Online Games and Academic Achievement

Download as docx, pdf, or txt
Download as docx, pdf, or txt
You are on page 1of 25

MOBO NATIONAL HIGH SCHOOL

Online Games and


Academic
Achievement
In Fulfillment of the Final Requirement for
Practical Research 2

Loraine Ann T. Gamora


Alexandra Sanay
Ⅰ. INTRODUCTION

Background of the study

Online games have given many challenges from student`s

behaviors striking their academic behavior to constantly change

positively or negatively their personality, as it brings various

types of behavior that affects players in different ways

affecting their academic performance. An online games is a video

game that is either partially or primarily played through the

internet or any other computer network available. Online games

are abundant on modern gaming platform, including PC`s, consoles

and mobile devices, and span many genres, including first-person

shooters, strategy games, and massively multi-player online role

playing games (MMORPG). Since 2010s, a common trend among online

games has been operating them as games as a service, using

monetization schemes such as loot boxes and battle passes as

purchasable items atop freely-offered games. Unlike purchased

retail games, online games have the problem of not being

permanently playable, as they require special servers in order to

function. The design of online games can range from simple text-

based environments to the incorporation of complex graphics and

virtual worlds. Many online games create their own online

communities, while other games, especially social games,

integrate the players` existing real-life communities. Online


games have attracted players from variety of ages, nationalities,

and occupations. The culture of online gaming sometimes faces

criticisms for an environment that can promote cyberbullying,

violence, and xenophobia. Some are also concerned about gaming

addiction or social humiliation. However, it has been argued

that, since the players of an online game are strangers to each

other and have limited communication, the individual player`s

experience in an online game is not necessarily different from

playing with artificial intelligence players. Academic

achievements or academic performance is the extent to which a

student, teacher or institution has attained their short or long-

term educational goals. Completion of educational benchmarks such

as secondary school diplomas and bachelor`s degrees represents

academic achievement.

STATEMENT OF THE PROBLEM

This study generally aims to determine

if playing online games possess significant relationship with the

student`s academic achievement.

Specifically, this study shall seek

answers to the following questions:

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?

3. What should be the possible solution to avoid playing online

games and focus academic achievement?

SIGNIFICANCE OF THE STUDY

This study will be undertaken to find out the

effects of playing online games to the student`s academic

achievement of Mobo National High School.

Benefiting the study are the various sectors as

follows:

The Students

This research will help students to

understand the effects playing online games to the student`s

academic achievement. And it will also provide ways and answers

to their problem.

The Teachers

This study will make teachers realized what

the students going through with dealing school related problems

and even peer pressure and how it affects their academic

achievement.
The Researchers

This research will serve as an eye-opener

to the researchers’ point-of-view about students who play online

games.

The Parents

This study will benefits parents of the

students who struggle with how they can make their child stop

playing online games. For the parents to be aware that there

should be guidance of the parents for the students achieve their

academic goal.

The School Administration

This study will make the school

administration realize that they are not only one who is

struggling but also the students. And that they can do something

to alleviate problem of the students.

SCOPE AND DELIMITATION

The general intent of this study is to

know the effects of online games to the academic achievement of

Mobo National High School, senior high school students.


This study will identify the effects of

online games to the academic achievement of a student. And also

this study decides to make students realize that playing online

games have good and bad effect for our academic achievement. This

study will delimit the junior high school; the SHS who are not

students of Mobo National High School; and students who doesn`t

play online games.

This study will be conducted with

limited amount of financial resources and time framework.

THEORETICAL FRAMEWORK

Systems theory has two subdivisions, general systems theory

and ecological systems theory. Systems theory is about how the

different parts put up a whole and within the whole they relate

with each other. It emphasizes on connections between

individuals, environment and effective functioning (Payne, 2005,

p.142-143). Differences and values between systems theory and

other theories are that systems theory focuses and deals with

‘whole’ and while other theories only analyze parts of the whole

(Hanson cited in Payne 2005, p.142-143). However, the parts of

the systems interact in many different ways, which explains that

systems have both equifinality and multifinality. Equifinality is

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

example may concern the competition and challenge among these

students who are full of ambition to play online games. They are

eager for more success and higher score than others and therefore

have to pay more time on playing games. Research carried out by

the center for Internet Addiction Recovery (Young, 2010, p.357)

