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SENIOR HIGH SCHOOL DEPARTMENT

SAINT BeNILDE
INTERNATIONAL SCHOOL (CALAMBA) INC.
S.Y. 2022 – 2023

General academic STRAND Page| PAGE \*

EFFECTS OF PLAYING ONLINE GAMES TO THE MENTAL

HEALTH OF GRADE 12 STUDENTS IN SAINT BENILDE

INTERNATIONAL SCHOOL (CALAMBA) INC.

A Research Paper Presented to the Faculty of

Saint Benilde International School

In Partial Fulfillment of the Requirements for

Practical Research I

RESEARCHERS

PINZON, MARK LEXTER A.

CARLOS, ALEXA

DERONA, RICKY

SABASCAR, JOEL
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GONZALVO, MIKKO

APPROVAL PAGE

EFFECTS OF PLAYING ONLINE GAMES TO THE MENTAL HEALTH OF

GRADE 12 STUDENTS IN SAINT BENILDE INTERNATIONAL SCHOOL

(CALAMBA) INC.

Prepared and submitted by:

PINZON, MARK LEXTER A.

CARLOS, ALEXA

DERONA, RICKY

SABASCAR, JOEL

GONZALVO, MIKKO

In partial fulfillment of the requirements for Senior High School completion – General

Academic

Strand has been recommended for Research 1, 2022.

Jun De Castro Angelo penaredonda

Language Editor
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Research Adviser

PANEL OF EXAMINERS

Approved by the Panel on research 1 with the grade of _______.

Approved and Accepted in partial fulfillment of the requirements for Senior High School

completion – General Academic Strand.

Jun De Castro

Strand Chairman

DENNIS L. JANDA, MPA, MBA

Principal
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ACKNOWLEDGMENT

The researchers would like to extend their warmest and heartfelt gratitude and

appreciation to the following individuals who helped them make their study successful.

Above all, to the Almighty God, for the guidance and blessings He had constantly

provided to the researchers;

To the research advisers, Sir, Angelo Penaredonda for helping the

researchers understand the study, and for guiding them to complete the study;

To the language editor, Sir Angelo Penaredonda, for helping them in proofreading and

editing

the manuscript of their study;

To the Senior High School Principal, DENNIS L. JANDA, MPA, MBA, for his approval

to conduct the study at Saint Benilde International School (Calamba) Inc.;


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To the Grade 12 GAS Students of Saint Benilde International School, for their

cooperation and for trusting the researchers to give their data needed by the researchers;

and

To the researchers’ relatives and friends, for constantly giving motivation, support, and

patience to the researchers.


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ABSTRACT

This research study aims to know what are the possible impacts of playing online games

on the academic performance of selected grade 12 students of General Academic Strand in

Saint Benilde International School. This research study used a descriptive research design.

It used questionnaires as data gathering tool to determine the Effects of playing online

games the selected students. Based on the findings, playing online games has a bad effect

on some of the selected grade 12 students of General Academic Strand in Saint Benilde

International School. The researchers conclude that playing online games can affect of

some students that can lead to having an Addiction. The researchers recommend that the

school should conduct seminar with regards to the bad effect of online games to the

students
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TABLE OF CONTENTS

Title Page . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 1

Approval Sheet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 2

Acknowledgement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 3

Abstract . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 4

Table of Contents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 5-6

List of Appendices

Chapter 1

The Problem and Its Background

Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 7

Background of the Study . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 7-8

Theoretical Framework . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 8

Conceptual Framework . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 8-9

Statement of the Problem . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 9-10

Significant of the Study . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 10


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Scope and Delimitation of the Study . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11

Definition of Terms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 11

Chapter 2

Review of Related Literature and Studies ……………………………………12 – 13

Related Literature and Studies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 13 – 14

Synthesis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 14- 15

Chapter 3

Research Methodology

Research Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 15

Population and sampling. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 15

Respondents of the . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 16

Research Instruments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 16

Data Gathering Procedure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 16

Statistical Treatment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 17
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Chapter 4

Presentation, Analysis, and Interpretation of Data

Findings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 17-25

Chapter 5

Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..26

Findings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..26-27

Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..28
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CHAPTER 1

THE PROBLEM AND ITS BACKGROUND

Introduction

In today's world, the internet plays an important role in providing a wide range of services.

information that enables people to improve their standard of living The Internet is quickly

becoming one of the most important communication tools, and it can be an effective way

to keep up with the fastest growing technology. People nowadays, regardless of age or

gender, are very interested in the internet because it is very entertaining, and thus, online

games were created.

