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Republic of the Philippines

Department of Education
Region VII, Central Visayas
Division of Cebu Province
Mabolo National High School
Juan Luna Ave., Mabolo, Cebu
Senior High School- HUMSS

EFFECTS OF MOBILE GAMES ON THE ACADEMIC PERFORMANCES OF GRADE


12 HUMSS STUDENTS OF MABOLO NATIONAL HIGH SCHOOL

In Partial Fulfillment of the Requirements in


Practical Research 2

A Research presented to:


Mrs. Marife Ouano Templado

A Research presented by:


Franciene Alma P. Laurente

TABLE OF CONTENTS

Acknowledgement i
Chapter 1

I. Background Analysis 1

II. Statement of the Problem 2

III. Hypothesis/ Basic Assumptions 3

IV. Significance of the Study 4

V. Scope and Delimitation 5

VI. Definitions of Terms 6

Chapter 2

I. Review of Related Literature

II. Related Studies

III. Theoretical/ Conceptual Framework

Chapter 3

I. Research Design

II. Research Environment

III. Research Instrument

IV. Respondent of the Study

Chapter 4

I. Presentation

II. Analysis

III. Interpretation

Chapter 5
I. Summary of the Findings

II. Conclusion

III. Recommendation

IV. References

V. Appendices

Acknowledgement

The Researcher would like to thank the teacher and students that helped me

complete this project in Practical Research. Big thanks to all of the respondents

for participating in this field in order for me to reach the main goal in this

research. And also, I would like to thank you for my Research 2 teacher Mrs.

Marife Ouano Templado for the information you have shared for us as your

students in your subject, it helped a lot and I thank you for that. To my

schoolmates in Grade 12 HUMSS students, I owe you a lot and I am thankful for

helping me, and those were appreciated.


I would like to also thank our Almighty God for guiding myself in this project.

Chapter I.

BACKGROUND ANALYSIS

In present times, technology is becoming more enhanced and it's getting more
out of it. One of the most used inventions is the internet. The Internet is a vast network

that connects computers all over the world. Through the Internet, people can share

information and communicate from anywhere with an Internet connection. The Internet

works through a series of networks that connect devices around the world through

telephone lines. Users are provided access to the Internet by Internet service providers.

In relation to this case, one that is referred to as the Internet is Online Games. Online

games refer to games that are played over some form of computer network, most often

the Internet. Online games can range from simple text-based games to games
incorporating complex graphics and virtual worlds populated by many players

Simultaneously. Online Games are used and most played by students nowadays.

Playing Online Games has its benefits and circumstances. Students focusing on playing

Online Games, causing them to have poor grades and could hardly affect their

performance in school. In conducting this research, the researcher will determine those

circumstances in playing online games, what really affects their academic performance

in school, and in what way academic performance is being affected by this issue.

Lack of sleep causes students to become lazy and makes them indisposed in

going to school. Having no interest in studying caused students' grades to become

poor. Being stressed in school performances is natural for students, however, students

feel it deeply and result in becoming more stressed and come out to think of things that

could make them stress free or can relieve their stress. Hence, we conduct this study to

know what causes students to have this behavior.

II. STATEMENT OF THE PROBLEM

This study will determine why students has this kind of behavior, what caused them play

online games, and those behavior affects their academic performance

The following question will be answered:

1.1 What are the effects of online games on the academic performance of students?

1.2 What causes them to have such behavior?

1.3 What makes them do it and why performance are affected by this; and

1.4 What are those behaviors that make them do such things?
III. HYPOTHESIS/ BASIC ASSUMPTIONS

Playing online games isn’t fun if this will make you indisposed in going to school

as well as make your academic performance poor. Students should focus more

on achieving trophies, should aim for high grades, and should stay more

knowledgeable. In present times, high school students have no more interest in

making school works, it makes them stressed as well as makes them bored.

Today’s generation, having good grades and making achievements are nothing

to students. Through this research, the researcher believes that this piece of

paper may be able to encourage students that playing online games is not the

reliever of their stress which makes their academic performance poor.

IV. Significance of the Study

Students

The information that is being written in this study could make students aware of

the effect of online gaming and academic performance. The students Give

realization on what is the best way to do for our future life.