revealed that some of the younger hardcore gamers suffered from

emotional disorders that prevent them from properly socializing

with others, achieving their academic goals and they thus turned

to MMOGs as an outlet to experiment with various aspects of their

personality, or it can simply be influenced by the environment

that gamer is in. One of the commonly stated factors in that

psychologists blame for online game addiction is the rapid

development of technology and some youth also make this as a

stress reliever from workloads and activities at school. Young

(2010) states that the evolution of the video game from a single

player game to an interactive multi-player world induces the

players to has the ability to control and alter the universe

where they are in and via their character they transform these

games into “self-contained, three dimensional societies” (Yong,

2010, p. 357). Over time as the player continues to transform

this new world of their online, player’s character begins to seep


into their out-game life and the brain begins to identify this

character as being the true reality. On the contrary,

multifinality concerns that the same situation can have different

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

friends, and another may go finding some other interesting things

instead of playing games (Payne, 2005, p.145). Systems and

ecological perspectives focus on the effects of one individual on

another and the interrelated and interacted connections between

each other. It presumes that every part in the system is

necessary and interrelated in order to maintain the system itself

(Payne, 2005 pp.157-158).

Our research focuses on the relationship between gamers and

their academic performances, the health of the persons as well as

the individuals’ relationship to others. The process, connecting

with how relationships and interactions occur, what they consist

of and how they turn out, is an important view of system

theories. It’s also interesting to understand how these systems

interact each other and effect together. There are three major

systems around an individual from these perspectives, in which

the individual and its closest connections on micro-level,

authorities and institutions are regarded on macro-level, and the

community and local environment are being seen on the meso-level

(Healy 2005, ch.7).


Conceptual Framework

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?

Fig.1 Research paradigm showing the” Effects of Online Games

in Academic Performance among students of Mobo National High

School”.

Definition of Terms

Academic Performance – how students deal with their studies and

how they cope with or accomplish different tasks given to them by

their teachers.
Education- the knowledge, skills, understanding and attitudes

that you can get from attending school.

Effect- a result of something that was exist, done or happened.

Internet – a global computer network providing a variety of

information and communication facilities, consisting of

interconnected networks using standardized communication

protocols.

Online games- a game played by electronically manipulating images

produced by a computer program which is available on or performed

using the internet or other computer network. Games that needs an

internet connection. Such as Mobile Legends: Bang Bang, Clash of

Clans, Rules of Survival, DotA etc.

Player- the person taking part in a sport or game specifically in

an online videogame.

School- a place where the students study or a teacher where

teaching.

Senior High School- an additional two years of grade schooling in

secondary level.

Students- a person who is studying at a university or other place

of higher education.
Teacher- the facilitator of students’ learning, they are the one

who oversee the conduct of each students.

Technology- invented useful thing that was use in Science in

industry.
CHAPTER 2

REVIEW OF RELATED LITERATURE AND STUDIES

This chapter presents the related literature and studies

after the thorough and in-depth search done by the researchers.

The focus of this is the effect of playing online games to the

academic achievement of the students. Playing online games can

have both good and bad effect for us to achieve our academic

goal. Even we uses minimal resources we will still achieve good

results.

Today many of us have stayed up more than once playing our

favorite online computer games. Online games have many genres

including casual games. Online games can range from single text-

based games incorporating complex graphics and virtual worlds

populated by many players simultaneously. Online games consumed

at least 9 hours for teenagers playing online does have positive

views as for recreational purposes, but it could also do to

opposite views and be destruction instead. (Salapas, 2019)

According to Salapas (2019), academic performance after the

intervention over before intervention shows that there were no

learners who got an average of 75. Overall, it has an increased

in learners got good grades when the intervention was


implemented. Home visitation, reorientation of school policies

and regulations, internet cafes regulation, and sports programs

must be emphasized to actively minimize if not eradicate the

addiction of online games.

