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The Effects and Implications of online games in the Student’s Academic Perfomance

A Research Paper Requirement


Inquiries Investigation And Immersion
Technical Vocational And Livelihood Track
Senior High School Department

Submitted To:
Estela G. Tenorio-Amar
Teacher

Submitted By:
Panoril, John Michael A.
Tiongson, Alessandra B.
Inao, Wendy C.
Tangal, Meguelie Angel G.
Ronquillo, Michaela A.
Payao, Stella Marie A.
Darunday, Cathirene M.
Pagtalunan Jr., Mark Anthony C.

APRIL-MAY 2024
Chapter 1
Introduction

Background of the study


An online game is a video game that is either partially or primarily played through the
internet or any other computer network available. Online games are ubiquitous on modern
gaming platforms, including PCs, consoles, and mobile devices, and span many genres,
including first-person shooters, strategy games and massively multiplayer online role-
playing games (MMORPG).

According to the study of Emmy Michelle entitled Are online games good for students?
(Novermber 16, 2021) she stated that A study by the Minnesota School of Professional
Psychology of Argosy University found that video game addicts argued with their teachers,
argued with their friends, and scored lower than others who played video games. While
some studies suggest that video games can increase children’s concentration, other studies,
such as a 2012 paper in Psychology of Popular Media and Culture have found that playing
games can harm children rather than help solve attention problems, which improves
concentration in short bursts, but harms long-term concentration. "Games can also promote
acts of evil and distort a sense of right and wrong," Hull said. "Teenagers who don’t play
video games are often isolated," said James Ivory, a professor at Virginia Tech, who has
analyzed the effects of video games. Parents that allow teens to play violent, adult games
are too focused on preventing risky behavior.

A research study of Feiyue Li entitled Positive effects of online games on the growth of
college student: A qualitative study from China (February 24, 2023) it is stated that Online
games are criticized by educators because many students invest a lot of time, money, and
energy into games, which seriously affects their academic studies, social interaction, and
physical and mental health, and ultimately leads to the tragedy of online game addiction
(Freeman, 2008; Kuss and Griffiths, 2012; Blinka and Mikuška, 2014; Xu et al., 2017).
Online game addiction, as one of the most serious behavioral addictions (Lopez-Fernandez,
2018), could cause a series of physical and mental problems, such as poor sleep, depression,
anxiety, or even death (Ferguson et al., 2011; Kuss and Griffiths, 2012; Wei et al., 2012).
Meanwhile, parents’ opposition to online games can also be observed in family education.
Studies have shown that the more addicted adolescents are to online games, the worse
their parents’ attitude toward online games (Jeong and Kim, 2011). Many adolescents who
love playing online games face restrictions or prohibitions from their parents over the time
spent on the Internet or other ways. For example, in a study of 2,021 adolescents, parental
restrictions were 1.9 times higher among adolescents who were overly addicted to online
games than among other adolescents (Wu et al., 2016). Parents who do not show enough
attention to their children promptly can lead to children using online games to divert
negative family-related emotions (Xu et al., 2021).

Young learners’ use of instructional games in foreign language learning is not yet well
understood. Using games that were part of the learning tools for an online assessment, Jido-
Eiken, a standardized English proficiency test for young learners in Japan, we examined
young learners’ game-playing behaviours and the relationship of these behaviours with
learning outcomes. The participants were 3,945 children aged 4 to 12. We found that games
that children played with relative frequency tended to share a set of features, including
being cognitively demanding, evoking one’s curiosity, offering greater player control, and
having multiple players. The frequency of plays decreased as the age increased in many
games that we examined, but gender differences were hardly observed. We found different
relational patterns between young learners’ game scores and English performance
depending on the games and difficulty levels of the assessment. We discuss the implications
for instructional game developers and teachers of young language learners (Yuko Goto
Butler, Yuumi Someya, Eiji Fukuhara: Online games for young learner’s foreign language
learning, June 12, 2014).

Online games have different impacts and implications depending on how you use it or how
you apply it. Most of the students used online games as a coping mechanism for stress and
for entertainment, there are also some students who uses online games for learning
purposes and also for entertainment. In this study, we aim to assess the different impacts
and implications of online games to the students of Grade 12 SHS students in Iligan City
National High School and provide a suggestion and/or recommendations on how the
students could use online games for entertainment while learning at the same time.

