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EFFECT OF ONLINE GAMES

TO THE
ACCADEMIC PERFOMANCE
OF
Senior High School
STUDENTS
CHAPTER I

INTRODUCTION
•BACKGROUND OF THE STUDY
•STATEMENT OF THE PROBLEM
•SIGNIFICANT OF THE STUDY
•SCOPE AND DELIMITATION OF
THE STUDY
INTRODUCTION
BACKGROUND OF THE STUDY
The risen in the use of the internet has led many changes in our daily life . In particular this
risen also led to the rise of online gaming. Online gaming can refer to any type of game that
someone can play through the internet or over a computer network. Most of the time
online gaming refers to games played over the internet, where multiple players are in
different locations around the world . In most cases online games are freeware programs that
can be used for an unlimited time and are available for free. Most percentage of games
available nowadays is written in flash. Shockwave and Java language . Because of that they
feature more primitive game play then downloads game. In terms of vedio games and
online games is growing in popularity for variety of reasons. Games can easily find
opponents of a similar still level when playing a head to head game over the internet. May
online games create their online communities especially social games integrate the players
existing real life communities . The culture of Online games sometimes focus cretism for an
environment that can promote cyberbullying violence . Some are also concerned about
gaming addiction or social stigma.
About half of all adolescents are gaming for two or more hours per day, spending more
time at home and less time out on socializing. There are well-documented risks to social
development, physiology, sleep, mental health and school performance. The lack of social
skills where an adolescent doesn’t have the proper manner in socializing with others and
the different possible health problems such as: worsening of blurred eye sight and
improper way of gaining weight, there are just few examples of the bad effects of online
gaming.
 Today can see the impact of online gaming to their Accademic Performance. A lot of
research in conducted of study its affected on lifestyle and behavior of the wow
power online gaming especially to teenagers Online games is the most sought
leisure activity . Taking into consideration it is positively a great mind exercise and
helps them to explore many new things. It includes improvements in recursive and
pro active thingking , increase sociability and improve interpretive skills .However,
computer and online games also recieve much more negative critics because
games are oftened coined with issue such as intertainment enhanced reduse
sexism and consumenism .
 Their some teenagers that really plays online games says that online
games can give their positive some effect. Does their parents give them less
attention? Why they didn't play sport ? Why supposedly connected to their life?
Everyone who plays video games has different reason for playing and usage of the
game leads to different affects for each individual. Childhood upbrings peers
influence pressures of the school and family issues are all factors that have strong
connections with the effect of gaming on individuals.
STATEMENT OF THE PROBLEM
Study aimed to know the affects of online gaming to the performance of students in
Buenavista National School , Brgy. Buenavista.
Specially this study sought to answers the following questions.
1. What is the profile of the respondents interms of :
1.1 Age
1.2 Gender.
1.3 Year level.
2. What are the effect online games to the students?
2.1. Pleasure 2. 2. Improve strategies 2.3. Loss self confidence
2.4. Laziness 2.5 Distruction 2.6.. Stress
2.7. Expenditure 2.8.Lack of sleep
3. What affects student’s academic performance?
3.1. Poor eyesight
3.2. Peer Relationship breakdown 3.3. High Grade
4 How many hours that respondents spend?
2.1. 1 to 2 hours 2.2. 2 to 3 hours
2.3. 4 to 6 hours
SIGNIFICANT OF THE STUDY
This study will be valuable and significant to students, teachers, parent and future researchers.
STUDENTS.
This will provide us with some knowledge regarding the effects of online games to the academic performance and how
it can affect our academic performance. It will also give us the realization that playing online games can destroy our
mind and maybe take us away from our better.
PARENT.
They will profit from this study, since the parents will be aware of the problems of their children and the effects of
online games to their academic performance. It will help them to speak for their children and motivate them in their
studies in order to achieve higher academic performance
TEACHERS.
The given data’s would guide the teachers on what to do to the students who are always absent on the classes due to
hanging out in the computer shop all day. The teachers would be able to understand on why some student prefer to
play online games rather than to study
READERS.
This study help to the readers to have the understanding about the Effect of Online games to their Academic
Performance that their is a affect of playing online games ,this is not good to our self especially to our academic
performance in school.
FUTURE RESEARCHERS.
The ideas presented can be use as reference data in conducting new researches rather in testing the validity of other
related findings .This study also serves as their cross-reference that will give them a background or an overview
through the rest of the study
SCOPE AND DELIMITATION OF THE STUDY

