The Effects of Online Games to the Academic
Performance of all the Grade 10 Students at San
Isidro Integrated School (S.Y 2021-2022)
THESIS ABSTRACT
In our generation, technology is a very powerful and high
tech specially in terms of gaming.The advent and development
of technology brings many things which may either ease or make
life of people more difficult and complicated.One of the
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 player together rather than a particular
pattern of a 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 at San Isidro Integrated School.
The researchers used the descriptive-correlation
research design. This design described the profile of
respondent and determined the difference in academic
performance of 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 performance
of the respondents for they still excelled in their class as
revealed by their academic grades.
The Problem and its Setting
Adolescents and even adults are becoming hooked with online
games which are becoming more and more popular. In fact, most
online games tend to get old too quickly and lost their
appeal. It is because of the ever growing number of online
games being develop from time to time. Nowadays, the popular
online games that encourage the students to play are MOBILE
LEGENDS,CLASH OF CLANS, LEAGE OF LEGENDS, CALL OF
DUTY,DOTA,RULES OF SURVIVAL etc. These online games have a big
factor that affects the students in their academic
performances in school.
Unfortunately some people feel compelled to escape into
these fantasy worlds because of depression and oppression
daily. Littleton, Colorado these three towns recently
experienced .
As individual beings, we have difficulty accepting deriving
from what violence is and how video games are to different
people. Children who watch television and go to the movies see
thousands of murders and countless other acts of violence.
Many people believe that being exposed to all this violence
causes children to be more aggressive and to commit crimes.
(Shin, 2003)
Furthermore, researchers believe that online gaming opens a
door to computer literacy leading to potential technology
careers (SWS, 2007; AMA Poll, 2008).
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.
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.
STATEMENT OF THE PROBLEM
This study aimed to determine the effect of online games to
the academic performance of the students at San Isidro
Integrated School.Specifically, it aimed to answer the
following questions:
1. What is the profile of the respondents in terms of:
a. Age
b. Sex
c. Civil status: students
2. What are the types of online games being played by the
respondents?
3. How often and how many hours do the respondents spent in
playing online games in a day?
4. What is the significance of profile of respondents to the
effects of online games to the Academic performance of
the students?
5. What is the significance of the game type being palyed by
the students and the hours they spent in computer games
in the effects of online games to the Academic
performance of the students?
RESEARCH HYPOTHESIS
1.There is no significant difference between the two groups of
respondents on the varied exposure time to online games to
their academic performances.
2.Students who spend all their time playing online games will
lose time studying and this will cause grades to drop.
3.Playing online games leads students away from stress,
enhances teamwork, and makes them listen actively to class
activities.
Significance of the study
The result of this study is significant of the following
group;
Students.
This study may give information to the students about how
online gaming affects the life of a students.
Teachers.
This study may serve as the way to the teachers to determine
the students who are addicted to online games so they can help
the students to avoid being addicted to online games.
Family.
This study is significant to the family because it may help
them to know if their children are addicted to online games.
Future researchers.
It would help the future researchers that are interested in
this study. It will serve as their basis and their background
about their research.
DISCUSSION
The goal of this study was to examine the associations
between mobile game addiction and depression, loneliness,
social anxiety, and the potential gender difference in these
associations were also investigated. The results revealed that
adolescent with mobile game addiction had higher self-reported
depression, social anxiety and loneliness, which have
supported our three hypotheses regarding the association
between mobile game addiction and depression, social anxiety,
and loneliness. Further, gender difference was observed in the
path between mobile game addiction and social anxiety, with
male adolescents having a stronger association between mobile
game addiction and social anxiety. This indicates that male
adolescents may experience more social anxieties if they use
mobile game addictively, compared with female adolescents.
As we expected, mobile game addiction was positively
associated with depression, anxiety, and loneliness, which
have supported all of our three hypotheses and are in line
with prior findings. Literature has consistently shown that
video game addicts reported more anxiety, depression, lower
positive affect and psychological well-being. Literature has
also shown that Internet addictions are related to poorer
emotional health, in particular depression and anxiety
(40, 41). For instance, Wang et al. (41) found a significant
association between degree of Internet addiction and
loneliness and depression.
Adolescents with high Internet use exhibited more
psychopathology, as revealed by the Brief Symptoms Inventory
(BSI, a reduced version of the Symptoms Checklist, SCL-90)
compared with those with low those use (42). In a recent
study, (4) reported that young adults addicted to video games
showed increased depression and anxiety, and felt more
socially isolated. The link between mobile game addiction and
mental health may be due to the social isolation resulting
from spending too much time gaming, which in turn leads to
undermined psychological well-being (43).
Our results regarding the association between mobile
game addiction and loneliness are also in line with the
displacement hypothesis in terms of Internet use, which argues
that digital device users have spent most time in online
settings, rather than offline, and their existing
relationships have suffered as a result (44).
We also expected a gender difference considering the
association between mobile game addiction and mental health
outcomes. We found that males who were addicted to mobile
games tended to suffer more social anxiety, loneliness, and
social anxiety, compared with females. This finding is line
with prior research (e.g., 24). Gender difference on social
anxiety and loneliness has been widely reported in literature.
Compared with female adolescents, male adolescents tended to
lack social skills, were more socially withdrawn and disclosed
less about themselves in offline communication settings (45).
