INTRODUCTION
THE PROBLEM
BACKGROUND OF THE STUDY
According to Müezzin (2015), recently, internet use has become
one of the most important habits of our daily lives. Previously, obtaining
information from a resource was a great problem. Yet, internet made it
easier for us to receive information. This internet era is continuously
developing and affecting us. Day after day internet became a medium
through which we share knowledge, communicate, make shopping, chat
and play games. The development of computers and faster network
accelerated the advancement of internet technology. Internet became
cheaper for people to reach information on the internet, and yet caused
inevitable changes in their habits.
According to Young (1996), computer and internet addiction has
negative influences on the people’s family, academic and business lives.
It is known that Internet also causes problems in interpersonal
relationships. The research showed that internet addicts have
relationship problems and spend limited time with others around them. In
1996 Young used the term “internet addiction” for the first time.
Modernization had taken its toll on countries especially in a growing
country like the Philippines as observed with the growth of internet
users. The Internet acts not only an entertainment tool but also an
essential professional resource for work, communication, as well as
education. It is a fabulous creation that gives everyone in the world
instant access to an endless supply of knowledge. For some, the internet
has been used to have unlimited access to entertainment, watching
videos, movies, listen to music, and even online gaming. Internet is a
global communication system which uses TCP/IP to transmit via different
types of media. It is an interconnected network across different
organizations like the business, academe, private and even government
entity. It can send and receive all kinds of information in the form of
videos, graphics, texts, voice and even computer programs.is technology
is worthy of attention to humanity especially the millennials, and one
example is online games. Online gaming can refer to a video game
played through the internet. The design architecture varies from text-
based, sophisticated graphics and even virtual worlds environments
where players played in single, or multiple from different locations
around the world. Majority of the games developed are in Flash,
Shockwave and Java languages. As such, it features more primitive
game play than downloadable games.1Having an online gaming
experience typically requires a high speed internet connection. Proper
hardware will be needed whether it is a computer or a gaming console,
such as Xbox or Play station that’s connected to the internet. Some
online games need a specific piece of controlling hardware such as a
joystick or a game controller, but these days, gaming technology has
progressed to an extreme extent. Things like streaming 3-D animation
graphics with superb surround sound stereo now can make all addicted
to gaming. Regarding video games, online gaming is growing in
popularity for a variety of reasons. Gamers can easily end opponents of
a similar skill level when playing a head-to-head game over the internet.
Players also can compete in massively multiplayer games, where
dozens of players play an ongoing game in a virtual world.2 Some online
games change a monthly fee for access to video game software.
Internet as a source of information plays an important role in
developing one’s mind and life experiences by creating productive works
in schools, offices, and even at home. Nowadays, this can be a person’s
most efficient strategic tool for enabling himself to take charge and cope
with the fast growing technology. Internet as a source of information
plays an important role in developing one’s mind and life experiences by
creating productive works in schools, offices, and even at home.
Nowadays, this can be a person’s most efficient strategic tool for
enabling himself to take charge and cope with the fast growing
technology.
Statement of the Problem
This study aim to know the effect of the Online Games on
Academic performance of Senior High Student. Specially, it will seek
answer to the following question:
1. What is the profile of Senior High Student in terms of:
a. Age;
b. Gender; and
c. No. of hours playing online games?
2. What are the effects of Online Games to Senior High
Student in terms of:
a. Behavior
b. Daily routines; and
c. Academic Performance?
3. What intervention maybe proposed based on the results of
the study?
Scope and Delimitation
This study aimed to know the effects of online games in Senior
High Student. This study will involved all Grade 12 students of
Juban National High School. S-Y-2019-2020. Junior High School will
not be included.
SIGNIFICANCE OF THE STUDY
This study aims to help and provided legal information to give additional
knowledge about this research. The following are the beneficiaries of this
study.
STUDENT. This study may give information to the student about how
online gaming affect the life of a student.
TEACHERS. This study may serve as the way to the teachers to
determine the student who are addicted to online games, so they
can help the student to avoid being addicted to online games.
SCHOOL ADMINISTRATOR. This study will help in give additional
information to the school administrator, about how online games
affect the academic performance of senior high school.
FAMILY. This study is significance to the family because it may
help them to know if their children are addicted to online games.
FUTURE RESEARCHER. It would help the future researcher that
are interested in this study. It will serve as their basis and their
background about their research.
