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CAHE 111 JJ22 9 Maui Buenaventura

This study examined the effects of online gaming on the academic performance of senior high school students in the Philippines. A survey was administered to 178 senior high school students to understand their online gaming habits and academic results. The study found that playing online games did not significantly impact student performance in key subjects like English, science, and math. Most students reported using online gaming to relax and unwind, and that it did not interfere with their studies. The researcher concluded that online gaming can be used positively by students and does not necessarily harm academic learning.

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0% found this document useful (0 votes)
114 views8 pages

CAHE 111 JJ22 9 Maui Buenaventura

This study examined the effects of online gaming on the academic performance of senior high school students in the Philippines. A survey was administered to 178 senior high school students to understand their online gaming habits and academic results. The study found that playing online games did not significantly impact student performance in key subjects like English, science, and math. Most students reported using online gaming to relax and unwind, and that it did not interfere with their studies. The researcher concluded that online gaming can be used positively by students and does not necessarily harm academic learning.

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madelinecayacay7
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© © All Rights Reserved
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Cosmos An International Journal of Art & Higher Education

A Refereed Research Journal


Vol 11/ No 1/ Jan-Jun 2022 ISSN: 2319-8966
THE EFFECT OF ONLINE GAMES TO THE ACADEMIC PERFORMANCE
OF THE SENIOR HIGH SCHOOL STUDENTS
*
Maui Buenaventura
Paper Received: 21.04.2022 / Paper Accepted: 25.06.2022 / Paper Published: 01.07.2022
Corresponding Author: Maui Buenaventura; doi:10.46360/cosmos.ahe.520221009

Abstract
The research conducted is about the Effect of Playing Online Games on the Academic Learning of Senior High
School in Sta Monica National High School, Sta. Monica, Hagonoy, Bulacan. The researcher aims to find out
if online games have a significant effect on their studies and help students, parents, teachers, stakeholders,
researchers and our society from the results of this study.

According to the study conducted by the researcher, it was found that playing online games among Senior High
School students does not have much effect on their learning in important subjects such as English, Science and
Mathematics. It appears from the data found in the research that despite Senior High School students playing
online games they still get satisfactory grades and it can also be seen that most students only use playing online
games so that they can relax and use it in a positive way. The senior High School students of Sta. Monica
National High School used the Online Games to prevent stress in their everyday life and to communicate and
express themselves even in the virtual world. Many students who are not intelligent and athletic used the virtual
world created by the online games for them to feel superior and strong even in their weak physical condition.
The study will be the baseline and can be uses by future researchers about the effect of Online Games not only
in SHS students but in other group of people in society.

Keywords: Online Games, Academic Performance, School, Students, Academic Learning.

