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CHAPTER 1
Introduction
The study of gaming addiction online is becoming more popular. Since the early
2000s, there has been a considerable increase in the number of empirical studies
addressing various aspects of problematic online gaming and online gaming addiction
(Griffiths, 2015). Online games are extremely popular in the modern era. Particularly
with an internet connection, such as an Xbox or PlayStation. Some online game games
require a specific piece of control hardware, such a joystick or game controller, however
gaming technology has recently made significant strides. Features like 3-D animated
visuals superb surround sound stereo, it is now possible to develop a gaming addiction.
For a variety of reasons, online gaming is getting more and more common when it comes
to video games. Players ca easily find opponents with similar skill levels when playing
online games, you can end up doing things like stealing, which are against what you
would normally do in your daily life. Numerous other negative consequences of playing
online games include lying, sleeping in late, gambling, and dropping out of school. The
substance. According to the Webster dictionary, addiction is “a compulsive need for and
psychological symptoms upon withdrawal”. With the growth and popularity of the
internet, the issue of internet addiction also changes (Cash,2012). Internet usage is
highest among adolescents (12-17 years old) and emerging adults (18-19 years old) (Pew
Online games is extremely common in the present era. Students today are particularly
susceptible to the enormous impact of technology. They focus more on online gaming
epidemics are constantly affecting pupils one by one. The researcher became curious
about the kids' whereabouts as they kept chatting about this staple.
It is incontestably dubious that playing online games offers something that no one else
can. Research have shown that employing technology is one of the ways in which the
human brain is easily destroyed. In order to make material applicable to the current
generation, the educational system has a tendency to follow the social trends that are
constantly changing.
We, Researchers, of this study was compelled to ascertain the extent to which
internet games had an impact on the academic performance of grade 12 HUMSS students
at Don Ramon E. Costales Memorial National High School. The aim of this study is to
ascertain the effects of internet gaming on students. It aims to determine how internet
This study will focus on how playing online games can affect their academic
performance. Some target beneficiaries, and expected users of this study outputs are
Students, should be alerted to the repercussions of gaming addiction by this study, which
Teachers, this will give information about the academic achievement of the students
playing online games, which will inspire them to assist the students by providing
appropriate advice about their studies and clear feedback on the issue’s outcome.
Future Researchers, they may use this study as a source of both conceptual and research
literature when they conduct their own studies related to this topic, they can extend the
Group 3 Members;
Balbin, Richard B.
This study aims to determine the effect of online games in academic performance
of Grade 12 HUMSS students Don Ramon E. Costales Memorial National High School.
Specifically, to determine;
1.1 name;
1.2 age;
1.3 sex;
2. What is the reason why Grade 12 HUMSS students of DRECMNHS are over exposed
to online games?
3. What online games do you play?mobile legends, valorant, call of duty, others. How
Performance.
SCOPE AND DELIMITATION
This study will focus on “Online Games: Its effect on Students Academic
National High School”, to ascertain the positive and negative effects of online games on
It will only circle in the Don Ramon E. Costales Memorial National High School.
There is a total of 316 grade 12 HUMSS students of Don Ramon E. Costales Memorial
National High School, the researchers will meet at least 60% percent of the total
The researchers delimits that the study may not be applicable to other populations
that are not considered as grade 12 HUMSS of Don Ramon E. Costales Memorial
Ascertain- from old french acer Tener, based on Latin Certus ‘settled, sure’.
Melancholy- from Old french melancolie, via late Latin from Greek
or event.
Stride- advance considerably, make good progress.
Vulnerable- from Latin noun vulnus (wound). Vulnus led to the latin verb
to wound”.
CHAPTER II
LOCAL STUDIES
internet advances they forget to have time for their family. Playing online games
on computer and cellphone have always been a great way to pass the time in
these modern times. Online gaming is defined as playing any computer game
online or with the use of the internet. It became popular not long after the
internet was introduced to the public. This soon turned into a problem when
people started playing excessively, which could turn a simple past time into
school, offices and even at home. In today's time, people use the internet as a
tool for enabling themselves to take charge and cope with the fast-growing
regardless of age and sex in today's society. However, the influence of this
at distracting people. In line with this development, online gaming was made to
criticized for its potential harm. Many students have been conducting tests to see
parents and other concerned people continuously clamor and protest on how the
trend is becoming a distraction among students in their studies and for a tighter
video or online games has numerous reasons to be played, for some people it
interaction, and even mentally escaping from the real world. Teenagers,
youngsters and students find that online gaming is the best past time that they
acquire. According to Kuss and Griffiths (cited in Dumrique and Castillo, 2018),
teens who play online games are just having fun. They do not 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-
questionable that playing online games provides them with something that no
one can give. Students learning takes place unexpectedly, but the inappropriate
usage of online games also leads to some problems much as being distracted n
school. Further, it is where the attention of the child was divided that even
for using technology. The education system tends to go with the flow with this
increases the users’ risk for physical and psychological health problems. A strong
According to Dr. Amelia Able (2020) the online game refers to games that are
played over some form of computer network, typically on the internet, in which
you can connect with multiple players. Nowadays, online gaming is not only for
the entertainment of the students but also for learning. According to some
research, it helps teens to exercise their mind and causes them to explore the
internet. It enables the mind of the players to be more active, especially with
puzzle-based games. It also helps the player to come up with decisions in tight
situations, especially with adventure games that require the player's time,
Study revealed that online gaming has a huge impact among them regarding
their academic performance which led them to poor or low grades and physical
distress as well. The majority of the respondents replied and favored those
online games which gave negative outcomes to their study and health. They
found out that in their studies, they cannot do their homework as well as their
projects and that they have low grades. Based on the general result, the
researchers conclude that a number of students playing online games could have
teachers and parents must be aware of the effects of online gaming and should
regulate the time playing such games because it could ruin every student's focus
games which they could still perform satisfactorily in their studies, and it should
not be given much priority over higher and more realistic priorities
Grade
The Academic Performance of the respondents is not affected even if they play
online games. Their grades are still good enough even if they spent time playing.
