Quanti PR2
Quanti PR2
Quanti PR2
Bonita, Nelma A.
Caballes, Jessa Mae P.
Crusio, Jhon Paul T.
Delos Santos, Rex A.
Iway, Jemboy J.
Jandayan, Rico L.
Mayandoc, Hanna Lorenz R.
September 2022
ABSTRACT
The aim of this study was to determine the significant relationship between online
school HUMSS students from Cateel, Davao Oriental, who were identified
through stratified random sampling. The results revealed that the level of online
games of grade 11 HUMSS students in Cateel was high; the learning motivation
is also high; and a significant relationship was found between the two variables.
This study was deemed beneficial to the following: students; teachers; parents;
Research has become a meaningful part of our educational journey. It did not
only give us ideas and knowledge, but also it taught us principles on how to be
surpass every challenge; not only in this subject but also in real life.
This venture would not have been possible without the assistance of other
people. We hope that this part may serve as a way to extend our deepest and
To our Almighty Father, who is always there at our side, who gives us
To the members of the faculty, especially to Mr. Bryan Ephraem E. Miguel, for
To Ms. Rose Eleonor L. Sagang, for giving us advises and corrections with the
grammatical errors in this subject, and for letting us use her printer and offering
To our families and friends, who give us their full support financially, emotionally
PRELIMINARIES Page
Title page
Abstract
Acknowledgement
Table of Content
List of Tables
List of Figures
CHAPTER 1 INTRODUCTION
Rationale
Statement of the Problem
Hypotheses of the Study
Theoretical Framework
Conceptual Framework
Significance of the Study
Scope and Delimitations
Online Games
Learning Motivation
Significant Relationship between Online games and Learning
motivation
CHAPTER 3 METHODOLOGY
Research Design
Research Locale
Sampling and Sampling Technique
Research Instruments
Data Collection Procedures
Statistical Treatment of Data
CHAPTER 4 RESULTS
Summary
Conclusions
Recommendations
REFERENCES
APPENDICES
B Research Questionnaire
CURRICULUM VITAE
Chapter 1
INTRODUCTION
Rationale
Online game is very popular today to this modern era, online gaming is not
only for the entertainment of the students but also for learning. However, playing
online games becomes a necessity in their lives because it requires much of the
goal. It is critical to learning and achievement across the life span in both informal
settings and formal learning environments (Pintrich, 2004). Motivation is not only
achievement. Students who are more motivated to learn persist longer, produce
higher quality effort, learn more deeply, and perform better in classes and on
to Bassey (2022) when students spend a lot of time playing online games, they
have no time for other activities, and that’s one of the negative effects of online
games on anybody. Even senior high student’s assignments lose priority when a
big battle is planned for the night. This leads to poor grades and academic
problems. In addition, these students don’t walk around and exhaust their bodies
gaming to the students. It has an aim to find out how online games affect
1.) What is the level of the students’ online gaming in SHS in terms of:
1.1 Addiction
2.) What is the level of the learning motivation in senior high school in terms
of:
number 3 and was tested at 0.05 level of significance which states that Online
significant relationship.
Conceptual Framework
This study is anchored on the theory of Bassey (2022) which states that
online games have negative effects, and impact on some students, directly on
perform lower than their counterparts at school who are not addicted to online
games.
addiction, need for advancement, need for mastering the mechanics, and need
for escapism (Xu, Turel and Yuan, 2011). Addiction is when a student misses
his/her meals because of online games. Need for advancement is important for
the student to become powerful in the game. Need for mastering the mechanics,
character’s advancement. Need for escapism, a student often plays online game
Theoretical Framework
Research has shown that online games have negative effects, and impact
between depression, self-esteem, and the time a person spends online games.
Studies show that 94% of online games addicts are men and only 6% are
women. Many of the men interviewed were dissatisfied with their social life and
had low self-esteem. It is understandable that these two characteristics can affect
online games tended to perform lower than their counterparts at school who are
Online Games
Addiction
Learning Motivation
Self- efficacy
Students. This study will help the students about the awareness on the
Parents. The result of this study will serve as basis to help share with
other parents the information about certain games or ideas to help each other in
what strategy to use to educate students about the well - known effects of online
Netizens. This will be their guide on how to deal with the effect of online
games in the students’ academic performance not only in Senior High School
students but to all who all the youth who involved about this thing. This will be an
they will be aware about effect of online games in academic performance among
which aims to determine a significant relationship between the online games and
each major sub-group in the population and between 20 to 50 samples for each
minor sub-group (Cohen et al., 2000). This shall involve 100 Humanities and
Davao Oriental.