Introduction Arena) as well as Dota and Dota2 which are very


The world continues to go through rapid popular among young people and even among the
development, economic growth, as a result of elderly and some other examples of this are the game
globalization in our environment, one of which is the Warcraft, Defense of the Ancients, Heroes of the
presence of modern technological equipment that Storm and Smite.
we use in our daily lives. Since the computer was
invented in the 19th century by an Englishman, There are also online games that need to be
Charles Babbage, and mobile telephones or what we connected to fast internet or wifi where hundreds or
call cellphones in the 1940s, it has continued with thousands of online gamers can play at the same
many developments and changes until the present time wherever they are in the world such as MMO
time. (Massively multiple online games), MMORPG
(Massively multiplayer online role-playing games),
Currently, computers and cellphones are not only MMORTS (Massively multiplayer online real-time
used for communication and work, instead they are strategy), MMOFPS (Massively multiplayer online
more often used to play online games that are first-person shooter) and MMOSG (Massively
entertaining, interesting or sometimes addictive to multiplayer online game). Currently more men play
our minds that simply consume our time and time. online games with 52% of the total 100 percent and
Online computer games started in the 1970s and the only 48% for women who play online games.
first example of online games was the MUD. Over
time it was followed by new online games such as Currently, the latest online games that young people
Island of Kesmai (1984), Flight Simulator Air and even adults are obsessed with is the game
Warrior (1987), Nexus: The Kingdom of the Wind Mobile Legends: Bang Bang or ML as most people
(1996) and Conterstrike (1999). With the call it, it is an online game that is called MOBA or
acceleration of the Internet connection and the Multiplayer Online Battle Arena where many can
availability of new technologies in computers and fight. player simultaneously, it is developed and
cellphones such as connecting to wifi and social produced by the company Moonton [2],
media, people are more interested in playing online
games due to the availability of better graphics and Mobile Legends or ML is a game where once the
realistic design of characters and characters. place battle starts you can't stop it, so there are recorded
where they play [1]. cases of teachers scolding students because they
blame their teammates when they lost their battle.
Currently, the new online games that people are This was proven in an episode from the program of
obsessed with are MOBA (Multiple Online Battle GMA 7, Kapuso mo Jessica Soho (KMJS), which
* Graduate School Department, Institutional Research Colloqium, La Consolacion University, Philippines.
88
went viral or became popular on social media in an 2.3 Math
incident where a child pranked his Senior Citizen 3. What are the effects of online gaming on
mother who is a Physical Education teacher (P.E) academic learning in senior high school students?
who does not want to be disturbed while he is 4. Based on the outcome of the study, what
playing Mobile Legends even though the son says implications can be drawn?
that he needs to watch his cooking. The said video
went viral or became popular because it only shows Methodology
that there is no choice of age, gender or any This chapter presents the research methods, the
profession in life that sometimes even prefers study respondents, the research instruments and the
playing online games over the role in real life [3]. method of data collection and data processing.

According to the report of the Online Games Market Research Design


Forecast, its revenue reached U.$ 35 Billion This study used a descriptive-correlational method
worldwide for the year 2017 with a huge increase to reveal the effects of playing online games on the
since 2011 when the revenue reached only U.$ 19 academic learning of Senior High School students.
Billion worldwide. Mobile Legends which is All the respondents in the study were asked to use
currently the most popular online game in the questionnaires using the survey to find out their
Philippines has earned over U.$ 200 Million in profiles, length of playing online games per day,
revenue in its first year since it was released by amount spent playing online games per day and its
Moonton in 2016 and is expected to continue to effect on their academic performance. study.
grow in the years to come due to continued
patronage not only of students but people. Due to the Respondent of the Study
large revenue of playing online games, the The respondents or research participants are 100%
researcher realized that there are many young people (178/178) students of Grade 11 in the Senior High
and students not only in elementary school, junior School Department of Sta. Monica National High
high school if not most of them are at the senior high School from the strands of General Academic Strand
school level. With online games that can be played (GAS) and Technical Vocational Livelihood (TVL).
using various social networking sites and with the The participants were taken with the appropriate
help of the internet, it has also been found that data with the help of their teacher advisors and the
students neglect other aspects of their lives. So, the recommendation of the SHS guidance counselor to
researcher wants to use Online Games to find out conduct the research successfully. The study
and determine the attitude of senior high school respondents consisted of 45 females and 133 males.
students because they want to know in a scientific The teacher advisors of each group will endorse
way if it is true that most of Students today are students whose studies are affected by playing
addicted to playing online games excessively [4-8]. online games, causing them to sometimes run away,
be absent or lack focus while they are studying.
Excessive playing or obsession with online games is
also considered a vice like alcohol, cigarettes, Assessment, Presentation and Analysis of
gambling, etc. for students, which not only affects
their social aspect, but is also sometimes put in Data
jeopardy because they forget them and neglect the This chapter presents, analyzes and interprets the
responsibilities of real life. Not only does the data gathered in this study to determine the effects
researcher of this study seek the effects of online of online gaming on the academic learning of senior
games on aspects of students' lives, the researcher high school students. For clarity of presentation and
also seeks to inform or inform young people, consistency in discussion, the data are presented in
students, parents and others about the importance of accordance with the order of the questions raised in
socializing with others and the responsibility of each chapter 1.
one despite the use of technologies in our lives [9].
Length of time spend by the Senior High
Students in playing Online Games
Statement of the Problem The length of time spent playing online games also
This study aims to find out the effect of online affects the lives of online gamers. According to the
gaming in the study of Senior High Schools in Sta. study conducted by CINT in 2017-2018 the average
Monica, Hagonoy, Bulacan, the study seeks answers time spent by gamers in the Philippines is only 3
to the following questions: hours (180 minutes) per week or only 25.71 minutes
1. How often do senior high school students use per day. This is lower than the American Medical
online gaming? Association's recommendation that the right time to
2. What is the profile of senior high school in play online games is up to 2 hours (120 minutes) per
academic studies based on the following lessons: day or the equivalent of 14 hours (420 minutes) per
2.1 English week. The American Medical Association also
2.2 Science; and states that an individual is at the level of addiction to

