Professional Documents
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Research With Questionnaire
Research With Questionnaire
Addiction in Academic
Performances of Lipa City
Senior High School Students
By
Loresca, Monica Mae V.
Lacerna, Reimar M.
Lipa City Senior High School
HUMSS 12 VOLTAIRE
Effects of Online Gaming Addiction in Academic
Performances of Lipa City Senior High School Students
Abstract:
This study was conducted to assess and find out the impact of online gaming addiction on
the academic performance of students in Lipa City Senior High School, Batangas, Philippines. It
determined the level of addiction in playing online games. The academic performances as
influence by online games and the action plan can be proposed to improve their academic
performances against addiction in online gaming.
A total of 30 students were utilized as respondents of the study, 15 from Grade 11 and 15
from Grade 12. The responses was drawn using percentage and Weighted Average Mean. The
Study revealed that the respondents have often play online game and their academic
performances were fairly affected by their computer games. Further, there was no significant
relationship between online game addiction and students’ academic performances toward study
habits, achieving goals, academic responsibility, but has significant relationship in their
participation in extra-academic activities.
This study recommends to parents to allow monitor and motivate their children to limit
their exposure to gadgets and lead to the right and good things that they may spend their time on.
______________________________________________
CHAPTER 1
l. INTRODUCTION
Philippines constituted the most played and well-reviewed gamers and with
the help of Statista Research Department, 2020 has exponential growth compared
to the previous years. Gaming either through consoles, mobile, or PC, has been
gaining traction among Filipinos, especially among the younger generation.
According to Rakuten Insight that researcher revealed that 75% of respondents
stated playing online games as of March 2020. The majority of the respondents
were highly engaged in online gaming, while only 24% weren’t.
Mobile games are a one way to ease our boredom, based on the established
researches, online gaming is one of the most popular used relaxation activities by
many people, Usually for teenagers and students’ but sometimes it leads to
addiction because of lack of self-discipline. Online game addiction is a worrying
aspect of the modern-day technologically able youth.
This cycle showed that there are risk factors in playing online games. It will begin
with the motivation for playing games until it affects your personality traits,
become addicted to it and lead you to have comorbidity which cause you more
than one illness or disorder at the same time.
In relation on theory of Irene Aquino (2019), research on gaming has provided
evidence that instructional games can promote retention and the ability to
transfer knowledge to new domains. Instructional games are attractive because
they offer a simple and creative means of providing High-level motivation, clear
and consistent goals, and sustained interactivity. In her Data collection. The data
showed that online games have bad effects on their Academic Performance.
Gaming as an instructional variable maybe analyzed as methods of rehearsal by
facilitating the organization and retention of content. The trend toward increased
video game and other interactive digital media usage does not appear to be going
away. The upcoming college students are even more likely to be tightly tied to
their technology than students today. The current generation is exceedingly
comfortable and electronic entertainment. (Escobar-Chaves and Anderson, 2008)
On the other hand, we cannot deny that computer game addiction exists as a
phenomenon in people’s minds. Some students claim that their gaming has
gotten out of hand to the point where they can no longer control it and leads
them to negative effects to their academic performance at school.
RESEARCH HYPOTHESIS
There is no significant effect of Online Gaming to the Performance of LCSHS
Learners.
CONCEPTUAL FRAMEWORK
Age
Gender
Grade Level
Economic Status of Action Plan:
the Family
Track and Limit Game Time
Maintain Firm Consequences
Look Out for Social and Open-
Ended Games
Support Moderate Play
Addiction:
Mental Health
Emotional
Health
Academic Failure
DEFINITION OF TERMS
ADDICTION – the fact or condition of being addicted to a particular
substance, thing, or activity.
ONLINE GAME – An online game is a video game that is either partially
or primarily played through the Internet or any other computer network
available.
