Online Games and Academic Achievement
Online Games and Academic Achievement
Online Games and Academic Achievement
function. The design of online games can range from simple text-
academic achievement.
1. What are those online games that you think affects your
academic achievement?
2. What are the effects of those online games to your academic
achievement?
follows:
The Students
to their problem.
The Teachers
achievement.
The Researchers
games.
The Parents
students who struggle with how they can make their child stop
academic goal.
struggling but also the students. And that they can do something
games have good and bad effect for our academic achievement. This
study will delimit the junior high school; the SHS who are not
THEORETICAL FRAMEWORK
different parts put up a whole and within the whole they relate
other theories are that systems theory focuses and deals with
‘whole’ and while other theories only analyze parts of the whole
about how different methods can lead to the same results i.e.,
there are many factors that can lead a person to become addict to
online games. For instance the friends or relatives of a person
may play online games a lot, which can influence the person to
start playing games and later to get addicted to it. The other
students who are full of ambition to play online games. They are
eager for more success and higher score than others and therefore
with others, achieving their academic goals and they thus turned
(2010) states that the evolution of the video game from a single
where they are in and via their character they transform these
outcomes, e.g., two people have the same group of friends who
play online games a lot, one of them may start playing with their
interact each other and effect together. There are three major
1. What are
those online
games that you
think affects
Assessment,
your academic
data gathering
achievement?
and data
2. What are the analysis of the Effects of
effects of respondents Online Games in
those online about the Academic
games to your Effect of Achievement
academic Online Games in among students
achievement? Academic of Mobo
Achievement National High
3. What should
among students School.
be the possible
of Mobo
solution to
National High
avoid playing
School.
online games
and focus on
academic
achievement?
School”.
Definition of Terms
their teachers.
Education- the knowledge, skills, understanding and attitudes
protocols.
an online videogame.
teaching.
secondary level.
of higher education.
Teacher- the facilitator of students’ learning, they are the one
industry.
CHAPTER 2
have both good and bad effect for us to achieve our academic
results.
including casual games. Online games can range from single text-
teenagers are now playing video games more often than parents of
more time playing games than others, while 78% believe that their
half of the parents say that playing games hinder teen activities
outside the family, and 46% of parents believe that playing games
the main focus on their lives, and that life would become dark
and bleak without these games. From this point of view we can
gamers to chat and play with other friends and players on the
but when surfing the Internet or playing online games, they can
be whoever they want to be. As such, they can chat with the
people they met online without feeling any of the regular social
the psychokinesis becomes weaker and weaker over time. This means
that after a long time of playing online games, the players begin
keeping the same sitting position for hours while playing games.
games for a long time before going to sleep, their brains still
games even when they are asleep. This causes sleep sensitivity
times during the night and as such this leads them suffering from
technology brings many things which may either ease or make life
which has become addictive and one of the widely used leisure
Online games are played over some form of computer network, now
grades.
performance in school.
Mark Reagan Logan(2009), in his study on the skills
should set limits on how often and how long their child is
RESEARCH METHODOLOGY
RESEARCH DESIGN
The researchers
Respondents are
of Mobo National High School who play online games. They were
chosen because they are the one who is playing online games that
SAMPLING TECHNIQUE
The researchers
RESEARCH INSTRUMENT
A questionnaire
The respondents
games.
APPENDIX B
LETTER TO RESPONDENTS
Date: ____________________
Dear Respondents,
APPENDIX C
SURVEY QUESTIONNAIRE
academic achievement?
____________________________________________________
achievement?
____________________________________________________
____________________________________________________