This study covers grade 11 and grade 12 students of Buenavista National High School
Escalante city S.Y 2018-19 , who are open to technology and often play through
online. The researcher will gather information about the effects of online games
through the academic performance of the senior high school grade 11 and grade12
students. This will further explain and discuss the reason beyond the illiterate
behavior of the teenagers.
.
CHAPTER II
REVIEW OF THE LITERATURE
AND CONCEPTUAL
FRAMEWORK.
•Related Literature
•Conceptual Framework
•Research Hypotheses
•Definition of terms
RELATED LITERATURE
Dacharey Carey (2016) found out that the history of online gaming included contributions by
many different companies and entities. Online gaming began as multiplayer gaming, but has
evolved to include online gaming servers and massively-multiplayer online game settings.
According to Edward Castronova (2014) in his book of Synthetic Worlds: The Business and
Culture of Online Games, he described online game as Massively-Multiplayer-Online Games
(MMOG). An MMOG is a game capable of supporting hundreds or thousands of players and is
mostly played using the Internet.
In the research conducted by Ahn and Randall , they were able to discover that Massively-
Multiplayer-Online Games or MMOG affects both the social and academic lifestyles of students.
Based on their surveyed data, students who are addicted in online games registered more F
grades as compared to non-addicted students. This statistics corresponds with the amount of
playing time of addicted students on the MMOGs.
According to Bachhuber and Saulnier (2013) playing online games is an effective way of
enhancing a student’s reading comprehension. Through formative testing, they found out that
online games can help a student improve his/her grammar, vocabulary and comprehension
because they can have an interactive way to learn English or any other language.

According to Zhang and Zhuo (2011) on online game addiction, the physical symptoms of
Internet and online game addiction were cervical spondylosis, neurasthenia and insomnia. Cervical
spondylosis is a spinal injury caused by having the same sitting position for hours while playing
games.
INPU
T PROCESS OUTPUT

Discovery of
A survey of
the Effects
-Profile Grade 11 and
- Online that the
games Grade 12 in
- Academic Students
Perfomance Buenavista
- Hours obtain from
National High
School Online

gaming.
DEFINATION OF THE TERMS
For clearer understanding of the work the following terms were defined.
ACADEMIC PERFORMANCE –
The subject of my topic research to know the effect of students on playing online games
EFFECT
-a change which is a result or consequence of an action of a students on playing online games
INTERNET
-An electronic communication network that connects computer network and organizational
computer facilities around the world.Where students playing oine games using internet.

ONLINE GAME –
The main topic of my research probblem
STUDENTS
The main respondents of my research study.
TECHNOLOGY –
the practical application of knowledge especially in a particular area.
CHAPTER III
METHODOLOGY
Research Design
The Sampling
THE INSTRUMENTS
INTERVENTION
DATA COLLECTION PROCEDURE
METHODOLOGY

This chapter introduce the details o f research design ,sampling , data gathering Instrument , intervantion and data
collection procedure.

RESEARCH DESIGN

The researchers will used descriptive research to conduct this study entittled "The Effect of Online Gaming To
their Academic Performance Of Grade 11 and Grade 12 student S.Y 2018-2019‘’.

THE SAMPLING
The study was conducted on the survey techniques population of Senior High School who were play online games of
A.Y 2018 -2019 that affect their Accademic Performqnce.The researchers will use 20 respondents grade 11 and grade
12 students in Buenavista National High School Buenavista.
FORMULA
n=N÷1(Ne2)
Where
n=sample
N=population
E=Margin of error
THE INSTRUMENTS
Questionnaire will used as the main instrument of the study to determine the Effect of
Online gaming to their Academic Performance among Grade11 and Grade 12 students . The
designed questions focused on the Cause and Effect of online gaming.
The researchers’ questionnaire will prepared and showed to the adviser for the
comments and suggestions. After that, revision of the questionnaire was done. The
researchers incorporated the comments and suggestions of the adviser and prepared the
second draft of the questionnaire. The questionnaire has four parts.
Part I Contained the profile of the respondents in terms of age, gender and educational
status.
Part II How long the respondents spend their time playing online games and how much
money they spend playing online gamesand.
Part III Focused on the Effect of online gaming .
The researchers will initially distributed the survey questionnaire among the Grade 11
and Grade 12 students in Buenavista National High School Buenavista..After the
questionnaire was sent back to the researchers, the responses were analyzed and
interpreted. It will done through the use of percentage and ranking.
THE INTERVENTION
Clearly and completely describe how the intervention
will be implemented such that the reader can replicate
the intervention
Describe what happens in comparison group.
DATA COLLECTION PROCEDURE

At first, the researchers will looked for necessary resources that could help them in their
study. They did an intensive reading from the internet and asked opinions from the online
game players. From these, they were able to construct ideas and questions necessary for the
questionnaire.
A letter of transmittal was then prepared and was submitted to their adviser. The
researchers will asked the permission from their adviser to allow them to proceed with the
distribution of the questionnaire to the Grade11 and Grade12 students . With the
permission granted, the researchers will responsible to distribute the questionnaire. The
researchers will clearly explained all the directions and items to the Grade 11 and Grade 12
students – respondents to ensure understanding and correctness of their responses.
Retrieval of the questionnaires will done after two days. The responses will tallied,
analyzed and interpreted in accordance to the items found in instruments.

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