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ONLINE MOBILE GAMES :

A CASE STUDY ON THE EFFECTS OF


STUDENTS’ BEHAVIOR TOWARDS THEIR
ACADEMIC PERFORMANCE

CHAPTER 1
THE PROBLEM AND ITS BACKGROUND

A. INTRODUCTION:

Online games, as part of developed technology, are becoming more popular especially these
days, which became one of the habits of the students on their daily living. Online games have
given many challenges from student's behaviours striking their academic behaviour to
constantly change positively or negatively their personality, as it brings various types of
behaviour that affects players in different ways affecting their academic performance.
Online games refers to games that are played over some form of computer network, most often the
internet. Online games can range from simple text-based game to game incorporating complex
graphics and virtual worlds populated by many players simultaneously. A game is a rule-based formal
system with a variable and quantifiable outcome, where different outcomes are assigned different
values, the player exerts effort in order to influence the outcome, the consequences of the activity
are optional and negotiable.

The youth of today no longer seem to spend their leisure activities like in the olden days; outdoor
games or playing with toys, instead, they spend their free time in their homes, internet cafés or
computer shops simply to satisfy their hunger; and that hunger is Online Gaming. Online gaming has
such a profound impact on not only the young, but dynamically every age group as well. So far,
virtually anyone is able to go on a computer and punch through the keys and mouse in order to get a
high score, chat with players, get the rarest items, and level up as fast as possible. Yes, there seems
to be no restriction as to whom, how or what online gaming can extend to.

Statement Of The Problem


The purpose of the study aimed to correlate the Effect of Online Gaming in the Students
Behaviour towards Achievery Academic Performance among Grade 9 students. Basis for
a proposed action plan to improve the academic performance of the students. Specifically,
this study sought to answer the following questions:
1.How are the respondent described in terms of :
1.1 Age
1.2 Gender
2. How are the effects of online gaming of the respondents describe?
3. How are the school academic performance of the respondent described in terms of first
semester average grade?
4.What are the significant relationship between effects of online gaming and the students
school academic performance?
5.What are the perceived actions to reduce the effect of Online Gaming on the student
behaviour towards achievery academic performance of the respondents?

Significance of the Study


The study focused on explaining the effect of online gaming of students behaviour towards
achievery academic performance of Grade 9 students at LA SALETTE OF AURORA, INC.
Moreover, the results of the study will be beneficial to the following:
Administrators
School Administrators can use the obtained data to guide the students cope up their addiction
in online gaming.
Teachers
This study may enlighten their awareness in identifying the impact of online gaming in the
academic performance.
Parents
The result of the study will help the parents to be aware to their son's/daughters academic
performance.
Students
Having a clearer view and first-hand experience of the teacher’s performance, this will
further enhance the respondents knowledge of the importance of identifying the effects of
online gaming to improve their behaviour and their academic performance.
Future Researchers
The findings of the study will serves as reference material and guide for future researchers
who wish to conduct the same experimental study or any related study of the effects of online
gaming towards achievery academic performance.

Scope and Delimitation of the study


This study was focused only on the effects of online mobile games in the students behaviour
towards their academic performance of grade 9 students at La Salette of Aurora, Inc. This
research is conducted at La Salette of Aurora, Inc. of the present school year 2023-2024.
Definition of Terms
Age –the length of time that a person has lived or a thing has existed (Dictionary.com)
Gender – the state of being male or female (Dictionary.com)
Online Games – is a video game that is either partially or primarily played through the internet
or any other computer network available (wikepedia.com).
Academic performance – the extent to which a student, teacher or institution has achieved
short or long-term educational goals.
Academic Performance – is measured by taking written and oral tests, performing presentations, turning in
homework and participating in class activities and discussions. Teachers evaluate in the form of letter or
number grades and side notes, to describe how well a student has done.
Game Addiction – is an excessive or compulsive use of computer games or videogames, which interferes
with a person's everyday life.
Gamer – is a person who plays a game or games, typically a participant in a computer orrole-playing game..

CONCEPTUAL FRAMEWORK

NEGATIVE BEHAVIOR
• Addiction to playing online
GOOD
games.
ACADEMIC
• Depression PERFORMANC
E
• Anxiety
ONLINE MOBILE GAMES
POSITIVE BEHAVIOR
• Cognitive skills
BAD
• Motivational Benefits
ACADEMIC
• Emotional Benefits PERFORMANC
• Social Benefits
• Need for relationship

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