Michelle (2021) says that, many parents say that their

teenagers are now playing video games more often than parents of

teenagers. Only 13% of parents believe that their teenagers spend

more time playing games than others, while 78% believe that their

teenagers play less or roughly the same as their peers. Almost

half of the parents say that playing games hinder teen activities

outside the family, and 46% of parents believe that playing games

deprive them of time to sleep. Excessive gaming can also have a

negative impact on the health of teenagers, especially if

adolescents spend more time playing virtual games than on

physical activity. Video games require children to move and

manipulate through their own physical activity, while sedentary

children can move, but not as much as when playing sports.

The study by Wan and Chiou (2006) conveys why

adolescents are addicted to online gaming was to investigate the

psychological problems of addicts among adolescents in Taiwan and

to discover the motivation, both conscious and unconscious, of

online game addicts.


During the research process they discovered that most of the

adolescents they interviewed stated that online gaming had become

the main focus on their lives, and that life would become dark

and bleak without these games. From this point of view we can

channel our investigation to focus on why young people become

addicted to online games (Ibid).

According to Diao (2003), everyone needs to

express their feelings and thoughts. As such, when a person

cannot express himself or herself adequately he (or she) may get

depressed. Therefore, one way to release this depression or

pressure would be through playing online games, which enables

gamers to chat and play with other friends and players on the

internet. Another explanation of why young people become addicted

to the internet was proposed in that they were trying to avoid

societal pressure. According to Diao, some young people are

naturally too shy to talk to strangers face to face in reality,

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

pressures that come with physical meetings. (Ibid)

Internet addiction is a relatively new phenomenon

in which social workers and psychologists are unaware of and are

thus unprepared to treat at present. Mu (2006) points out that


some of the main symptoms of Internet and online game addictions,

including the decrease in social friend network and face-to-face

interactions with others, become infrequent while the member of

friends in the virtual world exponentially increases. Ultimately,

the psychokinesis becomes weaker and weaker over time. This means

that after a long time of playing online games, the players begin

to realize the dangers of online gaming. At this point players

generally try to play less as they try to orient themselves back

to the demands of society. However this is mostly unsuccessful as

it almost always ends up failing.

Zhang (2007) and Zhuo (2007), who also researched

on the same topic, reported different results on the online game

addiction and the finding supported the same symptoms. With

regards to undergraduate students who were addicted to the

Internet or online games, Zhang indicated that most of these

students had bad grades in their universities. Moreover, Zhuo

stated that the physical symptoms of Internet and online game

addiction were cervical spondylosis, neurasthenia and insomnia.

Cervical spondylosis, a fairly common symptom of many MMOG

players, is essentially a spinal injury which results from

keeping the same sitting position for hours while playing games.

This situation is more often than not leads to injuries to the

cervical vertebra on the spinal cord. Neurasthenia on the other

hand is a neurological disorder that results from when players


engage in hours and hours of game playing with no virtually sleep

intervals in between. Even though players may end up playing

games for a long time before going to sleep, their brains still

keep running and experiencing phantom excitement from playing

games even when they are asleep. This causes sleep sensitivity

and disorders which induce addicted players to wake up several

times during the night and as such this leads them suffering from

insomnia which can cause mental anxiety and eventually result in

nervous breakdowns and general tiredness.

According to (Aquino, 2011) the advent and development of

technology brings many things which may either ease or make life

of people more difficult and complicated. One of results of this

development is the opening of online gaming through the internet

which has become addictive and one of the widely used leisure

activities by many people and teenagers. Online gaming is a

technology rather than a genre; a mechanism for connecting

players together rather than a particular pattern of game play.

Online games are played over some form of computer network, now

typically on the Internet. This study aimed to determine the

effect of online games to the academic performance of the

students in the College of Teacher Education. The researchers

used the descriptive-correlational research design. This design

described the profile of respondents and determined the

difference in academic performance of players and non-players of


online games. On the basis results of this study, it can be

concluded that playing online games has no significant difference

between the academic performances of the respondents for they

still excelled in their class as revealed by their academic

grades.

Mandanas (2007) conducted a study on the effects of

playing computer games and students' profile in the socialization

and academic performance of selected students in Kapayapaan

National High School, Canlubang, Calamba City. The study

concluded that most of the students playing computer games and

the students' profile both have a significant effect on the

socialization on the students but no significant effect on the

academic performance of the students.