Objectives of the study


 To assess the different impacts of online games towards G-12 SHS students on Iligan
City National High School.
 To assess the different implications of online games towards G-12 SHS students on
Iligan City Nation High School.
 To earn a much better understanding on how online games impacts the academic
performance of the G-12 SHS students on Iligan City National High School.
 To provide a solution on how to use online games for learning and entertainment
purposes.
 To give awareness to the students of G-12 SHS students on how online games could
either positively or negatively impact their academic performance.
 To know the different techniques used by the G-12 Students of Iligan City National
High School when it comes to managing their time between gaming and academic
activities or school works.
Statement of the Problem
This study aims to investigate the impact of inflation on G12 Senior High students at Iligan
City National High School, and seeks to address the following questions:

1. How do online games impact or affect the academic performance of the G-12 SHS
students on Iligan City National High School?
2. How did the students manage their time between gaming and academic
performance?
3. What are the different techniques used by the G-12 SHS students of Iligan City
National High School when it comes to balancing their time between gaming and
school works?
4. What are the different implications of online games?
5. How can the students use online games for learning and entertainment?
6. Are there any significant effects of online games that student could use as an
instrument for learning and source of knowledge?

Significance of the study


The result of the study will benefit the following:
To the G-12 SHS students of Iligan City National High School, this study will broaden their
knowledge on how online games could both positively and negatively impact their academic
performance. This study will help them be aware of the effects of inflation on their
academic performance and it will help them maintain their performance level on their
school while also being able to have time for entertainment such as online gaming.

To the teachers of Iligan City National High School, this study will help them alert and spread
awareness on their students on the different impacts and implications of online games
when it comes to academic performance. This study will also be applicable to them specially
to those teachers, advisers, or professors who loves spending their time playing online
games. This study is also helpful to the teachers or professors that are handling subjects
with regards to Internet ethics such as the subject MIL ( Media and Information Literacy)
and E-Tech.
Scope and Delimitation
The scope of this study encompasses Grade 12 learners in ICNHS. These learners are in their
final year of senior high education, representing a diverse cross section of the population.
The study aims to investigate the different impacts and implications of online games on the
student’s academic performance. By focusing on this specific grade level, the researchers
would be able to to assess the different effects and significance of online gaming when it
comes to the student’s academic performance and successfully determine wether there are
significant impacts and implications of online games on the student’s academic
performance.

This research is administered inside the campus of Iligan City National High School and is
concluded inside Iligan City National High School. This research was conducted on the 1 st day
of March inside the campus of Iligan City National High School, where the research
participants are all the Grade 12 Senior High School Students of Iligan City National High
School.

To maintain a focused and meaningful inquiry, certain limitations have been imposed on this
study. Firstly, the research is confined to all grade 12 Senior High School learners secondly,
the study is limited to the topic of online games and its immediate correlates, without
delving extensively into broader economic concepts.

Additionally, the research is delimited to ICNHS grade 12 Senior High School learners.
Furthermore, the study will be conducted in the English language, ensuring uniformity in
communication and understanding among the participants.
Conceptual Framework

Input Process Output

Profile of the 1.) Data Collection Assessed the


Respondents of the Students different impacts
2.) Administering experience of Grade 12 and implications of
online
a) Sex questionnares games on the student’s
b) Year Level 3.) Organization of academic
performance.
c) Economic Status student responses
4.) Statistical analysis

Definition of Terms
Online games - An online game is a video game that is either partially or primarily played
through the Internet or any other computer network available.
Impacts - Research impact is the contribution that research makes to the economy, society,
environment or culture, beyond the contribution to academic research.
Implications - the action or state of being involved in something.
Techniques - a way of carrying out a particular task, especially the execution or performance
of an artistic work or a scientific procedure.
Online - using a computer to communicate with other computers, or of or about a computer
that is connected to another computer.
Games - a form of play or sport, especially a competitive one played according to rules and
decided by skill, strength, or luck.
CHAPTER II
REVIEW OF RELATED LITERATURE

Reviewing the literature on the effects of online games on students' academic performance
is important. Some studies suggest that excessive gaming can lead to lower academic
achievement due to time spent away from studying. However, other research indicates that
certain types of games can improve cognitive skills like problem-solving and multitasking,
potentially benefiting academic performance. It's also crucial to consider factors such as
game genre, frequency of play, and individual differences in how students engage with
games.

