This study aims to determine the effects of playing online games on the academic performance of selected grade 10 students in Bagbag National High School. The objectives are to identify the effects of online gaming on academic performance, investigate the relationship between exposure to online games and academic performance, and analyze collected data. The study is limited to specific online games and will survey 35 grade 10 students to gather information on how playing online games affects their academic performance, problem-solving, decision-making, and spatial visualization.
This study aims to determine the effects of playing online games on the academic performance of selected grade 10 students in Bagbag National High School. The objectives are to identify the effects of online gaming on academic performance, investigate the relationship between exposure to online games and academic performance, and analyze collected data. The study is limited to specific online games and will survey 35 grade 10 students to gather information on how playing online games affects their academic performance, problem-solving, decision-making, and spatial visualization.
This study aims to determine the effects of playing online games on the academic performance of selected grade 10 students in Bagbag National High School. The objectives are to identify the effects of online gaming on academic performance, investigate the relationship between exposure to online games and academic performance, and analyze collected data. The study is limited to specific online games and will survey 35 grade 10 students to gather information on how playing online games affects their academic performance, problem-solving, decision-making, and spatial visualization.
This study aims to determine the effects of playing online games on the academic performance of selected grade 10 students in Bagbag National High School. The objectives are to identify the effects of online gaming on academic performance, investigate the relationship between exposure to online games and academic performance, and analyze collected data. The study is limited to specific online games and will survey 35 grade 10 students to gather information on how playing online games affects their academic performance, problem-solving, decision-making, and spatial visualization.
CHAPTER 1 Introduction The term computer game is in sharp competition with video games, console games, and arcade games. Video games and console games usually mean games connected to a TV, whereas arcade games means games placed in public spaces. Computer games on the other hand, are occasionally used to mean games played on a personal computer. . However, since all of these areas have been developed in close parallel and because all of these games are played on computers, most researchers use the term computer game to represent all of these areas as a whole. Computer games first came into existence in the 1960s with the introduction of a shoot-up game. Since the computer games have become a regular part of life for many people due to its increased popularity. The computer game has changed from being primarily played at an arcade to be primarily played in the home. This research are help the student to overcome their challenges and even the other researcher use this research as reference. Statement of the Problem This study aims to know the perceived effects of online games to the academic performance among the Grade 10 students in Bagbag National High School Objectives of the study The main objective of this study is to identify the effects of online gaming on the academic performance of students in Grade 10 and study the effects of playing computer games on the academic performance of the students. Investigate the relation between exposure to computer games and the academic performance of the students and analyze data collected from the questionnaire using statistical method to devise conclusions. Significance of the study This study will help the students have an insight on the effects of playing online games in academic performance of selected grade 10 students.
To the Parents, it will serve as basis to help share with
other parents the information about certain games or ideas to help each other in parenting. Also it will help them understand the behaviour and study habit of their children when they’re engaged into such activity To the Teachers, it will provide additional knowledge on what strategy to use to educate students about the well-known effects of online gaming to students’ academic performance, problem-solving strategy, decision-making and spatial visualization.
To the future researcher, it will serve as reference.
Scope and limitation of the study The study covers students of BNHS selected Grade 10 students. This study was limited to DOTA2, Clash of Clans, and Counter Strike, League of legend. The researcher will gather information about the possible effects of the selected online games on students’ academic performance. A survey will be conducted about the evaluation of the respondents regarding in the study of the effects of these playing online games on students academic performance in BNHS Grade 10. In a random order, thirtyfive selected grade 10 students in BNHS will be given questionnaires to get information that will be needed in the study. This study will be conducted to determine the effects of playing online games to the students’ academic performance, problem-solving strategy, decision-making and spatial visualization. The problem-solving strategy, memorization and decision-making capabilities will be measured through a series of situations and identifications on the questionnaire. Definition of terms Academic Performance - is measured by taking written and oral tests, performing presentations, turning in homework and participating in class activities and discussions. Teachers evaluate in the form of letter or number grades and side notes, to describe how well a student has done.