Teacher

This serves the teacher to know what makes students engage to play online

games, and it would be easier for them to determine who students are. That and

it could easily manage ways or steps to do.

School Administrator
This will make them more eye open to students who are joined to this problem

and it will lead them to disciplinary action about this problem.

Parents

This will show them if their child is one of the students who plays online games

and guides them to advise their children to the possible effects of online gaming

that could make them aware of it.

Future Researcher

This will make the future researcher more knowledgeable about the chosen topic

and this might help them as their basis for the future research.

V. Scope and Delimitation

This study refers to Grade 12 HUMSS students of Mabolo National High School

during the school year 2021-2022. This study focuses on the effects of online gaming on

the academic performance of students and what caused them to have such behavior.

The 20 questionnaires will be given to the Grade 12 HUMSS respondents from different

sections namely: Schopenhauer, Skinner, and Freud. Their answers will be the basis of

this study. Through this, the researchers will determine what are the effects of online

gaming on their academic performance and what makes them to have such behavior.

VI. Definition of Terms

In order to have an easy and better understanding For the readers, the researcher
Define the following terms according to how it is used in this research.

Online Games- games that are played online and use data when playing on a mobile

phone.

Gaming- Refers to playing electronic games, weather. Through consoles, computers,

mobile phones, or another medium.

Technology- Refers to the new ideas that are used to make works easier as well as

referring to the new invention of things.


Internet- Refers on electronic communication network that is used to communicate with

a player in the playing game

Behavior- Refers to the way the students act in which the effect of online gaming.

Indisposed- refers to students who are no longer exposing themselves into school,

which makes them unaware of their academic performance.


CHAPTER 2

RELATED OF REVIEW LITERATURE

Review of Related Studies

“Individuals who are playing games to get away from their lives on Earth

pretending to be other people seem to be the most at risk for becoming part of a vicious

cycle.” These games avoid their lives because they're so busy playing games (Peters 7
et al, 2007)

Above statement, it means that the way to avoid their problem, for example, in school

work, students tend to attach themselves to playing online games in which they are not thinking of

the risk but they are into. Also, those students who play games to get away from their responsibility

as a student seem to be those most at risk, especially when it comes to school work or academic

performance in school.

As computer and Internet use become a staple of everyday life, the potential

for overuse is introduced, which may lead to addiction. Research on Internet addiction

has shown that users can become addicted to it. Addiction to the Internet shares some

of the negative aspects of substance addiction and has been shown to lead to

consequences such as failing school, family, and relationship problems. ( Ng, B. D., &

Wiemer-Hastings, P. 2005).

Above statement means that playing online games mixes up people to become addicted

to the Internet. Online gaming leads to dance fail in school works in specific academic performance.

Students playing online games shows how students neglecting their studies and the people around
them. Addiction in playing online games watch students mind in which it leads him or her to show his

or her side that is unexpected.

It is widely believed that game players who spend too many hours above (10 hours a

day) or at high risk of being addicted to online games. ( Annand, 007)

Which means, Those people who play online games for harmony hours are
prone to unhealthy health or one who are addicted to playing games. So which means,

being unhealthy leads to sickness and being addicted. List students to focus only on

playing games and the result, their performance in school are affected and academic

grades are low.

Review of Related Studies

As of today, most people relate online games to low academic performance.

Through the years, studies have yielded different results. Some of them say that they

are correlated when some say they are not.

According to Anderson and Dill (1999) that real-life violent video game play

was positively related to aggressive behavior and delinquency. The relation was

stronger for individuals who are characteristically aggressive and for men.

The statement above, describes that there are effects of playing online games

to those students who played. The possible effects of playing online games are poor

academic performance in school, and no time to do household chores.

At times the students defend the games that they are playing by saying that
they do learn something from it.There is a movement to leverage video games as a part

of the learning process. A paper from EDUCAUSE suggests that faculty need to be

aware of games that could be helpful to the class learning experience (Hitch & Duncan,

2005).

The statement above, shows how students depend on playing online games

they members learn about online games. They also state that online games have a

contribution to students and their learning and experience.