ACADEMIC PERFORMANCE – Academic performance is the extent to
which a student, teacher or institution has attained their short or long-term
educational goals. Completion of educational benchmarks such as
secondary school diplomas and bachelor’s degrees represent academic
achievement.
CHAPTER 2
RELATED LITERATURE
The collected and totaled data will be assessed. The responses will be tabulated in
a bar graph as a representation of the results. The result will help attain the
objectives provided in the background of the study.
INCLUSION CRITERIA
1. Students
2. Age 16 -19 years or older
3. At Grade 11 or 12
4. Economic Status of the Family (15 days)
STATISTICAL TREATMENT OF DATA
The following procedures will be used to ensure an accurate and reliable
analysis of the data gathered.
Formula: P = (n/N)(100)
Where:
P = percentage
n = number of responses under a particular
category
N = total number or respondents
CHAPTER 4
PRESENTATION, ANALYSIS, AND INTERPRETATION OF
DATA
This chapter explains how data was analyzed and interpdeted. The information
was presented in table form in response to precise questions posed in the
problem statement.
As presented in the chart, the age of 16, 17, 18, 19 years old and above are
included. It shows that 17 years old have 35.5% which implies the most of our
respondents are 17 years old. 16 years old received 32.3%, 18 years old received
19.4%, and 19 years old and above got only 12.9% of our respondents.
Chart 2
As presented in the chart, most of our respondents are male which got 77.4%
while female got 22.6%.
Chart 3
As presented in the chart, 51.6% of the respondents are in grade 11 and 48.4% of
our students are in grade 12. The researchers prepared 31 respondensts
Chart 4
Chart 5
Game Addiction
Response Key:
5 - Always 4 – Often 3 – Sometimes 2 – Rare 1 – Never
As the chart shows, They often play and often forgot to think about
themselves. Learners are ask if they are always wanted to play online
games and if they’re always neglecting themselves for/while playing.
Some answered Often, Sometimes and Always.
Chart 6
Response Key:
5 – Always 4 – Often 3 – Sometimes 2 – Rare 1 – Never
The chart shows, Learners in Lipa City Senior High School more Often
prioritize playing online games than giving time to their
school/homework. As stated in the previous text “Some students claim
that their gaming has gotten out of hand to the point where they can
no longer control it and leads them to negative effects to their
academic performance at school.”
CHAPTER 5
SUMMARY, FINDINGS, CONCLUSION, AND
7 RECOMMENDATION
This study aimed to determine the effect of online games to the academic
performance of the students in Lipa City Senior High School Students, it aimed to
answer the following questions:
HYPOTHESIS
There is no significant effect of Online Gaming to the
Performance of LCSHS Learners.
b. Gender. Data and the table shown that 77.4% of our respondents
are Male while female got 22.6%.
c. Grade Level. It was shown that 51.6% of our respondents are Grade
12 and 48.4% of our students are Grade 11.
d. Economic Status of the family. Data in the table revealed that 45.2%
of the family received the highest salary every 15 days which cost
6,000-8,000 pesos. On the other hand, 3.2% of the family received
lowest salary every 15 days which cost 16,000-20,000 pesos.
CONCLUSION
To conclude the findings of this study revealed that majority of the
students are ages 17,16 and 18 got the highest percentage while students ages
19 and above got the lowest percentage. Most are males and some are
females. While there are 51.6% of grade 11 students and 48.4% of grade 12
students. In conclusion, students are playing online games despite of their low
economic status every 15 days. They intend to spend a lot of time than
prioritizing their academic activities. Henceforth, there are a lot of negative
effects of playing online games but since it is fad in our students and other
player. They are neglecting their health for such games.
RECOMMENDATIONS
1. Limit how much money you spend on video games.
2. Keep phones and other gadgets out of the bedroom so you would not
play into the night.
3. Do other activities every day, including exercise.
4. Encouraging Outdoor Activities
5. Track your game time
6. Limiting the Time to just an Hour or Less Per Day
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