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DR. PABLITO V. MENDOZA SR.

HIGH SCHOOL
Malamig, Bustos, Bulacan

Introduction

"The science of today is the technology of tomorrow" (Teller, 1948). Technology is


developing rapidly. This has led to many positive and negative effects to the people. One of the
most popular products of the technology called internet. Online gaming created because of
internet. Internet is a global network that makes a person able to explore, communicate, to
acquire and many more aspect that are made people accessible on getting information. Most
especially, because of the technology the people used to it and keep it to entertain themselves.

Online game is a video game that is played by some form of computer network. It is a
social activity beyond single player games that's makes them to improve some skills like for
example: People coordination, problem-solving skills, enhanced memory, improves attention and
concentration, brain speed, and etc.

A huge of population of teenagers plays online games. Teenager is the most commonly
group of society who can get more attention from those games because of the generation.In fact,
online gaming addiction is a common habit of teenagers , which almost affect their future, their
social life and their academic performances inside their schools.

Academic performances are the attitude, social behavior, and the actions of the students
on how they perform in the class. Online gaming on the other hand, has the effects on these. It's
either negative or positive, depends on how student affect their way of learning or interacting.

In the study of Dumrique and Castillo (2018) playing On-Line Games results to a positive
effect in the social behavior of the students. However, in the study of Eskasasnanda (2017)
Playing online video game is positive when it is used only as a form of entertainment, relaxation,
and to drive out boredom from school exhaustion. Playing online video games becomes negative
when students are addicted and play it excessively. This is indicated by students who spend a lot
of money, time and energy to play it. Unfortu-netely, students feel regretful of online video
games excessive consumption after experiencing money lavishnes, physical fatigue and decline
in school academic performance.

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DR. PABLITO V. MENDOZA SR. HIGH SCHOOL
Malamig, Bustos, Bulacan

The intesion of this research is to know the effects of online games to the academic
performance of students It is also aim to look if the result will be the same as the study of
Dumrique and Castillo (2018) or in the study of Eskasasnanda (2017).

This research will serve as the guide on the future researchers, teachers, and students on
how they will act when they encounter it.

Significance of the Study

This study is beneficial to the following:

Students. It will help the students to know their limitation on playing online games. It will also
help students to identify if the online game is effective for them to perform well on class or not.
They will classify the positive and negative impacts of online games on their academic
performances.

Teachers. Teacher will be beneficial on this study in the terms wherein they can be classify the
capacity of a students in learning if the students is an online gamer. It can also help them to make
some or improve some techniques where they can get the full attention of students.

Future Researcher. It can serves as the basis of future researcher in conducting the same study.
It will give an idea on what are the possible effects of online games to the academic
performances of students.

Conceptual Framework

Independent Variable Dependent Variable

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DR. PABLITO V. MENDOZA SR. HIGH SCHOOL
Malamig, Bustos, Bulacan

Academic
Online Games
Performances

Figure 1. Conceptual Framework

Theoretical Framework

This study is attached to the Game theory that human conflict and cooperation within a
competitive situation. In some respects, game theory is the science of strategy, or at least the
optimal decision-making of independent and competing actors in a strategic setting. The key
pioneers of game theory were mathematicians John von Neumann and John Nash, as well as
economist Oskar Morgenstern.

Statement of the Problem

This study is aim to investigate the effects of online games to the academic performances
of Senior High School students in Dr. Pablito V. Mendoza Sr. High School.

Specifically it aims to answer the following questions:

1. What are the effects of online games on the academic performances of students?

Hypotheses

The researcher comes up with the following hypotheses:

1. Students who play online games perform better on the class than students who do not
play.
2. Students who do not play online games perform better on the class than students who
do play.

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DR. PABLITO V. MENDOZA SR. HIGH SCHOOL
Malamig, Bustos, Bulacan

Scope and Delimitation

This study is aims to determine the positive and negative effects of online games on
academic performances of Senior High Students of Dr. Pablito V. Mendoza Sr. High School. It
will also identify and classify if online games is helpful or not on the students to perform better
inside the schools. The effects will identify with different survey questionnaires.

