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The Impact of Online Games On The Academic Perform
The Impact of Online Games On The Academic Perform
The Impact of Online Games On The Academic Perform
Vincent de
Paul Academy of Novaliches Inc.
Block 9, Lot 32, Atrium St. Extension Maligaya
Park Subdivison Pasong Putik
Novaliches, Quezon City
Submitted By:
March, 2024
1st. Page 1 of 18
St. Vincent de
Paul Academy of Novaliches Inc.
Block 9, Lot 32, Atrium St. Extension Maligaya
Park Subdivison Pasong Putik
Novaliches, Quezon City
APPROVAL SHEET
The reseach Entitled: "The impact of Online Games on the Academic Performance among
Students of
St. Vincent de Paul Academy." S.Y. 2023- 2024 is prepared and submitted by Añez, Seana Elaiza,
Abala, Kianne Treb O., Britanico, Angeleo Dan R., Cabugwang, Shezzalyn E., Camaina, Sofia R.,
Magistrado, Carl Justine R., Namata, Rhea Mae C., Odiaman, Jonnidel, Peleño, Mark Joseph C.,
Po,
Rannie., Rafol, Ryn Cedrick B., Soliman, Shakira Kc L. It has been approved by the commitee
with the
_________________
Mrs. Christina Grace Sola Berry
Research Adviser
_________________
Mrs. Ma. Fe Ibarra
School Principal
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St. Vincent de
Paul Academy of Novaliches Inc.
Block 9, Lot 32, Atrium St. Extension Maligaya
Park Subdivison Pasong Putik
Novaliches, Quezon City
ABSTRACT
Degree: HUMSS 12, SENIOR HIGH SCHOOL Adviser:CHRISTINA GRACE SOLA BERRY
School: ST. VINCENT DE PAUL ACADEMY Year:2023-2024
The title for this research is “THE IMPACT OF ONLINE GAMES ON THE ACADEMIC
PERFORMANCE AMONG STUDENTS AT ST VINCENT DE PAUL ACADEMY”. This study
aims to the findings of this research will contribute to a deeper understanding of the impact of
online gaming on academic performance and inform interventions and strategies aimed at
promoting a healthy balance between online gaming and academic responsibilities among
students.
ACKNOWLEDGEMENT
The group would like to dedicate the research entitled “THE IMPACT OF ONLINE GAMES ON
THE ACADEMIC PERFORMANCES AMONG STUDENTS OF ST. VINCENT DE PAUL
ACADEMY" and express our deepest appreciation for those people who support and encourage
us until the completion of the study. We are whole-heatedly thanking you all.
We would also like to extend our heartfelt appreciation to the faculty and staff of St. Vincent de
Paul Academy for their cooperation and assistance in facilitating the data collection process. Their
cooperation and willingness to participate in our study have been instrumental in the success of
our research
We overcame many obstacles to produce a superior research paper that would have a significant
impact on the field of education, including navigating the intricacies of qualitative research
methodology, handling time constraints, and guaranteeing the validity and reliability of our data.
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St. Vincent de
Paul Academy of Novaliches Inc.
Block 9, Lot 32, Atrium St. Extension Maligaya
Park Subdivison Pasong Putik
Novaliches, Quezon City
Furthermore, we would like to express our appreciation to the respondents who participated in our
study. Their willingness to share their experiences and perspectives provided invaluable insights
that enriched our understanding of the topic and enhanced the credibility of our research findings.
To our fellow researchers, we are immensely grateful for your dedication, hard work, and
collaboration throughout thisendeavor. Each member of the team brought unique perspectives,
skills, and insights to the table, contributing to the depth and breadth of our research findings.
TABLE OF CONTENTS
Title Page
Approval Sheet
Acknowledgement
Abstract
CHAPTER 2 –
Significant Findings
Local Foreign Literature Related Studies
Local&Foreign Study
CHAPTER 3 –
Methodology
Research Design
Research Instrument
Data Analysis Procedure
Ethical Considerations
CHAPTER 4
Results
CHAPTER 5
Summary of Findings
Conclusion
Recommendation
Bibliography
Appendices
I. Survey Questionnaire
II. .Curriculum Vitae
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St. Vincent de
Paul Academy of Novaliches Inc.
Block 9, Lot 32, Atrium St. Extension Maligaya
Park Subdivison Pasong Putik
Novaliches, Quezon City
Chapter 1
This study aims to determine the effects of internet gaming on students. Studying this matter is
essential to educating children about the possible drawbacks of playing video games online,
especially as it relates to St. Vincent de Paul Academy students.
To gather data, the researchers conducted a survey with the following questions
Has playing online games resulted in a decline in your grades or academic performance?
