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CHAPTER I Research (1) - 1
CHAPTER I Research (1) - 1
DEPARTMENT OF EDUCATION
A QUANTITAVE RESEARCH
AGUILAR, JHERIC
LALOGO, DALEANDREW
NOVEMBER 2022
CHAPTER I
INTRODUCTION
Novels, films, comic books, radio, recorded music, television, video, online games, and
the internet were all created and consumed during the late nineteenth and early twentieth
centuries. The internet plays an important role in the development of one's mind and life
experiences through the creation of productive works in schools, offices, and even at
home. Nowadays, this can be a person's most effective strategic tool for empowering
himself to take control and cope with rapidly evolving technology. Over the last few
decades, the way we play games has changed dramatically. From arcades to home
revolutionized the gaming industry and opened the door to a new generation of gamers to
the point where it has become so integrated with modern popular culture that even
grandparents know what Candy Crush is. The growing popularity of gaming is being
boosted by the spread of mobile technologies, with 36% of gamers using their mobile
devices to access their favorite games at any time and from any location in 2013.
(Entertainment Software Association, 2013). There are numerous kinds of online games.
The most popular are puzzle, logic, and card games (34% of all online games), followed
by action, sports, strategy, and role-playing games (26%), casual and social games (19%),
2013). Gaming has grown in global popularity and become one of the world's most
profitable entertainment industries. These games transport users to a virtual world where
they can play alone or with other online gamers. Many players seek the competitive
nature of online games (Liu et al. 2013), while others seek hedonic gratification
(enjoyment, fantasy, and escape from reality), while still others enjoy social interaction
(Li et al. 2013).Online gaming is one of the most popular pastimes among most people,
particularly teenagers, young adults, and students. Teens who play online games are
simply having fun, according to Kuss and Griffiths (2012). They play not only because
they are serious, but also because they want to feel relieved. Students often feel stressed
during the school day due to the amount of work they have to do, and playing helps to
relieve that stress. However, the impact of online gaming on youth is undeniably dubious.
According to Rock (2009), all of these technologies are very good at distracting people.
The growing popularity of video games has resulted in an explosion of video game
research ( barlett, Anderson and swing, 2009). Several studies have found negative
correlations between the use of online games and academic performance in children,
adolescents, and students. Egil and Myers (1984) discovered that 13% of the students
they interviewed sacrificed other activities and uncontrollably spent money and time in
gaming, identifying compelling behaviors associated with online gaming. Anderson and
Dill (2007) found that video games have a direct impact on their performance,
stimulating a high level of aggression that is typically associated with school problems
games are addictive. When a person starts playing, he tends to spend more of his time just
playing online games, which is why many parents are concerned about this type of
gaming. Many teachers, parents, and other concerned organizations and individuals are
constantly calling for a tighter grip on online gaming. There has been a backlash about
how the trend is distracting students from their studies. They play until late at night, or
worse, during school hours, causing students to miss classes. In 2007, complaints were
received from schools throughout Manila, the Philippines' capital city, about students
becoming increasingly addicted to online computer gaming. This is despite the fact that
the government's department of education (DepEd) values how online computer gaming
helps sharpen the young generation's skills in new technologies and digital trends. Deped
also recognizes that the internet and computer shops cater to students' research needs,
particularly those without home internet access. Online games have presented many
challenges to students' academic behavior and personality, which are constantly changing
various ways. According to studies on the positive effects of online gaming on player
behavior, playing online games improves social skills, mental skills, and problem-solving
abilities. According to studies on the negative impact of online games on players, online
gaming causes addiction, aggressive behavior, and has a link to mental health problems
such as depression and anxiety, which also affects their academic performance.
Adolescents face a significant risk from online games, which can lead to psychological
disorders and depression. Attractions to online games cause many mental, physical, and
social problems for students and adolescents. These effects include increased rage and
violence, social isolation, and other physical and mental harm. Challenging the obstacles
and reaching a higher level in the game excite the players, while losing the game causes
them to become anxious and lose focus on their studies. They become so engrossed in the
game that they become completely disconnected from their surroundings. Worst scenario
of this is that they forgot that they also need to live in real life.