Methodology

This part discussed the methods and techniques, population of the study, research
instrument, data gathering procedure, and data processing and statistical treatment.

Methods and Techniques Used

The researcher will use a descriptive survey method as research design. Descriptive
research is used to “describe” a situation, subject, behavior and phenomena that attempts to
gather information and analyze a particular subject. In descriptive survey method, the researchers
collect information through the use of a survey or interview (CIRT, 2018).

Population of the Study

Table 1 shows the population in the study.


Respondents Total Sample

12- Supremacy 29 15

12- Loyalty 31 15

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DR. PABLITO V. MENDOZA SR. HIGH SCHOOL
Malamig, Bustos, Bulacan

Primary sources of data will be obtained from the senior high school students of Dr.

Pablito V. Mendoza Sr. High School, the 12- Supremacy and 12- Loyalty in the form of survey

questionnaire. The researcher used convenient sampling wherein the participant are came from

the most accessible and convenient way.

Instrument of the Study

To gather all the data needed the researcher used a standardized questionnaire from “The
Effects of Online Games Questionnaire”

The questionnaire is composed of 10 items questions that are intended to come up or to


answer the problem of this study. It is all concerned to the effects of online games to academic
performances of grade 12 student.

Data Gathering Procedure

The researcher constructed a letter request, addressing the permission to approve the data
gathering procedure. It is noted by the subject teacher and also to the assistant school principal
III of Dr. Pablito V. Mendoza Sr. High School. In survey method research, the researchers will
administer the survey questionnaire. It will then analyze and interpret by the researcher.

Data Processing and Statistical Treatment

The data will be organized, collated, examined, and reviewed using the following
statistical procedures:

Computing all the data by Frequency and Percentage for each given questions.

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DR. PABLITO V. MENDOZA SR. HIGH SCHOOL
Malamig, Bustos, Bulacan

RESULT

DATA PRESENTATION, ANALYSIS AND INTERPRETATION

On this part it presents the results of the data gathering based on the questionnaires and
instruments, and the discussion about the data which have been analyzed, evaluated, and
interpreted in order to answer the research problem of this study.
Table 2. Question Number One

1. Have you played online games?

Choices Frequency Percentage


Yes 30 100%

No 0 0%

Table 2 shows the summary of data given by the participants. Along 30 participants (30)
or 100% were found that they are has been played online games.

Table 3. Question Number Two

2. In your opinion, how do you consider playing online games?


Choices Frequency Percentage
Must do activity 9 30%
Should do activity 3 10%
Can do activity 7 23.33%
Not necessary activity 11 36.67%

Table 3 shows the summary of data given by the participants. Along 30 respondents, 9 of
them answered must do activity, 3 answered should do activity, while 7 answered can do
activity, not necessary activity is the highest answered by 11 respondents

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DR. PABLITO V. MENDOZA SR. HIGH SCHOOL
Malamig, Bustos, Bulacan

Table 4. Question Number Three

3. How often do you play online games within a week?


Choices Frequency Percentage
Daily 10 33.33%
3-4 days 5 16.67%
5-6 days 6 20%
Twice a week 4 13.33%
Once a week 5 16.67%

Table 4 shows the summary of data given by the participants. Along 30 respondents, 10 of the
respondents answered that they are playing online games daily, 5 of the respondents answered
they play online games 3-4 days, while in 5-6 days there have 6 respondents, twice a week is the
lowest response which is 4, once a week have 5 respondents in playing online games.

Table 5. Question Number Four

4. How long will you play online games in a day?


Choices Frequency Percentage
1/2-1 hour 11 36.67%
2-3 hours 12 40%
4-6 hours 3 10%
7 hours or over 4 13.37%

Table 5 showed the summary of findings in question number 4 which is concern on how
they play online games in a day. Out of 100%, 40% of the participant answered 2-3 hours

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DR. PABLITO V. MENDOZA SR. HIGH SCHOOL
Malamig, Bustos, Bulacan