NOTE
Muezzin E. (2015) An Investigation of High School Students Online
game addiction. Retrieve on July 3, 2019 from
https://files.eric.ed.gov/fulltext/EJ1124399.pdf
Verecio R. (2018) Online Gaming Addiction among BSIT Students of
Leyte Normal University Philippines its implication
towards Academic Performance. Retrieve on July 3,
2019 https://www.researchgate.net/publication
CHAPTER 2
REVIEW OF RELATED LITERATURE AND STUDIES
This chapter presents the literature and studies relevant to
presentation investigation.
Related Literature
According to Carey (2012) found out that the history of
online gaming included contributions by many different companies and
entities. Online gaming began as multiplayer gaming, but has evolved to
include online gaming servers and massively-multiplayer online game
settings.
According to Yusmar Z. (2017) as the world nowadays is
developing with advanced technology, the old school thing was forgotten
by the new generation. There are several improper habits and behavior
with this development which the researcher finds in a study on online
game towards the doer. The study is to show how even an online video
game can effect someone through various aspect. Its purpose is to
explore and identify online game addiction among UNISEL’s Shah Alam
Campus Students. The aspects explored are the experience and
commitment to playing online video game, the gamers health issues, the
inconsistent emotional reaction during playing online video games and
reality versus fantasy realization that is shown due to reduction of social
interaction which eventually affect the gamers relationship with others.
According to the study of Chang (2009), online gaming was
referred to as Internet Gaming or Electronic Gaming. It was a gathering
of players with a common game using a local area network (LAN) where
they could be on the same settings. The players seem to be in a real
situation that they use their mouse or keypads to move in the monitor,
their virtual world.
Stated by Verecio R. (2018)games online is one of the
technologies that caught attention over the last decade. Despite the
positive effects, parents frowned because of the potential on the overuse
of this technology which leads to addiction by students. The dark side of
playing online games becomes an issue of debate in society. Thus, this
study is conducted to determine the associations of playing online
games towards academic performance.
According to Alberto Posso (2016) from the royal Melbourne
institute of Technology analyse data from high school students across
Australia taking the 2012 program for international student assessment
Pisa internationally Recognized tests that are administered by the
organization for economic Cooperation and development OECD the
study looked at the correlation Between academic score and the children
personal interest and activities Outside of school including internet
usage Posso ,who published the research in the international journal of
communication said ‘’ the analysis shows that those Students who play
online video games obtain higher score on Pisa tests, all other thing
being equal ‘’ when you play online games you ‘re solving puzzles to
moveto the next level and that involves using some of the general
knowledge and skills in math reading and science that you’ve been
taught during the day ‘’ the cause of the association between game
playing and academic success is not clear from.
Related Study
According to Sahrir (2011) this paper reports a study on the
perceptions of learning via online games among Arabic elementary
language learners at the Centre for Foundation Studies (CFS),
International Islamic University Malaysia (IIUM). The survey was a part
of a front-end analysis for the design and development of an online
Arabic vocabulary games prototype. It elicited learners’ attitude towards
Arabic language learning, their attitude towards playing ordinary video
games and perceptions of utilizing online games in Arabic language
learning. The descriptive quantitative and open-ended survey was
distributed among 113 out of 133 learners, taking Arabic language
course in an academic semester. The results showed positive level of
pre-acceptance among learners’ support and value-addedness of online
games were also pronounced in the suggestions put forward by the
participants. Based on the findings, the initial design principles were
established to guide the development of the online game prototype. The
paper further explains how the frontend analysis aided the design and
development of the online games prototype and ascertained it as a
viable application in learning Arabic.
According to Griffiths (2014) online gaming addiction is a topic
of increasing research interest. Since the early 2000s, there has been a
significant increase in the number of empirical studies examining various
aspects of problematic online gaming and online gaming addiction. This
entry examines the contemporary research literature by analyzing (1) the
prevalence of problematic online gaming use and online gaming
addiction; (2) the negative consequences of excessive online gaming;
(3) the factors associated with problematic online gaming and online
gaming addiction; and (4) the treatment of problematic online gaming
and online gaming addiction. The entry concludes by looking at the
trends in the field and a consideration of what the future of online gaming
addiction might be.