89
playing online games if he plays 6-12 hours (360 matter where they are or even right inside the school
minutes-720 minutes) per day or the equivalent of as long as they have of opportunity.
42-84 hours (2,520 minutes- 5,040 minutes).
Tencent stated that young people aged 13-18 years Profile of the Senior High School Students based
old usually play online games between 9pm at night on the following lessons
because this is the time when they have come home What is the profile of senior high school in academic
from their school, done their homework for studies based on the following lessons: 2.1 English
tomorrow and they just pass the time to sleep. (Oral Communication); 2.2 Science (Earth and Life
Tencent also stated that students who are very Science); and 2.3 Mathematics (General
addicted to playing online games do not choose the Mathematics).
time when they play online games, they will play no

Table 1: Subject Wise Distribution


SUBJECT 90-100 85-89 80-84 75-79 70-74 TOTAL

Mathematics 178
39 (22.0%) 62 (34.9%) 55 (30.9%) 22 (12.2%) 0
(General Math) (100%)

English 178
28 (15.6%) 66 (37.1%) 66 (37.1%) 18 (10.2%) 0
(Oral Communication) (100%)

Science
178
(Earth and Life 19 (10.7%) 66 (37.1%) 58 (32.7%) 35 (19.7%) 0
(100%)
Science)

The data obtained by the researcher in the ongoing Very Satisfactory, this is followed by students with
study on the effect of playing online games on the 32.7 percent who obtained grades between 80-84
academic studies of students of Senior High Schools with the interpretation of Satisfactory, followed by
in Sta. Monica National High School in the subjects those who -SHS students with 19.7 percent of the
of English, Science and Mathematics. In English total number who obtained grades between 75-79
subjects (Oral Communication) it can be seen that with the interpretation of Fairly Satisfactory and
the largest share of students with 37.1 percent of the lastly the smallest share or 10.7 percent of students
total number of respondents obtained grades obtained high grades of 90-100 or with an
between 80-84 and 85-89 with an interpretation of interpretation of Outstanding.
Satisfactory and Very Satisfactory followed by 15.6
percent of SHS students who obtained grades The last subject is Mathematics (General Math),
between 90-100 with an interpretation of which has the largest share of students who obtained
Outstanding, and finally students who obtained grades 85-89 with the interpretation of Very
grades between 75-79 with the interpretation of Satisfactory, it consists of 34.9 percent of the total
Fairly Satisfactory it has a total percentage of 10.2 number of respondents in Subjects Mathematics,
percent. followed by 30.9 percent of students who earned
grades between 80-84 or with a corresponding
The data obtained by the researcher among the interpretation of Satisfactory, followed by 22.0
students of Senior High School in the Science percent of students who earned grades between 90-
Subject (Earth and Life Science and Physical 100 or with the interpretation of Outstanding, and
Science) can be observed that the largest part or finally the smallest number is the 12.2 percent of
equal to 37.1 percent are the students who obtained SHS students who achieved grades between 75-79
the grades between 85-89 with the interpretation of or with the equivalent of Fairly Satisfactory.

