Chapter 1 Group 2
Chapter 1 Group 2
INTRODUCTION
can have significant effects on a Grade 11 student's life, impacting not only their
academic performance but also their general development and well-being, even if it
may first appear innocuous. As we explore this topic, we'll look at how young people
become engrossed in the alluring world of online gaming, often resulting in a major
time and attention commitment that could have been used for educational
including the attraction of virtual achievements, the ability to form social ties within
these virtual worlds, and the ability to escape from pressures in the real world.
There are multiple ways in which this addiction is directly related to academic
achievement. First off, spending too much time gaming takes up time that could be
spent studying, going to class, or finishing assignments. Students may have sleep
loss as a result of staying up late to play games.The cognitive abilities that are
worry, and sadness. These elements have the potential to demotivate students from
one's physical and mental well-being, such as eye strain, bad posture, and elevated
stress and anxiety levels, all of which can have a big impact on one's academic
students who substitute virtual contacts for in-person interactions may also
group projects and engagement in class, these social and emotional challenges may
This statement aims to uncover the extent to which online gaming addiction
1. How does the amount of time spent on online gaming correlate with
Hypothesis
Conceptual Framework
The independent variable in this research is the degree of senior high school
student’s addiction to online games; it refers to how much they are involved with or
On the other hand, the dependent variable here will be represented by Senior
The vital results of this study could be highly significant and beneficial to the
following:
The Students: The findings of this study can help raise awareness among students
about the negative impact of online game addiction on their academic performance.
It can serve as a wake-up call to students who may be struggling with balancing their
excessive gaming, students can make more informed decisions about their priorities
The Teachers: Teachers play a crucial role in the academic success of students. By
teachers can implement strategies to address and mitigate this issue in the
classroom. This may include setting limits on the use of electronic devices during
school hours, engaging students in more interactive and hands-on learning activities,
or providing resources and support for students who may be struggling with gaming
addiction.
The Parents: Parents are key stakeholders in the education of their children and
can play a significant role in helping them manage their time and priorities. By being
performance, parents can monitor and regulate their children’s gaming habits, set
boundaries and limits on screen time, and provide support and guidance as needed.
The School Community: The findings of this study can also benefit the school
addiction among students and its impact on academic performance. Schools can
implement policies and programs to address this issue, provide resources and
support for students who may be struggling, and create a more conducive learning
The Future Researchers: This study can serve as a valuable resource for future
game addiction and academic performance further. It can provide a foundation for
topic, and help identify potential areas for intervention and prevention.
Scope and Delimitation of the Study
This study was conducted to determine the effect of online game addiction on
affects the decrease in the grades of students, particularly the senior high school
people, so in collecting data, the researcher only conducts a survey in two sections
Definition of terms
Academic Performance: Refers to how students deal with their studies and how they
that has a negative impact on the students' ability to perform well in their academic
studies.
Senior High Students: Refers to students in the senior high school level, typically
between the ages of 15 and 18, who are pursuing their secondary education before
In this chapter the researchers present existing literature and studies that
could significantly help their study. This chapter will attempt to give insights and
critically analyze the literatures that is relevant on his studies by examining existing
literatures.
study about The effects of online game addiction on reduced academic achievement
gagement acted as a mediating factor in the relationship between online game addic
Eulalia Fancubila Farillon (2022), and their study about Computer Games
taken as a whole, but when grouped by gender, the male has "high" and the female
has "low" levels; similarly, their level of class performance is "average" when taken
as a whole, but when grouped by gender, the male has "average" and the female
has "high" levels; and a significant correlation between computer game addiction and
According to Maui Buenaventura (2022), and her study about The Effect Of
Online Games To The Academic Performance Of The Senior High School Students,
The researcher's study revealed that senior high school pupils' learning in critical
topics like science, maths and English is not significantly impacted by their online
gaming habits. The research's data suggests that even though Senior High School
students play online games, they still receive satisfactory grades. It also shows that
the majority of students only play online games for relaxation and constructive
purposes. The Sta. Senior High School pupils. Online games were used by students
According to Eskasasnanda (2017), and her study about Causes and effects
of online video game playing among junior-senior high school students in Malang
East Java, Modern games like online video games have supplanted the popular
traditional games of the past. This article addresses the causes and effects of kids in
Malang's junior and senior high schools playing online video games. According to
this study, students play online video games as a result of peer pressure. Online
games are popular because they are thought to be more diversified, realistic,
practical, and modern. Students initially use online video games to unwind after a
long day of studying, but as time goes on, they develop an addiction to the point
where they find it impossible to stop. Their academic performance will be directly
RESEARCH METHODOLOGY
The research approach for the current study is described in depth in this
chapter. It discusses the goals of the study, the best way to get there, and how to
choose the tools that will be utilized to conduct the research. It covers the research
design, population, data gathering process, and data analysis. It also includes
Research Design
The locale of the study on the effects of online games addiction on the
educational institution where senior high students are enrolled. This could be a
specific senior high school or several schools within a certain geographical area.The
study would likely be conducted within the school premises, and data would be
collected from the students who are willing to participate in the research. The
researchers may work closely with school administrators, teachers, counselors, and
respondents of this study. The researchers asked a data from this two section 6
Sampling Design
were included in the study. The sampling procedure for the qualitative research on
the effects of Online Games addiction on the Academic Performance Of Senior High
Students among the choosen Grade 11 students on GAS 2 and TVL 2 in Molave
In this study data was collected by the means of Survey. Data collected
involved contacting the respondents to collect the required information about the
study. Researchers conducted this survey with the 6 participants on GAS 2 and 6
After the survey was created by the researcher was validated, the researcher
multiplied it until there were enough copies for each respondent. The respondents
were given 5-10 minutes to accomplish the forms to prevent them from giving hasty
and interpretation of data gathered from the study participants. Descriptive statistics
such as mean, median, mode, standard deviation, and percentages may be used to
analysis, t-tests, and ANOVA may be used to test hypotheses and determine
1. Will limiting access to online gaming for high school students lead to an
4. Can parental involvement and monitoring of online gaming habits positively impact
students who reduce their online gaming time result in improved grades?
gaming habits among high school students lead to better academic outcomes?
education help high school students manage their online gaming habits and improve
10. Can a combination of parental guidance, school interventions, and individual self-