For many people, online games have become one of the best pastimes. Many online

games, such as Defense of the Ancient (DOTA), Mobile Legend, and now League of

Legends, have been developed and played by many people over the years, particularly

teenagers, young adults, and students. Some people play online games to spend time or

relax. Students play online games to relieve stress caused by school activities when

relaxing. According to research, it is beneficial because it allows the player's mind to be

active and think of a strategy to complete a certain task within the game. However, online

games can be addictive, which can lead to problems such as the brain would be unable to

think properly and the person being constantly irritable.


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With this, the researchers aim to know what are the possible effects of playing online

games and if there is a significant relationship between online games and the health of

selected students who is playing online games. To identify and recommend a solution for

the problem encountered between students and the bad influence of online games.

Background of the Study

The advancement of gaming technology has been astounding, which explains why so

many people enjoy online gaming. An online game is a video game that can be accessed

via the internet. It has a variety of genres, ranging from casual to multiplayer.

that can help the students to be creative and to have strategic thinking. According to the

research in Australia by PETER DOCKRILL, despite old stereotypes about video games

rotting your brain, a new study provides the most recent evidence to the contrary, with

data showing that daily gaming is associated with improved academic performance, more

than 12,000 high school students found that, when it came to internet usage, students who

regularly played online video games scored higher in math, reading, and science tests than

their peers who didn't. Online gaming can have a significant impact on students' creativity

and social skills. It demonstrates that online gaming can be beneficial to students.

Excessive online gaming, on the other hand, may be a distraction. Because of the constant
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modernization of gadgets, people in today's generation have easy access to online games

There are many internet cafes and personal gadgets that can be used at any time. Online

gaming is one of the most addictive hobbies that can have an impact on an individual's

performance, particularly that of a student. Some students play online games for fun and

to escape from schoolwork, but others play incessantly to the point where it interferes with

their daily lives. Students frequently spend their free time playing online games instead of

eating or doing their assigned schoolwork. It also contributes to student laziness. Some

students play online games because they can easily earn money. As a result, the population

of people who play online games grows.

Theoretical Framework

Computer game addiction generally refers to an excessive, unhealthy amount of playing

computer games. Rather than engaging in the real world, an addicted user devotes the

majority of his or her time to gaming (Conrad, 2011). The issue of game addiction is

getting spread widely and uncontrollably. Gaming addiction became a mysterious problem

that is still difficult to treat, more terrifying than alcohol or drug addiction. Whereas Dr.

Shumaila Yousafzai (2009) from Cardiff Business School said popular online video games

warned players not to overuse their products.


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Conceptual Framework

The conceptual framework of this study is using the input-process-output. The input frame

displays the profile of the respondents and the statement of the problem. The process

frame refers to steps that the researcher will take regarding data retrieval covering the

survey and documentation of the results gathered. The output frame covers the implication

of data gathered and the effects of online gaming on the selected students of saint benilde

international school

INPUT PROCESS OUTPUT

● Statement of ● the implication of data

● Survey/ gathered and the


the Problem
Questionnaires among effects of online
this study was made
the selected students gaming on the
to determine what
of General academic students of saint
are the possible
strand. benilde international
effects of online
school and
gaming and if there ● Analysis
recommend solution
is significant
● Presentation Data for the problem of
relationship between students
each student.
and online games.
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● Conclusions and

recommendation

STATEMENT OF THE PROBLEM

This research was conducted to know the possible effect of playing online games of the

student in General Academic Strands at Saint Benilde International School.

This study aimed to answer the following questions:

1. What is the demographic profile of the respondents in terms of:

1.1 gender?