Table 6. Question Number Five

5. Any bad effects of playing online games that have happened to you? ( may be more than
one answer )
Choices Frequency Percentage
Not enough sleep, always feeling 15 53.33%
tired
Blurred vision 8 26.67%
Cannot be concentrated regarding 11 36.67%
to studies
Having aggressive behavior, 2 6.67%
feelings or thoughts
Being socially isolated 2 6.67%
Using bad language 9 30%
Hump back/bad posture 2 6.67%
Limbs had less energy to work 6 20%

Table 6 showed the summary of findings in question number 5 which is concern to the
Bad effects of playing online games that happened to the students. 53.33% out of 100,
getting enough sleep and always feel tired and the rest are lower than that percentage

Table 7. Question Number Six

6. Any goods effects of playing online games that have happened to you? ( may be more
than one answer)
Choices Frequency Percentage
Improved your hand-eye 6 20%
coordination
Improved your responsiveness 7 23.33%

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DR. PABLITO V. MENDOZA SR. HIGH SCHOOL
Malamig, Bustos, Bulacan

Improved your perseverance 1 3.33%

Being fast in problem solving, 14 46.67%


quick in thinking
Bring you happiness 22 73.33%

Table 7 showed the summary of findings in question number 6 which is concern to the
Good effects of playing online games that happened to the students. 73.33% out of 100
said that playing online games bring happiness to them.

Table 8. Question Number Seven

7. Do you think senior high students playing online games too often will bring them bad
effects regarding to their health?

Choices Frequency Percentage


Yes 22 73.33%
No 8 26.67%

Table 8 showed the summary of findings in question number 7 which is 73.33% answered
that senior high students playing online games are too often bring a bad effects regarding to their
health.
Table 9. Question Number Eight

8. Do you think senior high students playing online games too often will hinder their
studies?

Choices Frequency Percentage


Yes 23 76.67%
No 7 23.33%

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DR. PABLITO V. MENDOZA SR. HIGH SCHOOL
Malamig, Bustos, Bulacan

Table 9 showed the summary of findings in question number 8 which is 76.67% answered
those senior high students playing online games too often will hinder their studies.

Table 10. Question Number Nine

9. In your opinion, “too often” means _____. ( days ) ( may be more than one answer )

Choices Frequency Percentage


Once a week 4 13.33%
Twice a week 7 23.33%
3-5 days in a week 11 36.67%
6-7 days in a week 10 33.33%

Table 10 shows the opinion of students to the word “too often” by the 36.67% says that it
is refer to 3-5 days in a week

Table 11. Question Number Ten

10. In your opinion, “too often”_____. ( time ) ( may be more than one answer )

Choices Frequency Percentage


1/2-1 hour 7 23.33%
2-3 hours 7 23.33%
4-6 hours 12 40%
7 hours or over 6 20%

Table 11 shows the opinion of students to the word “too often” by the 40% says that it is refer to
4-6 hours

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DR. PABLITO V. MENDOZA SR. HIGH SCHOOL
Malamig, Bustos, Bulacan

DISCUSSION

SUMMARY, CONCLUSION AND RECOMMENDATION

It presents the summary of findings, conclusion and recommendation based upon the
results of this study.

Summary
The following are the findings of the study based on the data collected:
Upon 30 online gamer participants participated on the data gathering collection,
considered online games as not necessary activity on their daily lives. Most of students played
online games daily with 2-3 hours. It resulting them to experiencing having not enough sleep and
always feels tired. While it is positively brings happiness for those online gamer. According to
the result online games affects students health and it hinder the studies of students. Students
referring “too often” (days) as 3-5 days in a week and “too often” (time) as 4-6 hours.

In general the result proved that playing online games has positive and negative effects
toward student. Playing on-line games results a positive effect in the social behavior of the
students. (Dumrique and Castillo, 2018). However, in the study of Eskasasnanda (2017) Playing
online video game is positive when it is used only as a form of entertainment, relaxation, and to
drive out boredom from school exhaustion. Playing online video games becomes negative when
students are addicted and play it excessively. But, this also result has proven that online games
hinder the studies of student that affects their Academic Performances.