Since the early 2000s there has been a significant increase in the
number of empirical studies examining various aspects of problematic
online gaming and online gaming addiction. There is a lack of consensus
as to whether video game addiction exists and/or whether the term
“addiction” is the most appropriate to use. Some researchers use
terminology such as “excessive” or “problematic” to denote the harmful
use of video games. Terminology for what appears to be the same
disorder and/or its consequences includes problem video game playing,
problematic online game use, video game addiction, online gaming
addiction, internet gaming addiction, and compulsive internet use. This
entry uses the term “gaming addiction” to describe the phenomenon of
excessive problematic gaming since there is demonstrable empirical
evidence that such behavior can include all the core components of
addiction including salience, mood modification, tolerance, withdrawal,
conflict, and relapse.
According to Kuss (2013) in the 2000s, online games became
popular, while studies of Internet gaming addiction emerged, outlining
the negative consequences of excessive gaming, its prevalence, and
associated risk factors. The establishment of specialized treatment
centers in South-East Asia, the US, and Europe reflects the growing
need for professional help. It is argued that only by understanding the
appeal of Internet gaming, its context, and neurobiologic correlates can
the phenomenon of Internet gaming addiction be understood
comprehensively. The aim of this review is to provide an insight into
current perspectives on Internet gaming addiction using a holistic
approach, taking into consideration the mass appeal of online games,
the context of Internet gaming addiction, and associated neuroimaging
findings, as well as the current diagnostic framework adopted by the
American Psychiatric Association. The cited research indicates that the
individual’s context is a significant factor that marks the dividing line
between excessive gaming and gaming addiction, and the game context
can gain particular importance for players, depending on their life
situation and gaming preferences. Moreover, the cultural context is
significant because it embeds the gamer in a community with shared
beliefs and practices, endowing their gaming with particular meaning.
The cited neuroimaging studies indicate that Internet gaming addiction
shares similarities with other addictions, including substance
dependence, at the molecular, neurocircuitry, and behavioral levels. The
findings provide support for the current perspective of understanding
Internet gaming addiction from a disease framework. The benefits of an
Internet gaming addiction diagnosis include reliability across research,
destigmatization of individuals, development of efficacious treatments,
and the creation of an incentive for public health care and insurance
providers. The holistic approach adopted here not only highlights
empirical research that evidences neuro biologic correlates of Internet
gaming addiction and the establishment of a preliminary diagnosis, but
also emphasizes the necessity of an in depth understanding of the
meaning, context, and practices associated with gaming.
According to Verecio (2018) online games is one of the
technologies that caught attention over the last decade. Despite the
positive effects, parents frowned because of the potential on the overuse
of this technology which leads to addiction by students. The dark side of
playing online games becomes an issue of debate in society. Thus, this
study is conducted to determine the associations of playing online
games towards academic performance. Methods: The descriptive survey
method which involved a questionnaire, interviews, and observations
were employed. One hundred thirty-nine (139) students currently
enrolled during the first semester of the school year 2017-2018 served
as respondents. Findings: It showed that the majority of the students
expressed that playing online games has adverse effects in their
academic performance such as "I cannot focus on my studies" having
(49.61%; n=69). Applications/Improvements: Results of the study would
serve as inputs to the Leyte Normal University, Tacloban City in crafting
policy measures that would benefit its stakeholders.
Dumrique (2017) stated that this study was conducted to
assess and find out the impact of online gaming on the academic
performance and social behavior of the students in the Polytechnic
University of the Philippines-Laboratory High School. Furthermore, this
study sought answers on the significant relationship between playing on-
line games and academic performance and to social behavior of the
students. The study revealed that boys are more of a player compared to
girls who often play games that require three or more players like
League of Legends, Clash of Clans, Crossfire and many more to
mention. It is also stated that those who play online games are around
14-15 years old who are believed to be in the Grade 8 level. These
students who often play games have an average weekly allowance of
101 pesos to 500 pesos. Playing online games do not affect their grades
badly for they know how to limit themselves. They know that they need
to control themselves in order to function well in their class that is why
they only play games during vacation and weekends with a lot of time
compared when they have classes. Even though they play online
games; they know how to socialize well and they can perform very well
when it comes to academic performance. However, it is inevitable not to
play even for half an hour especially when they are accustomed to it.
Therefore, it is just a matter of discipline.
