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ST. MARY’S COLLEGE OF TAGUM, INC.

TAGUM CITY, DAVAO DEL NORTE

GRADUATE PROGRAM

Effect of studying the impact of online games

In the academic performance of the

Students at New Bethlehem Elementary School

Submitted to:

PERLA C. PADRO, PhD

Submitted by:

JEYZEL S. NAVARRO

October 2023
INTRODUCTION

Online gaming has a significant negative impact on students’ academic performance,

which can result in poor and low grades as well as physical distress. The majority of

the despondence agreed and favored the idea that playing online games had a

determinate impact on their academic performance and health. They discovered that

most of students struggle with concentration have trouble completing their

assignments and receive poor grades.

This study talks about the effect of studying the impact of Online Games in Academic

Performance among Elementary students of New Bethlehem Elementary School.

In the field of education, student nowadays can’t focus on their academic

performance because on online games. Being students, there’s a lot of stress that

we face. But with help of Online Games our stress can relief. When it comes to

academic performance, online games can affect the management of the students

and it require a lot of time. That’s why students can’t do homework. Student who

spent equal time playing online games and studying still achieved high grades. The

advent and development is the opening of online gaming through the internet which

has become addictive and one of the widely used leisure activities by many people

and teenagers. Online Gaming is a technology rather than a genre, a mechanism for

connecting players together rather than a particular pattern of game play.

Study aimed to determine the effects of Online Games on the academic performance

of Elementary Students.
BACKGROUND

Education is crucial for both economic and personal growth. Teachers, parents and

other stakeholders are continuously tightening the nooses around internet gaming.

The pattern that causes the study’s participants to become distracted is the main

topic of the pre-test. In actuality, the majority of the study participants were students.

Online games have actually become a necessity for students because they live an

updated information age lifestyle more often than or not. Students may have a few

reasons to relax when playing online games like Rules of Survival, DOTA and other

games due to certain ideals in those ideologies. Mental challenge and

competitiveness, leisure, enjoyment and social interaction for the majority of these

pupils playing video games are one of their favorite pastimes.

The addiction to online is a topic to study. Since the early 2000’s, there have been a

considerable increase in the amount of empirical research looking at different

elements of problems and online dependencies. In the contemporary era, playing

video games is very common. The use of modern technology is greatly influenced by

students. Academic problems or school features are not significant in the majority of

online games.

Every student had their own way to ease his stress by doing other things like reading

books, watching movies and using technologies. The problem focused on the study

is the modernization of our technology and because of this, student is spending a lot

of time in playing online games.

Nowadays, student who is playing online games said that they are playing online

games just for entertainment without knowing that there are a lot of effects on their

studies, physical, and mental health.


ALTERNATIVES

This study employs a qualitative methodology. According to Creswell (1994 ) defined

a qualitative study as an inquiry of process of understanding a social or human

problem, based on building a complex, holistic picture, formed with words reporting

detailed views of informants. This data can include interviews, observations,

documents and other types of descriptive data. Research emphasizes the

interpretation of data based on underlying meanings, attitudes and opinions of

participants and often involves a more flexible and open-ended approach than

quantitative research methods.

Phenomenology is a philosophical approach that focuses on the subjective

experience of an individual when encountering events, objects and phenomena. It

aims to describe and interpret the way in which people experience the world around

them, and to understand the essence and meaning of their experiences.

Phenomenology typically involves a systematic analysis of phenomena by examine

them in detail and trying to grasp the subjective meaning behind them. It originated

in the work of philosopher and has been developed and adapted by many other

philosophers and thinkers in various fields.

Phenomenology is a philosophical approach that emphasizes detail examination of

subjective experiences and their interpretation. It aims to explore the nature of

consciousness and perception.

Overall, the purpose of this approach is to provide a rich and detailed of the

subjective experiences of individuals, which can be used to inform further studies,

practice, and policy.


This chapter represents the results of the gathered data from the response of the

respondents. Their responses were based on the qualitative research question of

this study:

1. How do online games affect your academic performance?

2. What is your main reason of playing online games?

3. How did you balance between studies and playing online games?

During the conduct of this study, the researcher gave questionnaire and recorded

their response through an audio and written. Each participants were answered the

questions eagerly. They honestly and willingly answered the given question about

the effect of studying and impact of online games in their academic performance.

