THE IMPACT OF VIDEO GAME TOWARDS THE ACADEMIC
PERFORMANCE OF SENIOR HIGH STUDENTS IN
NEW CORELLA NATIONAL HIGH SCHOOL
In Partial Fulfillment of the Requirements
in Practical Research 2
Daray, Joevril Jack
Aguan, Dolly Love
Autida, Abegail
Apare, Iggy
Balili, Queen Suzanne Angela
Bercilla, Cedrick
Cresino, Avril Keziah
Concha, Princess Jane
MR. GLENN O. NANUAL
Master Teacher I
Chapter 1
Rationale
Video games are a popular extracurricular activity for students at all
levels of study. They are an important part of a student's social life and are an
enjoyable activity whether one is playing games alone or in a group. There
has been a great deal of controversy over the effect that video games have
student's grades. Some claim that video games have a negative impact or
positive effects on students grades while others claim that playing video
games has no negative effect on student's grades, no matter how frequently
they play video games. However; neither of these arguments is completely
accurate as whether or not playing video games affects your grades is
influenced by other factors such as time and frequency of game play. It can
be hypothesized that spending more than 10 hours per week playing video
games can have a negative effect on student academic performance.
However; playing less than ten hours per week will have little if any affect on
academic performance (Freelance 2018). In America, the popularity of playing
video games has grown immensely over the past decade. Approximately half
of Americans play video games on various electronic devices while 10% of
those who play self-identify as being a gamer (someone who consistently
plays video games and identifies with the gaming community) (Pew Research
Centre, 2016).
Cortes, Alcalde (2012), stated that allowance, gender, peer group and
year level positively affect student's decision to play while time spent on
studying, year level, previous grade, number of books and time spent playing
computer games are found to be significant in affecting student's
performance. Results showed that the probability of a computer gamer to fail
is 39%, given the student has more than four siblings, a previous grade of at
most 84, lesser teachers, lesser hours on studying, living near a computer
shop, and spends more hours playing computer games. Moreover, 60% of the
students' daily allowance is spent on playing computer games.
The remaining group of students here in New Corella National High
School state that video games affect the academic performance of the
students, yet they manage to gain a lot of friends. Since some of the students
were this study conducted is shown different factors of how the video game
affect their performance at school.
The researcher finds it necessary to conduct the study to prove that the
video games have an impact towards academic performance and students
would benefit in the place where the study was conducted.
Research Objectives
The main objectives of this study is to find out the impact of video games
on academic performance among senior high students in New Corella
National High School. Specially, it seeks to assure to the following objective:
1. To describe the impact of video games in terms of:
1.1 Time Management;
1.2 Social Interaction;
1.3 Health Status; and
1.4 Peer Influence
2. To describe the level of academic performance terms of:
2.1 Grades
3. To determine the significant relationship between the impact of
video games on the academic performance towards senior high school
students.
4. To determine which domain in the impact of video games that
significantly predicts the academic performance among senior
high school students.
Hypotheses
The following hypothesis were tested at 0.05 the level of significant.
1. There is no significant relationship between the impact of video games
on the academic performances of senior high school students.
2. There is no domain in the impact of video games that significantly
predicts the academic performance among senior high school students.
Review of Related Literature
Presented in this portion of the study are some literature’s and findings of
studies which bear relevance to the present investigation. Reviewed are
articles taken from some references, books, published and unpublished
journals that could support the conduct and results of this investigation.
Time Management
Video games are a common pastime for adolescents. There has been a
relatively enduring concern that time spent playing video games might
undermine students academic performance, suggested that frequently
gameplay particularly frequently weekday video game might displace students
homework, reducing academic performance. Although some evident has been
presented supporting this view, the emerging evidence is mixed. Moreover,
although there is a small-moderate reduction in academic performance for
some weekday players, this reduction only occurs for players who play in the
mornings before school. Players who play in the evenings after school show
no meaningful difference in academic performance of non user. (Thartant et
al)
Time management affects how much stress the individuals subjected to.
