Professional Documents
Culture Documents
2023 Edit Influence of Cyber Game To The Behavioral Changes and Academic Performance of The Students of SANLIBO NHS
2023 Edit Influence of Cyber Game To The Behavioral Changes and Academic Performance of The Students of SANLIBO NHS
Chapter I
THE PROBLEM
information on a global scale, necessary for our studies, work, etc. We can
communicate with every corner of the world with just a simple internet
as of March 25, 2019, there are 56.3 % of users of the internet worldwide and
of online and offline games that are easy to access and download. From
Counter-Strike in 1999 to Mobile Legends, the most popular game today, these
online video games are either partially or primarily played through the Internet or
any other computer network available (Rollings & Adams, 2006). Online games
are ubiquitous on modern gaming platforms, including PCs, consoles, and mobile
devices, and span many genres, including first-person shooters, strategy games,
and massively multiplayer online role-playing games (Quandt & Sonja, 2014).
The design of online games can range from simple text-based environments to
Thus, Online gaming is one of the most widely used leisure activities for
many people. Teenagers who play these online games say that they are playing
these games just for fun, to keep away from the heat of the sun, without knowing
that the consequences and effects resulting from playing these games are
greater than they realize (Robinson, 2016). Playing online games, according to
some research, is beneficial. They enable the mind of the players to be more
active, especially with puzzle-based games and they help the player to make
decisions in tight situations, especially those adventure games that keep the
player alert, active and strategic. Playing these types of games allows them to
Despite those benefits, playing these games also brings negative effects.
It requires much of the player's time, leaving school activities and homework un-
violence, and xenophobia. Some are also concerned about gaming addiction or
social stigma (Rouse & Margaret, 2015). Online games have attracted players
from a variety of ages, nationalities, and occupations. The online game content
virtual societies in relation to the behavior and social phenomena of everyday life.
Online gaming has such a profound impact on not only the young but
computer and punch through the keys and mouse to get a high score, chat with
3
players, get the model items, and level up as fast as possible which seems to be
Internet cafés have become not just game hubs. They are becoming
centers of addiction among the youth, mostly boys, including elementary and
“Internet cafés are seducing youths to a new form of addiction, one which may
not destroy their bodies as drugs do, but which is certainly twisting their minds.
of families have at least one child who plays video games. Therefore, we cannot
deny that our children, nieces/nephews, siblings, and even ourselves are often
Occasionally, it is difficult to please our children, because if they are not playing
cybergames, they are busy on social media, Tiktok, or even doing a dance cover,
etc. Do we ever ask ourselves that perhaps it will harm their capacities or even
their brain? Does their vulnerability to cyber games impact affect their
Cybergames. Do our students no longer find joy and fulfillment in our educational
system? How can we push the “EduKalidad” if they are close-minded to the
Pearson once said, “It is not a secret that a good education has the power
to change a life”. What is new is the demand for that change. A highly educated
individual is probably very likely to get a good job. It is extremely important for
it comes to jobs. It seems like many poor people improve their lives with the help
we make learning and, our school more interesting and happier without or
minimal use of social media and cybergames that influence the attitude and
Many cyberspace users impact their social life most negatively with
themselves just to provide for their educational needs believing that it is the way
they can change our life. The behavior and academic performance of the
students are in danger wherein the time slot for their education is lesser than the
time allotted for their cyber life. The social, personal, and school obligation is
somehow compromised.
also a darker side from cyber bullying to online predators to hidden costs,
information that will harm and influence the attitude and behavior of our children,
National High School. What is the extent of cybergaming’s influence on the social
a. Age;
b. Sex;
c. Grade Level;
d. Game Platform;
f. Type of player;
i. Academic Performance
a. Peers/friends/classmates;
b. Teachers;
c. People in authority;
e. Parents/Family?
Null Hypothesis
happier playing cyber games rather than reading books. Many scholars
emphasize that it leads to the slow development of a child because it will affect
This study in general provides insights and presents the influence of cyber
Specifically, the researcher strives for the results of the study to be valuable to
the following:
finding will provide information on what extent the influence of cyber games has
8
on the behavior and academic performance of the learners as well as provide the
of the study will make them aware and offer a basis for addressing and
implementing programs that help the DepEd, teachers, and other stakeholders in
combatting the negative influence of cyber games on the attitude and academic
finding will provide them with vital insights to supply the needed information in
associated with cyber games and its impact on attitude and academic
the learners.
cyber games on the behavior and academic performance of learners and may be
and vital unit of society on the impact of cyber games on the behavior and
school year 2022-2023. Additionally, not only will the study gather substantial
information on each junior high school learner such as their demographic, player
their social interaction; but, it will also delimit boundaries regarding the influence
Definitions of Terms
To guide the readers in understanding the study, the following terms are
popular console platforms in the world. Operationally, these are the games
competition, and interaction, and influences social roles and status and
involuntary Khale (2014). In this study refers to how one acts or conducts
oneself, especially toward others. In this study, this is the result of actions
the study.
college. In this study, it refers to people who are at the level or who share
11
some experience or identity with the respondents like their friends, and
classmates.
person in their classroom who teaches and provides learning activities and
performances.
mayor.
through the Internet or any other computer network available (Rollings &
being "online," when a device can readily communicate with other devices
either those learners who are playing cyber games or those who are not.