Table 2: Mathematics
Indicators Frequency Percentage
90 - 100 (Outstanding) 39 22.0

85 - 89 (Very Satisfactory) 62 34.9

90
80 - 84 (Satisfactory) 55 30.9

75 - 79 (Fairly Satisfactory) 22 12.2

74 and below (Poor) 0 0.0

Average 178 100.0


Mean = 85.0 (Very Satisfactory)
Std. Deviation = 4.982

The total grade of Senior High School students as are lower it just means that the effect is not big and
seen in Table 2 in the Subject Mathematics obtained that playing Online Games may have helped them
a mean of 85.0 (Very Satisfactory) and Std. students in Mathematics subject because many
Deviation = 4.982, which if analyzed there are still students got high marks.
more students who get high scores than those who

Table 3: English
Indicators Frequency Percentage
90 – 100 (Outstanding) 28 15.6

85 – 89 (Very Satisfactory) 66 37.1

80 – 84 (Satisfactory) 66 37.1

75 – 79 Fairly Satisfactory) 18 10.2

74 and below (Poor) 0 0.0

Average 178 100.0


Mean = 85.0 (Very Satisfactory)
Std. Deviation = 4.100

Table 4: The total grade of the students in Senior Satisfactory), Std. Deviation = 4.100 which if
High School can be seen in Table 3 which aims to analyzed does not have a big effect and may have
measure the total grade in the English subject, it can helped the students playing Online Games in their
be noted that like the Mathematics subject, the English subject because more of them got high
marks obtained by the students in total are also marks.
satisfactory because it obtained a mean = 85.0 (Very

Table 4: Science
Indicators Frequency Percentage
90 – 100 (Outstanding) 19 10.7

85 – 89 (Very Satisfactory) 66 37.1

80 – 84 (Satisfactory) 58 32.7

75 – 79 Fairly Satisfactory) 35 19.7

74 and below (Poor) 0 0.0

Average 178 100.0


Mean = 84.0 (Satisfactory)
Std. Deviation = 4.351

91
It can be seen in Table 4 that the mean obtained by mean =84.0 (Satisfactory), Std. Deviation = 4.351
Senior High School students in the Science subject and if analyzed, there are still more students who get
is lower than in Mathematics and English, but high marks in the Science subject, so playing Online
overall result it still obtained a positive result with a Games may have helped the students.

Describing the Behavior of the Senior High School Students in Online Games
Table 5
Indicators Mean Interpretation
Do you often think about games even when your gaming 2.56 Satisfactory
gadgets/PC/mobile phone are far from you?
Do you think you feel symptoms yourself when you are not able to play? 2.31 Fairly Satisfactory
(boredom, excitement etc.)
Do you think you should increase your playing time to get your desired 2.27 Fairly Satisfactory
satisfaction?
Have you tried to cut back on your gaming time or quit because it got out 2.94 Satisfactory
of control?
Have you neglected your cctivities (work/social life/study) because of 2.31 Fairly Satisfactory
playing online games?
Do you keep playing even though it's taking a toll on you? (having low 2.09 Fairly Satisfactory
grades, insomnia, being late for work, relationship problems etc.)
Ever managed to hide or lie about the length of time you play? 2.38 Fairly Satisfactory
Have you used gaming as a way to cope with daily life stress and negative 2.96 Satisfactory
situations?
Has your relationship, studies and work been affected by your excessive 2.30 Fairly Satisfactory
gaming?
Average 2.46 Fairly Satisfactory