This is also a reason why males are more likely to be
attracted to a virtual world like computer games since the
online world is more comfortable and can offer more sense of
security (46). This would further lead them to be more social
isolated and experience more social anxiety, loneliness, and
depression due to the lack of social bond in offline settings.
Definition of terms
Academic performance-how students deal with their studies how
they cope with accomplish different task given to them by
their teacher.
Education-the knowledge, skills and understanding and attitude
that you can get from attending school.
Effect-a result of something that was exist,done and 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.
Player- a person taking part in a sport or game specially in
online videogames.
School- a place where the students study or teacher where
teaching.
Students-a person who studying at San Isidro Integrated
School.
Teacher- the facilitator of students learning.
Technology-invented useful things that use in Science
industry.
QUESTIONNAIRE:
1. Playing online games is one way to increase my computer
literacy.
a.agree b.disagree
2. Playing online games can change my attitude through the
character on the games.
a.agree b.disagree
3. Playing online games can destroy my sense of sight.
a.agree b.disagree
4. Playing online games help me become more creative and
imaginative.
a.agree b.disagree
5. Playing online games can loss the appetite of eating.
a.agree b.disagree
6. Video games will affect your physical appearance
especially your postural, muscular and skeletal
disorders.
a.agree b.disagree
7. Playing online games can stimulate anger and violence due
to games
a.agree. b.disagree
8. Playing online games can enhance my analytic thinking.
a.agree b.disagree
9. Playing online games can consume my time.
a.agree. b.disagree
10. online games makes me smarter. a.agree. b.disagree
STATISTICAL TREATMENT
The following were used in the analysis and interpretation of
data. Frequency, percentage and T-test distributions were used
to facilitate the analysis of data.
RESULTS AND DISCUSSION
Table 1.Frequency and Percentage Distribution of the
Respondents’ Profile in terms of Age
The table presents the frequency and percentage distribution
of the respondents' profile in terms of age. The table
revealed that the respondents at SIIS the online players, have
the highest frequency on age which is ranging from 14-15 with
a frequency of 8 or 40 percent and 12 or 60 percent
respectively. The data imply that majority of the respondents
are already on the right age and that they are already aware
of the repercussions of being addictive to online gaming
Age Frequency Percentage
14-15 8 40%
15-16 12 60%
Total: 20 100%
Table2. Frequency and Percentage Distribution of the
Respondents’ Profile in terms of Gender
The table shows the frequency and percentage distribution of
respondents as to gender. As revealed from the table, 5 or
equivalent of 25 percent is female while 15 or equivalent of
75 percent are male. Further, the female has the highest
frequency of 9 or equivalent of 56 percent.
Gender Frequency Percentage
Female 5 25%
Male 15 75%
Total: 20 100%
TABLE3: Frequency and Percentage Distribution on the
Respondents’ Perception on the Effects of Online Gaming to
their Academic Performance
Table 3 presents the frequency and percentage distribution on
the respondents’ perception on the effects of online games to
their academic performance. The data showed that online games
have bad effects on their academic performance which the
respondents AGREE with a 14 or 72 percent of total numbers of
20 respondents.
Questions Frequency Percentage
Agree Disagree Agree Disagree
1.Playing online
games is one way 12 8 60% 40%
to increase my
computer
literacy.
2.Playing online
games can change
my attitude 12 8 60% 40%
through the
character on the
games.
3.Playing online
games can destroy 13 7 65% 35%
my sense of
sight.
4.Playing online
games help me
become more 15 5 75% 25%
creative and
imaginative
5.Playing online
games can loss 10 10 50% 50%
the appetite of
eating
6.Video games
will affect your
physical
appearance 14 6 70% 30%
especially your
postural,
muscular and
skeletal
disorders.
7.Playing online
games can
stimulate anger 20 0 100% 0%
and violence due
to games
8.Playing online
games can enhance
my analytic 16 4 80% 20%
thinking
9.Playing online
games can consume 19 1 95% 5%
my time.
10.Playing online
games makes me 12 8 60% 40%
smarter
Total: 14 6 72% 28%
Reference
Aldus, Kyle (2014, February 2). Computer gaming effects on
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www.ehow.com/list 5910606 computer gaming effects
academicperformance. Html
Anand, V. (2007). A study of time management: the correlation
between online games usage and academic performance markers.
Cyber psychology and behavior. Retrieve March 7, 2014 from
www. Online liebertpub.com/doy/abs/10.1089/cbp.2007.2002
Anderson & Dill, 2000), he found similar null effects.
Anderson and Bushman (2001) have recently published a meta-
analysis of the research. Their analysis concludes that
exposure to violent video games has a negative effect on a
variety of measures
Chen and Voderer, gamers fit into certain categories: the
competitor, explorer, collector, achiever, joker, director,
storyteller, performer, and the craftsmen.
Dwyer & Dwver. 2000; Orbach, 2001). Gaming as an instructional
variable may be analyzed as content
Dwyer & Dwyer, methods of rehearsal by facilitating the
organization and a 2000; Orbach, 2001).
(http:///findarticles.com//p/articles/mi m0816/is 6 21/ai
n97723191) (http://www.oppapers.com)
Prepared by the Researchers;
Group leader;
JESTER T. APILADO
Members;
Denver Almeda
Lea Jean Cariño
Lyka Serrano
Jhoerenz Patagoc
Josephine Tanghal
MINI
RESEARCH PAPER