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Chapter 1-WPS Office

The study examines the impact of online games on the academic performance of senior high school students at Infanta National High School, revealing that players generally have lower academic performance compared to non-players. It identifies a moderate negative correlation between gaming habits and academic outcomes, with students spending an average of 2.14 hours daily on gaming for entertainment. Recommendations include limiting gaming time and prohibiting play during school hours to mitigate negative effects on academic performance.

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0% found this document useful (0 votes)
6 views

Chapter 1-WPS Office

The study examines the impact of online games on the academic performance of senior high school students at Infanta National High School, revealing that players generally have lower academic performance compared to non-players. It identifies a moderate negative correlation between gaming habits and academic outcomes, with students spending an average of 2.14 hours daily on gaming for entertainment. Recommendations include limiting gaming time and prohibiting play during school hours to mitigate negative effects on academic performance.

Uploaded by

jhinmokong
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Impact of online Games on the Students Academic Performance

Chapter 1

Background of the study

Introduction

This paper attempted to study the impact of online games on students academic performance.
The respondents were the senior high school students in Infanta National High school. The
paper sought to determine the level of effect of playing online games on the respondents’
performance in assignments, quizzes, class recitation, paper works and examinations, and
correlate said negative effects with their culture on playing online games. They were asked to
rate the level of effect as severe, moderate and negligible. The study found out that majority of
the respondents played online games. Online games players had an average academic
performance while non-players had a high academic performance.

The predominantly male players preferred multi-player online games and they spent an average
2.14 hours a day and 4.45 days a week in playing. Their primary motivation in playing was for
entertainment. There was a moderate negative effect of playing online games on their academic
performance in assignments, quizzes, class recitation, paper works and examinations. There
was a significant correlation between the respondents’ GPA in Grade 10, their daily and weekly
hours spent in playing, their motivation in playing online games and the level of negative effects
on their academic performance. Based on the findings of the study, the researchers
recommended that parents should do something in limiting their children’s fondness in online
games and that computer shop owners should prohibit students from playing online games
during class hours.

In a study by Rideout, Foehr & Roberts (2010), 47% of a sample of American children and
adolescents were found to get poor grades due to heavy gaming time. Comparatively, they
noted that only 23% of their respondents who were not heavy game users got low grades. A
similar study involving elementary school children showed that frequent gaming time
significantly predicts low academic performance at the end of the academic period even when
intervening variables were controlled to a certain degree (Anderson, Gentile, & Buckley, 2007).

This study was conducted to determine the Impact of online games on the academic advising
performance of the senior high school students of infanta National High school To achieve this
objective, the researchers determined the answers to the following questions: (1) What is the
profile of the senior high students in Infanta National High school in terms of age, sex, graded
point average in Grade 12, and weekly allowance? (2) What is the extent of playing online games
of Grade 12 SHS students in Infanta National High school in terms of type of online games
being played, hours spent playing in a day, and number of days spent playing in a week?

(3) What is the primary motivation of the student-gamers in playing online games?(4) What
areas of their academic performance are negatively affected by their playing online games and
the level of effect? (5) Is there a significant relationship between the level of negative effects of
online games on their academic performance and their profile variables?The hypothesis tested
was the null: there is no significant relationship between the level of negative effects of online
games on academic performance and the profile variables of the respondents.
Statement of the problem

The study was conducted to determine the Impact of online games on the students academic
performance of senior high students of infanta National High school.

Especially, the study aimed to provide answers to the

Following questions:

1. What is the demographic profile of the respondents terms of:

A. Gender

B. Age

C. Economic status

2. What are the types of online games played by the respondents?

3.how frequent does the respondents plays online games?

