Father Urios Institute of Technology of Anpayon Inc

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FATHER URIOS INSTITUTE OF TECHNOLOGY OF ANPAYON INC.

AMPAYON, BUTUAN CITY

THE EFFECT OF ONLINE GAMES IN THE ACADEMIC PERFORMANCE

OF GRADE 11 STUDENTS OF FATHER URIOS INTITUTE OF

TECHNOLOGY OF AMPAYON INC.

IN PARTIAL FULFILLMENT IN PRACTICAL RESEARCH II

LIBERTY HAZEL EMETERIO

DIANA ROSE PADILLA

TISHIA FAYE LEDESMA

SHS TEACHER:

MRS. MESHIELLE SALISE


TABLE OF CONTENTS

Chapter I

Introduction and it’s background

Introduction

Background of the Study

1.1 Theoretical Framework


1.2 Conceptual Framework
1.3 Statement of the Problem
1.4 Scope and Limitation
1.5 Significance of the Study
1.6 Definition of Terms

Chapter II

Review of Related Literature and Studies

2.1 Foreign Literature

2.2 Local Literature

2.3 Foreign Studies

2.4 Local Studies

2.5 Synthesis and Relevance of the Related Literature and Studies

Chapter III

Research Methodology

3.1 Research Methods Used

3.2 Population, Frame and Sample Size

3.3 Sampling Technique

3.4 Description of Respondents

3.5 Instrumentation

3.6 Data Gathering Procedure

3.7 Statistical Treatment of Data


INTRODUCTION

Online games rather what we also called computer games are very popular in our today’s modern society, in
terms of entertainment which it targets most of the adolescents. Within the internet, we can explore many
activities such as: Facebook, Twitter, browsing Google for information, internet for communication etc.

Some claimed that playing online games is one way to release stress and fill your free time. While some said that
too much game can affect one's mind and attitude. For example, people who play games are constantly feeling
tired. When someone is more likely to spend more time in playing online game, some of them may end up with
being addicted to it. Based on established researches, it’s an interesting discovery about the reasons behind why
young people start to play online games as well as how playing such games affects the daily lives and activities of
them. The first computer games is generally assumed to be game Spacewar, developed in 1962 at MIT (Stephen
Russell a.o). As the games starts to widen, young people, especially students, correspondingly get addicted to the
online games. Researchers are starting to make a conclusions that online games was becoming a growing
phenomenon for those you often plays it. An online game is a video played over some form of computer network.
This usually the internet or equivalent technology, but games have always used whatever technology was current.

Usually, an online games was used for leisure time only, but because it was more time spending than a television,
players tend to immerse in the game that they were completely separated from their surroundings. The excitement
and rivalry within the challenges of the computer games, pushes the programmers and developers to recreate,
upgrade rather most of the games. But as the game became wider than before, it had covered a wide range of
health and other issues which also affect the human brain. Regions of the brain associated with cravings in
substance abuse also appear to be activated in gaming addicts when they view images of computer games.
Computer game has been considered as serious threat to mental health in Asian countries with extensive
broadband usage. 21st century students are the learners that live with the use of technology. Technology, internet to
be distinct is very useful tool for everyone, notably students, it helps them gather data which support them
throughout their studies. But because of the broaden technology access sharing files, documents, and most
specially playing online games which cause their goals and achievements breakdown. Seems like their academic
performance was affected logically. If that continues, they may suffer from a long term different

major problems. Because of this, we, researcher was prompted and had a desires to know if the selected high
school students are having achievement breakdown due to the lack of focused on their study and what possible
ways are we going to do to prevent the portentous problem. This study is trying to show the effects of playing
online games to the academic performance of the selected grade 11 senior students of FRUIT.

