Research 3
Research 3
Research 3
Department of Education
Region VII, Central Visayas
Division of Cebu Province
Mabolo National High School
Juan Luna Ave., Mabolo, Cebu
Senior High School- HUMSS
TABLE OF CONTENTS
Acknowledgement i
Chapter 1
I. Background Analysis 1
Chapter 2
Chapter 3
I. Research Design
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
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
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
This study will determine why students has this kind of behavior, what caused them play
1.1 What are the effects of online games on the academic performance of students?
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
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
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
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
School Administrator
This will make them more eye open to students who are joined to 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
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.
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.
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.
Technology- Refers to the new ideas that are used to make works easier as well as
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,
“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
It is widely believed that game players who spend too many hours above (10 hours a
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
Through the years, studies have yielded different results. Some of them say that they
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
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
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
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.
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
Recent studies show that minors who play online games are more likely to
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.
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.
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
Research Environment
wherein, the students are into the problem of playing Online Games. Mabolo National
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
determine whether the performances of the student is still stable or did great even
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
PRESENTATION
GRAPH 1: Distribution of Respondents According to Sections
Sections
An
alysis:
shows that 50% of students are playing online games in the Schopenhauer section and
YES or NO
An
alysis:
In this figure 2, it shows that 70% of students are saying NO to those following
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,
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
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
In the gathered data, it shows that Online indeed affects the Academic
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.
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
III. RECOMMENDATION
Based on the result we gathered the researchers listed some recommendations on how
• 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
• Yes
• No
• COC
• ROS
• ML
• CODM
• DOTA
• Other Games
• Yes
• No
• Yes
• No
• Yes
• No
• Yes
• No
Have you experienced not entering class and just playing online games?
• Yes
• No
VI. CURRICULUM VITAE
_________________PERSONAL
INFORMATION__________________
NICKNAME: france
AGE: 18
NATIONALITY: Filipino
(S.Y. 2019-2020)