about the proper or right use of online games as their part time habits. This study
interference and also it tells about possibilities or results if you play online games
Chapter 2
This chapter presents the gathered researches from different sources. Our
related literature focused on the discussion of the two variables, online games
and learning motivation. Under the independent variable is Online Gaming the
variable is the learning motivation, the following are discussed namely the; self-
Online Games
players are crazy about online games like Call of Duty, Destiny 2, Grand theft
auto 5, Player unknown battle grounds etc. Also, there is a different requirement
of PC for each game. But that won't make anyone stop playing. It has become a
culture nowadays. You can also buy Call of Duty World War 2 series, Destiny 2,
and more. The thing is that a lot of people thing that MMORPG (Multi-Massive
is the only thing there is out there to play. However, there are a lot of fun online
Playing online games are favored via an extensive vary of human beings
ranging from kids and young people to adults. Research with the aid of the
30 years historical and 32% of players are under the age of 18. Players select to
play online games for a range of reasons along with fun, pastime (Kuss &
Griffiths, 2012).
Addiction. According to the research conducted by way of Zhang &
spondylosis is a spinal injury brought about via having the equal sitting position
specifically via handy fatigability and often by way of lack of motivation, feelings
interaction in hours and hours of recreation taking part in with no in reality sleep
intervals in between. This causes sleep sensitivity and disorders which set off
addicted gamers to wake up several times at some stage in the night and as
such this leads them struggling from insomnia which can motive mental
tiredness.
addiction. People are obsessed with the virtual world, lose their sense of reality
and spend all their time playing. If a person can be easily influenced, the
market has been blossoming in the whole wide world. Gaming is a major section
which is ever-growing and progressing over the decades in a rapid pace. Solo
and will flourish fully. Online gaming is an opportunity for marketers to make
estimated that in 2015, US$91.5 Billion was earned by the online gaming
industry.
Smith (2019) also added that online gaming has progressed rapidly in the
past century. Technology has a great impact on every industry. It has influenced
the online gaming industry as well. Technological advancement has played a key
role in changing the meaning of online gaming for us. The online multiplayer
option has caught the interest of many people, permitting them to compete with
have provided a number of definitions of game mechanics that have been used
mechanics useful for the analysis of games and their formal constituents. This
definition will allow for formalized analysis of game structures, and it will also
open up for the possibility of connecting formal game analysis with research on
game mechanics, with the goal of teaching the basics of game documentation of
game design. For Rouse, game mechanics are "the guts of a design document",
since they describe "what the players are able to do in the game-world, how they
actions or methods of play allowed by the rules they guide player behavior,
between rules and mechanics. These connections are fundamental for the formal
Other definitions, like Cook's (2006): "game mechanics are rule based
system/simulations that facilitate and encourage a user to explore and learn the
while acknowledging the relations between players, rules and mechanics, fail to
provide a sufficiently clear set of properties that allows the concept to be applied
offer a way for players to escape stress and cope with stressors. Online games
are a new, and potentially unique, mechanism for telling stories. They allow a
player to not only interact with a world, but to fully immerse themselves in a
digital world. Similar to many other forms of media, online games have a plethora
of different genres to pull from, but unlike other media types, these genres can
change the play style along with the narrative themes and elements. Being able
to quite literally escape to a fantasy world where your actions matter, and you’re
Hagstrom and Kaldo (2014) explains that escapism is the term often
attributed to the online games as the latter “serves the purpose of negating or
fleeing from an element in real life and also to transcend reality by pursuing an
activity and fantasy to seek pleasure”. Video games are a unique form of
entertainment because they challenge the player to “act and explore” within
High level of control over the game character's choices (Kuo et al., 2020).
the player to “act and explore” within the virtual world, rather than act as a
passive media observer. Because of this, online games are often considered a
form of active escapism, an interactive media that fully immerses the individual
(Calleja, 2010).
Learning Motivation
students’ attention and behavior as well as provides with more energy needed to
lead tasks to completion. Thus, it can help sustain activities over a period of time.
preferences, and results. For instance, motivation can help us direct our attention
toward tasks that need to be done, allow us to do these tasks in shorter periods
and resist them better, affect how much information we retain and store,
influence the perception of how easy or difficult tasks can appear. Most
students’ performance and results. Therefore, parents and teachers who are
willing to help their children do better in school should be aware of the factors
accomplish something. The literature shows that students with a strong sense of
efficacy believe they can accomplish even difficult tasks. In the face of impending
failure, these students increase and sustain their efforts to be successful. They
approach difficulty or threating situations with confidence that they have control
over them. Conversely, students who doubt their ability to accomplish difficult
tasks see these tasks as threats and give up quickly. This can lead to task
(fratturar, 2018).