A. Related Literature
Research on the effects of online games on students' academic performance is varied. Some
studies suggest that excessive gaming can lead to lower grades due to time diverted from
studying and sleep deprivation. However, other research indicates that certain games can
improve cognitive skills like problem-solving and spatial awareness, potentially benefiting
academic performance. Factors such as game genre, frequency of play, and individual
differences should also be considered. Overall, more comprehensive studies are needed to
understand the nuanced relationship between online gaming and academic achievement.

B. Related Studies

Studies examining the effects of online games on students' academic performance have
yielded mixed results. Some suggest that excessive gaming is associated with poorer grades,
citing factors like time management and decreased study time. However, other research
highlights potential benefits such as improved cognitive skills and social interaction.
Understanding the impact of gaming requires considering various factors like game genre,
duration of play, and individual differences. Further research is necessary to provide a
comprehensive understanding of how online games affect academic performance.
CHAPTER III
RESEARCH METHODOLOGY

A survey will be the main research tool, and it will be given to a random sample of students
who like online gaming. Information on their gaming habits, including the length of time
they spend playing and the kinds of games they choose, will be gathered through the
survey.

RESEARCH DESIGN

The purpose of this study's research design is to ascertain the impacts and implications of
online gaming on students' academic performance through a quantitative approach. Data
from a sample of online gaming students will be gathered for the study, and academic
achievement will be examined. It will be possible to gather empirical data through the use of
a quantitative research design, which can then be statistically evaluated to identify any
noteworthy links or patterns. To make sure that the findings are particularly connected to
the effects of online gaming, the research design will also incorporate control variables
including age, gender, and prior academic success.

LOCALE OF THE STUDY

The research will be conducted at Iligan City National High School, located at Gen. Wood
St., Mahayahay, Iligan City, 9200, Lanao Del Norte, within the region of Northern Mindanao,
Philippines. This study serves as the primary setting for the study and we focused on Senior
High School students in any strand.
RESPONDENTS

The respondents for this study were at least 20 Senior High School Students at Iligan City
National High School, located in Iligan City, Lanao Del Norte, Philippines.

INSTRUMENT USED
A questionnaire was the main tool employed in this investigation. Its purpose was to gather
information about the pupils' academic standing and gaming preferences. The length of gaming, the
kinds of games played, and the frequency of gaming were all included in the questionnaire. The
children' academic performance, particularly their grades and involvement in class, was also
questioned.

METHODOLOGY

Several crucial phases were engaged in our methodology to investigate how internet
games affect students' academic performance. We started by reviewing the literature to get
a sense of the body of knowledge already available on the subject. Second, we created a
survey to collect information on gaming habits and academic achievement from a sample of
kids. To obtain further in-depth information, we also conducted interviews. Ultimately, the
gathered information was examined to identify trends and make judgments.
CHAPTER IV
RESULTS AND DISCUSSIONS

Research on the effects and implications of online games on students' academic


performance is multifaceted and continues to evolve. Here's a brief overview and discussion
of some key points:

Impact on Academic Performance: Several studies have explored the relationship between
online gaming and academic performance. While some research suggests a negative
correlation, with excessive gaming leading to lower grades and reduced study time, other
studies have found no significant impact or even positive effects in certain cases.
Cognitive Skills and Learning: Video games, including online games, can offer opportunities
for the development of cognitive skills such as problem-solving, spatial awareness, and
strategic thinking. However, the extent to which these skills translate into improved
academic performance may vary among individuals.
Time Management and Balance: One of the critical factors influencing the relationship
between online gaming and academic performance is the ability of students to manage their
time effectively. Balancing gaming activities with academic responsibilities and other
extracurricular activities is essential for maintaining academic success.
Socialization and Peer Interaction: Online gaming often involves social interaction with
peers, which can have both positive and negative effects on academic performance. While
collaborative gaming experiences may foster teamwork and communication skills, excessive
socializing within gaming communities can detract from study time and academic focus.
Potential Risks and Challenges: Excessive engagement in online gaming can lead to various
risks, including addiction, sleep disturbances, and neglect of academic responsibilities.
Understanding these potential challenges is crucial for educators, parents, and policymakers
in developing strategies to support students in managing their gaming habits effectively.
Educational Potential: Some researchers advocate for the integration of gaming elements
into educational settings as a means of enhancing engagement and motivation among
students. Gamified learning platforms and educational games have shown promise in
promoting active learning and reinforcing academic concepts across various subjects.
Future Directions: As technology continues to advance and online gaming becomes
increasingly prevalent, further research is needed to explore its nuanced effects on
students' academic performance. Longitudinal studies, qualitative research, and
interdisciplinary approaches can provide deeper insights into the complex interplay
between online gaming and educational outcomes.
Overall, while online games can exert both positive and negative influences on students'
academic performance, a balanced approach that emphasizes responsible gaming habits,
effective time management, and leveraging the educational potential of gaming experiences
is crucial for supporting students' holistic development.
CHAPTER V
CONCLUSION AND RECOMMENDATIONS

