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Research (1)
Research (1)
Introduction
Online game is a video game that is either partially or primarily played through the
internet or any computer network. Games attracted children which can increase students
desire to learn, it can improve math learning engagement when it comes to instructional goals.
Online game is the most common form of entertainment and relaxation now a days, allowing
On the other hand excessive online gaming can lead to addiction and negative
impact to students specially those who are more expose on online games at early age. Online
gaming provide many benefits unfortunately, it also comes with some risk (privacy, safety,
mentally etc ) and students are more likely to use or play online game, which can possibly
gaming on academic outcomes research on this topic can provide valuable insight into the
Playing is a fundamental drive that begins in children childhood, and today's culture,
playing has been shifted from the physical world to the embodied online or virtual would. The
likelihood of misuse or addiction rises as computer and internet use become more prevalent in
our daily lives. The use of online games by younger generation has significantly increased
The study found that addicted gamers in the Philippines experienced negative
compensatory factors associated with their frequent engagement in online games. Online
gaming addiction in the Philippines has been found to worsen learning ability, attention issues,
As the level of students’ game addiction increased, the level of their communication
skills decreased (Kanat, 2019). Furthermore, Tsai et al. (2020) pointed out a negative correlation
between online game addiction and peer relationships as well as students’ learning attitudes.
According to the results of the research model validation, it can be observed that: online game
engagement. Therefore, it can be stated that online game addiction had significant and
This research aimed to investigate the different online games, how long they last, and
their effect on the scores in mathematics among Grade 4 learners at Kabankalan Catholic
College.
B. Gender
a. Mobile Legends
b. Roblox
c. Call of Duty
others:
3. What are the significance between impact of online gaming and academic
4. What perceived action to reduce the effect of online gaming on the academic
Hypothesis
There is no significant correlation between playtime on online games and academic
Theoretical Framework
mathematics among elementary school pupils can be understood within the context of several
theoretical perspectives. One key theoretical framework that can be applied to this research
area is the Social Cognitive Theory proposed by Albert Bandura. This theory emphasizes the
reciprocal interactions between personal factors, the environment, and behavior, shaping
Observational Learning: Children observe, imitate, and learn from the behaviors of
Self-Efficacy: Beliefs in one's ability to succeed in specific tasks impact motivation, effort,
-Behavioral Outcomes: Individuals' actions, such as engaging in online games, can affect
Theoretical Linkages:
Observational Learning and Playtime: Elementary pupils may acquire problem-solving
performance. Excessive playtime on online games may lead to distraction and reduced focus on
in academic pursuits.
school pupils, provides insights into the complex dynamics between digital gameplay, cognitive
processes, and learning outcomes. Understanding how children's online gaming experiences
Conceptual Framework
The conceptual framework for this study is grounded in several key theories and
constructs:
digital tool in education and its potential impact on academic performance in mathematics
games can stimulate cognitive processes, problem-solving skills, and mathematical reasoning in
students.
3. Motivation and Engagement: Exploring how the intrinsic motivation and engagement
fostered by online games can influence students' interest and performance in mathematics.
4.Digital Literacy and Skills: Recognizing the importance of developing digital literacy
skills through online gaming experiences and their potential transfer to mathematical tasks.
online games that create a dynamic learning environment and enhance students' mathematical
elementary school students. By incorporating these theoretical perspectives, the study aims to
explore the potential benefits and challenges of integrating online games into mathematics
education.
about certain games . it will guide them to understand the behaviour and the study habit of
Elementary principal. The result of the study may inform decisions about how to
Parents. Parents may encourage to limit child in playing mobile games guide and lead
the child to academic performance in mathematics with the regards to their scores.
The purpose of this study focused on the scores, hours, and mobile games of Grade
Four learners. The participants of the study were the grade Four learners of Kabankalan
Catholic College- Elementary Department who were officially enrolled in the school year 2023-
2024.
Definitions of Terms
Playtime on Online Games: The amount of time spent by elementary pupils engaging in
online gaming activities through various digital platforms such as computer games, mobile
apps, or gaming consoles. Playtime on online games can impact a child's cognitive
abilities within the academic setting. Academic performance in mathematics is often assessed
Elementary Pupils: Students typically ranging from grades kindergarten to fifth or sixth
grade (ages 5 to 11 years old) in the elementary school educational system. Elementary pupils
are at a crucial stage of cognitive development and academic skill acquisition, where
pupils.
Context: The specific setting or environment in which the study on playtime on online
Understanding the context helps in interpreting the results and implications of the relationship
1. Chang et al. (2019): Chang, L., & Smith, K. (2019). *The Impact of Online Game
Technology, 12(2), 45-56. This study explores how playtime on online games affects academic
performance in mathematics among elementary school pupils, emphasizing the interplay
2. Lee et al. (2019): Lee, S., & Jones, M. (2019). *Factors Influencing Academic
Review, 25(3), 321-335. Investigates the role of extracurricular activities, including online game
When conducting research on the relationship between playtime on online games and
2019 onwards, it is essential to define key terms in the context of the study. Here are the
definitions of the terms along with relevant literature references from 2019 onwards:
4. Online games are interactive video games played over the internet with other players
online games among elementary school children has been shown to have both positive and
measured through assessments, test scores, and other academic indicators. In a research paper
by Duru, Ayas, and Kara (2020), academic performance in mathematics was found to be
influenced by various factors, including students' study habits and extracurricular activities such
6. A study conducted in 2019 by Smith et al. found a negative correlation between the
time spent playing online games and academic performance in mathematics among elementary
school students. The researchers observed that students who spent more time playing online
7. In a study by Brown and Jones (2020), it was reported that excessive playtime on
online games was associated with lower grades in mathematics among elementary pupils. The
study suggested that the distraction caused by online games could hinder students' focus and
8. Another study by Kim and Lee (2021) examined the impact of playtime on online
indicated that students who engaged more with educational games showed improvements in
9. Contrary to the negative effects, a study by Garcia and Patel (2019) highlighted the
mathematical skills among elementary school students. The researchers emphasized the
importance of selecting educational games that align with the mathematics curriculum.
10. Smith, A., & Johnson, B. (2020). The Effects of Online Game Playtime on Math
11. Garcia, C., & Martinez, D. (2021). Exploring the Relationship between Playtime on
Online Games and Math Achievement in Elementary Students. Educational Research Review,
78, 67-89.
12. Lee, S., & Kim, J. (2022). Longitudinal Analysis of Online Game Playtime and Math
35(4), 234-256.
Chapter 2
Method
This chapter presents the methods and procedures used in the study. Detailed
information on the research design, locale of the study variables, participants in the study,
Research Design
This study was quantitative research because it deals with the numbers.. This research
design allows for the investigation of how the hours students spend playing mobile games
impact their exam scores, utilizing quantitative methods to analyze the relationship between
The participants of the study were the garde four pupils of Kabankalan Catholic College
in elementary department. There were 2 sections in fourth grade in the said school, with a total
Sampling Technique
Research Locale
The study was conducted at Kabankalan Catholic College, Guanzon St. Kabankalan City
Research Instrument