4. What is the academic performance of the respondents?

5. Is there a significant relationship between playing online games and the respondents
academic performance?

6. What recommendations can be made in order to address this concern?


Theoretical Framework of the Study

(Anderson & Dill, 2000) state that while playing video games is generally related with a poor
academic performance in modern society. There is some research to back up this theory. These
days, playing video games can have a negative impact on students. According to Brian D.NG,
M.S., and Peter W. H. (2005), internet addiction has drawbacks and can result in issues with
family dynamics and academic performance. The majority of students play online games
because, for various reasons, they offer chances for success, independence, and even a
connection with other players. Make them happy and entertained (online gamers anonymous,
2008). Several studies show that playing online games can have a favourable mental impact on
people. Molcho (1988) asserts that playing online games can improve one's capacity for
knowledge transfer to new domains. Gaming as an instructional variablemay be analyzedas
methods of rehearsal by facilitating the organization and retentionof content (Dwyer & Dwyer,
1985).

Conceptual Framework of the Study

According to research, playing online games can have certain effects on players' performance.
Research has been done to evaluate the consequences of DOTA gaming. The researchers will
compile all available data regarding the variables that may have an impact on students'
academic performance as input. In order to find out what factors actually can have an impact
on playing online games, the researchers conducted interviews with the chosen students and
obtained some responses to questionnaires. As a consequence, the researchers identified the
variables that may have an impact on the performance of the chosen students who play online
games.

Research Paradigm

The factors that


effect of Discovered
A survey
playing online the impact of
among the
games to their playing online
selected
performance. games to the
students
students
Significance of the study

This study is conducted to benefit the following:

Senior High School Students. Senior High School students that do not play online games can
get tips and ideas about how online gaming affects the academic performance of students.

Readers. can get information about how online gaming affects the academic performance of
senior high school students’ in CTU in the year 2021-2022.

Teachers. Teachers will become more conscious about their students’ academic performance.

Parents. This study conducted to show the bad side effects of paying too much attention to
online games.

Future Research. This study will be a useful Citation for New Researchers.

Understanding Academic Performance Factors: Investigating the relationship between online


gaming and academic performance provides valuable insights into the factors that influence
students' academic achievements. This understanding can help educators, parents, and
policymakers develop effective strategies to support students in managing their time and
priorities.

The Researchers

Being a researcher entails delving into the depths of knowledge, uncovering new insights, and
pushing the boundaries of understanding in a specific field through rigorous investigation,
critical analysis, and innovative thinking.
Scope and Delimitation:

This study is aimed at identifying the impact of online games on student academic performance.
The research will be conducted by using survey with students in Infanta National High school.

This study considers every aspect of students’ personal information that has an impact on their
academic performances such as their parent’s educational background, their parent’s income,
their gender, age and home location. In addition, it will focus on the role of parents in their
children’s education. To achieve this objective, the researcher will conduct a survey of students
at infanta National High school . The results of this research are analyze through descriptive
statics analysis. The findings of this study will help researchers to understand how different
factors influence student’s academic performance. And this study focuses on the current senior
high school students at a present year, 2023-2024.

Definition of terms

Here are conceptual definitions for the concepts. To help the researcher better grasp their
applicability in the current studies, some are defined operationally.

Basic Education Curriculum

The 2002 Basic Education Curriculum (BEC) is being implemented by the Department of
Education in this school opening. It is the result of sixteen years of research done under the
supervision of three different DepEd secretaries: Bro. Andrew Gonzalez, Isidro Cariño, and
Lourdes Quisumbing. Commencing in 1995, extensive consultations were conducted with a
range of stakeholders, including schools, parents, students, business, trade and industry, non-
governmental organisations, and the Education Department personnel responsible for
overseeing the educational system on a daily basis.
K-12 Curriculum

In order to foster lifelong learners, provide ample time for concept and skill mastery, and
prepare graduates for postsecondary education, middle-level skill development, employment,
and entrepreneurship, the K–12 Programme encompasses Kindergarten and 12 years of basic
education (six years of primary education, four years of junior high school, and two years of
senior high school [SHS]).

Pre- University Education

After finishing the tenth grade, many students choose to pursue pre-university study. This is so
that students can continue their education after completing pre-university because the
curriculum offers a wide variety of subjects. Stated differently, pre-university education serves
as a springboard for professional programmes or advanced degrees. Depending on their area of
interest, candidates enrolled in pre-university courses have a variety of possibilities. Science,
Commerce, and Arts are the three main categories into which the pre-university education
system is often divided. Courses in each of these three areas are two years long. After
completing these two years, students can engage in undergraduate programmes at the
universities of their choice.