Statement of the Problem
This study aims to determine the effect of online games to the academic performance of
the students in King Thomas Learning Academy, Inc. it seeks to answer the following
questions;
1. How can online games affect the academic performance of the students in King
2. What are the effects of online games to the academic performance of the students
3. How often do the respondents spent time in playing online games in a week?
1. To know the effect of online games to the academic performance of the students
2. To gain information on how can online games affect the academic performance of
3. To give knowledge about the effect of online games to the academic performance
This study focuses on the effect of online games to the academic performance in King
The respondents were the Grade 12 gas students at King Thomas Learning Academy, Inc.
The limitation of the study is limited to the Grade 12 Gas 3 student at King Thomas
Students – The findings of this study will primarily benefit student, particularly those
who enjoy playing games, they will aware of the effects of online gaming on their
academic performance, they will be more aware of the effects mentioned, they will
realize that playing too many online games can have negative consequences for their
Parents - This study will serve as basis to help share with other parents the information
about certain games or ideas to help each other in parenting. Also, the result of this study
will give parents greater awareness to understand the behaviour and study habits of their
Teachers – The result of this research endeavour is very important to the teachers, so that
they can easily understand the behaviour of theis students. With the result of the study, it
will provide them additional knowledge on what strategy to use to educate students about
the well – known effects of online gaming to student’s academic performance. They can
make adjustments in their teaching strategies, problem solving strategy, decision making
and spatial visualization to address the needs, interests, and behaviour of their students.
Future Researchers – researchers may use this study as their source of information and
as reference on related studies. This study can also provide baseline data which further
CHAPTER II
REVIEW OF RELATED LITERATURE
A video game is typically defined as an electronic game played with a controller that
Castronova (2008) in his book Synthetic Worlds: The Business and Culture of Online
played using the internet. Nowadays, online games have become extremely popular
among the young generation thus leading to the rise of online game addiction issues
According to Ahn and Randall (2008)'s research, massively multiplayer online games
(MMOG) have an impact on both the social and academic lives of students. According to
their survey data, students who are addicted to online games received more F grades than
non-addicted students. These statistics corresponds with the amount of playing time of
addicted students on the MMOGs. Their surveyed data also shows that approximately
50% of MMOG addicted students were also reported as actively engaged in a physical
altercation. Addicted students are mostly involved in arguments with their teachers and as
According to Marzano (2010) explains that of the 60 studies he has been involved in
games in the classroom is associated with a 20- percentile point gain in student
achievement”. Although quantitive evidence is quite scarce regarding the use of board
games and television based review games, there is evidence that shows positive results
from computer based games and other cooperative learning techniques, such as the
According to the study "why people continue to play online games: in search of critical
design factors to increase customer loyalty to online contents" of Dongseong Choi, PhD
and Jinwoo Kim, MS (2004) as people increasingly play online games, numerous new
features have been proposed to increase player’s log-on time at online gaming site. Few
studies, however, have looked into why people continue to play certain online games or
which design elements are most closely related to the amount of time players spend on
specific online gaming sites. This study proposes a theoretical model that explains why
people continue to play online network games by utilizing the concepts of customer
loyalty, flow, personal interaction, and social interaction. Following that, the study
conducts a large-scale survey to validate the model. Finally, it examines current online
games in order to identify design elements that are closely related to theoretical concepts.
The findings suggest that people will continue to play online games if they have a
positive gaming experience. This optimal experience can be obtained if the player
engages in effective personal interaction with the system or enjoys pleasant social
interactions with other internet users. Personal interaction can be facilitated by providing
appropriate goals, operator and feedback; social interaction can be facilitated by through
appropriate communication places and tools. This paper ends with the implications of
applying the study results to other domains such as e-commerce and cyber communities.