Do you believe that playing online games has a positive effect on you?
Have you ever experienced conflicts with family or friends due to your involvement in online
gaming?
The purpose of this study is to clarify how online gaming affects St. Vincent de Paul Academy
students' academic achievement. The following will benefit from this study's findings:
Administrators
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St. Vincent de
Paul Academy of Novaliches Inc.
Block 9, Lot 32, Atrium St. Extension Maligaya
Park Subdivison Pasong Putik
Novaliches, Quezon City
The data gathered can help school administrators better support students who are addicted to
online gaming.
Instructors
With this information, educators can keep an eye on and comprehend the effects of online gaming
addiction on the academic achievement of their pupils.
Parents
This study's findings can assist parents in monitoring their child's academic progress. Students It's
critical that kids comprehend the possible harm that an addiction to online gaming may do to their
academic standing and physical well-being.
Future Researchers
If more research on the effects of online gaming is desired, or if comparable studies are
conducted, future researchers can use the results of this study as a guide.
Definition of Terms The following terms have the following definitions for the purposes of this
study:
Online Games
Video games that are played mostly or entirely online over the internet or another available
computer network are referred to as online games.
Academic Performances
Also referred to as academic achievement, it describes how well a student, instructor, or
educational institution has met their immediate or long-term learning objectives. The
accomplishment of educational benchmarks like secondary school diplomas and bachelor's
degrees is a sign of academic achievement.
Game Addiction
The excessive or obsessive usage of video or computer games to the point where it interferes with
day-to-day activities is known as game addiction.
Gamer
The excessive or obsessive usage of video or computer games to the point where it interferes with
day-to-day activities is known as game addiction.
Chapter 2
REVIEW OF RELATED LITERATURE
Foreign Literature Related Studies
Title: Internet Gaming Disorder
Objective: To investigate the negative effects of being addicted to playing mobile games and to
know how it is connected to our health Respondents: The online survey was conducted among 20
students from Saint Vincent de Paul Academy.
Instrument: A survey containing question on the use of Internet gaming disorder, and the
challenges faced utilizing mobile games. Significant things Online game addiction can cause
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St. Vincent de
Paul Academy of Novaliches Inc.
Block 9, Lot 32, Atrium St. Extension Maligaya
Park Subdivison Pasong Putik
Novaliches, Quezon City
students to lose focus during class, which will affect their academic performance. Instead of
completing their schoolwork, they waste the majority of their time playing internet games. Online
gaming caused students to lose focus, which negatively impacted their academic achievement.
• Because of mobile game addiction, it may caused Loneliness, Anger, Anxiety, Depression to
the students, they tend to be more alone while playing than socializing.
• Because of good quality addicted game, many people payed for their game to buy high value
characters.
This study aims to investigate the negative effects of mobile gaming addiction and its connection
to health. Conducted among 20 respondents from Saint Vincent de Paul Academy, the research
found that online game addiction can cause students to lose focus during class, affecting their
academic performance. More than half of the respondents were severely addicted to mobile
games, influenced by friends and YouTube gamers. The addiction led to feelings of loneliness,
anger, anxiety, and depression among the students
Local Studies
In the Philippines, online gamig is also a trend. According to Rhys Elliot, 74% of the Philippines
online population play games on mobile. A survey conducted by Rakuten Insight in the
Philippines found that 75% of respondents stated that they were playing online games
However, research conducted by DO Dumrique in Polytechnic University of the Philippines
Laboratory High School found that online games did not affect the academic performance of the
students. Despite playing online games, they still performed well academically. Contrarily, a
study conducted at the Mount Carmel School of Maria Aurora (MCSMA) Inc. Senior High
School found that the majority of their respondents stated that online games had a negative impact
on their studies and health. Conceptual Framework Online gaming's effect on academic
achievement is a complicated topic that requires careful consideration of many different aspects.
These include the use of online games,academic achievement, and moderating elements including
the home environment, the qualities of the games, and the characteristics of the students. The
improvement of cognitive abilities, hand-eye coordination, multitasking, social skills, and
motivation are among the possible advantages of playing online games. On the other hand,
violence, a ddiction, and distraction are possible drawbacks. Theoretical frameworks such as
structural-functionalist theory, symbolic interactionist theory, social cognitive theory, flow theory,
and uses and gratifications theory can all be used to examine how online games affect students'
academic achievement.
Chapter 3
RESEARCH METHODOLOGY
This part includes the population being surveyed samples, instruments utilized, validity, data
gathering, and analysis methods. It also addresses sample selection, survey instruments, validity,
data collection process, and analysis method.