Conclusions

On the basis of the findings of the study, the following conclusions were arrived at:
Playing online games do not mean that a student will get negative effects. But, it is
depends on how a student handle the situation. If they are really into online games or it is called

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DR. PABLITO V. MENDOZA SR. HIGH SCHOOL
Malamig, Bustos, Bulacan

addiction then, expect the negative effects. A student can also reduce their stress by playing
online games and it will help them to acquire more knowledge and perform more productive.
Online games give happiness for those gamer. But somewhat, online games can also
make a student perform poor in class. It is when they tend to just focused to their unfinished
games more than their studies.

Recommendations

Based on the significant findings and conclusions of the study, the following are the
recommendations of the researchers:
1. Students should know their limitation on playing online games and they also need to
recognize if playing online games makes them productive in school or not.
2. Student must know if playing online games is healthy for their studies and perform
quickly an action if it’s not.
3. Teachers must encouraged or inspired students to minimized the used of online games,
most especially if this are no longer makes students productive.
4. Future researcher should undergo more deeply unto this study to watch the changes
between the effects of online games to the academic performances of students.

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DR. PABLITO V. MENDOZA SR. HIGH SCHOOL
Malamig, Bustos, Bulacan

REFERENCES

Anderson, Janna and Lee Rainie. (2012, February 29). Main findings: Teens, technology, and

human potential in 2020 (Blog Post). Retrieved From


http://www.pewinternet.org/2012/02/29/main-findings-teens-technology-and- human-
potential-in-2020/

Dumrique and Castillo. (2018). Online Gaming: Impact on the Academic Performance and

Social Behavior of the Students in Polytechnic University of the Philippines Laboratory


High School. Retrieved from https://knepublishing.com/index.php/Kne-
Social/article/view/2447/5372?fbclid=IwAR3IW-
1eCkuEEHw6ZrzSx4ej_aTnIZZnEXy8Fl86E-lyQB7ag8lsZma_GHQ

Griffiths, M et al. (2010). The role of context in online gaming excess and addiction: Some case

study evidence. International Journal of Mental Health and Addiction, 8, 119-125.

Kuss, Daria J. and Mark D. Griffiths. (2012). Adolescent online gaming addiction. Education

and Health, 30 (1), 15-17. Retrieved


from https://owl.english.purdue.edu/owl/resource/560/07/

Mahmood, E. (2016, August 8). Effects of Mobile Games On Human Life. Retrieved March 4,

2019, from http://ezinearticles.com/?Effects-of-Mobile-Games-On-Human--


Life&id=9491663&fbclid=IwAR2bNnGfsgQh49wyOgtRcVnTFu7gxhKkPBpH

Naem Dimaren Biruar, (2017). The Problem On Flood Control System In North Manuangan,

Pigcawayan, Cotabato. Retrieved from


https://pointguardsite.wordpress.com/2017/03/11/the-problem-on-flood-control-system-
in-north-manuangan-pigcawayan-cotabato-3/

Rock, Dave. (2009, October 4). Easily distracted: why it's hard to focus, and what to do about

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DR. PABLITO V. MENDOZA SR. HIGH SCHOOL
Malamig, Bustos, Bulacan

it(Blog Post). Retrieved from https://www.psychologytoday.com/blog/your-


brainwork/200910/easily- distracted-why-its-hard-focus-and-what-do-about-it

Wong, Ulric & Hodgins, David. (2015). gaia-questionnaire. Retrieved form

https://www.researchgate.net/publication/282252711_gaia-
questionnaire?fbclid=IwAR0DQeFxG2Bv0nfWvo3DdzOBRilaFZQLR4fr7ayZOLOD86
5hjcwoFtg-Kbk

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DR. PABLITO V. MENDOZA SR. HIGH SCHOOL
Malamig, Bustos, Bulacan

APPENDIX A

MRS. ISABELITA S. CANOZA


Principal
Dr. Pablito V. Mendoza Sr. High School
Malamig, Bustos, Bulacan

February 12, 2019

Dear Ma’am:

Greetings!
I, Neil Exzekiel A. Gazzingan of grade 12-Loyalty is conducting a study entitled “The
Effects of Online Games to Academic Performance of Senior High School Student” as
partial fulfillment of our subject, III (Inquiries, Investigations, and Immersion.)

