Professional Documents
Culture Documents
Practical Research k12
Practical Research k12
Practical Research k12
S.Y 2018-2019
Norebelle O. Naabus
Jonjon L. Fabros
Renelyn F. De Vera
Rosario, La Union
TVL-HE-2
October 2018
Chapter 1
Introduction
Situational analysis
Technology has developed so much that it is almost crucial to have electronic device
particularly the personal computers at home, school; internet café etc. teenagers have gotten so
used to have technology around them. However, while having these computers that make life
easier comfortable and handy most of the times. It could also have negative effects on their
lives particularly in their studies when used too much. When these computers are used to much
by these teenagers, they will develop a kind of addiction which is now commonly called
computer addiction. Computer addiction is defined as such strong involved with a machine or
what can be displayed on it that the usual criteria for impairment through addiction are met
(lowison,2005). This is the most common addiction being observed by the researchers to the
teenagers who are in their first year college at Mapua Institute of Technology. Computer games,
cyber sex, cyber relationship, internet gambling and information overload are the causes why
students are being addicted to computer. These are the most common things that they do when
they are in front of a computer (Derevensky and Gupta 2004). These cause can affects the
academic performance of the students. There are high rate of failure and dropout rate of
students. The nearby computer shops trigger the students to be easily hooked in computer use,
that’s why the researchers believe that computer addiction is the primary cause why the most of
the Grade 11 learners in Rosario Integrated School are poor in their academic performance.
It is very evident that people specially students now a days are now attached to
computer the addictive computer programs and not with books in making reports and academic
works. There are lots of students that develop bad habits in their computer used that cause do
many problems in their study. They spend large amount of time in front of the computer doing
unnecessary things, like; visiting porn sites, watching pornography, video/images involving in a
cyber relationship, involving in information overload, addiction to computer games and doing
survey conducted by the researchers at Mapua Institute of Technology, two out of 16 first year
student admitted that one of the most common things they did was viewing a sexually explicit
site. This result shows that they tend to be involved in internet pornography rather than doing
their school works and studying their lessons. “Being involved in internet pornography is in point
also a behavioral-oriented addiction, which those who get hooked, are addicted to what they do
and the feelings they experience when they are doing it” (Young, 1998, p. 17). Male students
usually seek for power and influence. On the other hand, female students look to the internet as
a source of friendship and romance. They also think that by being a prostitute, it would
help them financially because their partner would sustain their needs also their wants
(Lowinson, 2004).
They may think that through this communication channel, they could find someone and
begin a relationship. Students hope that they can find perfect someone just like in the movies. It
is because some people feel uncomfortable with public relationship and they can also neglect
commitment even without knowing the character of people they talk to (Lowinson,
because they think that they could be together as possible. In the end, they tend to hurt
themselves and do not concentrate in their studies anymore knowing that the person they are to
be in a relationship with, were just a fraud. People could change personality’s even identities
using the cyber world. Students still involve there selves with the cyber relationship, for the
reason that, they don’t usually get the feeling of a person whose love career is engaged in a
Students nowadays do have a known disorder, which is the IAD (Internet Addiction
Disorder). They may not be able to know that they have this disorder until they realized that
playing or using computer is more prioritized than doing school works. Students get so
obsessed with online gaming like Defense of the Ancient, Left for Dead ,Cabal, etc. that they
tend to sacrifice their academic sides just to go to computer shops and play, not noticing the
time while using the computer (Sharples, 2009;Self-Help: Computer Addiction,2008). According
students are at risk of being hooked with the computer games and have academic failure for the
first quarter of school year 2009-2010. They make conscious efforts just to be with their
computers and continue failing. Also for the fact that they miss events or opportunities with
family and friends also with non-computer related tasks because of the time spent on the
Due to the addiction felt by the students in computer, without their knowledge, they have
started to experience the bad effects of computer addiction. The effects were escapism to
reality, dishonesty, and financial problems. With these effects they have experienced, they have
been also affected academically by their poor performance at class. Escapism is defined as
something such as fantasy or entertainment that makes it possible to forget about the ordinary
or unpleasant realities of life for a while ( Encarta, 2009). Students were addicted to internet
surfing day and night, most of them applied what they have perceived or seen in the
computer to their studies. Based upon on the survey conducted by the researchers,15 out of 16
first year Mapuans agreed upon that they have been applied to their studies what they
perceived in computer. They tend to imitate wrong acts they have seen in the computer even if
they knew that it not all they have perceived in front of the monitor is good for them. Dishonesty
or lying is one of the results of computer addiction to the students (Self-Help: Computer
Addiction, 2008). Students tend to lie to their professors, parents, etc. so that they may be able
to continue their addiction to computer. In the survey administered by the researchers at Mapua
Institute of Technology to the first year student, five out of 16 students confessed
that they have lied to their professors, parents, etc. that they have skipped their classes just to
go to a nearby computer shop. They did alibis so that they will be able to cut
classes. They also lied about the amount of time spent on the computer and what they did
about it (Self-Help: Computer Addiction, 2008). Having an alibi is one of the actions that was
play in the computer. Students did not care if they lie to their parent’s, professors, etc.
