lalaro.
magbibigay ng magandang
buhay sa akin.
magbibigay sa akin ng
magandang buhay.
Online Games.
100 students prefer studies over online gaming, also added by them that many
student uses gaming as a platform to studying. Most student say that gaming is
like a modern textbook they can use to learn a lot of stuff like accuracy in playing
fps games and increasing logic skills by playing logical games. Many of them
takes games as an advantage for them to kill their time or escape their own cells
Interpretation: Student more prioritize their studies even they play Online
Games. Most of the students chose to prioritize their studies because it will help
them for their future. It will help them to get a decent job when they graduated
diskarte.
ay pakikisalamuha sa ibang
tao.
related to education.
pag-aaral.
ay pampalipas lamang ng
iyong oras.
anong laban.
aaral.
lumaban sa anumang
pagsubok sa buhay.
aaral.
R15- Oo, mas tumataas ang
is the Future of Learning” by Michael Logarta (June 11, 2014), more and more
games mechanics to make teaching more interesting, motivating, casual and fun
for students. So instead of restricting them from playing games, why not use
certain games that can increase their knowledge, memorization and skills. Also,
of lessons are given in a game – like manner, students would tend to remember it
Interpretation: Students think online games as part of their life, for them it is like
a skill training program that help them to improve their own skill and experience in
handling computer.
By playing Online Games R1- Hindi ako nakapag -Hindi kasi nauubos
can you focus on your focus kasi halos nakuha nito ang oras sa pag
Online Games.
pag-aaral.
Games.
ko sap ag-aaral.
napapabayaan ko na ang
pag-aaral ko.
ako nag-lalaro.
kesa sa pag-aaral.
pag-aaral.
ako nakakapag-focus sa
aking pag-aaral.
ay ang pag-aaral.
nakakalibang nakakalimutan
unexpectedly, but the inappropriate usage of playing online games also leads in
attention of the child was divided that even their health and social life is
unknowingly affected.
Interpretation: Some students consider online games as a tool they can use to
consume their free time, while other students think online games as a barrier that
consume their time and prevents them from doing other more important thing.
Chapter V
The information the we interpreted about our research study from our
focus on the education and is no longer have time to help with other things they
needed to do. They have time to play online games instead of themselves. In this
the students, there are reason why many students use online games as a tool to
relieve their stress. Many of these students can't focus on their studies for the
reason even though they have a limited amount of time they choose to play
online games than to focus on their study. We all know that playing online games
can be quite addictive it also may be the one to lead the negative effects of online
their studies because they know it will help them to achieve their want in the
future and it can also help them to get a decent job in the future. Other students
use online games as a skill training program to help them improve their own skill
games as a program that consume most of their time. These summary of finding
Conclusion
Based on the above findings, the researchers accept the assume that
Online Games does have a negative effect to the Academic Behavior of Grade
With the data that the researchers gathered, conclusions are made:
The researchers found that online games affect your academic behavior
by consuming the free time you can use instead of playing online games
The researchers learned that online games can be helpful and at the same
time it also can be the root of the negative effect to your academic
behavior
their academic behavior than spending their time playing online games
Sagutin ang SOP, hindi ito ang sagot, dapat may kinalaman sa study and
SOP
Recommendation
findings and conclusion drawn. Give advice, ginawa nyo is katulad langng
games to know that it can result to the negative effect towards their
Online Gamers, this research will give the information that playing
online games may result to the negative effects towards their academic
performance
they have the same or related study. Giving them some information