The effects of electronic games and other factors in

the grade five pupils' academic performance at A. Quezon

elementary school, DEPED, Manila was looked into by Dorol (2009).

Dorol concluded that electronic games were related significantly

to pupils' academic performance with correlation of 194

significant .021 levels. This means that the computer games

played by the pupils before going to sleep, after taking lunch or

supper, and during recess significantly related to their

performance in school.
Mark Reagan Logan(2009), in his study on the skills

performance among freshmen students in Lipa City Colleges (LCC)

in the unit of HRM 1 during the school year 2008 - to present

revealed that the lack of interest is caused by lack of

motivation and poor study habits.

Lojo (2008) conducted a study on the effects of

playing computer games on the academic performance and behavior

of high school students. The results of her study disclosed that

to maintain the good academic performance of students, parents

should set limits on how often and how long their child is

allowed to play video games.


CHAPTER 3

RESEARCH METHODOLOGY

This chapter presents the discussion on the research

methodology of the study, the respondents, sampling technique,

research instrument, data gathering procedures that will be used

for accurate data analysis and interpretation.

RESEARCH DESIGN

The researchers

decided to use the CORRELATIONAL RESEARCH DESIGN because it is

used to test whether (and how strongly) variables are related.

This research design investigates relationships between variables

without the researcher controlling any of them. A correlation

reflects the strength and/or direction of the relationship

between two (or more) variables. The direction of a correlation

can be either positive or negative.


Generally, research design means a structure to plan and execute

a particular research. Research design is a crucial part of the

research as it includes all the four important consideration: the

strategy, the conceptual framework, the identification of whom

and what to study on the tools and procedures to be used for

collecting and analyzing data.

SUBJECTS/RESPONDENTS OF THE STUDY

Respondents are

those persons who have been invited to participate in a

particular study and have actually taken part in the study.

Respondents of this study are those Senior High School students

of Mobo National High School who play online games. They were

chosen because they are the one who is playing online games that

affect their academic achievement.

SAMPLING TECHNIQUE

The researchers

opt to use purposive sampling. It`s because all the respondents,

should be students who plays online games. It is a type of

sampling where the members of the sampling are selected based on

the judgement of the researchers. Researchers may implicitly thus


choose a “representative” sample suit their needs, or

specifically approach individuals with certain characteristics.

RESEARCH INSTRUMENT

A questionnaire

was used in data gathering data. The questionnaire consisted of

items that determine the effects of playing online games to

student`s academic achievement of Mobo National High School,

Senior High students.

PROCEDURES OF DATA GATHERING

The source of data

will be used in this study is from the questionnaire which is

composed of open-minded question. The researchers personally

distributed the research questionnaire to the respondents. To

accomplish the data gathering properly the researchers discussed

first why it is necessary for them to answer the questionnaire.

The respondents

given an hour to answer the questionnaire to avoid them to give

hasty answers. The researchers ask students who is playing online

games.
APPENDIX B

LETTER TO RESPONDENTS

Date: ____________________

Dear Respondents,

We are currently working a research intitule “Online Games and


Academic Achievement” as pre-requisite for Practical Research, Subject. The goal of this study
is to know what are the effects of online games to the academic achievement of students in Mobo
National High School. In this regard, we would like to solicit your permission to conduct survey
to learn more about the effects of online games to the academic achievement of the students. If
you choose to participate of this study we will give you a survey questionnaire attach here with
your permission. We would like to evaluate your answer and we promise to keep your answer
confidentially.
Rest assure that are the information you will share will be kept
utmost confidentiality and will solely be used for the study only.

Respectfully yours, Noted by:

Loraine Ann T. Gamora Mrs. Precious Barrun

Alexandra Sanay 3I`s


Researcher

APPENDIX C
SURVEY QUESTIONNAIRE

Date received: _________________


Date completed: _______________
Name (Optional): ________________________
Direction: Kindly answer the following question honestly.
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?

____________________________________________________

3. What should be the possible solution to avoid playing online

games and focus academic achievement?

____________________________________________________

You might also like