Intrinsic Value. Intrinsic value refers to the interest and enjoyment that
scholastic tasks, they are intrinsically motivated to do well. Both interests and
personal relevance produce intrinsic value for a student. Generally, students are
students become bored. When tasks are too difficult, students become frustrated
strategies are one type of learning strategy that learners use in order to learn
Some people believe that online game is one of the factors that affect students'
learning motivation negatively. Thus, the purpose of this study was to investigate
the relationship between online games and student learning motivation among
According to Weis and Cerankosky (2010) not only did the students with
new game systems spend less time doing homework, they also performed worse
on standardized tests of reading and writing four months later. Moreover, their
Chapter 3
METHODOLOGY
This chapter discusses methods and procedures used in the study. The
following information provides details on the research design, research local and
procedure and statistical treatment of data the researcher will use in the study.
Research Design
collecting and analysing numerical data. It can be used to find patterns and
the relationship between two (or more) variables. The direction of a correlation
gathering data quickly from natural settings. That helps you generalize your
partially rural secondary public school. This school comprises Senior High School
and offers three tracks which are Technical Vocational Livelihood (TVL),
In this study, the sampling technique that we are going to apply is stratified
random sampling technique. Hayes (2022) states that the population is divided
into several sub populations that are individually more homogeneous than the
Euclid 43 39 20.7%
Pythagoras 46 43 22.8%
Research Instruments
The research instrument that is going to be used in this study is the two
Online Games it is adapted from Xu, Turel and Yuan (2011) with the following
indicators: addiction, need for advancement, need for mastering the mechanics,
The following likert scale will be used to interpret the mean of online
games:
Motivation, adapted from Kubischta (2014) with the following indicators: self-
The following likert scale will be used to interpret the mean for the
students’ academic performance:
The research instruments that will be used, will undergo both validity and
reliability test. To achieve validity, a pool of experts will check the content and language
conducted to 10 non respondents of the study. Once the pilot test is done, its result shall
1. Seeking permission to conduct the study. The researcher will need to ask
permission from the teacher of Senior High School to conduct the survey.
administer the questionnaire to the respondents. Conduct test and analyse the
points and verify the order, necessary for the completeness of the study.
The data to be gathered in this study will be subjected to the following statistical
treatment:
Mean. This statistical tool will be applied to determine the level of online games
and students’ academic performance among grade 11 Humss students. Additionally, this
association between two variables. It will determine if there is correlation between the
online games and students’ academic performance to the statement of the problem (3).
Chapter 4
The following headings center the discussion: level of online games, level of
Table 2 presents the descriptive analysis of the level of online games among
addiction, need for advancement, need for mastering the mechanics, and need
for escapism. The analysis revealed that the level of online games is ___ or high.
This means that the level of online games is above the expected level.
Warcraft to Final Fantasy Online and more. The thing is that a lot of people thing
Multiplayer Online Role-Playing Games) is the only thing there is out there to
play. However, there are a lot of fun online games to play as well that feature a
multitude of genres .
among grade 11 HUMSS students yielded a mean of ___ or very high. This
means that the level of addiction in terms of online games is far above the
expected level. According to Zhang & Zhuo (2007) One of the paramount
obsessed with the virtual world, lose their sense of reality and spend all their time
Need for advancement. In terms of the indicator need for advancement, the
mean posted a value of ____ or high. This means that the level of advancement
in terms of online games is above the expected level. According to Smith (2019)
online gaming has progressed rapidly in the past century. Technology has a
great impact on every industry. It has influenced the online gaming industry as
well. Technological advancement has played a key role in changing the meaning
Need for mastering the mechanics. This indicator attained a mean of ___ or
very high. This means that the level of mastering the mechanics in terms of
online games is far above the expected level. According to Cook's (2006): "game
user to explore and learn the properties of their possibility space through the use
of feedback mechanisms", while acknowledging the relations between players,
rules and mechanics, fail to provide a sufficiently clear set of properties that
Need for Escapism. In terms of escapism , its mean posted a value of ____ or
very high. This means that the level of advancement in terms of online games is
far above the expected level. According to Hagstrom and Kaldo (2014) explains
that escapism is the term often attributed to the online games as the latter
“serves the purpose of negating or fleeing from an element in real life and also to
games are a unique form of entertainment because they challenge the player
to “act and explore” within High level of control over the game character's
choices
Intrinsic value and cognitive strategy. The analysis revealed that the overall level
of learning motivation is ____ or very high. This means that the level of learning
motivation is far above the expected level. According to Silva (2022) Motivation
Intrinsic Value
Cognitive
Strategy
HUMSS students yielded a mean of ___ or high. This means that the level of
accomplish something. The literature shows that students with a strong sense of
efficacy believe they can accomplish even difficult tasks. In the face of impending
failure, these students increase and sustain their efforts to be successful. They
approach difficulty or threating situations with confidence that they have control
over them. Conversely, students who doubt their ability to accomplish difficult
Intrinsic Value. The descriptive analysis of the level of intrinsic value among
grade 11 HUMSS students yielded a mean of ___ or high. This means that the
level of intrinsic value in terms of learning motivation is above the expected level.