Significance of the study
The study must be conducted to find out the major effects of computer addiction
in the performance of Grade 11 TVL learners in Rosario Integrated School. The result of the
study will help make the students become aware of their involvement in computer, and become
develop their study habits and to concentrate more on their studies. This result is beneficial to
students, n the parents, the teachers to the community, school administrator’s research and
other interested individuals because this can give empirical data as bases for suggestions.
The study will also benefit to the students who are still at school because it will
give them information about the effects of computer addiction on their performance. This paper
The study will also benefit the parents to enable them to realize their great role in
educating their teenagers. This study, too much will make the parents aware that (educating)
The study will also benefit the teachers on the steps to take for they could be
informed how important education to the development of children. This enables them to guide
and identify the effects of computer addiction in the students at Rosario Integrated School
This study will also benefit school admin administrators, it will provide them
information on the importance of knowing the major factors of computer addiction and possible
on education performance.
Name (optonal): Age:_____
Pease rate yourself by using the code below. Put a check on the box of your choice.
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game.
The main purpose of the study is tom identify the effects of computer addiction on the
performance of Grade 11 TVL learners, respondents of the study are limited to 119 Grade 11
TVL learners enrolled in the first semester of School Year 2018-2019 of Rosario Integrated
School. Each of the respondents was given a questionnaire to answer. The students selected
A. Gender
3. What are the effects of computer addiction on the academic performance of the
respondents?
Scope and Delimitation of the study
This study aims to determine the effects of computer addiction to the performance of the
Computer- An electronic machine that can store and work with large amount of information.
One of the aims of this study is to determine the profile of the grade 11 TVL
learners. Table 1 below presents the profile of the respondents as to their sex and parents
monthly income.
A. Sex
Male 50 42%
Female 69 58%
10,000-13,000 16 13.44
14,000-16,000 7 5.88
17,000-20,000 4 3.36
21,000-24,000 2 1.68
Table 1 shows that among the respondents, there are more female than male equivalently.
As to parents monthly income arrange from highest to lowest frequency count are as
follows; below 10,000 (85), 10,000-13,000 (16), 14,000-16,000 (7), above 25,000 (5), 17,000-
The findings as to monthly income of parents of the respondents reveal that 71.42%
have parents who hold a below 10,000 income and only 13.44% who hold a 10,000-13,000. The
above 25,000. This is equivalently to 100%. Majority of the parents of the respondents have
general average.
Out of 119 Grade 11 TVL learners, 45 or 37.81% had a “satisfactory” performance since
they had grades between 80-84. 39 or 32.77% had a “very satisfactory” performance with
grades between 85-89. The remaining percentages belong to below 74 or “did not meet
expectation” and four or 3.36% had an outstanding. This implies that the grade 11 TVL learners
Effects WM Description
2.I eat while gaming or forget to eat while gaming. 3.62 often
5.I fell fully engaged by the game, I fell a sense of flow. 3.46 sometimes
6.I use online games to stay touch with distant friends. 3.67 Often
12.I think my life might be much better without games. 3.67 Often
13.I suffered any physical pains from intense gaming. 3.65 Often
14.I’d stolen money for gaming. 3.45 Sometimes
15.I find ways to play computer game when away from 3.61 Often
home.