13
Chapter 2
This chapter presents the review of related literature and studies which
Related Literature
of Neuroimaging Studies
addiction has been considered a serious threat to mental health and the
date that used neuroimaging techniques to shed light upon the emerging mental
particular brain areas that are involved in the development and maintenance of
development of Internet and gaming addiction will promote future research and
appealing to children and adolescents, these individuals may be more at risk for
developing gaming addiction than other groups. Given these potential concerns,
studies that assess online gaming addiction in children and adolescents, and; to
present and evaluate the findings against the background of related and
indicates that for some adolescents, gaming addiction exists and that as the
preparing for organizing, and gaming. Evidence suggests that problematic online
15
impulse control.
The excessive use of the Internet has been linked to a variety of negative
Internet addiction has been considered a serious threat to mental health in Asian
countries with extensive broadband usage, particularly South Korea and China.
18 years)” found that the use of the Internet has increased considerably during
the last few years, and there are also some clinical observations that some
3,237; response rate 45.2%). The proportion not using the Internet was only
4.9%, while 35.8% were non-frequent users, and 49.6% (1,591) were frequent
(weekly) users. The used of the Internet is on the mean 4.3 hours a week. A
Young (1998), and an additional 8.68% (in sum 10.66) were considered to have
an at-risk Internet use rate (boys 9.21%, girls 8.13%). If these proportions were
16
criteria, and an additional 17.66% 3-4 criteria, giving quite high figures of
problematic Internet use (in sum 21.68). The different diagnostic criteria gave a
broad range of affirmative answers (from 0.4% to 27.9%). The results have
addiction.
Guan, 2009 observed that the Internet has become all pervasive in the
lives of young people and this paper will review studies that examine the risks
and opportunities that it affords. We will examine research that investigates the
addition, positive aspects of Internet use such as its potential for learning and
examined.
Guan found out in his study “Youth Internet use: risks and
opportunities,” that online risks such as addiction, cyber bullying, and sexual
to note that not all children are equally susceptible, and more research is
interventions. The Internet can also provide benefits in the areas of cognitive,
social, and physical development, and can also be used to deliver treatment
interventions.
17
Hence, The Internet represents both risks and opportunities for young
people. To protect youth who are at risk for online addiction, bullying, and
also has many positive aspects and can be used to enhance youth learning and
Many journal articles have shown that addiction to the internet and
behavior and attitude. Nonetheless, let us examine some journals and articles
assess and learn the impact of online gaming on the academic performance and
performance and the social behavior of the students. The study revealed that
boys are more often single players, compared to girls who frequently play games
that require three or more players, such as League of Legends, Clash of Clans,
18
Crossfire, and too many more to mention. It is also stated that those who play
online games are around 14-15 years old and believed to be in the Grade 8 level.
The students who often play games have an average weekly allowance of 101
pesos to 500 pesos. Playing online games does not affect their grades badly, for
they know how to limit themselves. They know that they need to control
themselves to function well in their class, which is why they only play games
during vacations and weekends when they have a lot of time, compared to when
Even though they play online games; they know how to socialize well, and
unavoidable not to play even for half an hour especially when they are
with something that no one can give. According to some research, it is beneficial.
It enables the mind of the players to be more active, especially those puzzle-
based games. Furthermore, it helps the player to come up with decisions in tight
situations, especially those adventure games that require the players to be alert,
online games also leads to some problems such as being distracted in school.
Further, it is when the attention of the child is divided into cybergames and
schooling that even their health and social life are unknowingly affected.
19
Several studies in psychology have found that increased time spent on the
members, including parents. Studies revealed that the human brain is easily
harmed and one of the causes is using can be the improper use of technology.
The education system tends to go with the flow with this constant change in
society to remain current and relevant with the generations of today. The
researchers felt the need to determine the impact of online gaming on students'
playing online games, the overall weighted mean is 3.08 which lies on the verbal
interpretation of “Sometimes”. And with the indicators “I play on-line games only
on week-ends” and “I repeatedly play on-line games after losing” gathered 3.37
in the aspect of the number of hours spent playing was assessed as 3-5 hours
On the other hand, in the types of games played, `League of Legends' got
the computed grand mean of types of games played and considered as “seldom”
in verbal interpretation.
20
Games on their Social Behavior got an overall weighted mean of 3.2 and arrays
that the verbal interpretation of all the indicators show that the students from
Grade 7- Grade 10 assessed that they all agree to do the listed indicators. This
shows that even after playing online games it does not affect their social behavior
that from the 126 responses, most (68 or 53.97%) of the students that play online
social behavior, the indicators `I play on-line games before going to bed' got a
obtained a p-value of 0.002 which is less than the level of significance of 0.05.
This means that the null hypothesis is rejected and is significant in this study;
playing and the social behavior of the respondents does not appear significant,
since all of the p-values are greater than the level of significance of 0.05.