(Gerdes et al) state that time management, study skills, anxiety management
and appropriate course load may also be helpful for building confidence, and
ultimately, academic success" . Time management and study habits affect
many aspects of student's life,and are essential to maintaining a higher grade
and achieving academic success in senior high school. (Ogletree et al)
explain that an increase of time spent on a leisure activity, such as video
game could result in problematic consequences in other areas. Students that
have a good time management skills are more confident and less stressed
with day to tasks that come about grades depend on the quality of work that is
done, and the quality of performance is affected by time management;
therefore, "grade point average would be expected to be influenced by time
management.
Social Interaction
Through socialization we can have better mental health, it can lighten your
mood and make you feel happier. Social interaction is good for your brain
health. Promotes a sense of safety, belonging and security. Allows you to
confide in others and let them confide in you.
Sitoonen (2007) says social interaction is a strong motivation not only for
multiplayer games, but also for long term social relationships with other
gamer. In-game social interaction often takes on the forms of communication
with other gamers, guild, and group play . Therefore, it can be measured by
the frequency of communication with other gamers and the frequency of
group/guild video games can allow players to talk to others and make friends
at their current ability level even when they are not emotionally or physically
able to leave their homes. This can help build the skills and confidence
necessary to try it in-person. Video games have created a fun and engaging
way of connecting with people and can act as an important teaching tool in
developing social skills. Video games can help develop cooperation skills and
supporting skills as players have the option to work together to form alliances
and create teams working cooperatively. Many video games often result in
better outcomes if players work together, encouraging players to be social.
Video games also provide the players with the opportunity to take a leader’s
position, which requires greater social networking skills and team work to
keep other players happy.
Socialization skills are important in the outside world for creating and
maintaining friendships, especially in school and work environments. Studies
have shown that playing video games, including violent video games can
create and improve friendships amongst players. Players can be fighting
against each other in the game but are developing their friendship as they
work together and share the experience. Video games are not simply
entertaining media; they also serve as a potent opportunity for socializing for
teens with new friends (Amanda Lenhart 2007).
The belongingness theory suggests that people have a fundamental
need to belong that motivates them to seek out social interactions and form
close and meaningful relationships with others. The social features of video
games provide opportunities for new meaningful and emotionally resonant
relationships to develop, helping to satisfy the human need for affiliation and
social support. Therefore, social need and developing online relationships are
main motivations for online gaming , and the social elements of an online
game shaped the gamers' desire to forge and maintain online relationships,
which may play a considerable role in the initiation, development, and
maintenance of gaming disorder . Consequently, the intensity of this social
interaction has been known to be associated with gaming disorder
Health Status
Health status refers to your both physical and mental health, claims
experience, receipt of health care, medical history, genetic information,
evidence of insurability, and disability. In addition there are three sides that
make up the health triangle and contribute to your overall health are Physical
Health, Mental Health, Social Health. It is very important to take care
ourselves in every aspect of our body and never neglect one aspect. Physical
health is defined as the condition of your body, taking into consideration
everything from the absence of disease to fitness level. Physical health is
critical for overall well-being, and can be affected by lifestyles. In addition to
that Mental health includes our emotional, psychological, and social well-
being. It affects how we think, feel, and act. It also helps determine how we
handle stress, relate to others, and make choices. Furthermore Social Health
is a term that refers to the ways in which people create healthy and positive
interpersonal relationships with one another. Having good social health helps
people improve their emotional wellbeing. In addition to that (Anon 2022) says
in order to achieve a balanced health triangle, it is necessary to take care of
the physical, mental, and social aspect of the health. Lifestyle changes that
promotes overall well-being is the key to balancing the personal health.
Furthermore (Shaheena Nivas 2021) says Each of the three elements are
equally essential for your overall health and must be balanced. The health
triangle's three sides are all connected. If one is off, the other two will be
affected as well.
Peer interaction
According to Young(2009), "It may be that young adults remove
themselves from important social settings to play video games, or that people
who already struggle with relationships are trying to find other ways to spend
their time," Walker said. "My guess is that it's some of both and becomes
circular." The researchers say video games do not themselves mean "game
over" for a relationship because the connection they found is modest.