1.2 online games played?

2. What are the effects of spending hours playing online games?

3. How does playing online games affect the health of the students?

4. What urged the students to play online games?

5. Is there a significant relationship between playing online games and

Health of the students.


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Significance of the Study

The purpose of this study is to know the possible effect of playing online games on

the selected grade 12 students in General Academic strand at Saint Benilde International

School that may benefit the following:

Students – the result of this study will provide knowledge to the students regarding how

the excessive playing of online games can affect their studies and how to prevent and

avoid it.

Parents or Guardians – it will help the parents to be aware on what are the possible

outcomes of playing online games with their children.

Future Researchers – this study may serve as a guide or reference for further research

about the possible effect of playing online games on the academic performance of the

students
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Scope and Delimitations of the Study

This study focuses on the effect of online gaming on the academic performance of

students. The researchers have limited the respondents only to grade 12 students from

Saint Benilde International School. Only 50 students were used as a sample in conducting

the survey. This research is limited only to the grade 12 GAS students who play online

games.

Definition of Terms

Students- it refers to a person either a girl or a boy in school

Health – It refers to the condition of health of a person whether it’s in a good or bad

situation.

GAS - General Academic Strand

League of Legends - It refers to a multiplayer online battle arena video game.

Mobile Legends - It refers to a multiplayer online battle arena video game.

Online games - It refers to a video game that can be played through the use of the

internet.

Technology - It refers to the application of scientific knowledge for practical purposes.


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CHAPTER 2

REVIEW OF RELATED LITERATURE AND STUDIES

Related Studies

According to (Granic & Lobel, 2013) - On Game-based learning has been shown to

improve cognition abilities such as perception, reasoning, critical thinking, spatial

navigation, and memory retention. The incorporation of digital games into the educational

environment has yielded positive results in terms of improving the learning process

(Trybus, 2014). Playing online games can help students improve their reading

comprehension. They discovered through formative testing that online games can help a

student improve his/her grammar, vocabulary, and comprehension by providing an

interactive way to learn English or any other language. (Bachhuber and Saulnier 2012).

In the article “Effect of Online Game Addiction on the Students” Games addiction shows

the bad effect among people nowadays. Addiction to the internet shares some of the

negative aspects of substance addiction (Vhieve Brinas., 2017). In one of the articles of

Phil star which is “Battle on Vs Kids’ online games addiction”, Samuel Pagdilao stressed

the need for measures to protect children from being hooked on online computer games.

He said many children spend hours in a computer shop playing online games.
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In the article “Does My Child Have a Video Game Addiction?”, Sara Bean, M. Ed. Video

Games can also help to build resilience and strengthen children's problem-solving skills

and patience in stressful situations.

the fact that online games are still held in low regard by a majority of public critics, a

growing amount of research indicates that games have promising potential as learning

tools (Gee, 2003; Squire, 2003; Shaffer, Squire, & Gee, 2005) The needs and demands of

Net Generation students are changing rapidly. Today, students not only expect traditional

e-learning with accessibility and availability, but also demand multiple forms of

interaction and individualization in distance education programs (Chang & Lee, 2010)

Related Literature

According to the article “The gamification of education why playing is the future of

learning” by Michael Logarta (2014), Gamification of education has the potential to

benefit students more than traditional methods of education. Gamification refers to the use

of game mechanics to make learning more interesting, motivating.

Online games have an impact on and replace life activities such as social life, family

events, and normal daily functioning. (Van Roiij et al., 2011). Iowa State University

(2011) stated that online games have become extremely popular among the young

generation, resulting in the spread of online game addiction on a global scale. According

to Wang et al. (2011), Online gaming is a form of entertainment that generates activity and

is played through some type of connection or computer networks. Demir and Kutlu (2018)
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concluded that internet addiction was a generic addiction that included other internet

dependencies, including various types of online gaming addiction Students who played

excessively and were addicted had more problems with their study habits than children

who used games responsibly.

