Research Chapt 1 3
Research Chapt 1 3
ACADEMIC PERFORMANCE
PRACTICAL RESEARCH 2
Santos, Darwin P.
Velasco, Dearborn
Rodriguez, Brence
Angelina Lumbre
Research Adviser
Chapter I
INTRODUCTION
storage, lead to the emergence of web society, and the replacement of vertical mass
information content creation and dissemination (Pečiulis, 2016). The internet has given
us access to many information that education can depend on it; whenever a student
doesn’t know the answer to a question in their activity, they go to google to search the
question and in just a few clicks they will find the answer. The digital era carved another
path for us to educate ourselves, especially during the pandemic where education has
been dependent on these modern devices, mostly the internet (Onyema et. al., 2020).
system still sticks on using modules. These modules are easy to navigate and has all
the lessons planned for the school year, which is very convenient for students, however,
depending on the student, taking in knowledge just by reading and processing it to fully
understand can be very difficult. That’s why teachers exist to add clarity to the lessons
in the books, but what if you’re self-studying and you don’t have a teacher. Why would a
Video games is one of the most famous entertainment outlets that many people
do in their free time (Berger, 2017). If you think about it, being able to control the
graphics in the screen of your device is very impressionable, it can even take your
attention for hours just because of how entertaining it is. Some studies suggest that it’s
a distraction, blaming students’ low grades to video game addiction (Yılmaz .et. al.,
2018; Gentile .et. al., 2004; Chiu .et. al., 2004). You probably heard a parent telling their
kids to stop playing because their grade is suffering from it, however, it’s not like video
games is always shown in a bad light when talking about academics. Take Kahoot for
an example, an application that is designed like a video game that is usually used as an
If modules can’t keep a student’s attention and Video games does, can we take
This research aims to determine the impact of Educational video games in the
improvements. Specifically, this research also wants to answer the following questions:
a) gender?;
b) strand?
a) Gender?;
b) strand?
c) academic performance in First Quarter for SY 2021-2022
The study will be limited to San Mateo Senior High school students who play
video games. Thirty SHS students will be taken as samples. A researcher-made survey
questionnaire which is validated by experts will be used to gather data. The study will
use a simple random sampling technique, 30 students will be chosen, they will be
divided into 2 groups, the first group will play a game to answer a set of questions, and
the others is through a textbook. The study will occur for a week, and we’ll be using a
role-playing game designed by the researchers. As for the textbook group, the
researchers will collect multiple topics from varying subjects that will be compiled into a
Satisfactory, Fairly Satisfactory, and Did not meet expectations. (DepEd, 2012).
There are a lot of benefits when playing video games, like increased brain activity
and of course, happiness and joy. But there’s also drawbacks for this such as addiction,
lack of time for everything else, and more. The findings of this study may help identify
the effects of video games to students and verify whether video games are doing more
is to find the relationship of video games and academic performance. Moreover, this
study wants to take advantage of Video game addiction to increase the academic
This could lead to more opportunity for teachers to use Video games to teach
and it could inspire a new generation of game developers that will lean more on the
educational side than just pure entertainment. Students will also have a new medium of
learning and it will give them a much more exciting and fun way to learn. Future
Researchers could focus on a different genre and a more focus subject to even test out
this study even more, this will give them a head start towards their own take of this
research.
Chapter 2
This chapter discusses the different video games related to the study, students'
Video games are electronic game in which players control images on a video
screen (Brown, 2020). There are multiple types of Video game genres, there’s a
growing variety of genres and sub-genres, since developers are starting to mix in
different ideas for games. These genres include Sandbox, Real-time strategy (RTS),
Shooters (FPS and TPS), Multiplayer online battle arena (MOBA), Role-playing (RPG,
ARPG, and More), Simulation and sports, Puzzlers and party games, Action-adventure,
Survival and horror, Platformer, etc. (Pavlovic, 2020). According to DeRosier and
Thomas (2018), Video games has an increasingly huge role in the lives of teenagers
dating back to past generations, between computers, smart phones, and dedicate game
consoles, individual adolescents are spending more of their days playing video games,
and its reach is increasing dramatically. There is a long-standing debate about the
there’s no definitive answer that has been reached yet, however, video game uses for
good such as delivering health promotion and risk prevention interventions is growing.