The table in Table 5 shows that there are five levels relationships, studies and work just in exchange for
of behavior of Senior High School students playing Online Games.
regarding the effect of their playing Online Games
affecting their daily life and their school studies. The The next and the fourth with the highest level is the
second one with the lowest level that got a scale of question in number two (2) and it got a mean of 2.31
2.27 (fairly satisfactory) is the question in number (fairly satisfactory) which reads in the question, Do
three (3) which can be read from the question is, Do you think you feel symptoms in yourself when you
you think you should increase your playing time so can't play? (boredom, excitement etc.) that in the
that you can get the your desired satisfaction, which analysis of the said question it refers to the negative
if analyzing the question is looking at the level of the way that an individual feels the symptom of
respondents that they do not have enough time to boredom if he is not able to play Online Games, but
play Online Games to be more happy, but most of there are still more of the research respondents who
the respondents that the time they allocate is enough are able to control themselves and emotions if they
to get the fun they seek in playing Online Games. are unable to play Online Games. The following also
obtained the same mean in the second (2) question
The one with the highest number is question number which has a mean of 2.31 (fairly satisfactory), which
eight (8), Did you use a method to cope with daily can be read in the fifth (5) question, Do you neglect
life stress and negative situations? With a score of your Activities (work/social/studying due to online
2.96 (Satisfactory), which if analyzed the question is games?), in analyzing the said question again it can
a positive way to help students escape their stress be seen that the effect that the question wants to
and problems in life by playing Online Games. know from the respondents of the said research is
negative but there are still fewer students who are
The third with the highest level got a mean of 2.30 allowed to neglect not only their education and work
(fairly satisfactory) which can be read in the ninth if not as well as their role in the society they live in.
(9) question, Has your relationship, studies and work
been affected because of your excessive gaming, The seventh highest is the question in number seven
which in the analysis of said question refers to the (7), which obtained a mean of 2.38 (fairly
negative impact of excessive gaming because it satisfactory), which can be read in the said question,
affects the life of an individual in his relationship Did you manage to hide or lie about the length of
with his neighbor, social, family or love, as well as time you played, that if we reanalyzing the question,
his studies at school and in his work. It can be seen this is a negative effect because the study wants to
that there are fewer SHS students who neglect their know if the respondents are able to hide or may

92
eventually lie and deceive himself in order to hide phone?), which can be seen in the question through
from others the true length of time he spends in analysis that has an effect on the mind of the
playing Online Games. Again, fewer SHS students respondent who wants to know because it affects not
are able to hide from others the true length of time only their body and role for daily life if not as well
they spend playing Online Games. as their thoughts and emotions. It can be seen from
their answers that many students still think about
The second highest mean obtained is question playing Online Games especially if they don't hold
number one (1), which obtained a mean of 2.56 their gadgets to play Online Games. The one with
(Satisfactory), which can be read in the question, Do the lowest score was question number six (6), Do
you often think about games even when your you still continue your gambling even though it is
gadgets are far away from you gaming (PC/mobile harming you?

Table 6: Regression analysis of Online Games in Academic Performance on Mathematics


Unstandardized Standardized
Variables Coefficients Coefficients
B Std. Error Beta t Sig.
(Constant) 5.317 0.196 27.148 0.000
Online Games 0.661 0.076 0.55 8.736 0.000
R-squared = .302
F-value = 76.311
p-value = .000
alpha = 0.05

alpha = 0.05

Impact on Academic Learning of Senior High online games on Senior High School students in the
School Students in Mathematics Subject Mathematics subject which can also be seen at
Table 6 shows the results of the regression analysis alpha=0.05 which says that playing Online Games
on the effect of Online Games on the Academic has no significant effect on the Math subject. It can
Learning of Senior High School Students in the also be said that more students prefer to study hard
English Subject where it can be seen in the than spend their time playing Online Games because
Coefficients B (Online Games) 0.661 that said result most of the students scored high marks in
has no significant o significant effect of playing Mathematics subject.