"Relationship quality is one of a cluster of things that we found to be modestly
associated with video games," Walker said. "The most striking part is that
everything we found clustered around video game use is negative." Statistical
analyses also revealed that the more young adults play video games, the
more frequent their involvement in risky behaviors like drinking and drug
abuse. Young adults who played video games daily reported smoking pot
almost twice as often as occasional players, and three times as often as those
who never play.
Cited by Dupon (2018), Gamer have the ability to connect with players locally
or team up with people from countries around the world. A large proportion of
young people playing multiplayer games have developed good friendships
with people they met online. Video games have created a fun and engaging
way of connecting with people and can act as an important teaching tool in
developing social skills. Video games can help develop cooperation skills and
supporting skills as players have the option to work together to form alliances
and create teams working cooperatively. Many video games often result in
better outcomes if players work together, encouraging players to be social.
Video games also provide the players with the opportunity to take a leader’s
position, which requires greater social networking skills and team work to
keep other players happy. These skills are important in the outside world for
creating and maintaining friendships, especially in school and work
environments. Studies have shown that playing video games, including violent
video games can create and improve friendships among players. Players can
be fighting against each other in the game but are developing their friendship
as they work together and share the experience.
A study from Bringham Young University based on 813 college students has
shown that as the amount of time playing video games went up, the quality of
relationships with peers and parents went down. Statistical analyses also
revealed that the younger adults play video games, the more frequent their
involvement in risky behaviors like drinking and drug abuse. Young adults
who played video games daily reported smoking pot almost twice as often as
occasional players, and three times as often as those who never play. On the
other hand, for young women, self-worth was low if their video game time was
high. (Jensen et.al., 2009)
Added by Adair in his article (2022), Unnecessary gaming can negatively
affect social skills due to the lack of face-to-face interaction, the toxic nature of
gaming, and withdrawal from other social activities. He also lay down some of
the adverse repercussions of unhealthy gaming habits such as; poor social
skills, social anxiety, loneliness, relationship breakdown, depression, and
toxicity which happens when players sometimes try to rationalize toxic gaming
culture as a normal part of gaming. In fact, research has shown that toxic
behavior is contagious (Adair C., 2022).
Academic Performance
According to Hijazi and Naqvi (2006) stated that the mainly focus to
explore the factors that associated with performance of students in
intermediate examination. In this study conclude that video game and focus is
the in having a higher academic performance in school. It supported by Ajila
and Olutola (2007) that having a focus and self awareness even it is came
from the environment of the family the academic performance of students will
certainly high.
The parents who are not one hundred percent supported to their
children's, they are the children’s who got a low academic performance in
school.
Grade
According to a study of Quinn and Duckworthin (2007) focusing on
students on fifth grade level participants reporting higher well-being and
greater participation in classroom and extracurricular activities earn higher
final grades. Grade provide a convenient summary of student’s performance
and inform interested parties of student’s achievements. The versatility of
uses of grades is emphasized by many measurement experts.
As cited by Warano (2000) the most common type of feedback that
students receive in a typical classroom is grades more often than not a letter
grade or a numeric score by itself. Video games may help them in any
aspects like for example, spatial visualization ability (i.e., mentally, rotating
and manipulating two- and three-dimensional objects) improve with video
game playing. Video games were also more effective for children who started
out with relatively poor skills.
An experiment conducted by Mark Griffiths (2002), Video games can
clearly consume the attention of children and adolescents. However, it is
important to assess the extent that video game technology had an impact on
childhood education. Since video games have the capacity to engage children
in learning experiences, this has led to the rise of “edu-tainment” media. Just
by watching children it becomes very clear that they prefer this type of
approach to learning. However, it appears that very few games on the
commercial market have educational value
Theoretical Framework
This study anchored on the theory of Smyth (2007) notes that there
seems to be an increased interest in research in the area of video gaming to
answer this question. And there does indeed seem to be much research on
the topic in recent years. In over viewing the research, one main concern
seems to be whether the playing of video games impacts academic
performance in a negative or positive way and what those consequences are
One study done by Anand (2007) found a negative correlation between the
amount of time spent playing video games and the GPA and SAT scores of
students. This means that GPA and SAT scores decreased as time spent
playing increased. However, Anand (2007) did recognize the limitation of
using SAT scores because they represent a one-time standardized score.