Table 3 shows the effect of computer addiction on the academic performance of grade
11 TVL learners.
Learners rated “often” on the effects of computer addiction and on the other hand, learners
rated “sometimes” to the rest of the effects identified. These finding imply that the students are
‘’undecided” if the computer gaming can affect their academic performance. In general, learners
Methodology
Research design
The descriptive method of research was used in this study with a checklist as the main
Sources data
This study involved 119 Grade 11 TVL learners who are officially enrolled at Rosario
The researcher made use of the checklist n gathering the needed data for the study. The
questionnaires for the respondents were develop to their personal profile such as sex and
Analysis of data
To facilitate the processing of the data for common understanding on the variables
Sex: Male
Female
Frequency counts and percentage were used for the demographic profiling purpose. It
was computed using the formula P=F/N x 100 where P is the percentage, F is the frequency
The scale was used to estimate the performance of grade 11 TVL learners in a
1= Outstanding
2= Very Satisfactory
3= Satisfactory
4= Fairly satisfactory
of playing computer games. Rather than engaging in the real world, an addicted userdevotes the
majority of his or her time to gaming (Conrad, 2011). The issue of game addiction is getting spread
widely and uncontrollable. Gaming addiction became a mysterious problem which is still difficult to
treated, more terrifying than alcohol or drugs addiction. Whereas, in fact, Dr Shumaila Yousafzai (2009)
from Cardiff Business School said popular online video games warned players not to overuse their
products. These warning messages also suggest that the online video game industry might know how
high the percentage of over-users is, how much time gamers spend playing and what specific features
make a particular game more engrossing and addictive than others (Yousafzai, 2009). In other hand,
Cyber psychologist Dr Zaheer Hussain, from the University of Derby, said warning messages were not
enough. As a first step online game developers and publishers need to look into the structural features
of the game design, for example the character development, rapid absorption rate, and multi-player
features which could make them addictive and or problematic for some gamers (Hussain, 2008).Parents
across the globe are increasingly concerned about their sons online gaming habits. They are sure that
there is a problem but counselors unfamiliar with online gaming addiction don’t understand how
p.4). Fraser (2012) mentions that kids are among the most vulnerable to video gameaddiction, experts
said, and may become violent when their "drug" is taken away. Video game and Internet addiction
usually point to other mental problems including anxiety, depression and trouble forming healthy
relationships. Kimberli Young (2009, p.12) says, not only are children, teenagers, and college students
are becoming hooked to online gaming. While such cases are rare, mental-health professionals say
the fantasy worlds offered by computer and video games can become the stuff of very real addictions
that destroy marriages and careers. People of all ages are quickly becoming immersed in this virtual
fantasy world whereby they can easily escape problems in their lives. As in any treatment program, the
Kimberly (2009, p.18), to recovery is to accept and not refute “denial,” a defense
Mechanism that addicts frequently employ and that effectively stops them from accepting treatment.
Once this obstacle is conquered, treatment can be performed more effectively than it would otherwise.
Tracy Miller (2013) add because computer game addiction is a new development in the world of mental
health, treatments are not as well established as those for depression, anxiety, anger, etc. Most
interventions take a cognitive-behavioral approach which involve changing how the addict thinks about
the addiction
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Research paradigm
Chapter 2
Review Related Literature
Social networks gave a big help to everyone, especially among the students
businessman and other members of the society. Social networks has different features that may
enjoy by the people all around the world, what the problem is, people loses their self-control in
using them. Face book is the most popular social networking site today wherein people may
share and upload videos, pictures, messages and chat. Twitter is also famous to every people
now a day wherein people can share their feelings, thoughts and ideas. Through twitter, they
can easily be connected to their favorite celebrities and they can also be updated on what is
trending all around the world. Aside from these two, Tumbler, MySpace, and Bing also became
a raging craze to everyone. Social networking communities will definitely stay due to its millions
of users. In addition, students today stay on these accessibilities of information they may get in
social networks. Social network may help them in giving knowledge in thesis and journals but
still negative effects of this still overweighs especially about losing their self-control. Social
networks bring a big benefit about communication because through this we can easily
communicate our loved ones despite of the geographic distance. Social network may also help
celebrities to be more contact to their fans because through these sites they can easily post
what are the recent happenings about them. Through social networks we can be updated in
every happening not just in celebrities but also the recent updates to our country and also in the
whole world. Social networking sites can be a good way to make connections with people who
has similar interests and goals. Communication is one of the main things why social networking
had been viral. Social networking sites are the huge place to gather information on what is
discoveries and amazing facts. Businessmen have noticed also the value of social networks in
our life that’s why they used it to promote their products. Social marketing was often used at the
present time due to people used social networks frequently. Social networks is not always good
for us because other people use it inappropriate way wherein some people are posting
pornographies sites and nude photos that frequently students may see. Many studies have
shown that the extensive used of social network can actually cause addiction to the users.
Students tend to focus on cyber games that block the focus on their studies. A person gets lazy
of works due to over usage of social networking sites and online games