The evolution of the field of “serious games” that has other primary purpose other than
pure entertainment shows potential that there are positive health impact emerging from
these video games (Fiellin et al., 2014). Due to the growth of digital world, there is an
uprise in the usage of technology, and those who are part of the growing generation will
of course experience it more especially the teens. Teenagers and/or students are more
exposed to these medias, one of which is video games. A growing genre that has no
conclusive effects.
guidance, school’s learning facilities, and the way they communicate (Mushtaq and
Khan, 2012) With proper additional guidance, these students’ performances could
further improve (Rienties et. Al., 2012). According to Magulod Jr (2019), there is a
significant correlation between a student’s study habits, learning styles, and academic
performance, teachers could take advantage of this information to further improve the
buoyancy is high the more chance that they become more academically successful
(ICT) has become indispensable in the twenty-first century and is integral to the
undergraduate’s experience. From online research to course management system,
part of our education and is embedded to our learnings. Based on a study by Mohan et.
teachers express their satisfaction with the program about the in-class effectiveness of
Castillo (2018), playing online games doesn’t affect the student’s grades badly because
they know how to control themselves, hence, they only play when it’s their vacation and
during the weekend. It also doesn’t affect their social skills and they can even perform
academically well. Thus, video games show the potential to become a new way for
Based on a study made by Prot et. al., (2014), Video games are complex and is
the research made by Valadez and Ferguson (2012), neither randomize video game
play nor time spent playing had any effect on depression, hostility, or visuospatial
cognition. The effect size is too low to be in practical significance. A study in Polytechnic
University of the Philippines (PUP) by Atanque et. al., (2018), a quick response of anger
is shown when negative occurrences in game is inflicted and players commonly tend to
lose track of time, however, positive behavior still manifested. This shows that Video
games has negative effects, but it’s not enough to say that there’s a long-lasting
negative effect for it. Video games are complex and shouldn’t be referred to only as
good or bad (Prot et. al., 2014). Video games also help to reduce stress and anxiety
Conclusion
Video games have both positive and negative effect, not only on students but on
people in general. These studies shows that video games can be used for enhancing
the learning experience if used correctly, since there is still outlying negative effects of
it. However, evidence of this is still too low to be in practical significance (Valadez &
Ferguson, 2012). But the potential of it showed by Hunter and Fitzgerald (2021) can be
improved by making something that is accessible for everyone and one that can be
used in multiple scenarios. Hence, our study would like to improve on it by making a
Roleplaying game which can teach different knowledges by using this classic and well-
known genre. We’ll take advantage of what makes a student’s academic performance
better based on the studies that we tackled (Mushtaq and Khan, 2012; Rienties et. Al.,
2012; Magulod Jr, 2019; Datu and Wang, 2021).This also has the potential to show
more about the negative impacts of video games that studies are having a hard time to
solve.
Conceptual framework
Figure 1
The figure above shows the relationship of video games towards the students’
academic performance and their outputs. The ray that connects video games towards
the two shows that Video games has an effect, both positive and negative, towards
students who plays, both the output and their overall performance are affected. The
more output the student’s pass the better the academic performance, the lesser the
Research hypothesis
Based on the objectives of this study, the following are the formulated hypotheses:
2. H0: Playing video game does not affect students' academic performance.
Definition of terms
1. Video games - are electronic game in which players control images on a video
screen. There are multiple types of Video game genres, there’s a growing variety of
genres and sub-genres, since developers are starting to mix in different ideas for games
(Brown, 2020). video games in this study refer to researcher-made application which will
standardized tests ("Academic performance", 2022). In this study, it refers to the results
References
Foreign Literature:
Pečiulis, Ž. (2016). Digital era: from mass media towards a mass of media. Filosofija.
Onyema, E. M., Eucheria, N. C., Obafemi, F. A., Sen, S., Atonye, F. G., Sharma, A., &
Yılmaz, E., Yel, S. E. L. M. A., & Griffiths, M. D. (2018). The impact of heavy (excessive)
Gentile, D. A., Lynch, P. J., Linder, J. R., & Walsh, D. A. (2004). The effects of violent
Chiu, S. I., Lee, J. Z., & Huang, D. H. (2004). Video game addiction in children and
Webster. https://www.merriam-webster.com/dictionary/Video%game
Pavlovic, D. (2020). Video game genres everything you need to know: HP® Tech takes.