To sum up with the result, the respondents have a good academic performance
despite their involvement in playing online games. This can be interpreted as the
trade-off when playing computer games. If the student decides not to play, then
Students who play online games almost every day scored 15 points above
average in math and reading and 17 points above average in science. Although
this may also be true of video games, game play appears to equip students to
old stereotypes about video games rotting your brain, a new study provides the
latest evidence to the contrary, with data showing that gaming day is linked to
Even though they play online games; they know how to socialize well and they
Foreign Studies
search, communication and research learning (Shabibi and Rusli, 2017) and this
can be a person’s most efficient strategic tool for enabling himself to take charge
and cope with the fast-growing technology (Dumrique and Castillo, 2018).
attainment (Haraphap and Ramadan, 2021; Kurnada and Iskandar, 2021; Turner
et al., 2018) which demonstrate that online gaming users will not receive harmful
influence as long as they play with the suggested timespan. Additionally, online
researchers, such as Azdic et al. (2021) and Islam et al. (2020) presented
important facts based on their research. They report that less successful
students have lower grades because of their habit of playing online games,
whereas excellent students maintain high scores despite spending the same
amount of time playing. In other words, online gaming has no significant effect
success.
Academic Performance” supports the widely held assumption that online games
playing is excessive. Based on the results of the study, the following salient
findings based on Lemmens criteria were drawn: In terms of length time playing
the game on mobile devices the respondents spent 3-5 hours with overall
weighted mean 2.78 percent. While the most popular game played is Free fire by
playing online games makes them feel better. Then, in response to the
statement about ignoring other important things when playing online games, the
respondents (30.90 percent) indicated that they get stressed out of it. In
addition, for academic performance data from students who participated in this
study indicate that on the average, students that participate in online games
decreased to 88.32 in the second semester for the same categories. It can also
decrease in grades in school along with addition to playing games, asserts that
Internet and online gaming have been examined as factors impacting students'
performance in a variety of school subjects. In live with the current study, Adzic
et al. (2021) suggest students should be permitted to play online games for
more than four hours per day, whereas Islam (2020) argue that two hours online
Mulyana, Karlinah , and Hadisiwi, 2018). Additionally, students who play online
games obtain a grade ranging from 89-90 and interpreted as good (Dumrique
and Castillo,2018). Another study also determined that competitive games could
significantly reduce situational anxieties (Wei, Ka, Lu and Liu, 2018). In other
fields, video online games based on educational principles can help to structure
the link between hours in playing games and poorer academic performance
measured by GPA scores was not supported (Khadra, Hackshaw, and Mccollum
academicperformance.html
and Mathematics.
Anggraeni, L.D., & Wihardja, H. (2020) Online Game Addiction and Learning
http://doi.org/10.21776/un.ijds.2020.007.02.03
Bukhori, B., Said,. Wi, T.& Nor,F.M.(20219). The effect of smartphone addiction,
80. https://doi.org/10.3991/ijim.v13i09.9566.
Haraphap, S. H., & Ramadan, Z. H. (2021). Dampak Game Online Free Fire
Terhadap Hasil Belajar Siswa Sekolah Dasar. Journal Basicesu, 5(3) 1304-13311.
https://doi.org/10.31004/basicedu.v5i3.895
Islam,M. I., Biswas, R.K.,&Khanam, R. (2020). Effect of internet use and
Turner, P.E., Jhonston, E., Kebritci, M., Evans,S., & Helfich,D.A (2018). Influence
https://doi.org/10.1080/2331186X.2018.1437671
Dumrique, DO,& Castillo, J.G. (2018). Online Gaming: Impact on the Academic
National Highschool
Dear Respondents,
Respectfully,
Mercado, Ashley
Nisperos, Syrah Marie
Mortera, Sheina Maxene
Merlin, Arose
Mcclary, Joseph
Mejia, John Philip
The Researchers,
PART I: PROFILE OF THE RESPONDENTS
Direction: Please fill out the given space that correspond to your answers.
Name____________________________________________(Optional)
Sex:____Male__Female Age:___
Direction: Please read the statements carefully. Please put check mark (/) on
the column provided that corresponds to your answer. Please answer it honestly.
Weight Descriptive
Equivalent
5 Always
4 Often
3 Sometimes
2 Rarely
1 Never
Statements 5 4 3 2 1
(Always) (Often) (Sometimes) (Rarely) (Never)
1.Does
playing online
game reason
for you to be
late at
school?
2.Do you
have a failing
grades or low
grades
because of
online
games?
3.Does
playing online
games the
factor why
you can’t
focus and
concentrate
on your
studies?
4.Do you feel
physical
distress after
playing online
games?
5.Do you
spend your
time playing
online games
during school
hours?
6.Do you
think you can
get good
benefits for
playing online
games?
7.Does
playing online
games help
you kill some
time?
8.Do playing
online games
affects your
academic
performance?
9. I listen
attentively to
the lecture of
my teacher
even when
I’m playing
online games.
10.I try hard
to do well in
school when
I’m playing
online games
CHAPTER III
METHODOLOGY
Research Design
Ramon E. Costales Memorial National High School on the usage of online games
This study will be using simple random sampling because this study will
be using fishbowl technique to sixty percent (60%) of all the three hundred and
Research Instrument
School. The primary instrument used to gather the needed data is questionnaire.
The one-on-one in person interview will be conducted and collected for data
analysis.