Online Games: Affecting the Academic Performamce
AGUSAN DEL SUR NATIONAL HGH SCHOOL
Implementing Unit
Online Games: Affecting the Academic Performanceof G-11
Students in ASNHS
A Research Paper in Senior High Department
submitted as partial fulfillment of the requirements
in Subject Description
Jan Neca D. Bacolod
Jeanette D. Aquino
Ivy Claire P. Plaza
Poven Marie Du
Jonah T. Guy
Researchers
Mrs. Imelda N.Paracale (MT-II)
Practical Research Teacher
March, 2019
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Online Games: Affecting the Academic Performamce
AGUSAN DEL SUR NATIONAL HGH SCHOOL
Implementing Unit
TABLE OF CONTENTS
Approval Sheet ……………………………………………………….. i
Abstract ………………………………………………………………. ii
Acknowledgments (optional)..………………………………………. iii
Dedication (optional) ………………………………………………… iv
Table of Contents …………………………………………………….. v
List of Tables …………………………………………………………. vi
List of Figures ………………………………………………………… vii
List of Appendices ……………………………………………………. viii
Chapter 1. THE PROBLEM & ITS BACKGROUND …………….. 2
1.1 Introduction ……………………………………………… 3
1.2 Theoretical/Conceptual Framework ……………………. 4
1.3 Statement of the Problem (and hypotheses if applicable) .. 5
1.4 Significance of the Study ………………………………… 6
1.5 Scope and Delimitation of the Study ……………………. 7
1.6 Definition of Terms ………………………………………. 8
Chapter 2. REVIEW OF RELATED LITERATURE ……………… 9
Chapter 3. RESEARCH METHODS
3.1 Research Design ………………………………………….. 10
3.2 Participants of the Study ………………………………… 11
3.3 Setting of the Study ……………………………………… 12
3.4 Research Instrument …………………………………….. 13
3.5 Data Gathering Procedure ………………………………. 14
3.6 Data Analysis ……………………………………………… 15
Chapter 4. PRESENTATION, ANALYSIS &
INTERPRETATION OF DATA ………………………… 15
Chapter 5. SUMMARY, CONCLUSIONS &
RECOMMENDATIONS ………………………………… 16
References ……………………………………………………………… 17
Appendix ………………………………………………………………. 18
Curriculum Vitae ……………………………………………………… 19
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Online Games: Affecting the Academic Performamce
AGUSAN DEL SUR NATIONAL HGH SCHOOL
Implementing Unit
Chapter 1
THE PROBLEM & ITS BACKGROUND
1.1 Introduction
Internet as a source of information plays an important role in developing one's mind
and life experiences by creating productive works in schools, offices and even at home
(Dumrique, et. at, 2018). The internet has been described as the decisive technology of our
century (Aussie, 2016). Nowadays, this can be a person's most efficient strategic tool for
enabling themselves to take charge and cope with the fast growing technology. The fact
that people live in an informative lifestyle where everything is updated. Internet become
one of the necessities of human being regardless of age and sex in today's society. However,
the influence of this useful machine on youth is undeniably questionable (Dumrique, et,
at., 2018).
Development in technology bring many things that people don’t have many years
ago. One of these things is online gaming that is provided by the internet. Online gaming
is one of the widely used leisure activities by many people. According to some research,
playing online games is beneficial. It enables the mind of the players to be more active,
especially those puzzle-based games. It helps the player to come up with decisions in tight
situations; especially those adventure games that keep the players to be alert, active and
strategic. Teenagers who are playing these online games said that they are playing these
games just for fun, without knowing that there are also a lot of bad effects of playing these
games that are more than what they think. Even if there are some ways that online games
can be beneficial to us, still bad effects can be dominant with the good one that could
greatly affect one's health and performance (Dumrique, et, at., 2018).
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Online Games: Affecting the Academic Performamce
AGUSAN DEL SUR NATIONAL HGH SCHOOL
Implementing Unit
The Taiwan Institute for information industry in 2010, Taiwan’s Internet users most
commonly use online gaming services up to 50.28%, the largest proportion of 12-19 years
accounting for 83.08%-90.91%. Most of the online gamers are male and they are more
likely to develop a gaming addiction. In Germany, 1.5%-3.5% of teenage internet users
show signs of gaming addiction (Peukert, 2010).
In the Philippines, students are prone to online game addiction. According to NIKO Media
Research, the projected number of online computer gamers in the Philippines rose from 21
million in 2012 to 28.72 million in 2014. Parents have a negative reception of online games
because for them, this game are just waste of time. Studies also shown that the more time
a kid spends playing video games, the poorer is his/her performance in school. A study also
by Argosy University’s Minnesota School on Professional Psychology found that video
game addicts argue a lot with their teachers, fight a lot with their friends and score lower
grades (Vinluan, 2016).