Furthermore, another paper claims that these games are not just for

entertainment ( Shaffer, Squire, Halverson,& Gee, 2005). They claim that these

games may be used to learn and experience different things and interact with other

people and belong to a virtual community.

That statement above, shows another paper that supports this game.

According to this claim, online games are not just only for fun. They also state that

games can also be used for learnings, experiences and in different ways, and it can

also help with communication to the other people and be part of the true townsman.

Related Legal Basis


The Constitution, Article II, Section 13 provides

The State recognizes the vital role of the youth in nation-building and

promote their physical, moral, spiritual, intellectual and social well-being. It shall

inculcate in the youth patriotism and nationalism, and encourage their involvement in

public and civic affairs.

Recent studies show that minors who play online games are more likely to

exhibit aggressive behavior to others, including other minors as well students,

experience feeling of aggression, or experience a reduction of activity in the frontal

lobes of the brain, which are responsible for controlling behavior.

According to Republic Act No. 8293 or the Intellectual Property Code of the

Philippines, copyrights protect literacy and artistic works from the moment of their

creation.

Above the statement states that Online Games are owned by the owners

who create it and it should not be copied. In relation to the research, games were

invented for students or people to have fun but should limit and manage time.

Concluding that, students are having low grades or academic

performance is because of their well being and their unhealthy lifestyle. Students are

more likely to exhibit themselves for such games that are letting them avoid their

problems.

THEORETICAL/ CONCEPTUAL FRAMEWORK


The illustration above shows the positive and negative effects of playing online games

that could merely affect their Academic Performance.

CHAPTER 3

METHODOLOGY

Research Design

This study uses the descriptive survey method of research. The researcher

used the questionnaire to obtain the needed data and determine the effects of Online

Games on the academic performance among the Grade 12 HUMSS students of Mabolo

National High School. A survey questionnaire was sended online and that has 7 close

ended questions to be answered by the Schopenhauer, Skinner, and Freud students.

Research Environment

This research was conducted in Mabolo National High School campus

wherein, the students are into the problem of playing Online Games. Mabolo National

High School is located at Juan Luna Ave., Mabolo, Cebu City.

Research Instrument
In this research, the researcher used questionnaire as the main instrument

in gathering the data. The questionnaires are the evidence or proof on the effects of

Online Games to students academic performance. This instrument was used to

determine whether the performances of the student is still stable or did great even

though they still play Online Games.

Respondent of the Study

There were 20 respondents to the study. They are the Grade 12 Senior

High School students in HUMSS from the section of Schopenhauer, Skinner and Freud.

The said respondents are from the 3 sections. There were 10 respondents from the

section of Schopenhauer. From Skinner there were 5 respondents. Lastly, from the

section Freud, there were 5 respondents, and totalled 20 respondents.


CHAPTER 4

PRESENTATION, ANALYSIS, AND INTERPRETATION

PRESENTATION
GRAPH 1: Distribution of Respondents According to Sections

Sections

An

alysis:

From the illustration above, the Distribution of Respondents According to Sections it

shows that 50% of students are playing online games in the Schopenhauer section and

25% of students are Freud and Skinner.

GRAPH 2: DISTRIBUTION OF RESPONDENTS ACCORDING TO THE QUESTIONS

YES or NO

An

alysis:

In this figure 2, it shows that 70% of students are saying NO to those following

questions and 30% students are saying YES.


ANALYSIS

In the gathered data, in Graph 2 out of 20 students 10 students said YES that Online
Games can relieve stress and 10 of them said it doesn’t. Out of 20 students, 18 said NO

that questioned if they were still playing online games during class hours, and the

remaining 2 said YES. Out of 20 students, 12 students said NO, that questioned

whether playing Online Games makes them indisposed in going to school and the

remaining 8 said YES. Out of 20 students, 5 students said YES that they are still playing

Online Games at night and the remaining 15 said NO. Out of 20 students 7 students

said NO that they did not experience not entering class due to playing Online Games,

the remaining 13 said YES.