Researcher collected data from 5 students who had academic performance

problems from New Bethlehem Elementary School. The data was transcribed and

translated by the researchers, and then classified into major themes. The themes

were based on the responses of the participants and were gathered together to form

tabulated data. The researcher was conducted on a total of 5 students. The

researcher followed a careful process to ensure the privacy and safety of the

students that the data that are be used by the researcher can be used to identify the

address academic performance problems among students.


Participant’s Information

Informants Assumed Name Grade Study Group

1 ID # 1 4 In-depth Interview

2 ID # 2 4 In-depth Interview

3 ID # 3 5 In-depth Interview

4 ID # 4 5 In-depth Interview

5 ID # 5 6 In-depth Interview

How do online games affect your academic performance?

ID # 1 (MELLA)

Wala man kaayo naka affect sa akong academic performance kay naa koy time

manangement.

Translation:

It did not affect my academic performance because I have my time management.

ID # 2 (JOHN PRILL)

Naka apekto ang online games sa akoa kay dili ko ka tarong ug study tungod kay

ganahan kog dula sa mga online games.

Translation:

Online games are affecting my studies because instead of studying I did not study

because I was distracted by playing games.


ID # 3 (VEVERLY)

Ang epekto sa akoa sa online games kay mawala o maiba imohang attitude or

batasan about sa pamilya ug sa imong friend unya dili na kaayo ko ka focus ug

paminaw sa maestro/maestra.

Translation:

The effect of online games is it will change your behavior towards my family and

friends, you can’t focus listening to the teacher and you do not have time to talk to

your friends.

ID # 4 (MARK LEE)

Pag dula sa kanang online games is makawala ug focus sa study dayon ang

trabahoon ug pagkaon kay makalimtan kay mabalhin man sa online games imong

attention.

Translation:

Playing online games is getting away my focus in study and then I forgot the task

that I need to because your focus is moving out in online games.

ID # 5 (FANNY JEAN)

It affects my academic performance because sometimes when I am always playing

ML or other online games I can’t focus my study specially I just do activities and

projects when the deadline is upcoming.


PROPOSED SOLUTIONS

Online games increasingly becoming popular among children and the last two years

of CO-VID pandemic situation and its incidental circumstances have even

accelerated the technology adoption in all spheres of life. The excitement and thrill

that online games offer to the players make them play more and it is eventually

leading to addiction. As online games are accessible everywhere -- on the gaming

platforms on PCs, consoles, and mobile devices -- children are spending long hours

playing games, causing serious concerns among parents.

Don’ts:

 Do not allow game purchase without parental consent.


 Do not let children buy directly from the laptop and other mobile games they
use for gaming.
 Advise children not to download software and games from unknown websites.
 Tell them to beware of clicking links, images and poop-ups in the websites as
they may contain viruses and harm to the computer.
 Advise them not to give personal information over the internet.
 Advise them against engaging in game for long hours without talking a break
considering health aspects addiction tendencies.

Do’s:

 Help your child protect their privacy online get them to use a screen name that
does not reveal their real name.
 Activate parental controls.
 Notify if a stranger tries to restart a conversation about something
inappropriate or requests personal information.
 Check the age rating of any games your child is playing.
 Help your children understand some features in online games are used to
encourage more play and spending.
 Play alongside your child to get a better sense of how they are handling their
personal information and who they are communicating with.

RECOMMENDATIONS
Based on the studies core finding. It can be said that respondents who played online

games still performed exceptionally well in their classes as evidenced by their

academic grades, hence here there was no discernible impact on their academic

performance. Studies from outside as well as domestically evaluated literature have

revealed results that are contradictory or parallel to one another.

The current study use a different respondents and approach with a focus on the

situation of effects on online games on academic performance among the

Elementary students of New Bethlehem Elementary School. The difference with their

findings has been explored during the review process.

According to the data that we gathered by the researcher are the respondents being

assessed. It is clear that the academic performance of the students affected when

they play online gaming.

According to the data that we gathered by the researcher as the respondents being

assessed, it is clear that the academic performance of the students if affected when

they play online gaming. It affects their academic performance in terms of

attendance, oral participation and performance task.

On other hands, the oral participation and performance task of the respondents got

fair in verbal interpretation and performance task of the respondents, which is not

most likely affected despite their involvement in playing online games.

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