Professional Documents
Culture Documents
Group 6 Presentation
Group 6 Presentation
Group 6 Presentation
THE BEHAVIORAL
CHANGES OF
SELECTED SHS
STUDENTS IN
GROUP VI
GUIMBA NUEVA
ECIJA.
MEMBERS
LEADER: MONDRED
VICE-LEADER: JHEDA
MEMBERS:
JASHMAINE
JONAMAE
CRISHA MAE
JOVELINE
PATRICIA
MARY ANN
DIANNE
ERIKA
LANIE
KENNETH
GRAMELEE
Table of Contents
CHAPTER I CHAPTER IV
This study is intended to know the This study aims to determine the
impacts of online gaming among SHS impact of online game in the
students. It also aims to help the behavioral changes of selected senior
parents to be informed about the high school student in Guimba, Nueva
impacts their children obtain from Ecija.
online gaming.
CHAPTER I:THE
PROBLEM AND ITS
SIGNIFICANCE OF THE STUDY
BACKGROUND
This study may give information to the This study is significant to the family
because it may help them to know if their
students about how online gaming
affects the life of students . children are addicted to online games.
STUDENTS FAMILY
TEACHERS FUTURE
This study may serve as the way the teachers to RESEARCHERS
Future researchers it would help the
determine the students who are addicted to online games so future researchers that are interested in
this study.
they can help the students to avoid being addicted to online
games.
CHAPTER I:THE
PROBLEM AND ITS
BACKGROUND
DEFINITION OF TERMS
ACADEMIC PERFORMANCE
INTERNET
ONLINE GAMING
DECISION MAKING
COMPUTER
CHAPTER III: RESEARCH
METHODOLOGY Presents the research design, environment, the respondents,
instruments.
RESEARCH RESEARCH
DESIGN RESPONDENTS
RESEARCH RESEARCH
ENVIRONMENT INSTRUMENT
CHAPTER IV: PRESENTATION,
ANALYSIS, AND the data INTERPRETATION
This chapter illustrates the presentation, analysis and interpretation of
gathered for the research. OF
DATA
GRAPH 1.1 GRAPH 1.2
TABLE 1
EFFECTS OF ONLINE GAMES
IN ACADEMIC
PERFORMANCE OF THE
STUDENTS
EFFECTS OF ONLINE GAMES IN
ACADEMIC PERFORMANCE OF THE
ALWAYS (5) OFTEN (4) SOMETIMES (3) RARELY (2) NEVER (1) MEAN DESCRIPTION RANK
STUDENTS
to think critically.
OF THE STUDENTS
online.
I think of video games even when I am away from my 4 7 21 20 18 2.41 RARELY 7
games console PC/Mobile Phone
I get irritable or upset when I can’t play online games. 8 2 16 21 23 2.3 RARELY 12
OVERALL SOMETIMES
I play
online MEAN: 3.25
games
18 15 22 11 4 3.46 SOMETIMES 2
before
going to
bed.
I only play
online
games 17 7 21 17 8 3.11 SOMETIMES 4
during
weekends.
CHAPTER V: SUMMARY,
CONCLUSION,
FOR
STUDENTS
FOR
PARENTS
SUMMARY FEMALE
GAMER
Y
week.
A study was conducted on the factors 2.The impact of a student's academic performance when it comes to the drawbacks of online
affecting students' educational excellence, gaming, the propensity to exhibit aggressive behavior is the most serious side effect of playing
with 70 students playing online games video games. Aggression, violent emotions, and disruptive behavior are more common in
children who play video games.
from Guimba and nearby cities serving as
the sample population. They were designed 3.While the benefits of online gaming are numerous, we connect with other teenagers, form
groups and societies, and assist one another. We have the ability to learn new tactics, solve
to answer a series of questions about the problems, and overcome obstacles. We practice observational skills as well as sensitivity and
positive and negative effects, as well as the focus.
impact on students' academic success. 4.The issues also reported that some of the issues with playing online games had no negative
impact on their grades because they know how to set limits. They understand that they must
maintain self-control in order to perform well in class, which is why they only play games
during vacations and weekends when they have more free time than when they have school.
conclusi
on
Female students were more likely than male students to participate in online gaming. The
majority of those who responded were in the 12th grade, which placed them between the ages of
18 and 19. According to the survey respondents, they began playing just a few years ago and now
spend 2-4 hours per day playing. And when the respondents are playing video games, their
academic output is unaffected. The majority of respondents ranked their roles in school ahead of
playing video games. Respondents benefit from the lightness of online play, which helps them
improve their cognitive skills. Behavioral changes, on the other hand, have not been exposed to
playing online games. Despite playing video games, respondents can still manage personal
interactions and socialize with their family and friends. When it comes to mental and physical
health issues, the respondents can still play video games despite their limitations. Overall,
respondents' academic results, behavioral problems, social experiences, and physical and mental
wellbeing were unaffected by playing online games.
recommend
ations
For Senior High School students, should For Teachers, should be understanding of students
concentrate more on academic success and play like these because it may be their way of reducing
video games in their spare time to better control stress at school and avoiding depression.
their time and devote more time to learning.