INTERPRETATION

In the graph, it shows that the students in Mabolo National High School showed that

playing Online Games didn’t affect their Academic Performance. In this research there

were 20 respondents to the study. They are Grade 12 HUMSS students from the section

of Schopenhauer, Skinner, and Freud. In the written graph, it shows that the students

are aware of their behavior and their doings that could merely affect their Academic

Performance.
CHAPTER 5

I. SUMMARY OF THE FINDINGS

From the illustration above, in the survey done that 100% students are playing

online games. In figure 1, it shows that 50% of students that are playing Online
Games are from the Schopenhauer section and 25% of students that play Online

Games are from the Skinner and Freud section. Shown in figure 2, 70% of

students saying NO to those following questions which is they didn’t play online

games at night. Whereas 30% of the students said YES.

In the gathered data, it shows that Online indeed affects the Academic

Performance of students. As seen and read in the interpretation that some

students say it makes them indisposed in going to school and also they say that

they play Online Games during class hours and experience not entering in the

class.

II. CONCLUSION

Online games have a negative impact on the students as well as it affects their

academic performance. A student using his or her time in playing online games instead

of spending it managing school work is not expected to have good or high grades.

Though it is normal to have fun, even though it is in school, abusing it In a way of

playing it during classes is not prohibited and it may lead to addiction of students. And

Mabolo National high school. The researchers see that students play online games
everywhere and in every corner and in every room. In the conducted survey, it implies

that students who spend their time on playing online games will not be able to have

good grades for they usually spend their time on playing instead of studying. Online

games of students lead them to mismanage school work and it leads them to have a

poor performance since They sometimes don't go to school or not listen to discussions.

As a result, it leads Students to have low grades and that will be the reason for them to

fail. Students must act what is oath and expected for them to act for them to be

successful in their goals in life.

III. RECOMMENDATION

Based on the result we gathered the researchers listed some recommendations on how

to address students of Online Gaming.

• Students should be responsible for their tasks in school, for they are students. Also,

students should manage their time or limit time on playing online games and on when to play

online games.

• Schools should act and provide some rational actions for this.
IV. REFERENCES

https://www.britannica.com/technology/Internet

https://www.igi-global.com/dictionary/online-games/20978

https://legacy.senate.gov.ph/lisdata/24531821!.pdf

https://www.chanrobles.com/legal7code.htm#.Yo8yrChBzIU

https://www.scirp.org/(S(351jmbntvnsjt1aadkposzje))/reference/referencespapers.aspx?

referenceid=1137382

https://www.academia.edu/9465251/

Utilizing_Computer_Games_as_Computer_Aided_Instruction

https://journals.sagepub.com/doi/10.1177/003172170508700205

https://doi.org/10.1177/003172170508700205
V. APPENDICES

Do you play Online Games

• Yes

• No

What kind of Online Games do you play?

• COC

• ROS

• ML

• CODM

• DOTA

• Other Games

Do you think online games relieve your stress?

• Yes

• No

Do you play online games during class hours?

• Yes

• No

Does playing online games make you indisposed to going to school?

• Yes

• No

Do you still play online games at night?

• Yes

• No

Have you experienced not entering class and just playing online games?

• Yes

• No
VI. CURRICULUM VITAE

FRANCIENE ALMA P. LAURENTE

#9A Mt. Manunggal St., Singson Village

Tipolo, Mandaue City, Cebu

Cell Number: 09971442772

Email Address: [email protected]

_________________PERSONAL
INFORMATION__________________
NICKNAME: france

BIRTHDAY: December 23, 2003

BIRTHPLACE: Villa Socorro St., Suba, Danao City, Cebu

AGE: 18

NATIONALITY: Filipino

RELIGION: Roman Catholic

CIVIL STATUS: Single

FATHER’S NAME: David L. Laurente Jr.

MOTHER’S NAME: Isabel M. Placencia

_____________________ EDUCATIONAL BACKGROUND


______________________

ELEMENTARY: Severo Duterte Memorial Elementary School ( S.Y. 2016- 2017)

JUNIOR HIGH SCHOOL: Beatriz D. Durano Memorial National High School

(S.Y. 2019-2020)

SENIOR HIGH SCHOOL: University of Visayas ( Danao Campus)

Mabolo National High School

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