21
While in terms of the types of on-line games being played and their
relationship to the social behavior of the students, it reveals that the null
hypothesis has been rejected with p-values of Minecraft (0.030), Defense of the
Ancient (0.019), Farmville (0.014), Smite (0.014), and Candy Crush (0.004), all of
Lastly, with respect to the frequency of playing on-line games and the
value of 0.026 which is lower than the level of significance of 0.05 and indicates
that the null hypothesis is rejected. This reflects the good grade of the
academic performance, the result of their p-value is higher than the level of
Likewise, regarding the number of hours playing on-line games and its
relation to academic performance, all indicators had p-values higher than the
Meanwhile, since most of the student respondents are male and they are
more frequently engaged in playing online games, the school administrators and
responsibilities, as one of the main partners of the school. For example, the
teacher might consider notifying the parents about the academic performance
and social behavior of the students inside the school facilities and collaborating
for the best intervention. This association can strengthen the home and school
two studies. Frequent game‐players were not more likely to absent themselves
scores on psychology exams. The discrepancy between GPA results and results
future research.
discovered that the majority of the respondents were online games users and
some of the responders stated they play online games to relieve school-related
stress. The majority of the respondents stated that they play online games just
23
for entertainment which therefore appeared to be the leading motivation for their
ABM students in terms of academic performance said that online game is not the
main reason for failed grades. Therefore, online games are not a hindrance to
The gaming frequency and the amount of time spent on playing video
games have been studied for years frequently in association with gaming
addiction (Daniel Luke King 2012; Ko et al. 2009), psychological constructs (e.g.,
self-concept clarity, self-control, and flow) (Khang et al. 2013; Lee et al. 2012),
negative consequences (e.g., missing school work) (Hellström et al. 2012), and
2008).
academic performance among 713 students. The study found that frequent
gamers, who spend more than 2 hours per day playing video games, performed
less well than infrequent gamers. Hellström et al. (2012) examined the
(MMORPGs). They recruited 7,757 Swedish adolescents and had them complete
a questionnaire and found that time spent on gaming was related to negative
indication was found between video gameplay and academic performance. i.e.,
students who spent 11-50 hours playing video games had significantly higher
GPAs than students who spent 0-10 hours playing video games.
Types of gamers are associated with the frequency and amount of time a
player has spent playing video games; however, the segmentation between
types of gamers has not been significantly, rigorously studied. Two types of
gamers, casual and hardcore gamers, have been growing rapidly in recent years.
casual and hardcore gamers. For example, hardcore gamers play extremely
competitive games and require a much higher degree of involvement than casual
gamers.
with a game. For example, an action game, e.g., first-person shooters, usually
involves physical challenges, which require gamers to react to the game scenario
computer and game design is the Art of Computer Game Design by Chris
personality, and GPA with 319 university students. Both positive and negative
relations were found between video game genre preference and academic
25
social media and shooter types of games. In addition, Ip et al. (2008) found that
examinations. I.e., gamers who play four or more game genres generally perform
The electronic devices or systems used to play video games are called
Xbox, and even mobile devices, e.g., Android-based and iOS devices. Appel
computer and Internet activities and computer literacy, knowledge, and skills to
were conducted. The study found that an increase in video game playing on a
attention to behaviors. Khang et al. (2013) found that self-control affected users’
flow and addiction to mobile phones, the Internet, and even video games. A
26
Csikszentmihalyi (1991) which has been studied for over 30 years, is the mental
a state of flow which leads to the loss of self-consciousness and sense of time
(Csíkszentmihályi 1975; Liu et al. 2013). The association between flow and
video-game playing has been studied in nascent studies with different findings.
For example, it was found that the flow was not related to the amount of time
spent playing video games (Lee et al. 2007) and to online game addiction (Wan
et al. 2006). However, Lee et al. (2012) surveyed a sample of 330 students
drawn from a university in the northwestern U.S. and found that instances of the
flow experience were associated with the amount of time spent on gaming.
Dr. Gilboa, 2019 reveals some effects of Video Games on Teens: The
Good, the Bad, and the Useful. He noted that as parents we have been taught
(understandably) to fear video games and their effects on our teenagers. He got
a chance to interview three gaming experts for a new PBS show called
iQ:smartparent and asked these experts to offer guidance about what games I
Here’s what he learned: The first expert was Dr. Brian Primack, an
researching the impact of media on children for years and got us started with
27
desensitization, isolation, and fear. Certain games increase the rates of all of
games in which the player is creating at least some violence. Playing this role too
often or for too long increases the chances that a person will react to conflict with
aggression.
So even if our character in the game is trying to avoid the fires or bombs or
mobs, just watching it happen on the screen (in games or movies or cartoons)
changes the way we think about violence, makes it seem like “not a big deal,”
even when we see it in real life. And when the violence is accompanied by
humor, that desensitization gets a lot worse, making animation a major offender.
much less of a problem if the game requires collaboration with other players
real world. This is not true for everyone, so you have to know your child. Luckily,
games that meet these “negative criteria” are a small percentage of the games
available.
Nikki Navta of Zulama.com told the audience that the skills teenagers build while
gaming can go far beyond excelling at the game. Specifically, games allow
parents to look critically at their teens: You might address a skill or characteristic
that your teenager needs to improve. Search for games that offer challenges that
Do you wish your teen had more resilience? Games can help kids think of
tweens and teens to persevere – to hit “play again.” Your teenager will see that
he can keep improving, even if he hasn’t yet mastered a skill. This is the
definition of resilience!
joining a community that works collaboratively, like Minecraft, and include your
teen!
