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RELATION TO ACADEMIC

PERFORMANCE OF
GRADE 12 MELCU
STUDENTS
GRADE-12 SCIENCE TECHNOLOGY ENGINEERING AND MATHEMATICS

ENOC, JEZEKIAH GRACE A.


DABALOS, GIAN PRIME DY
ESPIRITU, KATE S.
BOISER, BENJIE
INTRODUCTION
 Useof online games may lead to wosened
learning ability, poor academic performance
and decreased interaction with other people.
 This
study’s findings will reveal how online
gaming affects the academic performance of
Grade-12 MELCU students.
 Thefindings would be of great importance in
assessing how to formulate solutions to certain
occurring problem.
LITERATURE
BACKGROUND
Operant Conditioning Asserts that a learning
is strengthen when there is a reinforcement. (Skinner,
1987 Philippine Constitution Article XIV
Section 1- Emphasizes the right of citizens to
1930)
 . quality education.
Social Cognitive theory Gives emphasis on a Section 2- Accent the responsibility of teachers
and administration to student education.
person’s experiences, cognition, his capabilities, quality
Batas Pambansa Bilang 232 The Educational
of functioning, and the meaning and purpose of one’s Community Chapter 3, Section 15- Stresses students’
life. (Bandura, 1960s) responsibility.-
Law of Exercise A person’s action is The Educational Systems
strengthened with vigor and duration when it is used. Chapter 1, Section 22- Focus on the objective of
(Thorndike, 1898)- Secondary Education for the benefit of students.

Grade 12 STEM and HUMSS students of Montessori Educational


Learning Centre of Ubay

Profile of the students


• Age
• Sex
• Year Level and Strand Academic Performance
• Grade

Online Gaming
STATEMENT OF THE PROBLEM
The aim of the problem is to determine the relationship of online gaming and its effect to
academic performance of Grade 12 MELCU students S.Y. 2022-2023
Specifically, it aims to answer the following questions:
1. What is the profile of the student-respondents in terms of:
1.1 Age;
1.2 Sex;
1.3 Strand;
1.4 Grades
2. What are the effects of online games in academic performance among Grade 12 students?
3. Is there a significant relationship between Playing Online Games and Academic
Performance of Grade 12 MELCU students?
STATEMENT OF NULL
HYPOTHESIS
• There is no significant relationship between
Playing Online Games and Academic
Performance of Grade 12 MELCU students.
RESEARCH
•DESIGN
METHODOLOGY
The researchers used a Descriptive Survey Design Method using a Cluster Sampling.
• ENVIRONMENT AND RESPONDENTS
The scope of the study is at Montessori Educational Learning Centre of Ubay located at Highway, Tapon,
Ubay, Bohol. The target population was eighty-three (83) combined students of Grade 12 STEM and HUMSS in the S.Y. 2022-
2023
• INSTRUMENTS
The researchers utilized a descriptive survey design through the use of standardized questionnaire.
• DATA GATHERING PROCEDURE
The researchers have the consent first before distributing the questionnaire and submitted a letter to
the principal of Montessori Educational Learning Centre of Ubay.
• STATISTICAL TREATMENT
Gathered data undergo a mathematical procedure to accurately interpret and analyze the information collected.
• P=
• r=
RESULTS AND
TABLES
Table 1.1 Profile of the Student Respondents in terms of Age.

Age Frequency Percentage


According to the study of Brown(2011)
Entertainment of Merchants
16 1 1.20 Association, it states that respondents,
representing the video-game and
17 53 63.86
software industries, filed a
preenforcement challenge to a
18 22 26.51
California law that restricts the sale or
19 6 7.23
rental of violent video games to
minors. The federal district court
20 1 1.20 concluded that the act violated the first
amendment and permanently enjoined
Total 83 100 its enforcement. The Ninth Circuit
affirmed.
Table 1.2 Profile of the Students Respondents in terms of Sex

Sex Frequency Percentage A study made by Yehuda, Greenberg, Weinstein (2016)


found out that Internet addiction by using the
smartphone-relationships between internet addiction,
frequency of smartphone use and the state of mind of
Male 28 33.73 male and female students. The sample consisted of 45
participants-25 women and 20 men, University students
age range 21-29, who were recruited by convenience
sampling. The experiment was conducted in three
Female 55 66.27 conditions: state of boredom, passive activity and active
activity in counter-balanced order. Before the experiment
participants completed Internet addiction, Visual Analog
Scales (VAS) and Smartphone Addiction Scale (SAS)
Total 83 100 questionnaires. After each experimental condition
participants completed the VAS questionnaire. There
was a correlation between the frequency of Smartphone
use and Internet addiction. High frequency of Internet
use rather than type of activity or gender predicted
Smartphone addiction.
Table 1.3 Profile of the Students respondents in terms of Strand.

A study made by Burušić, Šimunović


Strand Frequency Percentage and Šakič (2021) revealed that the
frequency of writing posts on social
media sites and downloading music,
STEM 45 54.22 movies, games or software from the
internet negatively predicted STEM
achievement, even after controlling for
parental education and student gender.
HUMSS 38 45.78 The relationship between frequency of
certain technology-based activities at
home and STEM achievement was
Total 83 100 found to vary depending on student
gender and the combination of student
gender and parental education.
Table 1.4 LEVEL OF STUDENTS PERFORMANCE
No. Grades No. Grades No. Grades No. Grades