According to the study "Consumer Behavior in Online Game Communities: A
transactional communities, like online auctions, have received more attention in the
literature than studies on entertainment communities, like online games, which have
hardly ever been addressed. This study applies the theory of reasoned action (TRA) and
suggest that subjective happiness, societal expectations, and preference all have an
impact on customer loyalty. The indirect effect of perceived coherence on loyalty. The
practical implications of the findings further reveal that community administrators must
develop solutions to the issues users face, such as those caused by an unreliable system
The purpose of this study was to assess the degree to which gender and other factors
predict the severity of online gaming addiction among Taiwanese adolescents, according
to the study by Ko, Chi-Yung MD et al. (2005) titled Gender differences and related
factors affecting online gaming addiction among Taiwanese adolescents. 359 junior high
school students in all were enlisted to participate in the evaluation of their online gaming
experiences. Males and girls who had previously played online were compared for the
severity of addiction, behavioral traits, stressors, and level of daily life pleasure. Gender
variations in the association between the severity of online gaming addiction and a
number of variables were investigated using multiple analysis. This study discovered that
the motivations and addiction of the subjects who had previously played online games.
Among males but not females, older age, lower self-esteem, and lower satisfaction with
daily living were associated with higher serve addiction. To stop at-risk teenagers from
developing an online gaming addiction, certain gender-based policies must be put in
place.
SYNTHESIS
The article by Edward Castronova (2008), which is related to the researchers' study that
tries to understand how online games effect gamers, discusses how online games have
become an addiction for players. The current study differs from the preceding literature in
that the researchers want to understand how playing online games would impact players'
relationships.
According to Ahn and Randall's (2008) paper, online games have an impact on players'
social and academic lives, which is relevant to the research since it tries to understand
how online games affect players' social behavior, personal health, academic performance,
or job and family relationships. This literature differs from the current study in that the
researchers will also be able to determine how online games affect adults and working-
According to the Zhang and Zhuo (2007) article, playing online games might cause spine
injuries, psychological disorders, and trouble sleeping. This relates to the research since it
demonstrates how internet gaming impacts players. The present study will not only want
to know how online games effect gamers' health, but also how online games affect
gamers' social behavior, education or employment, and relationships with their families.
since it explains how educationally beneficial online games are for players. The current
study differs from previous research in that it aims to understand both the positive effects
of playing online games on students as well as the negative effects that these games may
have on them.
ture according to Marzano (2010) is related to the present study because it shows positive
effects of online games to gamers which is one of the objectives of the present study .
The bridge gap of this literature to the present study is the researchers will not just only
focus on the positive effects of online games to gamers but to also focus on the negative
effects.
The study " Why People Continue to Play Online Games. In Search of critical of Design
Factors to Increase Customer Loyalty to Online Contents " of Dongseong Choi , PhD and
Jinwoo Kim , MS (2004) is related to the present study because it uses the gamers or
customers " loyalty, flow, personal interaction and social interaction in knowing the
effects of online games to gamers which is the same in the present study that aims to
know how online games effect gamers in terms of social behavior and family relationship
. The bridge gap of this study to the present study is the present study will also focus not
just on the social behavior and family relationship but also in personal health and
perspective" of Chin-LungHsu and Hsi-PengLu (2007) tells that customers or gamers are
directly affected in playing online games such as enjoyment ,social norms and preference.
The difference between this study to the present study will also look for negative effects
The study "Gender Difference and Related Factors Affecting Online Gaming Addiction
among females about who is the most affected in playing online games which is related
to the researchers ' study because the present study also aims to know the demographical
profile of the respondents in terms of gender . The bridge gap between this study to the
present study which aims to know not just gender but also the age , social status and civil
The study " Determinants of adoption of mobile games under mobile broadband wireless
access environment "of ImsookHe et al (2007) tells that starting to play a game will give
you an average amount of effects in gender , age and prior experience which is related to
the present study because the researchers will also determine the geographical profiles of
the gamers in terms of age and gender. The difference of this study to the present study is
the researchers will also determine the social status and civil status of the gamers.