Synthesis of the state-of- the-art
Online games are one of the highly addictive software that made
by the programmer and nowadays online games became more popular
around the word. Although Griffiths (2014) stated that online gaming
addiction is a topic of increasing research interest. Since the early
2000s, there has been a significant increase in the number of empirical
studies examining various aspects of problematic online gaming and
online gaming addiction, Kuss S. (2013) argue that in the 2000s, online
games became popular, while studies of Internet gaming addiction
emerged, outlining the negative consequences of excessive gaming, its
prevalence, and associated risk factors. Stated by Verecio R. (2018) 9
Internet as a source of information plays an important role in developing
one’s mind and life experiences by creating productive works in schools,
offices, and even at home. Nowadays, this can be a person’s most
efficient strategic tool for enabling himself to take charge and cope with
the fast growing technology. Internet as a source of information plays an
important role in developing one’s mind and life experiences by creating
productive works in schools, offices, and even at home. According to
Alberto Posso (2016) from the royal Melbourne institute of Technology
analyse data from high school students across Australia taking the 2012
program for international student assessment Pisa internationally
Recognized tests that are administered by the organization for economic
Cooperation and development OECD the study looked at the correlation
Between academic score and the children personal interest and
activities Outside of school including internet usage Posso. According to
Sahrir (2011) this paper reports a study on the perceptions of learning
via online games among Arabic elementary language learners at the
Centre for Foundation Studies (CFS), International Islamic University
Malaysia (IIUM). The survey was a part of a front-end analysis for the
design and development of an online Arabic vocabulary games
prototype. Dumrique (2017) stated that this study was conducted to
assess and find out the impact of online gaming on the academic
performance and social behavior of the students in the Polytechnic
University of the Philippines-Laboratory High School. It is also stated that
those who play online games are around 14-15 years old who are
believed to be in the Grade 8 level. These students who often play
games have an average weekly allowance of 101 pesos to 500 pesos.
Playing online games do not affect their grades badly for they know how
to limit themselves.
Gap bridge of the study
The related literature and study present the different research about
the effects of online games from international and local.
This study aims to determine the effects of online games; positive and
negative sides for them to know how it affects their academic
performance and inform them about the impact of online games to their
life.
This study will give information to the grade 11 and grade 12 ICT
students for them to gain additional knowledge about the effects of
online games to their study and the possible effect of this to their life.
Hypothesis
The hypothesis is stated on the study in the previous research about
the topic the effects of online games.
There is no significant relationship between the profile of senior high
students and the effects of online games; positive and negative effect to
the students.
Conceptual Framework
This research aims to know how online games affect the
academic performance of Senior High Student. This study aims to know
the profile of Senior High Student in terms of: Age, Gender and the No.
of hours playing online games, the effect of online games to the Senior
High Student in terms of: Behavior, Daily routines, Academic
performance and the intervention maybe proposed based on the result
of the study. The process will be survey and questionnaire. The output is
video presentation. This part of research shows the Input, Process and
Output of this study.
INPUT PROCESS OUPUT
1.The profile of Senior
High Student in terms
of:
a. Age;
b. Gender; and
c. No. of hours
playing online
games.
2.The effects of Online
Games to Senior High Survey and
Questionnaire
Student in terms of: Video Presentation
a. Behavior
b. Daily
routines; and
c. Academic
Performance.
3.The intervention
maybe proposed
based on the results
of the study.
Definition of terms
To better understanding about this research the researcher provided
the meaning of the terms that used in this research for the reader to
understand it clearly.
Online games. Online game is a video game that is either partially or
primarily played through the Internet or any other computer network
available. Online games are ubiquitous on modern gaming platforms,
including PCs, consoles and mobile devices, and span many genres,
including first-person shooters, strategy games and massively
multiplayer online role-playing games.
https://en.wikipedia.org/wiki/Online_game
Academic Performance. Academic performance is the extent to which
a student, teacher or institution has achieved their short or long-term
educational goals. Cumulative GPA and completion of educational
benchmarks such as secondary school diplomas and bachelor's degrees
represent academic achievement.
https://www.google.com/search?ei=liBWXfn5NNHiAazwbOoAw&q=acad
emic+performance+meaning
Software. Software is a set of instructions, data or programs used to
operate computers and execute specific tasks.
https://www.google.com/search?ei=0SFWXfyUIYW_wAOElbrABA&q=so
ftware+meaning
Computer. Computer an electronic device for storing and processing
data, typically in binary form, according to instructions given to it in a
variable program. https://www.google.com/search?ei=3SJWXezKBpHW-
Qbat4OQAw&q=computer+meaning&oq=compu+meaning&gs
Technology. The application of scientific knowledge for practical
purposes, especially in industry.
https://www.google.com/search?ei=bSNWXc5_1IOgBOOzgJgC&q=technology+me
aning&oq=technology+meaning&gs_l=psy
Internet. Global computer network providing a variety of information and
communication facilities, consisting of interconnected networks using
standardized communication protocols.