II. Background of the study

As the years past, many of the things today were invented by most of the talented and smartest persons we ever
known. Internet was its example, and within it we also have the online games which widens and played by the
adolescents, but together with the fun and fulfilling moments while playing computer games was its benefits and
hindrances. About half of all adolescents are gaming for two or more hours per day, spending more time at home
and less time out on socializing. There are well-documented risks to social development, physiology, sleep, mental
health and school performance. The lack of social skills where an adolescent doesn’t have the proper manner in
socializing with others and the different possible health problems such as: worsening of blurred eye sight and
improper way of gaining weight, there are just few examples of the bad effects of online gaming. When an
adolescent begins to focused on the game, it would have a big impact on their social activities, especially when our
subject are grade 11 students. Kuss and Griffiths (2012) stated that internet addiction has been considered as a
serious threat to mental health and the excessive use of the internet has been linked to a variety of negative
psychosocial consequences, regarding the neuroimaging studies which shows the similarities between different
types of addictions, specifically issues with the online gaming of the young people. Too much is bad, but it can
also help students enhancing their academic skills.

Playing online games isn’t that bad for the young people, in fact it can help adolescent to increase their academic
performance in some ways. In Dr. Alberto Posso’s (2016) article, teenagers who regularly play online games
seems to improve their school results. Solving puzzles and moving onto the next level of the game involves using
some of the general knowledge and skills in math, reading, and science which the professors, teachers rather,
taught during days.

III. Theoretical Framework

The recent inclusion of Internet Gaming Disorder (IGD) in Section III

(“Emerging Measures and Models”) of the fifth edition of the Diagnostic and Statistical

Manual of Mental Disorders (DSM-5; American Psychiatric Association, 2013) appears to have increased the
interest of researchers in the development of new standardized psychometric tools for the assessment of various
online addictions. IGD has been characterized by a “persistent and recurrent use of the Internet to engage in games,
often with other players, leading to clinically significant impairment or distress” (APA, 2013, p. 795). The DSM-5
asserts that further empirical evidence is needed to confirm the nine criteria proposed for the clinical diagnosis of
IGD, and to formally define IGD as a mental disorder in future editions of the DSM. Of the nine criteria, seven
criteria are identical to those of gambling disorder and five criteria to substance use disorder (Petry et al., 2014), and
refer to preoccupation with Internet games, withdrawal symptoms, tolerance, unsuccessful attempts to control
participation in Internet games, loss of interest in previous hobbies, continued excessive use of Internet games,
deceiving family members, use Internet games to escape, and losing a significant relationship, job or education, or
career opportunity. To be diagnosed as a disordered gamer, five (or more) out of these criteria need to be endorsed
over a period of 12 months (APA, 2013). The nine IGD criteria directly map onto the six criteria of Griffiths’
components model of addiction, and which have been used to conceptualize a number of technological addictions.
According to Griffiths, by “determining whether non-chemical addictions are addictive in a non-metaphorical
sense” other potentially addictive behavior should be compared “against clinical criteria for other established drug-
ingested addictions” (Griffiths 2011). The six criteria comprise salience, mood modification, tolerance, withdrawal
symptoms, conflict, and relapse. Salience occurs when addictive activities dominate a person’s thinking, feelings,
and behavior; mood modification occurs when a person uses substances or is engaged in activities to change their
mood state; tolerance refers to the need to increase (over time) the amounts of engagement in the addictive
behavior to achieve the initial mood-modifying effects. In other theoretical studies, it stated that digital gaming is
known to affect several aspects of individuals’ psychological, social health, and physical health. Digital game
addiction is characterized by features such as low self-efficacy (Jeong & Kim, 2011), anxiety, low self-esteem, and
impulsivity traits (Billieux et al., 2015; Gentile et al., 2011). Moreover, maladaptive cognitions, shyness and
physical problems (Peng & Liu, 2010) were also seen as predictive characteristics of gaming addiction. Gaming
addiction was accompanied by symptoms which might have developed as a consequence of other disorders such
as depression, anxiety and social phobia (Gentile et al., 2011).

