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EFFECT OF ONLINE GAMES

TO THEIR
ACCADEMIC PERFOMANCE
OF
SHS STUDENTS
CHAPTER I

INTRODUCTION
•BACKGROUND OF THE
STUDY
•STATEMENT OF THE
PROBLEM
•SIGNIFICANT OF THE STUDY
•SCOPE AND DELIMITATION
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 critism for an environment that can promote cyberbullying
violence . Some are also concerned about gaming addiction or social stigma.
2Today can see the impact of online gaming to their Accademic
Performance. A lot of research in conducted to 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 becaused games are oftened coind
with issue such as intertainment enhanced social 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 vedio 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
STATEMENT OF THE PROBLEM
Study armed 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 Educational Status year level.

2. Lenght of time respondents play online games in weeks (interms of hour).


2.1 Amount of money the respondents spend for online gaming( per day).

3. Effects on playing online games of students:


3.1. Pleasure 3. 2. Improve strategies 3.3. Loss self confidence
3.4. Laziness 3.5 Distruction 3.6.. Stress
3.7. Expenditure 3.8.Lack of sleep 3.9.No time to eat
3.10 relieved of hunger
SIGNIFICANT OF THE STUDY
This study will be valuable and significant to students, teachers, parent and future
researchers.
STUDENTS.
The study is primarily important to the students for it will provide them information about
the Effect of Online games to their Performance.
PARENT.
This study will help the parent to have enough knowledge about the Effect of Online
games to their Academic Performance.
TEACHERS.
This study will help also to the teachers to know the Effect of Online games to their
Academic Performance.
READERS.
This study help to the readers to have the understanding about the Effect of Online
games to their Performance.
FUTURE RESEARCHERS.
This may serve as a basic for future research that they will conduct.
SCOPE AND DELIMITATION OF THE STUDY

This study was mainly concerned and limited only with the Effect of Grade in Online
gaming to their Academic Performance among the students of 11 and Grade 12 students
in Buenavista National High School.
CHAPTER II
REVIEW OF THE LITERATURE
AND CONCEPTUAL
FRAMEWORK.
•Related Literature
•Conceptual Framework
•Research Hypotheses
•Definition of terms
RELATED LITERATURE
Dacharey Carey (2012) 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 (2008) 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 (2008), 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 (2012), 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 (2007) and Zhuo (2007) 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.
CONCEPTUAL FRAMEWORK OF THE STUDY

Research will indicates that there are many Effects of Online gaming to their Academic
Performance among the Grade 11 and Grade12 students of Buenavista National High
School. Studies will have been conducting assesing the Effects of Online game to their
Academic Performance. As an input the researchers will gather all information about
the Effect of Online gaming to their Academic Performance among the Grade 11 and
Grade 12 students . To carry out the study the researchers conducting the researchers
discovered the Effect of Online games to their Academic Performance among Grade 11
and Grade 12 students.
INPUT
PROCESS OUTPUT
The effect of
Discovery of
online gaming
A survey of
the Effects
to their
Grade 11 and
that the
Academic
Grade 12 in
Students
Performance
Buenavista
obtain from
Of Grade 11
and National High
School Online
Grade 12
gaming.
students.
DEFINATION OF THE TERMS
For clearer understanding of the work the following terms were defined.
EFFECT
-a change which is a result or consequence of an action.
INTERNET
-An electronic communication network that connects computer network and
organizational computer facilities around the world.
ACADEMIC PERFORMANCE –
is the extent to which a student , teacher or institution has achieved their
short or long term educational goal.
ONLINE GAME –
Game that can be run from an internet browser and requires the Internet
connection.
TECHNOLOGY –
the practical application of knowledge especially in a particular area.
RESEARCH HYPOTHESES
An online game is a video game that is either partially or primarily played through
internet or another computer network . Online games are ubiquitous on modern gaming
platforms including pcs, consoles and mobile dives and span may genres, including
first person , strategy and massively multiplayer online role playing games the design of
online games can range from simple text based environments to the incorporation of
the complex graphics of virtual words .The prominence of online components with in
a games can range from being features such as an online leader board to being part
of core game play such as directly against other player. Many online games create their
own online communities, while other games especially social games integrate the
player existing real life communities.
Online games culture sometimes faces criticism for an environment that might
promote cyberbullying for violence some gamers are also concerned about gaming
addicted or social stigma .Online games have attracted platers from a variety of age ,
nationalities, occupations . Online games content can also he studied in scientific field
especially games interaction with virtual society in relation to the behavior and social
phenomena of everyday life.
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 researchers will use 20 respondents grade 11 and grade 12 students in
Buenavista National High School Buenavista.
Those students who play online games will answered the test questionnaire given
by the researchers.
THE INSTRUMENTS
Questionnaire was 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 was 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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