Table 7: Regression analysis of Online Games in Academic Performance on English


Unstandardized Standardized
Variables Coefficients Coefficients
B Std. Error Beta T Sig.
(Constant) 5.093 0.183 27.763 0.000
Online Games 0.599 0.071 0.537 8.443 0.000
R-squared = .288
F-value = 71.276
p-value = .000
alpha = 0.05

Impact on Academic Learning of Senior High seen in the result that there is no significant effect
School Students on English Subject playing online games in the English subject, and also
Table 7 shows the results of the regression analysis see at alpha=0.05 that playing Online Games did not
on the effect of Online Games on the Academic have a significant effect on the English subject. It
Learning of Senior High School Students in the can also be said according to the analysis of the
English Subject which can be seen in the obtained results that there are still more students in
Coefficients B (Online Games) 0.599 which can be Senior High School who prefer to study hard than to

93
spend time playing Online Games because there are
more students who have obtained high marks in
English subject.

Table 8: Regression analysis of Online Games in Academic Performance on Science


Unstandardized Standardized
Variables Coefficients Coefficients
B Std. Error Beta t Sig.
(Constant) 4.561 0.208 21.955 0.000
Online Games 0.472 0.08 0.407 5.886 0.000
R-squared = .165
F-value = 34.648
p-value = .000
alpha = 0.05

Impact on Academic Learning of Senior High References


School Students on Science Subject 1. https://www.scribd.com/doc/212571948/Resea
It can be seen in Table 8 that the Unstandardized rch-Paper-filipino-2-Epekto-Ng-Paglalaro-Ng-
Coefficients B is 0.472 that playing Online Games
Computer-Games
has no effect on the academic learning of Senior
High School Students in the Science subject. It can 2. https://prezi.com/tdm6qkocco5-/ang-epekto-
also be noted that alpha=0.05 which means that ng-kompyuter-games-sa-akademikong-
playing Online Games has no significant effect on performans-ng-m/
the Science subject. From the analysis it can be said 3. http://www.academia.edu/31576711/_Ang_Ep
that there are more students who prefer to study hard ekto_ng_Larong_Online_sa_Performance_ng_
than to waste time playing Online Games because mga_Estudyante_sa_Senior_Highschool_
there are still many students who get high marks in
4. https://www.coursehero.com/file/16755535/fili
science subject.
pino2/
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Conclusion
Based on the results and discussions, the following Pagkahumaling-Ng-Mga-Kabataan-Sa-Larong-
conclusions were made: Kompyuter-Geyms
1. The Frequency and percentage profile of the 6. https://www.scribd.com/doc/212571948/Resea
learners in relation to academic performance in rch-Paper-filipino-2-Epekto-Ng-Paglalaro-Ng-
Science, English, and Math can be gleaned as Computer-Games
the majority of the learners were outstanding in 7. https://prezi.com/tdm6qkocco5-/ang-epekto-
Math and satisfactory in Science and English.
ng-kompyuter-games-sa-akademikong-
The majority of the academic performance was
rated as outstanding and satisfactory, and only performans-ng-m/
10% fall below the passing marks. 8. http://www.academia.edu/31576711/_Ang_Ep
2. There is no significant difference in the ekto_ng_Larong_Online_sa_Performance_ng_
importance of the use of translanguaging as mga_Estudyante_sa_Senior_Highschool_
gleaned from the assessment of educators and 9. https://www.coursehero.com/file/16755535/fili
learners. Additionally, the teacher's use of pino2/
native language in the classroom, including the
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use of Tagalog in studying English, revealed no
significant difference. Pagkahumaling-Ng-Mga-Kabataan-Sa-Larong-
3. There is a positive statistical correlation Kompyuter-Geyms
between translanguaging and the academic 11. https://www.researchgate.net/publication/3249
performance in Math and Science of learners, 69082_An_Online_Survey_On_GamingAddict
while the data revealed that there is no ion
significant correlation between academic
12. https://www.untvweb.com/news/mga-
performance in English and translanguaging.
eksperto-nagbabala-sa-masamang-epekto-ng-
Conflict of Interest pagka-adik-sa-online-games
There is no conflict of interest by the author in this
manuscript.

94
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dudulot_ng_Paglalaro_ng_Online_Games_sa_
mga_Mag_aaral_ng_Unibersidad

95

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