Proposal Defense Buyoc 1

You might also like

Download as pptx, pdf, or txt
Download as pptx, pdf, or txt
You are on page 1of 12

THE IMPACT OF ONLINE GAMES TO

THE ACADEMIC PERFORMANCES OF


GRADE 10 STUDENTS
Student-Researchers

 Dan Angelo Amolong


 Kharl Zjan Buyoc
 Christian Caliao
 Jay Esparagoza
 Joshua Felisilda
 Chrissia Marie Fernando
 Keven Jade Salado
 Lesley Pearl Tulang
 Jhon Carl Tilampay
RATIONALE
Nowadays, students spend their leisure time playing online games not studying
their lessons. Online games is one of the reasons why students have a low or
failing grade. Teenagers will become addict if there is no one who will stop and
educate them. Time management becomes less effective in this era because each
one of us has priorities that we do not take seriously. Many students can’t quit this
doings and if they are being stopped by their parents and took their gadgets away,
they’d get mad and sulk to their parents. Online games is indeed a distraction to
students especially if they can’t control their addiction to it. Students must limit
their online games to balance their academic performance and their mental health.

RESEARCH
RATIONAL
The impact of online games on the academic performance of students is alarming

E
and is out of concern. As technology continues to advance, online gaming has
become progressively prevalent among teenagers, offering both entertainment and
challenges. Online gaming addiction poses a significant risk to students academic
performance. Students who struggle with gaming addiction may prioritize gaming
over academic responsibilities, leading to a decline in academic performance and
an inability to meet academic expectations.
HEORETICAL LENS
Conceptual Paradigm
Independent Variables Dependent Variables

STUDENTS LEARNING PROCESS STUDENTS ACADEMIC PERFORMANCE

• SOCIAL PROBLEMS
• Online game addiction
• TEMPTATION DESIRE
• TECHNOLOGY ADDICTION

Figure 1. Conceptual Framework of the Study

RESEARCH
METHODOLOGY
RESEARCH
DESIGN
Online addictions have increased rapidly due to the increased use of smartphones,
tablets, and laptops. Furthermore, overuse of the Internet has been conceptualized in a
number of different ways, including problematic Internet use (Aboujaoude et al., 2006;
Young, 2009).In addition, online gaming addiction, which is another addiction associated
with the Internet, is defined by the American Psychiatric Association (APA, 2013) as the
consistent and prolonged use of the Internet to play videogames, frequently with other
gamers, that causes disruption and clinically impairs several aspects of a person’s life
(e.g., personal relationships, occupation and/or education).

RESEARCH
METHODOLO
ESEARCH DESIGN
GY
Key characteristics of online gaming addiction are individuals obsessively playing online
videogames to the point of neglecting everything else in their lives, which leads to social
and/or psychological disorders in such individuals (Ates et al., 2018; Batmaz & Çelik,
2021). Previous studies have indicated various variables that predict and/or are
associated with gaming addiction, including attention-deficit/hyperactivity disorder
(ADHD), obsessive-compulsive disorder (OCD), anxiety and depression (Andreassen et
al., 2016), social anxiety (Karaca et al., 2020),.
METHODOLO
RESEARCH LOCALE
GY
This research was conducted at Mapawa National High School, MNHS is
a public secondary school which caters from grade 7 through grade 12
students. It is the second biggest school in the Municipality of Maragusan.
Located in Purok Agila, Mapawa, Maragusan, Davao de Oro. The school
was known for its activeness and for being a competitive school.

Source: Google Maps


METHODOLOGY
RESEARCH RESPONDENTS
The main respondents of this research are the grade 10 students of Mapawa National High
School between the ages of 15 to 18 years old. They were given a survey form regarding
what are the effect of online games to their academic performance. The researchers choose
their respondents through stratified sampling method which categorized the students based
on if they are playing online games or not. Grade 10 students were chosen as research
respondents because most of them has access to technology, and they feel academic
stress, and also they are influenced by their surroundings, friends classmates or even
relatives.
RESULTS &
CONLUSIONS
Therefore this research concludes that online games really affect our life
especially in academics, addiction can be prevented if we are responsible
students and we limit ourselves from playing too much. Many students said
that online games saved their lives when they are facing hardships in life.
Online games can be a good source of entertainment and provide many
benefits such as hand-eye coordination and reflexes, stress relief, and
technical skills that can help us in many ways.

RESEARCH
RESULTS & CONLUSIONS
However, engaging in online gaming can pose certain drawbacks including
addiction, health issues, exposure to inappropriate content, and sleep disturbances
that can alter our behavior. Hence, researchers recommend that students set clear
boundaries by stablishing specific time limits for online activities. Create a schedule,
students must form a daily routine that includes time for both online and offline
activities.
REFERENC
E

https://www.sciencedirect.com/science/article/pii/S074756320500049X
https://selfdeterminationtheory.org/theory/

You might also like