3is Research Proposal
3is Research Proposal
3is Research Proposal
The increasing use of the internet has led to many changes in our daily
lives. One of the reasons is playing online games and most of the players are
kids. Most commonly, online gaming refers to video games played over the
Internet and involving multiple players from around the world. In most cases,
online games are freeware programs that can be played indefinitely and are
available for free.
Each person who plays online games has different reasons for playing,
and playing leads to different effects for each individual. Some gambling to
make money, school pressures, family issues, and peer influence are all
factors strongly related to the impact of online gaming on individuals. Video
games for other people, maybe therapeutic, but many people are negatively
impacted by the effects of gaming.
The aim of this research is to find out how online games affect the
academic performance of STEM students. This research aims to discover the
possible side effects of being constantly exposed to their way of playing. The
aim of this thesis is also to find out how online games change the mindset of
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students. Finally, this study educates regular 12 th graders about the potential
impact of online gaming on them.
1. Identify the online games that students enjoy playing the most.
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SIGNIFICANCE OF THE STUDY
In general, this study will have its greatest impact on the following
people who will benefit from this study.
Parents, this study will be relevant and valuable to all parents as it can
provide ideas on the overall impact of online gaming on their children's
academic performance.
Student, This study will be relevant and valuable for all students to be
aware of the impact of online gaming on their academic performance.
Teachers and Institutions, This study will be relevant and valuable for
all teachers and faculty to learn about the pros and cons of online gaming for
their students.
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DEFINITION OF TERMS
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TECHNOLOGY – is the application of scientific knowledge to the
practical aims of human life or, as it is sometimes phrased, to the change and
manipulation of the human environment.
THEORETICAL FRAMEWORK
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Vandewaetere, Cornillie, & Clarebout, 2013). Ding et al. (2017) stated, “due to
difficulties in defining, constructing, and measuring complex variables as well
as the subsequent results, rigorous empirical research on the effectiveness of
gamification in education or game-based learning has been limited” (p. 148).
However, technology savvy students seek an engaging hands-on interactive
learning experience that is available in game-based learning. To increase
teaching effectiveness, instructors must develop an understanding of the
internal structure of digital game design as well as the limitations of
technology (Kanthan & Senger, 2011). Research is lacking in the design
aspects of digital games and the related learning to non-traditional students
(Tham & Tham, 2014). The lack of research and comprehension deter the use
of digital gaming for instructional purposes.
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learning indicated the continued need to use a combination of lecture with
digital learning (Rondon et al., 2013). Familiarizing students with the
technology requires extensive time, which further delays learning. Adjusting
for these differences presents challenges for instructors (Holmes &
Gee, 2016). Another factor that affects student acceptance of digital games in
learning is the mindset of students accustomed to a passive style of learning
through the lecture format (Herro & Clark, 2016).
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time for playing. To sum up with the result, the respondents have a good
academic performance despite their involvement in playing online games.
Meanwhile, since most of the student respondents are male and they
are more frequently engaged in playing on-line games, the school
administrators and teacher in collaboration of the parents might consider to
promote physical health, sportsmanship, camaraderie and pro-social skills to
the students instead of getting engaged with online games.
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performance and addiction is established in all studies, bar none. Even if a
study measures the utility of a tool measuring the psychological effects of
extreme gaming on students, it still indicates the negative academic
implications of addiction, since any alteration in the psycho-emotional health
of students towards greater irritability or depression can tell negatively upon
their academic success at least through absenteeism that manifests in the
desire to skip lessons, with games likely playing as stress-relieving and mood-
boosting tools. Since excessive gaming lowers attachment, students lose a
belief that others care about their learning and personalities, which,
apparently, rocks their studying motivation, which is central to academic
success.
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playing online games. While the negative effects may not be severe, they
were still negative effects that have to be addressed. The possibility that the
moderate negative effect might worsen at some future time is always there
unless some interventions are done.
This study found that the average time spent on the internet on
weekends and electronic gaming (both in weekdays and weekends) is
positively associated with academic performance (measured by NAPLAN) of
Australian adolescents. However, it confirmed a negative association between
addiction tendency (internet use or electronic gaming) and academic
performance; nonetheless, most of the adolescents used the internet and
played electronic games more than the recommended 2-h limit per day. The
study also revealed that further research is required on the development and
implementation of interventions aimed at improving parental monitoring and
fostering users’ self-regulation to restrict the daily usage of the internet and/or
electronic games.
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METHODOLOGY
Conceptual framework
Academic performance
Problems encountered on
playing online games
1. Spending too much
time on online games
2. Worsened learning
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3. Concentration
problems
4. Poor academic
HYPOTHESIS
Ho: Online games affect academic performance of STEM students.
RESEARCH DESIGN
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RESEARCH LOCALE
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Figure 1. Location of DOLOGON NATIONAL HIGH SCHOOL.
RESEARCH INSTRUMENT
ETHICAL CONSIDERATION
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QUESTIONNAIRE
2. What do you feel when you cannot play online games for a long period
of time?
a. Anxious, depressed, lonely, like I’m missing something.
b. It irritates me a lot
c. I always think what are the new features and updates of the game
d. It doesn’t affect me at all
5. To what extent do you think online games are impacting your overall
wellbeing?
a. Negative
b. Positive
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c. No impact
d. Both positive and negative
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REFERENCES
Pajarillo-Aquino Irene
LPT, MST Faculty, College of Teacher Education, Cagayan State University,
Andrews Campus, Tuguegarao City, Cagayan, Philippines, 3500
Dennis O. Dumrique and Jennifer G. Castillo (2017).Online Gaming: Impact on the Academic
Performance and Social Behavior of the Students in Polytechnic University of the Philippines
Laboratory High School RETRIEVED FROM :https://knepublishing.com/index.php/KnE-
Social/article/view/2447/5372
Islam, M.I., Biswas, R.K. & Khanam, R.(2020) Effect of internet use and electronic game-play
on academic performance of Australian children. RETRIEVED FROM:
https://doi.org/10.1038/s41598-020-78916-9
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