THE EFFECTS OF PLAYING ONLINE GAMES ON THE STUDENTS
ACADEMIC PERFORMANCE
Corpuz, John Reynel
Balacuit, Gerald John
Hindoy, Charlie Jhon
Llanita, Francis Ivor
Llanita, John Francis
Maña, Kyle
Quiring, Jhon Paul
Raut, Cliff Renhard
Toong, Carl James
March 2024
Alubijid National Comprehensive High School Page
ii
THE EFFECTS OF PLAYING ONLINE GAMES ON THE STUDENTS ACADEMIC
PERFORMANCE
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A Research Paper
Presented to the
Faculty of the Senior High School Department
Alubijid National Comprehensive High School
Alubijid, Misamis Oriental
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In Partial Fulfillment
of the Requirements for
Inquiries, Investigation and Immersion
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Corpuz, John Reynel
Balacuit, Gerald John
Hindoy, Charlie Jhon
Llanita, Francis Ivor
Llanita, John Francis
Maña, Kyle
Quiring, Jhon Paul
Raut, Cliff Renhard
Toong, Carl James
Alubijid National Comprehensive High School Page
March 2024
1
CHAPTER 1
THE PROBLEM & ITS BACKGROUND
Introduction
Internet use nowadays has become one of the most important habits in our daily lives.
One of the most significant daily routines is using the internet. It is now a must for all people,
regardless of gender or age, making it a useful tool for keeping up with the rapidly advancing
technology. It serves as a knowledge base, a communication tool, and a way to unwind.
Computer gaming is one of the influences of this technology. The most common kind of
entertainment, computer games appeal to a wide range of age groups.
According to Castillo & Dumrique (2017), one of the most popular pastimes for
many individuals is playing video games online. Online games can be a stress reliever, a
challenge and competition, relaxation, enjoyment, social connection, and even a way to
psychologically escape from the real world. Due to the overwhelming amount of schoolwork,
students frequently experience tension during school hours. By playing online games, they
can relax. Unexpected learning happens for students, but using online games inappropriately
can also cause distractions at school and other issues. Even the child’s health and social lives
are unwittingly impacted when their attention is divided.
Academic productivity is a term used to express how far one has come and how much
they have improved. Everything has a flip side, and this holds true for academic success as
well. Generally speaking, academic performance refers to a student’s accomplishment in
their academic pursuits, grades, exam results, and involvement in class.
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Withdrawal from social interactions is one of the most typical effects of addiction to
online gaming. Students would rather stay at home or in internet cafés than engage with their
family or friends. Interaction and communication will break down as a result of this isolation.
They may converse with other online gamers, it’s true, but their real social and interpersonal
life suffer. Students stop being productive when they stop participating in social work. They
spend so much time playing that they become sleep deprived, which makes it difficult for
them to complete duties at work or at home, which lowers productivity. They thus fare
poorly academically. Internet game addiction is bad for students’ health since they go for
long stretches without eating and don’t even take breaks for bathroom breaks or showers,
which are essential necessitiess (Jongco, 2022).
Considering the given information, the researcher felt the need to make this study
possible, as this will further help in determining the effects of playing online games among
the G12 TVL students at Alubijid National Comprehensive High School. Specifically,
knowing what their academic performance will be in school and the main effect of playing
online games will be observed during this study.
THEORETICAL AND CONCEPTUAL FRAMEWORK
The study on the effects of playing online games on the academic performance of
G12 TVL Students anchored on the Bandura Social Learning Theory. Bandura's theory of
social learning provides a useful framework for us to consider how students learn via
observational learning and modelling. For Bandura learning takes place in a social setting via
observation, but it also involves cognitive processes; that is, learners internalize and make
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sense of what see in order to reproduce the behavior themselves. Gibson argues that this
involves that the psychological matching of cognitive skills and patterns of behavior between
a person and an observing individual. Bandura proposed that this type of learning involved
four different stages attention retention, reproduction and motivation.
Playing Online Games is simply the playing of a video game over the internet,
usually with friends. Online games can be played on any number of devices from dedicated
video games consoles such as Play stations, Xboxes, and Nintendo Switches, PCs, laptops
and mobile phones. Mobile legends is a free to play fantasy. Multiplayer Online Battle Arena
(MOBA) for mobile devices with classic 5 vs 5 lane based MOBA battles. At 7.6 hours per
week, the average gamer plays just over one hour everyday on average.
Academic performance/achievement is the extent to which a student, teacher, or
institution has attained their short or long-term educational goals and is measured either by
continuous assessment or cumulative grade point average.
Independent Variables Dependent Variables
Playing Online Games
Attention Students’ Academic
Attendance Performance
Time Management
Figure #1. Relationship of Independent to Dependent Variables
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STATEMENT OF THE PROBLEM
This study aims to identity the effects of playing online games on the academic
performance of G12 TVL students.
Specifically, it aims to answer the following questions:
1. What are the effects of playing online games in terms of:
1.a Attention
1.b Attendance
1.c Time Management
2. What is the academic performance of the students?
3. Is there a significant difference between playing online games to students academic
performance?
HYPOTHESIS
The hypotheses were tested at the 0.05 level of significance based on the problems
stated above.
Ho1: There is no significant difference in academic performance between students
who play online games and those who do not.
Ho2: The frequency and duration of playing online games do not significantly
affect the academic performance of students.
SIGNIFICANCE OF THE STUDY
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This particular study, which primarily aims to ascertain the effects of playing online
games on the students academic performance, this study could be significant and beneficial
to the following.
Students: This study will help the grade 12 students develop awareness on the significant
effects of online games in academic performance of grade 12 students.
Teachers: This will give them information about the state of the student's academic
achievement while playing online games, which will inspire them to assist the kids by
providing appropriate, clear, and helpful feedback regarding the outcome of this problem.
Department of Education: This will provide them optimistic understanding and yawning
awareness to the diverse causes that would affect academic performance of each student who
takes part about online games.
Future Researchers: The result of this study will serve as a basic and as a resource for
supplementary information and ideas for researches why will conduct similar studies in the
future.
SCOPE & DELIMITATION
The coverage of this study is all about online games effect to academic performance
of students. It consist of effects of playing online games, it tells about the proper or right use
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of online games as their part time habits. This study is focusing on the negative effect of
online games if it becomes the education interference and also it tells about possibilities or
results if you play online games even during school time.
The researcher limited this research only at Alubijid National Comprehensive High
School (ANCHS) with the minimum count of respondents, 10 students either male or female,
Grade 12 TVL students only. The researcher also limited this researcher only with the effects
of online games to their academic performance. The consequence of the study was very
genuine only for the selected Grade 12 TVL students only, while the generalizations and
analysis were empirically based on the findings of the study.
DEFINITION OF TERMS
Academic Performance: How pupils handle their academic work and how they handle or
complete the assignments assigned to them by their teacher.
Education: The knowledge, abilities, comprehension and attitudes you can get from going to
school.
Internet: A global computer network made up of interconnected networks that use common
protocols for communication that offers a range of information and communication
functions.
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Online game: A game in which the visuals produced by computer program are electronically
altered and played utilizing a computer network, such as the internet games that demand and
online connection. As an illustration, consider Dota, Rules of Survival, Mobile Legend, and
Clash of clans.
Player: People participating in an online gaming or another sport.
Students: A someone who is enrolled in school at a university or another institution of higher
learning.