SYNTHESIS

According to Bachhuber and Saulnier (2012), Granic and Lobel (2013), Micheal Logarta

(2014), Mozelious et al. (2016), Wang et al. (2011), and Sara Bean, (Gee, 2003; Squire,

2003; Shaffer, Squire, & Gee, 2005), (Chang & Lee, 2010) Students who participate in

online gaming can benefit from it. However, in the way that it is used, students can

improve various cognition abilities such as perception, reasoning, critical thinking, spatial

navigation, and memory retention has demand to multiple interaction and

individualization in distance education programs.

According to Van et al. (2011) and Vhieve Brinas. (2017), Nowadays, gaming addiction

has a negative impact on people. Addiction to the internet shares some of the negative

characteristics of substance addiction and has been linked to consequences such as school

failure, family and relationship problems. Addiction can also affect health’s of the

students who is playing online games abusively.


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CHAPTER 3

RESEARCH METHODOLOGY

Research Design

In conducting the study, the researchers employed a descriptive research design.

Questionnaires were used as data gathering tool to determine the effects of playing online

games on the academic performance of students.

Population and sampling

The study will be conducted at Saint Benilde International School, a private

educational institution in Calamba City that caters from pre-elementary to college. This

school offers two tracks which are Academic and Technical Vocation Tracks. Under the

Academic Track are Accountancy, Business, and Management (ABM), Science,

Technology, Engineering, and Mathematics (STEM), General Academic Strand (GAS),

Humanities and Social Science (HUMMS) while Shielded Metal and Electrical

Installation and Maintenance for Technical- Vocational Track.

Respondents of the Study

The respondents of this study will be the Selected grade 12 students of General Academic

Strand (GAS) strands of Saint Benilde International School.


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Research Instruments

The researchers will use survey questionnaires as the principal tool in gathering and

collecting data. The drafts of the questionnaire were drawn out based on the researcher’s

readings, previous studies, professional literature, published and unpublished thesis

relevant to the study

Data Gathering Procedure

The researchers will ask help from the advisers of the General Academic Strand (GAS) to

help them gather the respondents' answers in the survey questionnaires. The researchers

will provide the survey questionnaire through a google form, and they will automatically

process the answers of the respondents. Once the data needed are gathered, the researcher

will compile it. After gathering and compiling the data, the researchers will do the tallying

the scores and apply the statistical treatment to be used in this study.

Statistical Treatment of Data

The following are the statistical applied for the study:

A percentage frequency distribution is a data visualization that shows the percentage of

observations for each data point or grouping of data points. It's a great way to express the

relative frequency of survey responses and other data. To create a percentage frequency
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distribution, first determine the total number of observations to be presented; then count

the total number of observations within each data point or grouping of data points; and

finally divide the total number of observations by the number of observations within each

data point or grouping of data points. The total of all percentages corresponding to each

data point. The frequency of each response will be determined by the number of people

who complete the questionnaire. The percentage formula will be used to determine the

data gathered from respondents.

P = F x 100 P = Percentage

N F = Frequency

N = Total Number of Respondents

2. The mean and five-point Likert scale were used to assess perception of Grade 12 GAS

students on the factors affecting the academic performance of the students.

Scale Description

5 Strongly Agree

4 Agree

3 Neutral

2 Strong Disagree
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1 Disagree
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CHAPTER 4

RESULTS AND DISCUSSION

This chapter covered the presentation, analysis, and interpretation of the data gathered

to draw important information and significant points about the Effects of Online Games

to the Health Grade 12 Students of General Academic Strand in Saint Benilde

International School. For clarity and consistency in the discussion, the data presented

on a Likert scale and multiple-choice questions.