Video Game Genres Everything You Need To Know | HP® Tech Takes.
Retrieved January 26, 2022, from https://www.hp.com/us-en/shop/tech-
takes/video-game-genres
DeRosier, M. E., & Thomas, J. M. (2018). Video games and their impact on teens’
Springer, Cham.
Fiellin, L. E., Hieftje, K. D., & Duncan, L. R. (2014). Videogames, here for good.
Mohan, D., Farris, C., Fischhoff, B., Rosengart, M. R., Angus, D. C., Yealy, D. M., ... &
Prot, S., Anderson, C. A., Gentile, D. A., Brown, S. C., & Swing, E. L. (2014). The
positive and negative effects of video game play. Media and the well-being of
Valadez, J. J., & Ferguson, C. J. (2012). Just a game after all: Violent video game
exposure and time spent playing effects on hostile feelings, depression, and
Mushtaq, I., & Khan, S. N. (2012). Factors affecting students’ academic performance.
Pallavicini, F., Pepe, A., & Mantovani, F. (2021). Commercial Off-The-Shelf Video
Games for Reducing Stress and Anxiety: Systematic Review. JMIR mental
https://ballotpedia.org/Academic_performance
Local literature:
Hunter, J. & Fitzgerald, T. (2021). STEAM games are good for learning in elementary
https://www.learntechlib.org/primary/p/218619/.
Dumrique, D. O., & Castillo, J. G. (2018). Online gaming: Impact on the academic
Atanque, J. E., Cabrigas, B., Cayetano, R. E., Roxas, D., John, E., Esmabe, A., ... &
Magulod Jr, G. C. (2019). Learning styles, study habits and academic performance of
198.
Datu, J. A. D., & Yang, W. (2021). Academic buoyancy, academic motivation, and
40(8), 3958-3965.
Chapter 3
Methodology
This chapter will present the procedure to be employed in the study. It will
describe the samples and sampling technique, data gathering procedure, instruments to
Research design
This study is an experimental quantitative research that will compare two groups
of students that will be treated differently, the data collected from these two groups will
be analyzed and examined to determine the cause and effect by demonstrating what
outcome occurs when a particular factor is manipulated. Specifically, these two groups
will be used to determine the effects of educational video games to student’s academic
performance. A group of students will use a traditional textbook and the other group will
use an educational video game, both will contain the same topic and by the end the
researchers will administer a test to see which group will have better results. At the
beginning of the study, students will be asked about their profile, such as their (1)
Gender, (2) Strand, and (3) academic performance in First Quarter for SY 2021-2022.
The data gathered will be used to determine if educational video game affect students'
academic performance.
Sample
Thirty grade 11 students from San Mateo Senior Highschool will compromise the
sample of the study, these samples would be divided into two groups, Group A and
Group B. Since the samples won’t be pick randomly, we’ll be using the quota sampling
technique to select the students that will be compared and observed to collect the data
the from.
Instruments
game made by the researchers, designed to efficiently teach one of reading and
writing’s topic chosen by a teacher of Grade 11. This will be used by group A and will be
later tested for effectiveness. Part 2 will be a textbook that mirrors part 1, this will be
used by group b and will be used to compare the effectiveness of both medium of
education.
Part 3 will be a test to evaluate the groups learning. We’ll take the average
scores of both groups and then compare them towards each other. The data we
Intervention
The researchers will collect 30 students from Grade 11, These 30 Students will
be divided into two groups namely Group A and Group B. Group will play an educational
video game designed by the researchers and Group B will use a module, both of the
instruments used will teach the same topic, in this case the topic chosen is Critical
Reading in Reading and Writing. They will be given an hour to use the given medium to
study and after that they will take a test, the researchers will take the average scores of
each group to compare. With these we can see the efficacy of Educational Video games
The data gathering procedure will be administered for a week since students can
have varying schedule which may give conflict between their academics and the
experiment. The instruments will be made with the guide of a reading and writing
teacher to make an accurate and great quality educational material. The researchers
will seek the permission of San Mateo Senior Highschool and will be administered by
orientation where they will be instructed on how the experiment will go. Later on, they
are expected to answer a test which will also be administered by the researchers
themselves.
Statistical Analysis
traditional.
academic performance.
medium.