Related with this phenomenon, a study on the cause and effect of online video game
consumption among student is urgent to carry out. This is due to the anxiety of many parties
concerning the online video games impact in decreasing student creativities, fitness and
other forms of social skill. In online video games, all equipment, rules and play forms are
created by their creators. These make students feels do not need to be creative in playing
the games. Online video games also cause their players wasting or using up a lot of their
time sitting in front of the computer screens. This activity could in turn make students
losing their physical fitness and social skill because they will never
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Online Games: Affecting the Academic Performamce
AGUSAN DEL SUR NATIONAL HGH SCHOOL
Implementing Unit
notice their physical and social surroundings. The condition will eventually bring various
fatal effects for their physical and mental developments (Van Rooij et al. 2011).
Other researchers used Gaming Habits Survey in their present studies. They developed a
particular study in a certain topic. Until now result from some management studies has
been disappointing. There are 6.3% of 221 participating pupils- mostly boys with a low
educational background – fulfil the diagnostic criteria of a behavioral addiction. Clinically
diagnosed adolescents exhibited limited cognitive flexibility and were identified to utilize
computer gaming as a mood management strategy (Thalemann, et., al, 2010).
As gaming addiction becomes more of a concern for parents, spouses, educators
and those in the mental health community it is important to conduct a study on it. This issue
is one of the problems that our society facing since in 90’s but still the governments doesn’t
have a solution. Gaming addiction is associated with the higher rates of anxiety, depression
and poorer academic performances (Peukert, 2010).
This study was carried out to determine if the students’ academic performance is
affected by their Internet usage. The study will be conducted among the senior high school
students of Agusan Del Sur National High School. This aims to find out the factors why
students are addicted to online games, the impact of online gaming to the academic
performances of the students and to know what type of online games does the students
usually play.
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Online Games: Affecting the Academic Performamce
AGUSAN DEL SUR NATIONAL HGH SCHOOL
Implementing Unit
1.2 Theoretical/Conceptual Framework
Computer game addiction generally refers to an excessive, unhealthy amount of
playing computer games. Rather than engaging in the real world, an addicted user devotes
the majority of his or her time to gaming (Conrad, 2011). The issue of game addiction is
getting spread widely and uncontrollable. Gaming addiction became a mysterious problem
which is still difficult to treated, more terrifying than alcohol or drugs addiction.
There are many theories that can be related with this research. One of the theories
that can be used to help us on learning the behavior of students in Agusan del Sur National
High School towards online video game is behavioral change theories which used to
explain why the humans’ behaviors change. These theories claimed that personal,
behavioral characteristics and environmental as the main factors in behavioral
determination.
John B. Watson (1913) said that behaviors can be measured, trained, and changed.
Behaviorism, also known as behavioral psychology, is a theory of learning based upon the
idea that all behaviors are acquired through conditioning. Conditioning occurs through
interaction with the environment. Behaviorists believe that our responses to environmental
stimuli shape our behaviors. The researcher can relate this phenomenon with the
respondent background such as from where they come from whether from rural area or
from urban area. This is important in this research because the researcher want to find out
whether respondents environment will affect their behavior toward online game.
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Online Games: Affecting the Academic Performamce
AGUSAN DEL SUR NATIONAL HGH SCHOOL
According to Dr Shumaila Implementing Unit from Cardiff Business School said
Yousafzai (2009)
popular online video games warned players not to overuse their products. These warning
messages also suggest that the online video game industry might know how high the
percentage of over-users is, how much time gamers spend playing and what specific
features make a particular game more engrossing and addictive than others (Yousafzai,
2009). In other hand, Cyber psychologist Dr Zaheer Hussain, from the University of Derby,
said warning messages were not enough. As a first step online game developers and
publishers need to look into the structural features of the game design, for example the
character development, rapid absorption rate, and multi-player features which could make
them addictive and or problematic for some gamers (Hussain, 2008).
Parents across the globe are increasingly concerned about their sons online gaming
habits. Addiction in online games is very much common and it is continuously increasing.
This phenomenon is not only parent's problem but it also bring problems to our society that
needs solution.
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Online Games: Affecting the Academic Performamce
AGUSAN DEL SUR NATIONAL HGH SCHOOL
Implementing Unit
Academic Behavior of Online
Grade-11 Strands Involve in
Gamers
the Study
Scores in Test
Science, Technology,
Oral Participation
Engineering and
Number of Absences
Mathematics (STEM)
Requirements Passed
Accountancy, Business
and Management
Frequency Level of Online
Technical-Vocational-
Gamers
Livelihood (TVL)
Number of Hours
General Academic
Played
Strand (GAS)
Number of Days Played
Figure 1.1 the Research Framework
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Online Games: Affecting the Academic Performamce
AGUSAN DEL SUR NATIONAL HGH SCHOOL
1.3 Statement of the Problem Implementing Unit
This study focus on the effects of online games on the academic performance of
G-11 students in Agusan del Sur National High School.