Are you interested in a teen who can handle complex ethical dilemmas?
game.
What I learned from this, is video games have a potential and positive
outlook. The use of gaming as a social or entertainment meets not bad and we
can compare video games to the way we think about food. Food and media are
not always bad or good but expanse and content matter tremendously.
29
Instructors can adapt and use digital games to support atypical learners by
applying the principles drawn from the literature on conventional students. Digital
games, for instance, have been utilized to improve student learning for traditional
where traditional students have achieved great results (Blakely, Skirton, Cooper,
conventional students would face in their field of study, simulations are also used
in the business sector (Davis, 2011; Tanner, Stewart, Totaro, & Hargreave,
(Beylefeld & Struwig, 2007; Chen, Liao, Cheng, Yeh, & Chan, 2012; Feeney,
2007; Kumer & Lightner, 2007; Thomas & Mead, 2008). Constructivist theories of
conclusions from that experience (Facer, n.d. When experiential learning is used
Literature Review, It was found that playing MMOs significantly improved social
gameplay. This finding should be taken into account in light of the following
constructs; and (c) moderate study quality. Nevertheless, the findings are
important for game designers and medical practitioners, who should be aware of
the important links between MMOs and well-being. Broadening the well-being
significant part in the learning process. Jerome Bruner set the groundwork for a
cognitive model," also known as the "social interactionist approach," holds that a
child's language development takes place inside the child's creation of a social
environment. But the fact that learners cling to a cyber world blocks the
compromise.
31
Children and Anxiety that Youngsters are becoming more anxious. According
to studies, up to one in eight kids may suffer from severe anxiety. Numerous
difference is that play and physical activity—the ways in which kids usually
been replaced by practically constant screen time. And what's displayed on those
and Youth Aggression under The Lancet: Child & Adolescent Health, for
instance, that youth who has more exposure to violent media is associated with
empathy and prosocial behavior. This link to playing video games that gives them
their literature Children’s Fear and Anxieties (2005), stated that it can be
particular attention since children's minds and emotions are continually changing
and evolving, and they do not all develop at the same rate. These worries persist
32
and cause significant discomfort, disrupt family unity, or impede a child's growth
or education can they become a problem. The institute listed possible disorders
brought by fear and anxiety among children. Here is the full list:
c. Obsessive-compulsive disorder,
d. Panic disorder,
e. Separation anxiety,
f. Simple phobias,
Thus, since fear and anxiety are symptoms of so many other conditions,
beneficial perspectives since they have experience with numerous children for
comparison, whereas parents are not always sensitive to their children's anxiety
Related Studies
33
The studies that are relevant to the present study are hereby presented.
especially concerning the influence of cyber games on the attitude and academic
well.
Myungjae Kwak, Kirill M. Yurov, and Yuliya V. It was discovered that Video-
consequences have been studied frequently. However, little is known about the
increasing number of college students take online courses, use social network
websites for social interactions, and play video games online. To analyze the
conducted. The study result of multiple regression analysis shows that self-
and playing video games using a personal computer make statistically significant
GPA.
Sherry, 2006 concluded that more than half of the American population
and a billion people worldwide are playing video games and the number is
34
and iOS devices, and social networking websites, e.g., Facebook. People play
video games for some reasons, e.g., stress relief, challenge and competition,
relaxation, enjoyment, social interaction, and even as a mental escape from the
real world.
interests and motivation (Choi et al., 2013); Studies have shown that motivation
achievement
Ku, 2013 on his study said that the purpose of this study is to analyze the
The analysis results show that self-control, social interaction, and gaming
of IT college students. The authors believe that the results of this study could be
software.
between -2.5 and +2 and there were no outliers. The correlation between all
independent variables is less than .7. Therefore, all variables were retained in the
research model. The coefficient of each independent variable and R2 value (.37).
From the R2, it can be argued that the model explains 37% of the variance in
GPA. The largest beta coefficient is .27, which is for a gaming platform, followed
(.18), motivation (.10), gaming genres (.05), and finally gaming frequency (-.02).
academic performance.
The results have shown that self-control, social interaction, and gaming
and gaming genres are not playing any statistically significant role with regard to
variable confirmed the more control students have over their academic work, the
However, the results of the other two variables including social interaction
and gaming platform are interesting. A similar result has been found by Appel
related to higher scores on computer knowledge. The students who prefer face-
those who like to use online or text communication methods and students using
result related to social interaction can associate that college students who
achieve high academic performance use less online social media such as
Facebook and Twitter. It can be justified because online social media usually
requires a considerable amount of time and are less convenient for in-depth
methods. Also, the study result related to the gaming platform entails that tech-
others.
Terry & Malik, 2018 in their study “Video Gaming as a Factor that
Affects Academic Performance in Grade Nine”, found out that any tendencies
problems before the respondents get into real trouble and jeopardize their school
marks or, worse yet, drop out before completing high school. The researchers
chose grade 9 for their study because they wanted to recruit research
participants who were likely to drop out due to the effects of playing video games.