SOP#1 Findings Conclusion

What is the demographic The majority of the The majority of the

profile of the respondents in respondents are in the respondents is male


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terms of gender? gender of male students students who are generally

with the percentage of 52% playing online games

This was followed by

Female students 48%

What is the demographic The majority of the . The majority of the

profile of the respondents in respondents are in the respondents is playing

terms of Online games Mobile legends with the Mobile legends

played? percentage of 78%


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This was followed by Call

of duty 52%,Valorant 14%

and lastly Clash of clans

18%

SOP#2

Questions Strongly Agree Neutral Disagree Strongly Mean Verbal

Agree (5) (4) (3) (2) Disagree Average Interpretati

(1) on

Forgetting to 8 (16%) 21 10 6 (12%) 5(10%) 2.64 Neutral

pass (42%) (20%)

assignment

Cannot 8 (16%) 18 18 3 (6%) 3(6%) 2.62 Neutral

review on (36%) (36%)

the

upcoming

exam and

quizzes
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Cannot focus 8 (16%) 30 8 (16%) 2 (4%) 2 (4%) 3.04 Agree

on class (60%)

GENERAL ASSESSMENT 2.8 Neutral

SOP32 Findings Conclusion

What are the effects of It presents the effect of The majority of the

spending hours playing spending hours on online respondents is 2.8 with a

online games? games. Forgetting to pass verbal interpretation of

the assignment, I got the Satisfactory/competent

mean average of 2.64 with level

a verbal interpretation of

Neutral. Cannot review on

the upcoming exam and

quizzes got the mean

average of 2.62 with a

verbal interpretation of

Neutral. Cannot focus on

class
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got the mean average of

3.04 with a verbal

interpretation of Agree. The

general assessment is 2.8

with a verbal interpretation

of Neutral.

SOP#3

Questions Strongly Agree Neutral Disagree Strongly Mean Verbal

Agree (5) (4) (3) (2) Disagree Average Interpretati

(1) on

Poor social 28 (56%) 10 6 (12%) 2 (4%) 4(8%) 4.12 Agree

skills (20%)

Insomnia 30 (60%) 10 3 (6%) 4 (8%) 3(6%) 4.2 Strongly

(20%) Agree

Causes more 8 (16%) 30 5 (10%) 4 (8%) 3 (6%) 3.72 Agree

aggression, (60%)

bullying, and
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fighting

GENERAL ASSESSMENT 4.01 Agree

SOP#3 Findings Conclusion

How does playing online It presents the effect of The majority of the

games affect the health of spending hours on online respondents is 2.8 with a

the students? games. Poor social skills verbal interpretation of

got the mean average of Good/ Proficient level

4.12 with a verbal

interpretation of Agree.

Insomnia got the mean

average of 4.2 with a verbal

interpretation of Strongly

Agree. Causes more

aggression, bullying, and

fighting got the mean

average of 3.72 with a

verbal interpretation of
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Agree. The general

assessment is 4.01 with a

verbal interpretation of

Agree.

SOP#4

Questions Strongly Agree Neutral Disagree Strongly Mean Verbal

Agree (5) (4) (3) (2) Disagree Average Interpretati

(1) on

Making 36 (56%) 6 5 (10%) 2 (4%) 3(6%) 4.52 Strongly

online games (12%) Agree

as a hobby

Playing 11 (22%) 10 4 (8%) 22 (44%) 3(6%) 3.08 Neutral

online games (20%)

because of

friends

Encouraged 15 (30%) 29 4 (8%) 1 (2%) 1 (2%) 4.12 Agree

by a family (58%)
SENIOR HIGH SCHOOL DEPARTMENT

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INTERNATIONAL SCHOOL (CALAMBA) INC.
S.Y. 2022 – 2023

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member

GENERAL ASSESSMENT 3.91 Agree

SOP#4 Findings Conclusion

3. What urged the students It presents the effect of The majority of the

to play online games? spending hours on online respondents is 2.8 with a

games. Poor social skills verbal interpretation of

got the mean average of Good/ Profecient level

4.52 with a verbal

interpretation of Strongly

Agree. Insomnia got the

mean average of 3.08 with

a verbal interpretation of

Neutral. Causes more

aggression, bullying, and

fighting got the mean

average of 4.12 with a

verbal interpretation of
SENIOR HIGH SCHOOL DEPARTMENT

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INTERNATIONAL SCHOOL (CALAMBA) INC.
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Agree. The general

assessment is 3.91 with a

verbal interpretation of

Agree.