Using GPA is more credible because it represents a continuous measurement
of school performance. He also found that males were more prone to these
results than females, because males tend to play video games more. Skoric,
Teo, and Neo (2009) went one step farther and studied addiction to video
gaming versus simple engagement in video gaming. Although no definitive
definition of addiction was given, they found that those addicted to gaming
consistently performed negatively in the academic setting, while there was no
negative correlation between time spent playing or engagement and
academic performance. addiction physically impacts academic achievement
because the student is too involved in the game to do homework or prepare
academically.
There are also others that have found decreased academic performance in
relation to involvement in playing video games. Anderson and Dill (2007)
studied video games and aggression and suggested that not only does
gaming have an impact on performance directly, but it also triggers a higher
level of aggression, which is often linked to problems in school and decreased
academic performance. Wack and Tantleff-Dunn (2009) also found a negative
correlation, although the relationship between GPA and academic
performance in their study was not significant. Jackson et al (2008) found that
time spent playing games was a negative predictor of academic performance
and that those who played video games more often had poorer grades than
those who played less. A study conducted by Wood, Griffiths, and Parke
(2007) included open-ended questions that encouraged participants to report
different feelings about playing video games. Some of the negative
consequences indirectly related to school performance, in that participants
reported often missing lectures, skipping homework, etc. They also found that
these consequences were more likely to impact males, because males play
more often and were more likely to report losing track of the time while
playing. In an experiment by Williams (2006), school performance increased
after the participants dramatically decreased (limited time spent using
technology to 30 minutes per day) their usage of all technology, including
video games.
Finally, Jaruratanasirikul, Wongwaitaweewong, and Sangsupawanich
(2009) found that the excessive playing of video games (five hours or more
per session) resulted in school grades that were below a 3.00 average, and
that time spent playing was a predictor of academic performance. They also
suggested that video games indirectly lead to decreased performance through
promoting violence. Finally, they noted that playing vide games took time
away from school activities, homework, social interaction, etc. Then there are
those in the research field who have come up with neutral results. Smyth
(2007) studied the difference between playing massively multiplayer online
role-playing games (MMORPG) and playing other types of video games and
found that even though the MMORPG group reported greater interference
in academic work (such as skipping homework, missing a class, etc) as
opposed to the other groups, overall the groups did not differ in academic
performance. Hart et al (2009) used the Problem Video Game Playing survey
to measure four different areas of life, including academic behavior, impacted
by the playing of video games and suggested that there was not a significant
correlation in any area. However, there is also plenty of research to suggest
that interactive video games can actually lead to increased academic
performance (Anand, 2007). Jackson et al (2008) found that the usage of
games is causally related to an increase in visual-spatial skills, which often
come in handy in the fields of science, mathematics, technology, and
engineering. A study done with Kindergarteners (Din & Calao, 2001) showed
that students who played educational video games on the Sony Lightspan,
which is a game system similar to the Sony Playstation One, made significant
increases over the control group in the learning of spelling and reading;
however, no significant gain was made over the control group in math. This
suggests a Facilitative role of playing video games in developing verbal skills
(2001). Smyth (2007) suggested that complex games may lead to academic
success by engaging players in problem solving, critical thinking, and
creativity. Skoric et al (2009) found that while game addiction leads to
negative academic performance, moderate engagement in gaming can lead
to improved performance in an academic setting.
Independent Variable Dependent Variable
The Impact of Video Games Academic Performance
towards Senior High
Time management
School Students
Social Interaction
Grades
Health Status
Peer Interaction
Figure 1.0 The Conceptual Paradigm of the Study
Significance of the Study
The results of the study will be of great benefit to the following:
Students. The findings of this study will offer great help to students to
know the positive and negative effect of video games towards the player.
Parents. The findings of the roles they play in providing right discipline to
their children to help them focus more in school. This gain would manifest
in the academic performance of their children.
