RRL Group 2
RRL Group 2
Group 3 Members:
Mercado, Ashley N.
Merlin, Aerose
Mejia, Jhonphilip
Mcclary, Joseph C.
CHAPTER 2
This chapter presents the Related Literature and Studies that the researcher
the art to fully understand the research for better comprehension of the study.
Foreign Studies
search, communication and research learning (Shabibi and Rusli, 2017) and this
can be a person’s most efficient strategic tool for enabling himself to take charge
and cope with the fast-growing technology (Dumrique and Castillo, 2018).
attainment (Haraphap and Ramadan, 2021; Kurnada and Iskandar, 2021; Turner
et al., 2018) which demonstrate that online gaming users will not receive harmful
influence as long as they play with the suggested timespan. Additionally, online
researchers, such as Azdic et al. (2021) and Islam et al. (2020) presented
important facts based on their research. They report that less successful
students have lower grades because of their habit of playing online games,
whereas excellent students maintain high scores despite spending the same
amount of time playing. In other words, online gaming has no significant effect
success.
Performance” supports the widely held assumption that online games have a
playing is excessive. Based on the results of the study, the following salient
findings based on Lemmens criteria were drawn: In terms of length time playing
the game on mobile devices the respondents spent 3-5 hours with overall
weighted mean 2.78 percent. While the most popular game played is Free fire by
playing online games makes them feel better. Then, in response to the
statement about ignoring other important things when playing online games, the
respondents (30.90 percent) indicated that they get stressed out of it. In
addition, for academic performance data from students who participated in this
study indicate that on the average, students that participate in online games
decreased to 88.32 in the second semester for the same categories. It can also
decrease in grades in school along with addition to playing games, asserts that
Internet and online gaming have been examined as factors impacting students'
performance in a variety of school subjects. In live with the current study, Adzic
et al. (2021) suggest students should be permitted to play online games for
more than four hours per day, whereas Islam (2020) argue that two hours online
Mulyana, Karlinah , and Hadisiwi, 2018). Additionally, students who play online
games obtain a grade ranging from 89-90 and interpreted as good (Dumrique
and Castillo,2018). Another study also determined that competitive games could
significantly reduce situational anxieties (Wei, Ka, Lu and Liu, 2018). In other
fields, video online games based on educational principles can help to structure
instructions so that authentic instructional techniques are used for circular
the link between hours in playing games and poorer academic performance
measured by GPA scores was not supported (Khadra, Hackshaw, and Mccollum
LOCAL STUDIES
advances they forget to have time for their family. Playing online games on
computer and cellphone have always been a great way to pass the time in these
modern times. Online gaming is defined as playing any computer game online or
with the use of the internet. It became popular not long after the internet was
introduced to the public. This soon turned into a problem when people started
playing excessively, which could turn a simple past time into addiction (Kuss in
one’s mind and life experiences by creating productive works in school, offices
and even at home. In today's time, people use the internet as a tool for enabling
themselves to take charge and cope with the fast-growing technology.
age and sex in today's society. However, the influence of this useful machine on
people. In line with this development, online gaming was made to give
entertainment to students.
Each medium was often immediately praised for its potential benefits and
criticized for its potential harm. Many students have been conducting tests to see
parents and other concerned people continuously clamor and protest on how the
trend is becoming a distraction among students in their studies and for a tighter
A widely used leisure activity by many people is online gaming. Playing video or
online games has numerous reasons to be played, for some people it can be
interaction, and even mentally escaping from the real world. Teenagers,
youngsters and students find that online gaming is the best past time that they
acquire. According to Kuss and Griffiths (cited in Dumrique and Castillo, 2018),
teens who play online games are just having fun. They do not actually play
because of some sort of seriousness, but also because they just want to feel
relief. During school hours, students tend to feel stressed due to loads of school-
questionable that playing online games provides them with something that no
one can give. Students learning takes place unexpectedly, but the inappropriate
usage of online games also leads to some problems much as being distracted n
school. Further, it is where the attention of the child was divided that even
Studies revealed that the humans’ brain is easy to destroy as one of the reasons
for using technology. The education system tends to go with the flow with this
increases the users’ risk for physical and psychological health problems. A strong
According to Dr. Amelia Able (2020) the online game refers to games that are
played over some form of computer network, typically on the internet, in which
you can connect with multiple players. Nowadays, online gaming is not only for
the entertainment of the students but also for learning. According to some
research, it helps teens to exercise their mind and causes them to explore the
internet. It enables the mind of the players to be more active, especially with
puzzle-based games. It also helps the player to come up with decisions in tight
situations, especially with adventure games that require the player's time,
Study revealed that online gaming has a huge impact among them regarding
their academic performance which led them to poor or low grades and physical
distress as well. The majority of the respondents replied and favored those
online games which gave negative outcomes to their study and health. They
found out that in their studies, they cannot do their homework as well as their
projects and that they have low grades. Based on the general result, the
researchers conclude that a number of students playing online games could have
teachers and parents must be aware of the effects of online gaming and should
regulate the time playing such games because it could ruin every student's focus
games which they could still perform satisfactorily in their studies, and it should
not be given much priority over higher and more realistic priorities
The Academic Performance of the respondents is not affected even if they play
online games. Their grades are still good enough even if they spent time playing.
To sum up with the result, the respondents have a good academic performance
despite their involvement in playing online games. This can be interpreted as the
trade-off when playing computer games. If the student decides not to play, then
Students who play online games almost every day scored 15 points above
average in math and reading and 17 points above average in science. Although
this may also be true of video games, game play appears to equip students to
Students who play online games actually get better academic results despite the
old stereotypes about video games rotting your brain, a new study provides the
latest evidence to the contrary, with data showing that gaming day is linked to
Reference List
academicperformance.html
and Mathematics.
Anggraeni, L.D., & Wihardja, H. (2020) Online Game Addiction and Learning
http://doi.org/10.21776/un.ijds.2020.007.02.03
Bukhori, B., Said,. Wi, T.& Nor,F.M.(20219). The effect of smartphone addiction,
80. https://doi.org/10.3991/ijim.v13i09.9566.
Haraphap, S. H., & Ramadan, Z. H. (2021). Dampak Game Online Free Fire
Terhadap Hasil Belajar Siswa Sekolah Dasar. Journal Basicesu, 5(3) 1304-13311.
https://doi.org/10.31004/basicedu.v5i3.895
Turner, P.E., Jhonston, E., Kebritci, M., Evans,S., & Helfich,D.A (2018). Influence
https://doi.org/10.1080/2331186X.2018.1437671