This part includes the population being surveyed samples, instruments utilized, validity, data
gathering, and analysis methods. It also addresses sample selection, survey instruments, validity,
data collection process, and analysis method
RESEARCH DESIGN
A qualitative research design is used in the investigation into how online gaming affects St.
Vincent De Paul Academy pupils' academic achievement. This method allows for a
comprehensive analysis of the experiences, opinions, and perspectives of the study participants.
1st. Page 7 of 18
St. Vincent de
Paul Academy of Novaliches Inc.
Block 9, Lot 32, Atrium St. Extension Maligaya
Park Subdivison Pasong Putik
Novaliches, Quezon City
This study attempts to disentangle the complex relationship between online gaming and academic
achievement through in-depth analysis, offering vital information to both teachers and students.
RESEARCH INSTRUMENT
sampling :
St Vincent de Paul Academy's senior high school students were randomly selected for a study
using focus groups, close-ended surveys, and in-depth interviews to gain detailed accounts of their
experiences with online gaming and academic.
The sample questions included in the survey are the following:
5.Do you believe that online games have a direct impact on your academic performance?
a. Yes
b. b. No
6. Have you ever faced challenges meeting academic deadlines due to your involvement in online
gaming?
a. Yes
b. No
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St. Vincent de
Paul Academy of Novaliches Inc.
Block 9, Lot 32, Atrium St. Extension Maligaya
Park Subdivison Pasong Putik
Novaliches, Quezon City
9. Would you consider reducing your time spent on online games if you believed it could enhance
your academic performance?
a. Yes
b. .no
DATA ANALYSIS
Thematic analysis will be used to examine the gathered data. This includes categorizing the
information, recognizing themes, iterating and improving themes and interpreting the findings.
The research topic will get more detailed, and patterns will become apparent as a result of this
approach.
ETHICAL CONSIDERATIONS
The steps to ensure participant confidentiality and anonymity in this study are as follows:
- Assure participants that their responses will be kept confidential and anonymous.
- Provide participants with information on the purpose of the study and reassure them that their
responses will only be used for research purposes.
CHAPTER 4
PRESENTATION, ANALYSIS AND INTERPRETATION OF DATA
The findings, analysis, and interpretation of the information gained from the field participants'
responses to the questionnaires are presented in this chapter. The data said were presented in
tabular form in accordance with the specific questions posited on the statement of the problem.
According to table 1, 80% of the respondents at the age of respondents from the age of 19-21.
Therefore most of those who answered our question where from the age of 16-18 years old.
TABLE 2
Gender of Respondents
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St. Vincent de
Paul Academy of Novaliches Inc.
Block 9, Lot 32, Atrium St. Extension Maligaya
Park Subdivison Pasong Putik
Novaliches, Quezon City
TOTAL 20 100%
As stated in the table 2, 70% of the Male Respondents who participated while 30% of the Female
Respondents, Therefore Male is more approachable than female.
9 10
Can mobile games affect your daily life as a student?
15 5
Do you perceive mobile games to negatively impact your
academic performance?
TABLE 2 : Method
1. The method calculates the percentage of yes responses by subtracting the number of no
responses from the total number of respondents, resulting in 50%.
2. The method involves dividing the total number of respondents by the percentage of Yes
responses, resulting in a 100% result.
3. The total respondents for the question (20) can be calculated by subtracting the number of no
responses (2) and dividing the percentage of Yes responses by 100 / 20.
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St. Vincent de
Paul Academy of Novaliches Inc.
Block 9, Lot 32, Atrium St. Extension Maligaya
Park Subdivison Pasong Putik
Novaliches, Quezon City
4. The total respondents for the question (20) were calculated by subtracting no responses from
the total respondents (6) and dividing the percentage of Yes responses by 100.
5. The total respondents for Q5 were calculated by subtracting no responses and dividing the
percentage of Yes responses by 100/20, resulting in a 75% response rate.
6. The percentage of respondents in the survey, calculated by dividing the total respondents by
the number of Yes responses, is 80%.
7. The total respondents for a question, divided by the percentage of Yes responses, yields 100%.
8. The total respondents for a question, divided by the percentage of Yes responses, yields 100%.
9. The percentage of respondents who answered the question, calculated by subtracting the
number of No responses, is 100%.
Chapter 5
SUMMARY, FINDINGS, AND RECOMMENDATIONS
The purpose of the study was to investigate how St. Vincent de Paul Academy students' academic
performance was affected by their participation in online gaming. Its goal was to make students
more conscious of the possible drawbacks of playing video games online, especially with regard
to how it could affect their academic standing. Focus groups, open-ended surveys, and in-depth
interviews were the research instruments employed. Thematic analysis was used to examine the
gathered data.
Findings
Online gaming affects children in both positive and negative ways, according to the study.
