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Online Games and G12 Academic Impact

This study aims to examine the effects of playing online games on the academic performance of grade 12 TVL students at Alubijid National Comprehensive High School. Specifically, it will investigate the impact on students' attention, attendance, and time management, and evaluate their academic performance. The study is grounded in Bandura's social learning theory, which posits that learning occurs through observation and modeling behaviors. It hypothesizes that there will be significant differences in academic performance between students who play online games and those who do not, as well as differences based on the frequency and duration of online game play. The research intends to provide awareness to students, teachers, and the Department of Education on how online games can influence academic achievement.
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0% found this document useful (0 votes)
23 views9 pages

Online Games and G12 Academic Impact

This study aims to examine the effects of playing online games on the academic performance of grade 12 TVL students at Alubijid National Comprehensive High School. Specifically, it will investigate the impact on students' attention, attendance, and time management, and evaluate their academic performance. The study is grounded in Bandura's social learning theory, which posits that learning occurs through observation and modeling behaviors. It hypothesizes that there will be significant differences in academic performance between students who play online games and those who do not, as well as differences based on the frequency and duration of online game play. The research intends to provide awareness to students, teachers, and the Department of Education on how online games can influence academic achievement.
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

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

-------------------------------------------------------------------------------

A Research Paper
Presented to the
Faculty of the Senior High School Department
Alubijid National Comprehensive High School
Alubijid, Misamis Oriental

-------------------------------------------------------------------------------

In Partial Fulfillment
of the Requirements for
Inquiries, Investigation and Immersion

-------------------------------------------------------------------------------

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
Alubijid National Comprehensive High School Page 3
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


Alubijid National Comprehensive High School Page 4

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


Alubijid National Comprehensive High School Page 5
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
Alubijid National Comprehensive High School Page 6
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.
Alubijid National Comprehensive High School Page 7
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.

Common questions

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Bandura's Social Learning Theory is applied in the study as it provides a framework to understand how students may learn behaviors related to online gaming through observational learning and modeling. The theory suggests that learning occurs within a social context and involves cognitive processes that help learners internalize and reproduce the behavior they observe. In the context of online gaming, students might learn gaming behaviors, which could distract them from academic responsibilities, potentially affecting their academic performance negatively .

The document notes that one of the negative impacts of online gaming is the withdrawal from social interactions. Students tend to isolate themselves, preferring to stay at home or in internet cafés instead of interacting with family or friends. While they may communicate with other gamers online, this does not substitute for real-life social interactions, leading to a breakdown in the students' real social and interpersonal lives .

The hypothesis tested regarding the impact of the duration and frequency of gaming on academic performance was: Ho2 - The frequency and duration of playing online games do not significantly affect the academic performance of students. This hypothesis was evaluated to determine if these gaming behaviors have a noticeable impact on students' academic results .

The scope of the study is limited to the effects of online games on the academic performance of Grade 12 TVL students at Alubijid National Comprehensive High School. The study focuses only on the negative aspects of online gaming when it interferes with education, excluding other potential effects. It is specific to the chosen demographic and does not generalize beyond the selected respondents .

The research study aims to explore the relationship between online gaming and academic performance by examining effects on attention, attendance, and time management. It involves testing hypotheses to determine if there is a significant difference in academic performance between students who play online games and those who do not, and whether gaming frequency and duration affect academic outcomes. These hypotheses are evaluated at a 0.05 significance level .

The researchers justified the necessity of conducting the study based on the growing prevalence of online gaming and its potential impact on students' academic performance. By identifying these effects, the study aims to provide valuable insights for students, teachers, and educational policymakers to aid in developing strategies that could mitigate the negative influences of gaming on education .

Online games negatively impact students' physical health by contributing to sleep deprivation and neglect of essential daily routines. Students often spend extended periods gaming, leading to inadequate sleep, which affects their overall productivity. Furthermore, they might skip meals and forgo necessary breaks, including bathroom and hygiene practices, which can have detrimental effects on their long-term health .

The study is significant for the Department of Education as it provides insights into the diverse factors affecting academic performance related to online gaming. It offers an understanding that can inform policies and interventions to mitigate negative impacts and enhance educational outcomes for students engaged in online gaming activities .

Time management is pivotal in mediating the effects of online gaming on academic performance. Poor time management can lead students to prioritize gaming over school assignments and study, resulting in decreased academic productivity. On the contrary, students who can manage their time well may mitigate some negative impacts by allocating appropriate amounts of time to both gaming and academic responsibilities, thus maintaining better academic performance .

The independent variables in the study are the effects of playing online games in terms of attention, attendance, and time management. The dependent variable is the students' academic performance, as it is hypothesized to be influenced by these factors related to gaming behavior .

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