37
“For males, our moderate negative correlation has limited predictability for
the relationship between attendance and time spent playing video games
(-.317)”. They discover that adolescent boys have more hours playing games
final marks and time spent playing video games”. This finding reflected the
gaming with lower school marks (Gentile et al, 2004; Hastings et al, 2009; Sharif
& Sargent, 2006), and others correlate it with higher school marks (Bowers &
limited predictability for the relationship between time spent playing video games
(-.387, p <.05)”. Therefore, the more hours consumed playing video games each
For males, the correlation was positively moderated and had limited
predictability for the relationship between time spent playing video games and
Concluded, the more hours they spent on video games each day, the more likely
time spent playing video games and negative school experiences as defined by
the “do not keep up” question (.355, p <.01). Determined, the more hours they
consumed on video games each day, the more likely they are to fall behind in
their assignments.
attendance and positive video game experiences. The finding was inconsistent
we assume would mean assigning a greater value to video games in one’s life).
attendance and negative video game experiences. This finding is consistent with
which other researchers have correlated with lying about usage (Anand, 2007;
Young, 2009).
39
The correlations have no predictive value for the association between final
marks and positive video game experiences. They assume that the time students
spent playing video games are proportional to how positive their video game
between video gaming and school marks (Gentile et al., 2004; Hastings et al.,
and has limited predictability for the relationship between final marks and
negative video game experiences as defined by the “told I play too much”
question (-.329, p <.05). The finding was constant with other researchers who
found negative correlations between video gaming and school marks (Gentile et
playing games and using games in education: Comparing Scotland and the
One of the major limitations associated with the findings of the study is
that the participants were self-selecting sample while the results could be
40
obtained relatively rapidly and efficiently, there is also a bias in association with a
The studies are statistically less powerful than a parametric test since the
playing video increases nerve tissue (basically, the scale of your brain) and helps
refine learned and hardwired skills. Specifically, playing video games directly
affects and impacts some regions of the brain accountable for memory, spatial
orientation, information organization, and fine motor skills. The study also
reinforces the claim that, like exercise, playing games for as little as a half-hour
The study was determined by dividing the respondents into two groups of
adults, one who play Super Mario for 64 to 30 minutes a day for two months and
a group who did not play any video games. Scientists performed the study with
the help of magnetic resonance imaging (MRI) to determine the size of the brain
The findings correlated with the previous finding on the difference in brain
structure and volumetric brain increase of video gamers. Simone Kühn being a
senior scientist at the Center for Lifespan Psychology claimed and proved that
Scientists saw the increase in three major areas of the brain: the
and cognitive planning, the right hippocampus plays an important role in how
we process and consolidate information, and the cerebellum, controls fine motor
experiencing Alzheimer’s.
These parts of the brain are active during playing video games like Super
Fast-paced action games, i.e., sports games and first-person shooters had
found useful therapy for disabled patients as part of their digital therapy.
For instance, the studies identified how different parts of the brain are
solving and strategy. Exergames like the Wii Fi, Dance Revolution and stomp out
a dance routine help you shrink the waistline- an exercise for the body.
National Eye Institute and the Office of Naval Research, First-person shooters
be aware of.
Insomnia
and work life, for at least 12 months are more susceptible to this disorder and
spare some time for other activities, i.e. hobbies, homework, social activities, etc.
parents enforce some house rules for the child’s holistic personality
development. Make gaming a reward for them. The need for a balance between
moderation and valuing other things in life. Too much is bad. Just like any other
43
addiction, gaming is not too bad in fact, Online gaming will be included as one of
Adzic and Al-Mansour, et al. (2021) examined the impact of video games
helpful in some academic areas, most students have been utilizing them for fun
instead of learning, which has led to an addiction problem. Another major barrier
video games. The study presented two main goals, in light of the lack of research
the Middle East. First, it will explore whether gaming students achieve a different
Grade Point Average (GPA) than their non-gaming peers or otherwise. Secondly,
it will distinguish the GPA results of the intra-group students who are classified as
The first finding shows that non-gamers achieved a better academic score
in comparison to gamers. Their GPA of 3.05 was higher than the gamers’ GPA of
2.79. Although students who did not play games achieved a 10% better GPA
both directions by the Social Cognitive Theory. The use of learning performance
as the behavior, social support as the environment, and emotional state as the
personal aspect. Self-efficacy and learning motivation are also used in the model
as mediating factors. In Taiwan, data samples were gathered from about 600
traditional lectures. The Control Group (CG) studied for the course using
digital game. The result of this research shows that the emotional state
positively affect learning motivation, social support will positively affect self-
efficacy, and self-efficacy and learning motivation will both positively affect
learning performance.
In a positive view, the study of Aviso, Andre (2021) about the Impact on
the Behavior of Students due to Online technology Gaming and Its Effect on their
negative impact on the student's behavior and identify how it will affect their
and loneliness show that the majority of students can control themselves and do
45
not experience affecting their academic performance. Also, the majority of the
enhancement in their abilities and skills and brought emotional and social
benefits.