https://www.google.com/search?ei=KCRWXaiZDdD6wQODmLt4&q=Inte
rnet+meaning&oq=Internet+meaning&gs_l=psy
Note
Verecio R. (2018) Online Gaming Addiction among BSIT Students of
Leyte Normal University Philippines its Implication
towards Academic Performance. Retrieve on August
10, 2019 from https://www.researchgate.net/publication
Dumrique D. (2017) Online Gaming: Impact on the Academic
Performance and Social Behavior of the Students in
Polytechnic University of the Philippines Laboratory
High School Retrieve on August 10, 2019 from
https://knepublishing.com/index.php/Kne-
Social/article/view/2447/5372
Sahrir M (2011) A Study On Malaysian Language Learners’ Perception
Towards Learning Arabic Via Online Games. Retrieve
on August 10, 2019 from
http://ejournal.ukm.my/gema/article/view/46
Griffiths M (2014) Online Games, Addiction and Overuse. Retrieve on
August 10, 2019 from
https://doi.org/10.1002/9781118767771.wbiedcs044
Kuss D. (2013) Internet gaming addiction: current perspectives. Retrieve
on August 10, 2019 from
https://doi.org/10.2147/PRBM.S39476
Carey G. (2012) History of online gaming included contributions by many
different companies and entities. Retrieve on July 11,
2019 from
https://www.coursehero.com/file/p4954am/The-theory-
of-intrinsic-4-motivation-is-by-far-the-dominant-source
Yusmar Z.(2017) The Effects of Online Game: A study on Online Game
Addiction among UNISEL’s Shah Alam
Campus Students. Retrieve on July 11, 2019 from
https://www.scribd.com/doc/251501796/The-Effects-of-
Online-Game-A-study-on-Online-Game-Addiction-
among-UNISEL-s-Shah-Alam-Campus-Students#
Verecio R. (2018) Online Gaming Addiction among BSIT Students of
Leyte Normal University Philippines its Implication
towards Academic Performance. Retrieve on July 11,
2019 from https://www.researchgate.net/publication
CHAPTER 3
RESEARCH METHOTODOLOGY
This chapter will provide information on the methods of study;
also includes the process we have used to collect information and the
data for the purpose of our study used by the researcher that can help
us to initialize more information about the problem. The survey
researcher method has been chosen to determine which negative factor
of online games affects a student’s life. The survey instrument is in a
form of questionnaire to determine the respondents’ perception in terms
of playing online games. The subject of the study, researcher instrument,
data gathering procedure and the statistical treatment are also included
in this chapter.
Subjects of the study
The subject of this study will be the male student of Grade 11 to
Grade 12 ICT students of Juban National High school (S.Y 2019-2020).
These respondent are the one who are knowledgeable to answer the
problems posed in the present study. They answered the questionnaire
that the researchers gave them which supplies the information that the
researchers need.
Research Design
The researcher will use survey and questionnaire to gather the needed
information. The researcher will provide the permission letter that been
signed by the principal to survey and answer the questionnaire. The
researcher will ask the grade 12 senior high student of Juban National
High School.
Data Gathering Procedure
The instrument used in this study to gather data was the survey
and questionnaire. The researcher has followed certain procedure to
conduct the interview.
1. Giving the permission to the teachers. The researcher will give
the permission letter to the teacher to let them interview the
respondents.
2. Proving an interview consent. The researcher will ask the
respondent about the interview by giving a printed consent. The
consent contains the necessary information for the respondent to
know.
3. Securing the information. The researcher will assure them that
any information recorded will not leak or be shared to the public.
4. Preparing the instruments. The researcher will prepare the
questionnaire that will be answer by the respondent.
5. Recording the data. The researcher will take note the information
that the respondent answered.
6. Analyzing the data. The researcher will correct or reconstruct the
data to make it clear and correct.
SAMPLE INSTRUMENT
Name:
Age:
Gender:
Strand:
Grade:
1. How many days you play online games in one week?
____________________________
2. What age have you started playing online games?
____________________________
3. How many hours you spend on online game for one day?
____________________________
4. In Game’s defeat or success, is it influential to your mood and
daily life?
Yes, What kind of Effect? _________________________
. No, Why didn’t? ________________________________
5. Do you prefer to do your assignment first before playing
games?
Yes, Why? ___________________________________________
No, Why? ___________________________________________