Game Addiction - is an excessive or compulsive use
of computer games or video games, which interferes with a person's everyday life. Online Game - is any game that is played online, based online, or has a majority of its content/gameplay online. Gamer - is a person who plays a game or games, typically a participant in a computer or role-playing game. Chapter 2 REVIEW OF RELATED LITERATURE Online Games/ Video Games Playing video games is often associated in our society with poor academic performance. This anecdotal idea is supported by some research. A 2000 study found a negative correlation between GPA and time spent playing video games (Anderson & Dill, 2000). The correlation was relatively small. Time alone accounted for a 4% variance in GPA, yet the findings are significant. However, several older studies contend that the results of research have been mixed. A 1997 study suggests that “there is no clear causal relationship between video game playing and academic performance” (Emes, 1997, p. 413). It goes on to say that the research is “sparse and contradictory” (Emes, 1997, p. 413). The effect that interactive digital media has on the learning process is not completely negative. It is not that the medium itself is inherently flawed, but much of the information that gets transmitted through it may be. As was noted in a 2008 study on media attention and cognitive abilities, “content appears to be crucial” (Schmidt &Vanderwater, 2008, p. 63). If the content being consumed is positive, then positive results can be expected. If the content is negative, then negative results can be expected. The study examined research from many sources in arriving at this conclusion. Student Engagement and Sociological Effects Research on the social effects of video games is also mixed (Allison, Wahlde, Shockley, &Gabbard, 2006). Some studies have found that video games are similar to addictions such as gambling which create negative social effects. Massively Multiplayer Online Role Playing Games (MMORPGs) have been called “heroinware” because they are “simultaneously competitive and highly social” (Allison, Wahlde, Shockley, &Gabbard, 2006, p. 383). Other studies have noted positive aspects of the games such as the ability to experiment with aspects of individual identity which do not come out in public. MMORPGs have been criticized for hampering academic and job performance. The FCC has specifically accused World of Warcraft, one of the most popular games, as leading to college dropouts (Somaiya, 2009). Students can become obsessed with these games and become disengaged from schools, friends, and life in general.Video games can also have positive social effects. One measure of this which has significant research is that of prosocialbehavior. Prosocialbehavior is defined as when one person acts to help another. While research on this topic is mixed, there is evidence that games which focus on prosocialbehavior lead to prosocial results (Schie&Wiegman, 1997). Intelligence Benefits According to All Academic Research, playing computer games may not be all that bad for your children. Peng Wei states that educational games can be effective assisting tools in the educational areas of management, medicine and science. If you choose the right educational computer games, your child may learn better problem- solving skills and eye-hand coordination. Your child may also get the ability to think fast and think of multiple things all at once. Skills obtained from playing computer games may help your child learn quickly when it comes to his studies. If your child is struggling in one of his school subjects, there are many educational computer games available for him. There are math and reading related games that may help boost your child’s skills. These games can be both fun and educational for your children. Positive Effects of Video Games When your child plays video games, it gives his brain a real workout. In many video games, the skills required to win involve abstract and high level thinking. These skills are not even taught at school. Some of the mental skills enhanced by video games include following instructions, Problem solving and logic (When a child plays a game such as The Incredible Machine, Angry Birds or Cut The Rope, he trains his brain to come up with creative ways to solve puzzles and other problems in short bursts), Hand- eye coordination, fine motor and spatial skills. In shooting games, the character may be running and shooting at the same time. This requires the real-world player to keep track of the position of the character, where he/she is heading, his speed, where the gun is aiming, if the gunfire is hitting the enemy, and so on. All these factors need to be taken into account, and then the player must then coordinate the brain's interpretation and reaction with the movement in his hands and fingertips. This process requires a great deal of eye-hand coordination and visual-spatial ability to be successful. Computer Game Addiction Because there is no official diagnosis of computer game addiction, there is obviously no universally agreed upon list of symptoms. Psychologists and other mental health professionals initially adapted the diagnostic criteria for gambling addiction and used this as a rough assessment tool for computer game addiction. This classification approach is rarely used today and for better or for worse, it is essentially up to the individual researcher or clinician to define the symptoms of computer addiction. Still, there are some signs and behaviors that are almost always included in definitions of computer addiction, such as: Significant interference with school, work, or relationships. Often avoiding other commitments in order to keep playing, Frequently turning down social invitations in favor of gaming, Using most or all of one's free time for gaming, Regularly playing late into the night and which results in poor sleep habits, Loss of interest in previously enjoyed activities, Regular gaming "binges" of 8 hours or more nonstop.