Theoretical Framework
Video games are highly interactive and adaptive, and sometimes induce a
where the passage of time is not noticed. Such features can have compelling
entertainment and promising educational applications. But they may also lead
some players to spend an excessive amount of time on the couch. There is also
a fear that the content of certain video games- particularly those with violent
It’s no secret that today’s youth have a love of video games. Video gaming
DVDs. While video games have been around for many years, they are far more
sophisticated than the first days of Pac-Man, Zelda, and Super Mario Brothers.
Today’s video games engage youth both physically and emotionally as they
become entwined within the realistic graphics, stories, and adventures that
online or cyber games on the youth are the changes in attitude and academic
performance. In keeping with Pew researchers, how tykes play a game is simply
time to play identical games as their children are playing or perhaps better yet,
studies that children exposed to violent media (such as violent video games)
have shown that they will become numb to violence, imitate the violence, and
behavior is linked to how often kids are allowed to play (Journal of Adolescence).
problems are also more influenced by violent images. It links to Albert Bandura’s
theory about Social Learning Theory which attempted to explain how children
behavior. Dr. Jessica Edwards in her study about aggression and academic
performance found out that the more aggressive the children are the poorer their
Thus, Center on Media and Child Health research shows that game
and behaviors in children over the long-term and short-term. Specifically, children
that suffer from anxiety or other mental state issues are also more likely to suffer
the adverse health effects that some video gaming can inflict. For instance, youth
who may already suffer from anxiety or depression will be adversely influenced
by excessive video gaming when it results in social isolation and fuels existing
antisocial tendencies.
47
find their self-affirmation in a not-a-like world and exclude themselves from the
outside world. This triggers the theory of Patrick Haggard about the
there is no reason to feel disadvantaged, due to the impact of fear, anxiety, and
In addition, anxious children are inclined to foster fear and worry about
things or stories created in their heads instead of those dealing with reality. While
gaming can give anxious children a getaway worry, it also removes them farther
from reality and may instill unrealistic fears about their safety. Since gamification
threat to their social life too. This emphasizes Ivan Pavlov’s theory of why
children experience fear and anxiety. This theory is that children learn to be
that is not dangerous with something that is. Another theory is that children learn
There are also many different types of anxiety disorders that children can
Conceptual Framework
interaction, and academic performance of the learners that result from either
the fictional world of computer games. Values that could be acquired in playing
cyber games become their virtues: the results of habitual usage of cyber games.
If the virtues acquire in the habitual playing of cyber games are atrocious to the
Aristotle once said, “Neither the virtues nor the vices are passions” because we
are not called good or bad on the ground of our passion, but, are so-called on the
ground of our virtues and our vices because we are neither praised nor blamed
for our passions. Therefore, our youth must be careful about what virtues and
values should adopt, uphold, and mold- in an accurate way that may be tolerable
in their way, and a personality that holds virtue, where excellence should bring
Yet, numerous books, writings, and research report the negative influence
of cyber games, there are still optimistic reports that cyber games are beneficial
colors. An alike study, funded by the National Eye Institute and also the Office of
49
Naval Research, found that players of action games - like first-person shooters -
had a more robust perception of color contrast, contrary to our belief that might
Video games are good for any such levels, but they should be consumed
moderately. If there are pros and cons to the influence of cyber games, how far is
the extent of the impact of cybergames on the social interaction and academic
showing the relationship of the sets of variables established in the study and the
intended outcome of the findings obtained from the relationship of the variables.
the learner’s demographic profile (left box) were established as they are
and academic performance. The dependent variable (right box) is the perceived
The output of this study is at the (bottom). These will determine through the use
Research Paradigm
The research paradigm that will guide this study is shown in the
CHAPTER 3
RESEARCH METHODOLOGY
51
This chapter presents the research design, the respondents of the study,
the data-gathering instruments, and the statistical treatment that will make use in
this study.
Research Design
Results of descriptive research may come in the form of new knowledge, a new
because they will provide essential knowledge about the nature of objects and
persons.
cybergames on the social interactions of Junior high school students. Hence, the
descriptive research method was the most appropriate for the fact because it
Stratified random sampling with equal allocation will make use in this
study. The number of respondents included in the study is 50 since the total
number of learners in the setting of the study is not equal in all grade levels, so I
will arrive at 50 learners in every grade level who will be randomly selected.
Stratified random sampling with equal allocation will make used in this study
Table 1
7 98 50
8 101 50
9 121 50
10 135 50
TOTAL 455 200
gathering the needed data for the study. Some of the items in the questionnaire
other research experts will be consulted for comments and suggestions for the
53
and finalize.
The questionnaire is composed of three areas that are necessary for the
study. These areas are (1) the Profile of the Students, and (2) Perceptions of the
social interaction.
The researcher will utilize the approved final form of the questionnaire in
collecting the needed data for the study. To facilitate the data gathering, the
researcher will distribute the questionnaires to the Junior High School learners in
Sanlibo National High Scholl and will personally collect them. After the
Statistical Treatments
ranking will make used to treat the data. The problem includes the profile of the
students S.Y. 2022-2023. The following scale will be utilized as prescribed by the
90 - 100 Outstanding
85 – 89 Very Satisfactory
80 – 84 Satisfactory
75 – 79 Fairly Satisfactory
continuous, but not normally distributed (Laerd Statistics). While, T-Test is a type
BIBLIOGRAPHY
A. BOOKS
Aboujaoude, Elias and Starcevic, Vladan (2015). “Mental Health in the Digital
Age: Grave Dangers, Great Promise.” Oxford University Press
Anderson, Craig A., Gentile, Douglas A., Buckley Katherine E. (2007). Violent
Video Game Effects on Children and Adolescents: Theory, Research
and Public Policy. Oxford University Press.