Specifically, it aims to answer the following questions:
1. Is there any difference on the behaviour of gamers and not gamers in terms of:
1.1 Scores in Test
1.2 Oral Participation
1.3 Number of Absences
1.4 Requirements Passed
2. What are the impacts of playing online games frequently in terms of:
2.1 Number of Hours Consumed in Playing
2.2 Number of Days Consumed in Playing
3. What are the factors that influence the Grade-11 students in Agusan del Sur
National High School to play an online games.
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Online Games: Affecting the Academic Performamce
AGUSAN DEL SUR NATIONAL HGH SCHOOL
1.4 Significance of the Study Implementing Unit
This study attempts to determine the effects of online gaming in academic
performance of grade 11 students in Agusan del Sur National High School. Results of this
study may be of great help of giving awareness to the following:
Students. The result of the study will help the students to be aware of the effects in
their school performance if they spend most of their time playing online games.
Parents. They will be able to know the effect of engaging online games in
educational performance of their children and if the parents will find out the effects then
they can solve the problems accordingly.
Teachers. This research will give a big impact on educational performance of
students. They will be aware of difficulties that students encountered in indulging online
games. They will also use the findings as the basis for making their students guided on the
limitation in playing online games.
School Administrators. This research will give information to the school
administrators to see the effects on the concept of playing online games. They will also
obtain a picture of the problems in these kind of games and will lead them to find a solutions
to those problems. Moreover, this study will give them information about online games
and will guide them implement rules and policies for limiting students in playing online
games in school and conduct consequences to those who didn't follow the rules.
Other Stakeholders. Government officials may also experience the effects of
online gaming arising the percentage of students who played. This study can encourage
them to support the policies and rules of school implemented.
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Online Games: Affecting the Academic Performamce
AGUSAN DEL SUR NATIONAL HGH SCHOOL
Implementing
Future Researchers. The data Unit
garnered in this research will serve as the valuable
source of information in conducting a study related to this research and give them more
knowledge or idea.
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Online Games: Affecting the Academic Performamce
AGUSAN DEL SUR NATIONAL HGH SCHOOL
1.5 Scope and Delimitations Implementing Unit
The study focused on the effects of online games on the academic performance of
G-11 students in Agusan del Sur National High School. It was delimited by participant
selection of 200 respondents online gamers that play online games more than 2 hours a day
that involves different strand in G-11 in ASNHS namely: STEM, ABM, GAS and TVL.
The study was delimited only on the good and bad effects of online games on the
academic performance of G-11 students in Agusan del Sur National High School in terms
of the following: Factors that influence the students to play online games, Type of online
games that is played, and impacts of playing online games. The participants were taken
according to the frequency of a student in playing online games that includes: Number of
hours in playing online games and Number of days in playing online games in a week. The
study also includes the academic behaviour of a student according to the following:
Number of absences, Scores on the major subjects, Oral participation and requirements
passed.
The study was conducted from January to March of the year 2019 among G-11
students in Agusan del Sur National High School.
1.6 Definition of Terms
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Online Games: Affecting the Academic Performamce
AGUSAN DEL SUR NATIONAL HGH SCHOOL
Implementing
Terms used in this research study Unit
are functionally and operationally defined for the
readers’ guidance and understanding. Here are the following:
Frequency. In this study, this refers to how frequent Grade-11 students play online
games
Game Addiction. This refers to the excessive or compulsive use of computer
games that interferes with a person’s everyday life. In this study it also refers to the use of
online games of Grade-11 students exceeding in 2 hours every day.
Grade-11 Student Gamers. In this study, this refers to the students who play
online games more than 2 hours a day and prioritize online games rather than studies. It is
also the participants of this study.
Internet. In this study, it is highly emphasized for this is one of the several points
and reason that this study is conducted.
MMORPG. Massive Multiplayer Online Role-Playing Game. This refers to an
online role-playing video game in which a very large number of people participate
simultaneously. With this, the player assumes the role of a character (often in a fantasy
world or science-fiction world) and takes control over many of that character’s actions.
Online Games. It refers to a video game played over some form of computer
network. This is one of the main reasons why students are into technologies that is why
their attention in academics is lessened.
Technology. In this study, it is highly emphasized for this is one of the several
points and reason that this study is conducted.
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