According to Deci and Ryan (2004). Intrinsic value refers to the interest and
enjoyment that students experience when engaging in an activity. When students
among grade 11 HUMSS students yielded a mean of ___ or high. This means
that the level of cognitive strategy in terms of learning motivation is above the
expected level. According by the TeachingEnglish (n. d.) cognitive strategies are
one type of learning strategy that learners use in order to learn more
meaning, guessing meaning from context, using imagery for memorisation. All of
Motivation
revealed a P-value of ______ which is below the tabular value of ______. this
means that there is a significant relationship between the level of online games
and learning motivation. Furthermore, this means that the null hypothesis is
rejected
The result of the study supported the claims of Colleges (2020) Students do not
be able to focus on their studies if they are too much indulged in gaming.
Spending extra time in gaming can spoil one’s mind as kids spend all the time in
such activity and their energy level is consumed in doing nothing. They get
irritated when asked to stop playing and start their studies. Their intention is
scattered during the class and they keep talking about things of their interest.
Children avoid doing homework and forget to eat. Excess gaming results in a bad
health and slow development and growth. Balance is a need of this time as there
is so much for kids to do but the choice of activities matters and parents’ role for
this matter is important. They must keep them engaged in healthy stuff that can
include studies, educational games, and good eating as well as sleeping habit.
Online Games
Learning
Motivation
Chapter 5
Summary
The main goal of the study is to determine a significant relationship between the
1.1 Addiction,
2.1 Self-eficacy,
involved 188 grade 11 HUMSS students in Cateel which were selected through
used to gather the data. The following are the findings of the study:
1. The descriptive analysis results for the level of online games posted an overall
mean of ____. More specifically, its indicators attained the following mean:
addiction is _____, need for Advancement _____, need for mastering the
2. The level of learning motivation yielded an overall mean of ____. Its indicators
gained the following mean: self-efficacy is ____, Intrinsic value ____, and
3. The correlational analysis of the level of online games and learning motivation
Conclusions
Based on the findings of the study, the researchers made the following
conclusions:
Based on the findings and conclusions of the study, the researchers made the
For the students playing online games, they should be disciplined when it comes
to playing online games which they could still perform satisfactorily in their
studies. As it is only a form of recreation, it should not be given much priority over
Teachers may inform the students who are addicted in online games regarding
the occurring problem. They must not tolerate the student to this kind of habit.
Guide and motivate them into other meaningful and school relevant activities to
For the parents of students currently studying, they should be aware of the
effects of playing online games and should regulate their children's time on it.
Finally, for the future researchers, they may conduct an experimental- designed
thesis. They may also consider other year levels or other age groups for their
selected respondents.
Chapter 1
Reference
Dumrique, D. O. & Castillo, J. G. (2017) Online Gaming: Impact on the Academic
Performance and Social Behavior of the Students in Polytechnic University of the
Philippines Laboratory High School, 1205–1210
https://doi.org/10.18502/kss.v3i6.2447 https://doi.org/10.18502/kss.v3i6.2447
Loveless B. (n.d), Benefits of Earning a College Degree
https://www.educationcorner.com/benefit-of-earning-a-college-degree.html
Bekkering, E. & Ted, W. (2021), Class participation and student performance:
A follow-up study, Information Systems Education Journal (ISEDJ, 19 (4),77-91,
DOI:1545-679X
Chapter 2
REFERENCE
This questionnaire contains two parts. The first part is the Online Games Questionnaire by
Xu, Turel and Yuan (2011), which is used to measure Online Games. The second part is the
Students’ Academic Performance Questionnaire by Melafae Bayan (n.d.), which is used to
measure Students’ Academic Performance.
Please rate yourself honestly based on what you actually do given the statement using
the following scales.
No. Particulars 1 2 3 4 5
No. Particulars 1 2 3 4 5