There are several ways in which playing online games affects kids' academic achievement.
Excessive gaming has been linked to poor academic performance in certain studies,
although moderate gaming may have the opposite effect or even the opposite effect. The
kind of games performed, how long they are played for, and each student's unique qualities
are all important factors that affect the result. Playing video games online might improve or
worsen academic achievement. They can, on the one hand, enhance cognitive abilities
including hand-eye coordination, strategic thinking, and problem-solving. However, playing
too much video games might result in less time spent studying, ineffective time
management, and disregard for academic obligations.

Recommendations:

 Promote Awareness: Educate students, parents, and educators about the potential
effects of online gaming on academic performance. Raise awareness about the
importance of balance between gaming and other activities.
 Set Limits: Encourage students to set limits on their gaming time and prioritize
academic responsibilities. Implement strategies such as using timers or parental
controls to help regulate gaming habits.
 Encourage Healthy Habits: Emphasize the importance of maintaining a healthy
lifestyle, including regular exercise, sufficient sleep, and nutritious diet. Balanced
physical and mental well-being can mitigate the negative effects of excessive gaming.
 Monitor Progress: Parents and educators should monitor students' gaming habits
and academic performance regularly. Identify any patterns or trends that may
indicate problematic behavior and intervene early.
 Provide Alternatives: Offer alternative activities that promote learning and social
interaction outside of gaming. Encourage participation in extracurricular activities,
hobbies, or academic clubs that align with students' interests.
 Foster Responsibility: Teach students the importance of self-discipline and
responsible use of technology. Help them understand the consequences of excessive
gaming on their academic and personal development.
 Supportive Environment: Create a supportive environment where students feel
comfortable seeking help if they're struggling with gaming addiction or academic
challenges. Offer counseling services or support groups for students who need
assistance in managing their gaming habits.

By implementing these recommendations, educators, parents, and students can work


together to mitigate the negative effects of online gaming and promote a healthy balance
between gaming and academic pursuits.
BIBLIOGRAPHY
Research on the effects and implications of online games on students' academic
performance has been a topic of interest in various academic fields. Here are some key
studies and articles that you can include in your bibliography:

1.Griffiths, M. D., Kuss, D. J., & Pontes, H. M. (2016). A brief overview of Internet gaming
disorder and its treatment. Australian Clinical Psychologist, 2(1), 20108.

2.Gentile, D. A., Lynch, P. J., Linder, J. R., & Walsh, D. A. (2004). The effects of violent video
game habits on adolescent hostility, aggressive behaviors, and school performance. Journal
of Adolescence, 27(1), 5-22.

3.Gee, J. P. (2003). What video games have to teach us about learning and literacy.
Computers in Entertainment (CIE), 1(1), 20-20.

4.Van Rooij, A. J., Schoenmakers, T. M., Vermulst, A. A., Van den Eijnden, R. J., & Van de
Mheen, D. (2011). Online video game addiction: identification of addicted adolescent
gamers. Addiction, 106(1), 205-212.

5.Subramanian, V., & Nair, A. S. (2016). Effect of online gaming on academic performance of
engineering students. International Journal of Research in Engineering and Technology,
05(10), 101-106.

6. Ferguson, C. J., Coulson, M., & Barnett, J. (2011). A meta-analysis of pathological gaming
prevalence and comorbidity with mental health, academic and social problems. Journal of
Psychiatric Research, 45(12), 1573-1578.

7.Hussain, Z., & Griffiths, M. D. (2009). The attitudes, feelings, and experiences of online
gamers: A qualitative analysis. CyberPsychology & Behavior, 12(6), 747-753.

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