Thabet, Tamer (2015). “Video Game Narrative and Criticism: Playing the
B. JOURNALS/ MAGAZINES
Garris, R., Ahlers, R., & Driskell, J. E. (2002). “Games, motivation and learning.
Gaming". PC Magazine.
p 225-253.
Patrick E. Turner, Elizabeth Johnston, Mansureh Kebritchi, Sally Evans & David
C. THESIS/ DISSERTATIONS
Chen Chen, Chia and Ying Tu, Hsing, (2021). “The Effect of Digital Game-Based
Learning
on Learning Motivation and Performance Under Social Cognitive Theory
and Entrepreneurial Thinking”.
Department of Management Information Systems
National Chung Hsing University, Taichung, Taiwan
Hainey, Thomas, Westera, Wim, Connolly, Thomas, Boyle, Liz, Baxter, Gavin,
Beeby, Richard, Soflano, Mario (2012). “Students’ attitudes toward
playing games and using games in education: Comparing Scotland
and the Netherlands”. University of the West of Scotland, United Kingdom,
Open University of the Netherlands, The Netherlands
Ku, Chih-Hao, Kwak, Myungjae, Yurov, Kirill, Yurova, Yuliya (2014). “A Study of
the Influence of Gaming Behavior on Academic Performance of IT
College Students”. Lawrence Technological University, Middle Georgia
State College, Nova Southeastern University.
Kuss, Daria J., Griffiths, Mark D. (2012). “Internet and Gaming Addiction: A
Systematic Literature Review of Neuroimaging Studies”. International
Gaming Research Unit, Nottingham Trent University.
Palconit, Joshua V. & Ponce, Mary Ann (2017). “Online Games Effects on The
Academic Performance of Grade 11 Abm Students”. Nicolas L. Galvez
Memorial Integrated National High School.
Robinson, Aaron John (2016). “The Effects of Online Gaming towards the
Academic Performance of selected Grade 10 students”. Mindanao State
University.
60
Turner, Patrick E., et al., (2018). “Influence of Online Computer Games on the
Academic Achievement of Nontraditional Undergraduate Students”.
Helena College-University of Montana, USA.
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4061797/
https://www.ncbi.nlm.nih.gov/pubmed/15182240/
https://www.tandfonline.com/doi/abs/10.1080/0361697860100105
https://pdfs.semanticscholar.org/3427/7893f06e78819026789c08dc519f36f5a3c4.pdf
https://www.tandfonline.com/doi/full/10.1080/2331186X.2018.1437671
https://www.ncbi.nlm.nih.gov/pubmed/19387347
https://knepublishing.com/index.php/KnE-Social/article/view/2447/5372
http://www.globalmediajournal.com/open-access/the-mediatization-of-filipino-
youth-culturea-review-of-literature.php?aid=35138
https://yourteenmag.com/technology/teens-video-games
https://www.idtech.com/blog/video-games-are-good-for-you?
fbclid=IwAR1i1lrefwqyEX3zkW7mHLT8F4U4XvZROtcpyZMmK3AcIT8dV7BcZfg
o_rk
https://www.qriyo.com/blog/deadliest-disadvantages-of-video-games-who/
https://www.businessinsider.com/video-games-and-violence-2018-3
61
https://checkpointorg.com/psychological-emotional-benefits-video-games-clinical-
research/?fbclid=IwAR2-YjTWLx1JCn8udNcmsVD_1eMxz-
uXiJvD3a4eTfhshdOC0ZhZIyrkWEg
www.boystown.or
http://scipnebraska.com/file_download/inline/81a888e1-f65d-47a3-80d6-d5290aa4fbe7
https://en.wikipedia.org/wiki/Social_responsibility
https://www.mediavisionlimited.com/cybergames/
https://www.quora.com/What-is-social-obligation-and-what-are-some-examples
https://en.wikiquote.org/wiki/Personal_responsibility
https://pinoygamer.ph/forums/top-mobile-games.94/
https://www.migrationpolicy.org/article/family-obligation-among-children-
immigrant-families/
https://en.wikipedia.org/wiki/Online_game
https://pinoytechsaga.blogspot.com/2017/11/list-of-all-time-favorite-mmorpgs-in-
philippines.html
https://techterms.com/definition/offline
https://www.similarweb.com/apps/top/google/store-rank/ph/games/top-free
https://dotesports.com/mobile/news/the-biggest-competitive-mobile-games-of-
2019
https://psa.gov.ph/classification/psoc/technical-notes
https://practicalpie.com/theories-of-aggression/
https://en.wikipedia.org/wiki/Social_exclusion#:~:text=Social%20exclusion%20is
%20a%20multidimensional%20process%20of%20progressive,activities%20of
%20the%20society%20in%20which%20they%20live.