Teachers. The findings of this study will guide and realize teachers to
update and upgrade their understanding towards their students, and be
more creative to encourage the students to listen than playing video
games.
Researchers. The findings the beneficial to the researcher in such a way
that the result may be used to help resolved such problems and can be
used to guide or serve as basis for the improvements.
Definition of Terms
The following are defined operationally for the better understanding of the
terms to be used in the study.
Academic Performance. This refers to the grade of grade 12 students in
their first grading period.
Video Games. This refer to a digital where you play a game on a video
screen and it is made for entertainment
Chapter 2
METHOD
This chapter discusses on research designs, research locale, research
respondents, research instrument and statistical treatment of the data.
Research Design
This quantitative study employed descriptive correlation design used to
determine the relationship between the impact of Video games towards the
academic performance of senior high school students of New Corella National
High School.
Descriptive design was adopted since this study has to identify the impact
of video games towards academic performance of senior high school
students. Descriptive research involves collecting data in order to test and
answer question on the hypothesis concerning the current state of the study
( Gay, 1996 ).
Research Locale
This study examines the impact of video games towards the academic
performance of Senior high School students and it was conducted at New
Corella National High School.
Research Subject
There are thirteen (13) sections of grade 12 and thirteen (13) sections in
grade 11 in New Corella National High School. The researcher choose all the
section of the grade 12 and grade 11 were involve in the study. Based on our
sources there are 1503 students in 26 sections in all.
Used Slovin’s formula, from 1503 it becomes 30 students that will be our
respondents.
Table 1
Distribution of Respondents
Sections Population Sample Percentage%
(N) (n)
Grade 12 15 50
Grade 11 15 50
Total 30 100
Research Instrument
This study made use of two sets of researcher-constructed questionnaire.
These were validated by the panel members. The first tool was the
questionnaire designed to elicit the responses on the level of management
practices of the thirteen (13) sections of grade 12 and thirteen (13) sections of
all grade 11 were involved in the study. The following aspects in the
management practices were considered: (1) Time management; (2) Health
status; (3) social Interaction; and (4) peer Interaction: (5) Grades
A questionnaire is a researchers instrument consisting of a series of
questions and other prompts for the purpose of gathering information from the
respondents, questionnaire is widely used in descriptive survey studies (Borg,
1983).A questionnaire can reach a large amount of people relatively easily
and economically provide quantifiable answers. Relatively easy to analyzed,
lead time consuming than interview or observation (Borg, 2008).
Described below are the indicators use in rating the impact of video
games towards academic performance of students:
Data Collection
The following are the procedures in data collection.
After the approval of the proposed study by the thesis committee, the
researcher constructed two pools of items for the data-gathering tools of the
study. Items was based on the literatures on management practices and its
indicators for teaching performance and academic achievement of students.
Then the first draft of the survey instruments was done. The drafts were
shown to the thesis adviser for checking. After the instruments was checked,
these were finalized and submitted to the panel of examiners for validation. All
suggestions from the panel were incorporated to the questionnaires.
The researcher sought permission from the DepEd authorities to conduct
the study. The survey instruments were then distributed to the respondents of
the study. The researcher personally distributed the data gathering tools to
the teachers and students. Before the students answer the questionnaire, the
researcher explained each item using vernacular language. The instrument
was retrieved personally by the researcher.
The filled out questionnaires were then collated and subjected to
appropriate statistical tools. Interpretation and analysis of the findings was
done based on the formulated sub-problems of the study.
Statistical Treatment
Mean. This was utilized to determine the extent of video games and the
academic performance of students.
Standard Deviation. This was utilized to measure the impact of video
games on the students towards academic performance.
Research Questionnaire
APPENDIX C
Questionnaire on the Impact of Video Games on the Academic
Performance of senior high school students
Name(Optional): Address:
Direction: Please respond to the statement honestly. Put check on the number
which correspond your answer on the question stated below using the
following options.
Range of Means Description Interpretation
This means that the impact of
5 Very High
video games are very much
extensive.
This means that the video
4 High games are much extensive.
3 Average This means that the video
games are fairly extensive.