Positively, playing online games can foster the growth of motivation, social skills, multitasking,
hand- eye coordination, and cognitive abilities. On the down side, meanwhile, playing online
video games can result in addiction, distraction, and aggressiveness.
It was discovered that friends and YouTube players had a significant influence on the more than
half of respondents who acknowledged having a serious addiction to online gaming. It was
discovered that the students' addiction contributed to their feelings of melancholy, anxiety, rage,
and loneliness
Additionally, it was discovered that although internet gaming was popular, it had no effect on
students' academic achievement. The fact that students were still able to achieve academic success
suggests that they can manage their gaming habits in addition to their academic obligations.
Recommendations
1. Counseling services for students who are addicted to online gaming should be offered by
schools. This could assist students in controlling their gaming behaviors and avert any detrimental
effects on their academic standing.\
2. In order to prevent their child's online gaming from interfering with their scholastic obligations,
parents should keep an eye on their child's gaming activities.
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St. Vincent de
Paul Academy of Novaliches Inc.
Block 9, Lot 32, Atrium St. Extension Maligaya
Park Subdivison Pasong Putik
Novaliches, Quezon City
3. Instructors must to be conscious of the possible effects that internet gaming may have on their
pupils and offer assistance when required
4. It is important to inform students about the possible drawbacks of playing video games online
and to motivate them to reconcile their gaming habits with their academic obligations.
5. Future studies on this subject and other possible effects of internet gaming on pupils should be
pursued. Examining the effects on general well-being, social skills, and physical health are a few
examples of this.
By addressing these recommendations, it is hoped that the negative impacts of online gaming can
be minimized, and the positive impacts can be maximized. This could help to ensure that students
are able to enjoy online gaming while still achieving their academic goals.
Appendices I:
Survey Questionnaire
5.Do you believe that online games have a direct impact on your academic performance?
c. Yes
d. b. No
6. Have you ever faced challenges meeting academic deadlines due to your involvement in online
gaming?
c. Yes
d. No
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St. Vincent de
Paul Academy of Novaliches Inc.
Block 9, Lot 32, Atrium St. Extension Maligaya
Park Subdivison Pasong Putik
Novaliches, Quezon City
d. b.no
10. Would you consider reducing your time spent on online games if you believed it could
enhance your academic performance?
c. Yes
d. .no
II : Curriculum Vitae
EDUCATIONAL ACKGROUND :
Junior High School: General Santos City National
Secondary School of Arts and Trades
elementary : Jose Catholico Sr. Elementary School
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St. Vincent de
Paul Academy of Novaliches Inc.
Block 9, Lot 32, Atrium St. Extension Maligaya
Park Subdivison Pasong Putik
Novaliches, Quezon City
PERSONAL DATA
Nationality: Filipino
Sex: Male
Status: single
Date of birth: 12/07/2005
EDUACATION
Junior High School: Maligaya High
School Elementary : Maligaya Elem. School
PERSONAL DATA
Nationality: Filipino
Sex: Female Status: Single
Date of birth: March 7 2005
EDUCATION JUNIOR HIGH SCHOOL : MALIGAYA HIGH SCHOOL
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St. Vincent de
Paul Academy of Novaliches Inc.
Block 9, Lot 32, Atrium St. Extension Maligaya
Park Subdivison Pasong Putik
Novaliches, Quezon City
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St. Vincent de
Paul Academy of Novaliches Inc.
Block 9, Lot 32, Atrium St. Extension Maligaya
Park Subdivison Pasong Putik
Novaliches, Quezon City
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St. Vincent de
Paul Academy of Novaliches Inc.
Block 9, Lot 32, Atrium St. Extension Maligaya
Park Subdivison Pasong Putik
Novaliches, Quezon City
PERSONAL DATA
Nationality: Filipino S
ex: MALE
Status: single
Date of birth: December 20 2003
EDUACATION
Junior High School: maligaya high school
Elementary : maligaya elementary school
Name:Po, Rannie E.
Phone number: 09933676483
Email:ranniepo@gmail.com
PERSONAL DATA
Nationality: Filipino
Sex:Male
Status:Single
Date of birth:March 17, 2004
EDUACATION
Junior High School:Maligaya High School
Elementary :Maligaya Elementary School
1st. Page 17 of 18
St. Vincent de
Paul Academy of Novaliches Inc.
Block 9, Lot 32, Atrium St. Extension Maligaya
Park Subdivison Pasong Putik
Novaliches, Quezon City
PERSONAL DATA
Nationality: Filipino
Sex: Female Status: Single
Date of birth: October 28 2005 E
DUACATION Junior High School: Maligaya High School
Elementary : Delfin M. Geraldez Elem. School
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