https://www.sciencedirect.com/science/article/abs/pii/S1875952121000094
https://en.wikipedia.org/wiki/Social_isolation
62
https://www.psychologytoday.com/us/basics/anxiety/children-and-anxiety
https://www.thelancet.com/journals/lanchi/article/PIIS2352-4642(17)30033-0/
fulltext
https://www.sciencedirect.com/science/article/abs/pii/S1875952121000094
https://www.frontiersin.org/articles/10.3389/fpsyg.2021.750711/full
https://www.researchgate.net/publication/
349781820_Impact_on_the_Behavior_of_Students_due_to_Online_technology_
Gaming_and_Its_Effect_on_their_Academic_Performance
https://www.tandfonline.com/doi/full/10.1080/0309877X.2021.1875201
https://www.health.harvard.edu/child-and-teen-health/childrens-fears-and-
anxieties
63
APPENDIX A
Date:
CONFUCIOUS T. CRISTOBAL
Principal IV
Sanlibo National High School
Sanlibo, Bayambang, Pangasinan
Sir:
students” in partial fulfillment of the requirements for the degree of Master of Arts
Sincerely,
Noted:
APPENDIX B
Date: __________
Dear Respondents,
filling out the attached questionnaire- checklist. The data gathered from you
Sincerely,
Noted:
APPENDIX C
QUESTIONNAIRE
Dear Respondent,
Thank you for accepting the invitation to participate in this study entitled:
is aimed to seek the influence of cyber games on the attitude and academic
Rest assured that any information you can provide will be treated with the
Researcher
66
Directions: Indicate your honest response by placing a check mark (/) on the
items called for or by filling in the blanks with the appropriate answers.
Are you a Cyber gamer? ( )Yes ( )No (If your answer is No, please
( ) Above 5 hours
67
1.2.6 Cite the name of the cyber games played? (Please choose
A. Mobile Games
a. Father
b. Mother
1st Quarter
2nd Quarter
3rd Quarter
4th Quarter
A. Academic Performance
INSTRUCTIONS: Please indicate how you feel about each statement below.
There are no right or wrong answers. Read each item carefully. Check ( / ) the
rating indicates the extent to which you believe such influence of playing cyber
games on your class participation and performance. Please do not skip any
rating.
tama o maling kasagutan. Basahing mabuti ang bawat aytem. Lagyan ng check
Legend:
5- Strongly Agree (Labis na pagsang- ayon)
4- Agree ( Pagsang-ayon)
72
Strongl Moderatel
Agre Disagre Strongly
Factors y y Agree
e e Disagree
Agree
B. Social Interaction
INSTRUCTIONS: Please indicate how you feel about each statement below.
There are no right or wrong answers. Read each item carefully. Check ( / ) the
rating indicates the extent to which you believe if there’s such influence of playing
maling kasagutan. Basahing mabuti ang bawat aytem. Lagyan ng check ang
Legend:
5- Strongly Agree (Labis na pagsang- ayon)
4- Agree ( Pagsang-ayon)
3- Moderately Agree ( Bahagyang Sumasang-ayon)
2- Disagree (Pagtutol)
1- Strongly Disagree (Labis na Pagtutol)
B. Teachers
5 4 3 2 1
1. Attend and actively
participate in her/his class.
2. Demonstrate academic
integrity and honesty
3. Ask guidance/ advice about
my problems and other subject-
related gaps.
4. Communicate carefully and
respectfully with my teachers,
and other members of the
school community.
5. Show love, appreciation,
affirmation, and respect among
my teachers.
75
C. People in Authority
5 4 3 2 1
1. Show utmost respect in any
circumstances.
2. Cooperate and compliment
the work they have done for us.
3. Behave according to the
wishes or what ought to be.
4. Exchange interaction to
receive and give gratitude.
5. Express love, appreciation,
affirmation.
D. Adults/ People in the
5 4 3 2 1
Community
1. Help an elderly person (e.g.,
crossing the street)
2. Demonstrate respect.
3. Share or exchange of
resources.
4. Converse with utmost respect
among adults or people in the
community.
5. Conform to the norms and
values among adults. (e.g.,
politeness, see them as
significant nor know what best
for you)
E. Family/ Parents
5 4 3 2 1
1. Complete the assigned work
on time with attention to the
quality of work.
2. Communicate and engage
carefully and respectfully with
parents, siblings, and other
members of the family.
3. Show honesty, politeness,
respect, and openness with the
family.
4. Follow the house rules and
do my obligations.
5. Taking care of my family,
other members of the family,
and resources
76
77
CURRICULUM VITAE
KLIENBERG F. CANCINO
Tarece, San Carlos City, Pangasinan
Cellphone Number: 09772443157
E-mail Address: cancinoklienberg@gmail.com /
klienberg_cancino@yahoo.com
PERSONAL DATA
Birthdate : December 02, 1993
Birthplace : San Carlos City, Pangasinan
Civil Status : Single
Name of Father : Dominador Q. Cancino
Name of Mother : Shirley B. Ferenal
EDUCATIONAL BACKGROUND
POST GRADUATE PANGASINAN STATE UNIVERSITY
School of Advanced Studies
Master of Arts in Education
Major in Social Studies
2020
2011
REFERENCES