SOP#5 Findings Conclusion

Is there a significant Is The majority of the The majority of the

there a significant respondents got 88% agree respondents is male

Relationship between students Agreed that there‘s

playing online games and This was followed and got a significant relation

health of the students? 12% Disagree between playing online

games and health of the


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students.

CHAPTER 5

SUMMARY, CONCLUSIONS, AND RECOMMENDATIONS

This chapter presented the summary, findings, conclusions, and recommendations. The

findings revealed became the basis of the conclusion of this study

This study determined if online gaming affects the mental health of selected students of

grade 12 GENERAL,ACADEMIC,STRAND (GAS) students of Saint Benilde

International School (Calamba) Inc. A.Y. 2022-2023.

Specifically, this study sought answers to the following questions:

1. What is the demographic profile of the respondents in terms of:

1.1 gender;

1.2 online games played.

2. What are the effects of spending hours playing online games?

3. How does playing online games affect the academic performance of the students?

4. What urged the students to play online games?

5. Is there a significant relationship between playing online games and the academic
SENIOR HIGH SCHOOL DEPARTMENT

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performance of the student?

The study utilized the given hypothesis in its null form. There was a significant

relationship between online gaming and the health of students. The study used a

descriptive research method with 50 respondents from Gr. 12 GENERAL ACADEMIC

STRAND (GAS). Questionnaires were used to gather the necessary data and were

personally administered by the researchers. The answer was tallied, tabulated, and

analyzed through the use of statistical tool

Findings based on the results gathered, the following findings are hereby presented:

Demographic Profile

1. 1.1 The majority of the respondents were Male with a frequency of fifty-two (26)

and a percentage of 52%. On the other hand, Females comprised fifty (24)

respondents with a percentage of 48%.

2. 1.2 Most of the respondents were playing Mobile Legends (ML) with 78% or with a

frequency of Thirty-nine (39), while 52% or 26 individuals were playing Call of

Duty (COD), 14% or 7 respondents ,while we're playing Clash of clans and the 14%

or 9 individuals were playing Valorant.


SENIOR HIGH SCHOOL DEPARTMENT

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3. Effect of spending hours playing online games The result revealed that the general

assessment of the effect of spending hours playing online games of gr. 12 GAS

students is 2.8 with a verbal interpretation of Neutral so it means that the some of

the respondents are letting their hobby affect their obligations as a student and some

respondents are not.

4. Effect of playing online games The result revealed that the general assessment of the

effect of playing online games is 4.01 of Agree with a verbal interpretation, so it

means that playing online games can affect their health.

5. What urges the students to play online games? The result revealed that the students

are playing online games as if it is their hobby or their pastime, and most of them are

being influenced by their friends. 88% Agree addicting to online games can affect

our mental health.

Conclusion

Based on the following results, here are the conclusion made:


SENIOR HIGH SCHOOL DEPARTMENT

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1. The result of this study reveals that playing online games having a bad health effects

of selected students of grade 12 GENERAL,ACADEMIC,STRAND (GAS) students

of Saint Benilde International School

2. It lessens the time they spend doing school activities.

3. The students are getting lower grades, out of focus in studying, because of skipping a

class, and lessen logical thinking.

4. All these have bad impacts that can lead some students to fail their studies

Recommendation

Based on the different Effects of online gaming on effects the mental health of

students of grade 12 (GAS) students, here are the recommendations to avoid the bad

effects of online games:

1. The institution should plan a seminar with regards to the bad effect of online games

on the health of selected students to enlighten their mind and correct the bad habits

of the students when it comes to online gaming.


SENIOR HIGH SCHOOL DEPARTMENT

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2. The teachers and students should attend a forum regarding this study to improve

knowledge about online games and for them to be familiar with the different impacts

that will lead to failure of grades.

3. Never forget the traditional way of life even the world is surrounded by technology,

and never forget to look forward, take a step and spend time pursuing a dream not

only for online gaming.