2 Low This means that the video
games are less extensive.
1 Very Low This means that the video
games are not extensive.
A. Time Management
As a student, I…. 5 4 3 2 1
1. How often do you manage your time
2. Do I always do my homework
3. Always accomplish what needs to be done
4. How often you feel stressed and out of time because of playing
5. Did playing video games helps you in your performance in
school
B. Social Interaction
As a student, I... 5 4 3 2 1
1. Do you always make new friends while gaming
2. Often socialize with your gamer friends
3. Does gaming helps you inprove your leadership skills
4. Does gaming improve your confidence
5. Did your socializing skills improve while gaming
C. Health Status
As a student, 5 4 3 2 1
1. I Often exercise
2. I often interact with other people
3. I take of my overall well being
4. Does gaming affect your mood
5. At what capacity can you perform everyday activities
D. Peer Interaction
As a student, I…. 5 4 3 2 1
2.
1. Did
Did you
yourlose interest from
socialization skillsyour old loved
decrease activities
because because of
of gaming
gaming
3. At some point did someone influenced you when gaming
4. Did you develop some toxic traits while gaming
5. Does gaming help you become a better leader
APPENDIX D
Questionnaire on the Impact of Video Games on the Academic
Performance of senior high school students
Name(Optional): Address:
Direction: Please respond to the statement honestly. Put check on the number
which correspond your answer on the question stated below using the
following options.
Range of Means Description Interpretation
5 Very High
4 High This means
This means that
that the
the video
video
games are much extensive.
games are fairly extensive.
This means that the impact of
3 Moderate video games are very much
extensive.
2 Low This means that the video
games are less extensive.
1 Very Low This means that the video
games are not extensive.
APPENDIX A
Letter of Permission to Conduct the Study
December 06, 2022
OLIVER U. EMATA
New Corella National High School
School Principal
Dear Sir,
Praise be Jesus and Mary!
Practical Research 2- Quantitative Research is one of the
subjects with the Grade 12 senior high school students are currently
enrolled at. As an update, the researchers whose names appear below
are already done with their outline defense with the first two chapters
of their manuscript as well as their questionnaire checked by the panel
of experts. Their manuscript as well as their oral defense are also
graded by their adviser as well as the panel of adjudicators.
In line with this, the researchers would like to humbly ask for your
permission to conduct their study for them to move forward with the
remaining chapters of their research. The target participants of the
research Senior High School students of New Corella National High
School. This study titled “The Impact of Video Games Towards the
Academic Performance of Senior High School students in New
Corella National High School” aims to find out the significant
relationship between playing video games in the academic
performance of senior high school students. Consequently, it also aims
to spread awareness among each individual about the said topic.
We are hoping to have your outmost approval and support about the
said matter.
Thank you and more power!
Sincerely yours,
Aguan, Dolly Love A.
Apare, Iggy S.
Autida, Abegail
Balili, Queen Suzzanne M.
Bercilla, Cedrick S.
Concha, Princess Jane T.
Cresino, Avril Keziah L.
Daray, Joervil Jack S.
Noted:
GLENN O. NANUAL
Research Adviser
Approved by:
OLIVER U. EMATA
Principal
APPENDIX B
Letter to the Respondents
December 06, 2022
Dear Ma’am/Sir,
Greetings of Peace!
Quantitative Research is one of the requirements in Senior High
School in line of this, we would like to ask permission to conduct
survey of our study entitled, “The Impact of Video Games Towards
the Academic Performance of Senior High School students in
New Corella National High School” to your son/daughter as my
respondents. This is a good opportunity to have a survey for partial
fulfillment of my requirement in Research II subject.
Thank you so much for considering this request.
More power and God Bless us all!
Sincerely yours,
Aguan, Dolly Love A.
Apare, Iggy S.
Autida, Abegail
Balili, Queen Suzzanne M.
Bercilla, Cedrick S.
Concha, Princess Jane T.
Cresino, Avril Keziah L.
Daray, Joervil Jack S.
GLEEN O. NANUAL
Research Adviser/MT-II
Approved by:
OLIVER U. EMATA
Principal