1. 89 22. 95 43. 91.5 64. 94

2. 85.5 23. 89.5 44. 93 65. 88.5

3. 88.5 24. 90 45. 92.5 66. 82.5

4. 82 25. 90 46. 90 67. 91.5

5. 89 26. 90 47. 89 68. 91

6. 86 27. 91 48. 89 69. 91.5

7. 81.5 28. 92.5 49. 84.5 70. 90.5

8. 90 29. 87 50. 84.5 71. 92

9. 88 30. 86 51. 87.5 72. 93

10. 84.5 31. 87.5 52. 90 73. 87

11. 89 32. 88.5 53. 89 74. 91

12. 91 33. 88 54. 88.5 75. 91

13. 89 34. 82 55. 89.5 76. 90

14. 86.5 35. 90 56. 91.5 77. 90.5

15. 90.5 36. 87 57. 91 78. 90.5

16. 92 37. 84.5 58. 89 79. 89.5

17. 90 38. 90 59. 87.5 80. 90

18. 88.5 39. 91 60. 91 81. 90

19 91 40. 90 61. 92 82. 90

20. 89 41. 90.5 62. 88.5 83. 92

21. 87.5 42. 91.5 63. 90.5


Table 2. Effects of Online Games in Academic Performance among Grade 12 Students
SA A D SD AWM MODE RANK
This may relate to the study of Kwok,
Q1 13 56 14 0 2.9875 AGREE 10 Leung and Poon (2021) The Effects of
Q2 18 47 17 1 2.9875 AGREE 11.5 Internet Gaming and Social Media Use on
Q3 34 42 7 0 3.32530 STRONGLY AGREE 2
Physical Activity, Sleep, Quality of Life,
and Academic Performance Among
Q4 20 48 13 2 3.03614 AGREE 7.5
University Students in Hongkong: A
Q5 17 48 11 7 2.90361 AGREE 13 Preliminary Study, it states that with the
Q6 10 52 16 5 2.80722 AGREE 15 rapid increase in the prevalence of the
internet and/or smartphone usage
Q7 28 43 10 2 3.16867 AGREE 6
worldwide in the last decade, studies on
Q8 10 62 9 2 2.85542 AGREE 9 internet addiction and the associated
Q9 37 36 8 2 3.30120 STRONGLY AGREE 3 health implications have greatly
Q10 13 45 19 6 2.78313 AGREE 16
increased. Among different behaviors on
the internet, engagement in internet
Q11 10 52 16 5 2.85542 AGREE 14
gaming and social media are more
Q12 6 32 32 13 2.37349 AGREE 17 problematic, as they may lead to
Q13 18 48 14 3 2.97590 AGREE 8 symptoms associated with addiction.
Numbers of negative consequences on
Q14 33 39 10 1 3.25301 AGREE 5.5
mental and physical health, such as
Q15 17 50 12 4 2.96385 AGREE 11.5 anxiety disorder, depression, suicidal
Q16 29 44 8 2 3.20481 AGREE 5.5 ideation, more frequent headaches, and
Q17 13 49 19 2 2.87951 AGREE 12
muculosketal pain, were found to be
associated with heavy internet use or
Q18 30 49 3 1 3.30120 AGREE 4
internet addiction among adolescents.
Q19 37 38 5 3 3.10843 STRONGLY AGREE 1
Table 3
Correlation between Playing Online Games and Academic Performance

AREA COMPUTED r TABULARVALUE DECISION INTERPRETATION

ONLINE 1.720525 Perfect Positive REJECT Ho Significant

GAMES Correlation
This will relate to the study of Garcia, K., Jarabe, N. & Paragas, J. (2018) Negative
Effects of Online Games on Academic Performance that there was a moderate
negative effect of playing online games on their academic performance in assignments,
quizzes, class recitation, paper works, and examinations. There was a significant
correlation between the two respondents’ GPA in Grade 10, their daily and weekly
hours spent in playing, there motivation in playing online games and the level of
negative effects on their academic performance. Based on the findings of the study, the
researchers recommended that parents should do something in limiting their children’s
fondness in online games and tht computer shop owners should prohibit students from
playing online games during class hours.
SUMMARY AND FINDINGS
SUMMARY
The main point of this study was to determine the effects of online gaming in
relation to academic performance among Grade 12 students. This study utilized
the descriptive method in its undertaking. The instrument was a standardized
questionnaire.
FINDINGS
Based on the results of the data gathered which have been analyze, the
following findings were revealed;
On the Profile of Respondents
Age. 16 years od 1.20%, 17 years old 63.86%, 18 years old 26.51%, 19 years old
7.23% and 20 years old 1.20%
Gender. 33.73% of the respondents were Male and 66.27% were Female
Strand. 54.22% of the respondents were STEM students and 45.78% were
HUMSS students.
CONCLUSION
The following conclusion were attained based on the prior findings;
1. The level of Student’s Academic Performance of Grade 12 students is
satisfactory.
2. There is significant relationship between Playing Online Games and Student’s
Academic Performance among Grade 12 students of Montessori Educational
Learning Centre of Ubay Inc.

Online gaming addiction entails unrestrained, all night gaming sessions. Online
games are used by students to relieve stress, but playing them excessively
might degrade learning abilities, cause attention issues, lower academic
achievement, and reduce social contacts. It is also important to set time limits for
play and stick to them, keep phones and other gadgets out of the bedrooms so
you won’t play into the night and do other activities everyday, including exercise.
This will lower the health risk of sitting and playing for long stretches of time.
RECOMMENDATION
S the gathered facts and results, the researchers strongly recommend
With
that;
1. The students shall play online games in their free time, especially in
academic purposes to lessen the possibility of being addicted to the
Online Games and to have positive result in their academic performance.
2. The parents should pay attention to their children especially in playing
online games and they should also give their children a time to limit in
playing to avoid Online Gaming addiction.
3. The teachers shall guide and teach the student how to control their time
in Playing Online Games and also to help the student engage in an
educational way to improve their academic performance.

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