4. Always make time for studying.

5. Future researchers may conduct the same study.


SENIOR HIGH SCHOOL DEPARTMENT

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INTERNATIONAL SCHOOL (CALAMBA) INC.
S.Y. 2022 – 2023

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ABSTRACT

This research study aims to know what are the possible Effects of playing online games to

the mental health of grade 12 students in Saint Benilde International School. This research

study used a descriptive research design. It used questionnaires as data gathering tool to

determine the impacts of playing online games on the academic performance of students.

Based on the findings, playing online games has a bad effect on the mental health of the

students in Saint Benilde International School. The researchers conclude that playing

online games can affect the academic performance of some students that can lead to

having a lower grade. The researchers recommend that the school should conduct seminar

with regards to the bad effect of online games on the academic performance of the student.
SENIOR HIGH SCHOOL DEPARTMENT

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INTERNATIONAL SCHOOL (CALAMBA) INC.
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REFERENCES
(DOC) GAMING ADDICTION RESEARCH PAPER - Academia.edu
Child Addiction to Video Games - Empowering Parents
online video games addiction and its effect towards the students
https://www.google.com/amp/s/onlinegameaddiction.wordpress.com/2016/04/03/
review-of- related-literature-2/amp/
https://www.google.com/url?
sa=t&source=web&rct=j&url=https://www.researchgate.net/publica
tion/335062850_The_Effect_of_Online_Game_Addiction_on_Children_and_Adoles
cents_Nazlim&ved=2ahUKEwiG69m9nZ_uAhWMLqYKHX_pC4MQFjAAeg
QIARAB&usg=AOvVaw0u Coq90n13GYvN65_UtblA
https://www.google.com/url?
sa=t&source=web&rct=j&url=https://www.philstar.com/headlines/
2011/06/23/698638/battle-vs-kids-online-game-addiction/amp/&ved=2ahUKEw
jn2v-
Tnp_uAhXXyYsBHQ5SBGQQFjAAegQIAxAC&usg=AOvVaw2C0t0hKsMF0
mu0nFB8ujzR& ampcf=1
https://www.google.com/url?
sa=t&source=web&rct=j&url=https://www.researchgate.net/publica
tion/254803141_Online_Video_Game_Addiction_Exploring_a_New_Phenomenon&
amp;ved=2ahUKEwjXwIWgn5_uAhXPG6YKHdjyDrcQFjAAegQIARAB&us
g=AOvVaw0_yQeKO1Jq4FlyhL nrT-fB
https://www.google.com/url?
sa=t&source=web&rct=j&url=https://www.diva-portal.org/smash/
get/diva2:602320/FULLTEXT01.pdf&ved=2ahUKEwjA0L3-
SENIOR HIGH SCHOOL DEPARTMENT

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n5_uAhVryIsBHck2DRMQFjAAegQILRAB&usg=AOvVaw3nONmeI-
UwBOoNVaxMf79U

NAME : Mark Lexter Pinzon


ADDRESS: Blk 2, Lot 6 Allegro homes, Calamba Laguna City
Contact no: 09694555544
Email: ml.pinzon@saintbenilde.edu.ph

OBJECTIVES

PERSONAL DATA

Age:19
Date of Birth: June 12 2004
Place of Birth: Hospital ng maynila
Civil Status : Single
Height :5’7
Weight : 90
Religion : Catholic
Language/Dialect: Tagalog
Can speak and write: Tagalog and English
Can speak: Tagalog and English

EDUCATIONAL ATTAINMENT

SECONDARY : Saint Benilde International school Crossing calamba Laguna


SENIOR HIGH SCHOOL DEPARTMENT

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INTERNATIONAL SCHOOL (CALAMBA) INC.
S.Y. 2022 – 2023

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JUNIOR HIGH SCHOOL: Camp Vicente Lim Integrated School

PRIMARY: Majada Out Elementary School


NAME : Alexa Grace C. Carlos
ADDRESS: Blk 40 Lot 57 Phase 1 San Isidro heights Cabuyao, Laguna
Contact no: 0976 234 0996
Email: alexacarlos@saintbenilde.edu.ph