The study "The relationship between online game addiction and regression , self-control
and narcissistic personality traits of Eun JooKim et al (2007) tells that playing online
games are correlated in aggression and narcissistic personality traits. This is related to the
researchers " study because it shows that online game has affect to gamers. The bridge
gap of this study to the present study is that the present study will also look forward to the
social behavior, personal health , schooling or work and family relationship of a gamer.
The difference of the gathered literature and studies to the present study is the place
where the study will be conducted. The present study will only focus in the suburban
place. Primarily it will cover the effect and generally the impact of online game to the
suburban populace and the effect/s on ages ranging from 8 and 35 years of age and
above. Likewise this study is different from other existing studies in terms of using
This section presents the various theories that will be used in this study including
the functional attitude theory of Daniel Katz, and the learning theories by Ivan Pavlov in
1897.
feelings, beliefs, and actions toward a certain object, person, thing, or event. Attitudes are
frequently the product of experience or upbringing, and they may have a significant
objects, activities, or events. Such assessments are either favorable or negative, but they
can also be ambiguous at times. There are three founders of attitudes. Attitude formation
theories explain how a person's attitude develops and why a person may have a certain
attitude or how that attitude came to exist. Attitudes typically influence behavior toward
the individual. Functionalism, learning, and cognitive dissonance theories are the three
formation theories, individuals do what helps them, therefore the functionalist hypothesis.
According to functional theorist Daniel Katz, attitudes are developed based on how
effectively a specific person or item fits our wants. According to a functionalist, attitudes
are formed depending on the personal advantage they provide. In relation to the study, a
person develops their online gaming attitudes because the games suit their demands. It
them how to behave. According to Ivan Pavlov, a learning theorist, our attitudes are
developed through conditioning. Pavlov would predict that as people become older, they
will gravitate toward classical music. Classical conditioning occurs when a previously
conditioning. This is simply when a stimulus causes a reaction. In terms of the study,
online gaming attitudes are developed via conditioning to the same stimuli. It is usually
encountered by gamers since they constantly play online games nowadays. According to
learning theories, attitudes are shaped by previous experiences that extend into the
present. According to cognitive dissonance theory, people have tried to restore harmony
condition in which a person suffers from contradictory ideas or beliefs. People may adjust
their attitudes to mirror their other ideas or real behaviors in order to minimize this strain.
To tie this to the study, online gamers may be aware that some individuals claim that
excessive gaming is bad for them, so they shift their opinion that "playing" computer
Learning Theories
(Ivan Pavlov)
EFFECT OF ONLINE GAMES ON THE STUDENTS OF KING THOMAS
CONCEPTUAL FRAMEWORK
This study was guided by the conceptual; paradigm shown in figure 2. This
section presents the flow of the conduct of this study. It follows the system approach
Input. This includes the different online games of the respondents as well as the
statistical treatment, analysis, and interpretation of data. The data gathered from the
Output. This will be the discussion of the relationship between online games and
Inc.
DEFINITION OF TERMS
technological development
Depression - it refers to a mood disorder that causes a persistent feeling of sadness and
loss of interest.
Engrossed - it refers to having all one's attention or interest absorbed by someone or something.
CHAPTER III
METHODOLOGY
discussion of the research method, respondents, research setting, and statistical tools used
in the data processing. This shows the important steps that must be taken by the
researchers in order to complete the study's objectives. This chapter demonstrates how
the researcher collected the essential data for the study and how the results were then
RESEARCH DESIGN
This study entitle “ Effect of Online Games to the Academic Performance of the Students
the data contained where analysed and measure the extent of the effect of Online Games
Inc and one of the reason of researchers in conducting this study is to enhance their
RESPONDENTS
The respondents of this study were the Grade 12 students of King Thomas Learning
Academy Inc, in school year 2022 – 2023. The gas 3 section, who has 37 student but only
RESEARCH SETTING
The researchers study will be conducted at King Thomas Learning Academy Inc,
The researchers preferred a survey questionnaire to determine the views of Grade 12 Gas
Student regarding the “Effect of Online Games to the Academic Performance of King
Thomas Learning Academy, Inc. This can be determined based on the indicators about