Senior High School

Senior high school marks a pivotal stage in a student's academic journey, encompassing the
final two years of secondary education. During this period, students delve deeper into
specialized subjects and career tracks, honing their skills and knowledge in preparation for
higher education or the workforce. With a diverse range of academic tracks and vocational
pathways available, senior high school offers students the opportunity to tailor their education
to their interests and aspirations. Beyond academics, senior high school fosters personal
growth, independence, and critical thinking, equipping students with the tools they need to
succeed in the ever-evolving global landscape.
Chapter 2

Review of Related Literature

The influence of playing video games on academic performance

among graduates of Karunya University

Authors: Arockiyasamy K. Surendheran Sujeevan Kumar Bullard

Published date: June 21, 2016

For the younger generation, playing video games is an inevitable environment because it offers
the potential to be the most enjoyable and interactive. Furthermore, the technocrats are
devoting their efforts and competing to develop novel ideas in creating these gaming
apparatuses. Startups: An Article that Goes Beyond Reality Ayyar (2016) writes in a newspaper
article about AR and VR that "It is suitable with all currently released PC games, films, and
allows live streaming from community for internet gaming. This demonstrates just how
important gaming is. for the younger generations in the future, hence this field needs a lot of
investigates. An article in a may help improve memory is that playing 3D video games
publication (Times of India, December 10, 2015) that makes reference to a studycarried out in
Centre, California, by Craig Stark and Dane Clemenson of UCI. The According to study, engaging
in 3D video games like "Super Mario" may strengthen the players' memory. Singapore's Nanyang
Technological University conducted a study. Regarding Kids and Video Games: Dependency,
Participation, and Educational accomplishment. Skoric et al. (2009) found in this study that
addiction Video game habits are continuously linked to poor academic performance. execution.
However, no such relationships are discovered for either playing period. games or involvement
in video gaming. He determines there isn't a relationship. at all connection the propensity to play
video games and academic achievement. An additional investigation, A Review of Time
Management: The Association between Video Game Use and Markers for Academic
Performance, conducted in New York by According to Anand (2007), playing video games can
have a negative impact on an both on the Scholastic Aptitude Test and maybe on an individual
Grade-Point Average (GPA) (SAT) results.
The repeated SAT scores lead to a different result.According to a further study on the
educational benefits of computer games, "smart games" will equip students with the knowledge
and abilities they need to adjust to a changing global environment (Shaffer, 2006). This idea
suggests that kids who play video games may be more flexible in their academic pursuits.
Conversely, a small number of research examine the drawbacks of digital technologies and
video games. An article titled "Dizzy?" mentions one such study. Murphy (2015), referring to a
study conducted at Coventry University's Centre for Mobility and Transport in England, suggests
that it might be cybersickness. "It is a natural response to an unnatural environment," the
statement reads. Additionally, it states that motion caused causes digital balance to be lost.in
gaming or comparable devices that makes one feel lightheaded. Additionally, it claims that
watching fast-moving digital photos are increasingly widely used. The studies mentioned above
encouraged us to examine the practice of playing video games that affects the student's
academic performance players.

Chapter 3

Methodology

It is well recognised that excessive video game playing has a negative impact on pupils'
academic achievement. However, other research supports the idea that playing video games
can enhance academic achievement. These studies also demonstrate that another benefit of
gaming for students is an improvement in their cognitive abilities. We decided to look at the
connection between their gaming habits and academic achievement because of some hazy
presumptions. We used all Karunya University students from all departments as the population
in order to conduct the study. The survey approach was employed in this study as the means of
gathering data from participants. The study employed a straightforward sampling technique to
determine the necessary number of respondents.We restricted the entire There are eighty
responders in total. The research employed Chi-Square and analyse the correlation to determine
the significance.

Marc Denver R. Mercado G-12 ICT-A

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