Correspondingly, addictive players exhibited signs or symptoms such as social neglect, loss of interest in other
leisure activities, social and psychological isolation, escape problems (Billieux et al., 2015; Young, 2009),
aggressive behavior (Anderson, 2004; Anderson et al., 2010), psychological stress, reduced school performance,
decreased sleep quality, suicidal ideation (Rehbein, Kleiman & Mössle, 2010), low sociability and self-efficacy
and lower satisfaction with life (Festl, Scharkow & Quandt, 2013). In certain cases, digital game playing was allow
to act as a coping strategy for deficiencies or problems in the player’s life such as a lack of friends, relationship
troubles, or dissatisfaction with physical looks (Griffiths & Beranuy, 2009). Furthermore, prolonged exposure to
digital game was associated with physical health problems such as musculoskeletal symptoms (Lui, Szeto &
Jones, 2011).

In Finland, the effects of problematic game playing on players’ health are still largely unexplored. Considering the
increased prevalence of online gaming, this study aimed to identify the problematic gaming behavior among
Finnish adolescents and young adults, and evaluate its connection to a variety of psychological
(psychopathological symptoms, satisfaction with life), social (preferences for online social interaction) and physical
health (general health, BMI, body discomforts, physical activity) symptoms. In this paper we consider problematic
gaming behavior in accordance with the recent framework that sees it as “a continuum state which can range from
a normal to severe condition” (Griffiths et al., 2015).
IV. Conceptual Framework

Independent Variables Dependent Variables

Health Problems Poor Eyesight

Increases Aggressive Behavior Peer Relationship

Improve Academic Problems High Grades

V. Statement of the Problem

This study will discuss the effects of online games on academic performance of the senior students in the grade 11.

1. What is the profile of the respondents, in terms of:

1.1Gender

1.2Age

1.3Strand

2. What are the effects of online games?

2.1. Health Problem

2.2. Increases Aggressive Behavior

2.3. Improve Academic Function

3.What affects student’s academic performance?

3.1. Poor eyesight


3.2. Peer Relationship breakdown

3.3. High Grades

4. Is there any significant relationship between the online games on the academic performance and their personal-
related variables?

VI. Scope and Limitation

This study covers the Father Urios Institute of Technology grade 11 students, who are open to technology and
often play through online. The researcher will gather information about the effects of online games through the
academic performance of the senior high school grade 11 students. This will further explain and discuss the reason
beyond the illiterate behavior of the teenagers.

VII. Significance of the study

This will discuss the benefits of the following subjects throughout the study.

Students – This will provide us with some knowledge regarding the effects of online games and how it can affect
our academic performance. It will also give us the realization that playing online games can destroy our mind and
maybe take us away from our better future.

Parents – They will profit from this study, since the parents will be aware of the problems of their children and
the effects of online games to their academic performance. It will help them to speak for their children and
motivate them in their studies in order to achieve higher academic performance.

Teacher – The given datas would guide the teachers on what to do to the students who are always absent on the
classes due to hanging out in the computer shop all day. The teachers would be able to understand on why some
student prefer to play online games rather than to study.

Researcher – This is to have a good first impression by demonstrating the excellence of our research and the
sophistication of your analyses and interpretations. It also offers a perfect chance to establish important matters of
style and formatting.
VIII. Definition of terms

Immerse– To involve oneself deeply in a particular activity or interest.

Computer Game - Any of various games, recorded on cassette or disc for use in a home computer, that are
played by manipulating a mouse, joystick, or the keys on the keyboard of a computer in response to the graphics
on the screen.

Substance abuse - Also known as drug abuse. It is a patterned use of drug in which the user consumes the
substance in amounts or with methods which harmful to others, and is a form of substance related disorder.

Psychosocial – It is relating to the interrelation of social factors and individual thought and behavior.

Excessive – Which more than is necessary, normal or desirable immoderate, and going beyond what is usual
normal or proper.

Well-documented – Is used to describe something that is known about or known to be true because there are
many documents that describe it.

Adolescents – It’s a transitional stage of physical and psychological development that generally occurs during the
period from puberty to legal adulthood.

Behavioral addiction - is a form of addiction that involves a compulsion to engage in a rewarding non-drug-
related behavior despite any negative consequences to the person's physical, mental, social or financial well-being.