With this regard, I am asking for your permission to conduct my data gathering inside the
school, particularly from grade 11 and 12 of Dr. Pablito V. Mendoza Sr. High School.

Thank you very much for your favorable approval from this request.

Respectfully yours,

NEIL EXZEKIEL A. GAZZINGAN

Noted by:

____________________________
MA. TERESITA G. CALAPIS
Practical Research Teacher

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DR. PABLITO V. MENDOZA SR. HIGH SCHOOL
Malamig, Bustos, Bulacan

____________________________
ISABELITA S. CANOZA
Assistant School Principal II

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DR. PABLITO V. MENDOZA SR. HIGH SCHOOL
Malamig, Bustos, Bulacan

APPENDIX B

This survey is purely confidential and is purposely designed to determine the


impact of communication in the learning process of the grade 12 students, please answer
this questionnaire TRUTHFULLY in order for the researchers to be able to gather relible
data for this research works.

The Effects of Online Games Questionnaire

1. Have you ever play online games?


a.Yes
b.No

2. In your opinion, how do you consider playing online games?


a.Must do activity
b.Should do activity
c.Can do activity
d,Not necessary activity

3. How often do you play online games within a week?


a.Daily
b.5-6 days
c.3-4 days
d.twice a week
e.Once a week

4. How long will you play online games in a day?


a.1/2-1 hour
b.2-3 hours
c.4-6 hours
d.7 hours or over

5. Any bad effects of playing online games that have happened to you? (may be more than
one answer)
a.Not enough sleep, always feeling tired
b.Blurred vison
c.Cannot be concentrated regarding to studies

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DR. PABLITO V. MENDOZA SR. HIGH SCHOOL
Malamig, Bustos, Bulacan

d.Having agrresive behevior, feelings or thoughts


e.Being socially isolated
f.Using bad language
g.hump back/bad posture
h.Limbs had less energy to work

6. Any good effects of playing online games that have happened to you? ( may be more than
one answer)
a.Improved your hand-eye coordination
b.improved your responsiveness
c.Improved your perseverance
d.Being fast in problem solving, quick in thinking
e.Bring you happiness`

7. Do you think senior high students playing online games too often will bring them bad
effects regarding to their health?
a.Yes
b.No

8. Do youu think senior high students playing online games too ofeten will hinder their
studies?
a.Yes
b.No

9. In your opinion, “too often” means ______. (days) ( may be more than one answer)
a.Once a week
b.Twice a week
c.3-5 days in a week
d.6-7 days in a week

10. In your opinion, “too often” means ______. (time) ( may be more than one answer)
a.1/2-1 hour
b.2-3 hours
c.4-6 hours
d.7 hours or over

Thank You!!!
-Neil Exzekiel A. Gazzingan

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DR. PABLITO V. MENDOZA SR. HIGH SCHOOL
Malamig, Bustos, Bulacan

Curriculum Vitae

Neil Exzekiel A. Gazzingan


0579 Juliano St.
Poblacion, Bustos, Bulacan 3007
Email: neil.gazzingan

Contact Number: 09056708161

PERSONAL DATA
Age : 17
Date of Birth : December 28, 2000
Place of Birth : Sta. Maria, Isabela
Citizenship : Filipino
Religion : Catholic
Civil Status : Single

EDUCATIONAL BACKGROUND
Secondary
Junior High School Dr. Pablito V. Mendoza Sr. High School
Bustos, Bulacan
2013-2017
Senior High School Dr. Pablito V. Mendoza Sr. High School
Bustos, Bulacan
2017-Present

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DR. PABLITO V. MENDOZA SR. HIGH SCHOOL
Malamig, Bustos, Bulacan

Primary Bustos Central, Elem. School


Bustos, Bulacan
2006-2013

CHARACTER REFERENCE

Mrs. Ma Teresita G. Calapis


Teacher - Dr. Pablito V. Mendoza Sr. High School
Contact Number: +639*********

I do hereby certify that the above information given is true and correct to the best of my
knowledge.

NEIL EXZEKIEL A. GAZZINGAN


Applicant

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