OBJECTIVES

PERSONAL DATA

Age:18
Date of Birth: August 8 2004
Place of Birth: Calamba Laguna
Civil Status : Single
Height : 5'5
Weight : 42
Religion : Catholic
Language/Dialect: Tagalog
Can speak and write: Tagalog and English
Can speak: Tagalog and English

EDUCATIONAL ATTAINMENT

SECONDARY : Saint Benilde International school Crossing calamba Laguna


SENIOR HIGH SCHOOL DEPARTMENT

SAINT BeNILDE
INTERNATIONAL SCHOOL (CALAMBA) INC.
S.Y. 2022 – 2023

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JUNIOR HIGH SCHOOL: Holyredeemer school of Cabuyao Laguna


PRIMARY: Augustinian school of cabuyao laguna

NAME : Mikko Gonzalvo


ADDRESS: Purok 2 San Cristobal Calamba, Laguna
Contact no: 0951-897-3577
Email: mikko.gonzalvo@saintbenilde.edu.ph

OBJECTIVES
To learn and implement new skills for the betterment of my
personal's capability and to bring my strong sense of dedication, motivation, and
responsibilities.

PERSONAL DATA

Age:17
Date of Birth: July 6 2005
Place of Birth: Odiongan, Romblon
Civil Status : Single
Height : 5’6
Weight : 85
Religion : Catholic
Language/Dialect Tagalog
Can speak and write: Tagalog and English
Can speak: Tagalog and English
SENIOR HIGH SCHOOL DEPARTMENT

SAINT BeNILDE
INTERNATIONAL SCHOOL (CALAMBA) INC.
S.Y. 2022 – 2023

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EDUCATIONAL ATTAINMENT

SECONDARY : Saint Benilde International school Crossing calamba Laguna


JUNIOR HIGH SCHOOL: SAN CRISTOBAL NATIONAL HIGH SCHOOL
PRIMARY:SAN CRISTOBAL ELEMENTARY SCHOOL
NAME : Ricky Joshua L. Deroña
ADDRESS: Purok 1 #32 San Cristobal Calamba, Laguna
Contact no: 09693179195
Email: ricky.derona@saintbenilde.edu.ph

OBJECTIVES
To get an opportunity where I can make the best of my potential and contribute to
the organization's growth

PERSONAL DATA

Age:18
Date of Birth: January 25, 2005
Place of Birth: Biñan, Laguna
Civil Status : Single
Height :5’8
Weight : 60
Religion : Catholic
Language/Dialect: Tagalog
Can speak and write: Tagalog
Can speak: Tagalog
EDUCATIONAL ATTAINMENT
SENIOR HIGH SCHOOL DEPARTMENT

SAINT BeNILDE
INTERNATIONAL SCHOOL (CALAMBA) INC.
S.Y. 2022 – 2023

General academic STRAND Page| PAGE \*

SECONDARY : Saint Benilde International school Crossing calamba Laguna


JUNIOR HIGH SCHOOL: SAN CRISTOBAL NATIONAL HIGH SCHOOL
PRIMARY: SAN CRISTOBAL ELEMENTARY SCHOOL

NAME : Joel Sabascar jr


ADDRESS: San Cristobal purok 4b calamba Laguna
Contact no:09959581576
Email: joel.sabascar@saintbenilde.edu.ph

OBJECTIVES

PERSONAL DATA

Age:19
Date of Birth: March 9 2004
Place of Birth: None
Civil Status : Single
Height : 5’8
Weight : 60
Religion : Catholic
Language/Dialect: Tagalog
Can speak and write: Tagalog
Can speak: Tagalog

EDUCATIONAL ATTAINMENT
SENIOR HIGH SCHOOL DEPARTMENT

SAINT BeNILDE
INTERNATIONAL SCHOOL (CALAMBA) INC.
S.Y. 2022 – 2023

General academic STRAND Page| PAGE \*

SECONDARY : Saint Benilde International school Crossing calamba Laguna


JUNIOR HIGH SCHOOL: SAN CRISTOBAL NATIONAL HIGH SCHOOL
ANNEX
PRIMARY: PARIAN ELEMENTARY SCHOOL

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