Video game addiction - is a hypothetical behavioral addiction characterized by excessive or compulsive use of
computer games or video games, which interferes with a person's everyday life.

Health – This is the condition of being sound in body, mind, or spirit. She is the picture of health.; especially,
freedom from physical disease or pain nursed them back to health.
CHAPTER II

REVIEW OF RELATED LITERATURE AND STUDIES

This chapter includes ideas, opinions, research findings, generalizations, published or


unpublished theories and discussions on related literature and studies both foreign and local,
which provides relevant facts about the effects of online gaming towards the academic
performance of the students. That helps in familiarizing information that are relevant and similar
to the present study.

2.1 Foreign Literature

Dockrill (2012) stated that students who regularly spend time playing online games are
developing analytical and problem-solving skills that can also help them in their schoolwork. He
also said that when you play online games you’re solving puzzles to move to the next level and
that involves using some of the general knowledge and skills in math, reading, and science that
you’ve been taught during the day. Computer games have become one of the most important
entertainment tools for children, teenagers and even adults all around the globe. Allowing access
to the virtual world with unlimited possibilities, computer games compulsively attract many
people. In fact, they have become an integral part of human society. In other words, by providing
virtual fun and entertaining environments (Demirbileka & lema Tamer, 2010), and having
characteristics such as being interesting and exciting, computer games stimulate motivation and
create a sense of enjoyment of learning. They not only have become one of the most significant
recreations for all age groups, but also they have potentials to be used for educational purposes
as a new strategy (Prensky, 2003; Tuzaun & et al., 2009; Grimley & et al., 2011). Therefore,
video games can no longer be seen as mere entertainment tools. Today the positive effects of
video games are emphasized more than ever. As Games have become a tool to communicate,
teach, and influence attitudes and behavior, numerous studies have suggested that they have
positive effects on problem solving, achievement as well as creating interest and commitment in
learning (Tuzaun & et al., 2009; Kim, Park, & baek, 2009).In an experiment by Williams (2006),
school performance increased after the participants dramatically decreased (limited time spent
using technology to30 minutes per day) their usage of all technology, including video games.
Finally, Jaruratanasirikul, et.al, (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 video games took time away from school activities, homework, social interaction,
etc. However, there is also plenty of research to suggest that interactive videogames can actually
lead to increased academic performance (Anand, 2007).
Smyth (2007) suggested that complex games may lead to academic success by engaging players
in problem solving, critical thinking, and creativity. Anand (2007) also found that males were
more prone to these results than females, because males tend to play video games more. The
penetration of video games into the United States alone is huge, with at least 90% of home
shaving children that have played (rented or owned) video games. This is a record level that
continues to increase. 55% of console players and 66% of online players are over 18. The college
demographic seems to be the major group of gamers simply because they have a lack of parental
supervision and they have more flexible schedules, allowing for more play time. The studies and
literature concerning the effects of online games to the academic performance of the students are
contradictory because some of them suggest that online games may lead to negative effects while
others said that it gives positive benefits The relationship between the usage of computer games
and academic performance has no definitive answer to the question of whether computer games
disrupt academic performance.

2.2 Local Literature

Vinluan (2016) stated that computer gaming is one of the fast-developing sectors of this
generation of computer technology. Computer games offer their patrons with a new dimension of
virtual entertainment. The youth especially, college students are the usual patrons of computer
games. According to NIKO Media Research (2017), the projected number of online gamers in
the Philippines rose from 21 million in 2012 to 28.72 million in 2014. Meanwhile, statistics from
Juha Sompinmaki of Tech in Asia show that about 409, of the gaming population of the
Philippines is aged 18-24 years old. Furthermore, many multiplayer games such as DOTA or
Defense of the Ancients and LOL or League of Legends involve cooperation with other online
players in order o win. These games encourage players to make the most of their individual skills
to contribute to the team.
CHAPTER III

RESEARCH METHODOLOGY

3.1 Research Method Used

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