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RESEARCH

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Chapter I

INTRODUCTION

“ EFFECTS OF ONLINE GAMES TOWARDS ACADEMIC


PERFORMANCE IN SELECTED GRADE 12
STUDENTS ATCANAN NATIONAL HIGH SCHOOL IN
YEAR 2021-2022”

Chapter I
Problem and its Background
Every student has his own way to relieve his stress by doing different things like reading books,
researching for additional information and doing his assignments. The problem focused on in this
study is the fast modernization of our technology and because of this, students are spending more
and more time in playing online games. According to Dr. Joy Robinson (2016) that the online
gaming is one of the widely used leisure activities by many people. Teenagers who are playing
these online games said that they are playing these games just for fun, to keep away from the
heat of the sun, without knowing that there are a lot of effects of playing these games that are
more than what they think. Playing online games, according to some research is beneficial. It
enables the mind of the players to be more active, especially those puzzle-based games. It helps
the player to come up with decisions in tight situations, especially those adventure games that
keep the players to be alert, active and strategic. Playing these types of games makes the player
experienced different feelings because it is as if the player is really the one taking the challenges.
Despite those benefits, playing these games also bring negative effects. It requires much of the
player’s time, leaving school activities and home works unattended.

Gaming addiction is associated with higher rates of anxiety and depression, and poorer academic
performance (Peukert et al. 2010). Computer gaming addiction is positively correlated with
achievement motivation, sensation-seeking, a positive evaluation of one’s intelligence, and a
negative evaluation of one’s skills in interpersonal relationship. In a sample of Filipino
teenagers, 6.3% of subjects fulfilled the authors’ diagnostic criteria for gaming addiction. These
adolescents were mostly male and had low educational backgrounds (Klaus et al. 2009). Gaming
addiction is negatively associated with academic achievement. So far there are no studies
conducted as to the percentage of senior high school students who are hooked to online games,
thus, this study would like to find out factors why senior high school students are addicted to
online games. The researcher asked some student about their experienced in playing online
games. According to the student of Grade 12, They experienced that playing online games can
affect their academic performance. The addiction to online games can lead to procastination and
laziness of the students and can affect how they do or finish their tasks for school. The
researchers and the observers would like to know the reasons and effects in exposing online
games. There are many ways to spend their vacant hours, but why a lot of student choosing to
play online games. The research problem that we are going to solve needs a lot of attention and
studies in order to understand and answer this kind of problem.

The main objective of this study is to give attention to the student who are addicted in online
games and change their mindset that online games is one of the reason why their academic
performances are affected. Based on the researcher’s opinion and experiences, online games
really affect the academic performances that will lead to poor academic performance of the
student. So that the researcher will do their best to find an answer to this kind problem.
Statement of the Problem The goal of this study (Cohort Design) is to identify the possible
EFFECTS OF ONLINE GAMES TOWARDS ACADEMIC
PERFORMANCE IN SELECTED GRADE 12 STUDENTS AT CANAN NATIONAL HIGH
SCHOOL IN YEAR 2021-2022
Scope and Delimitation The focus of this study are the student of In this study, the researcher
will gather data and information in the said school. The researchers will only focus in this
particular school and by not gathering data and information in other institutions. The researcher
will use the statistics Design in this study.

The researcher should be use simple method and sampling procedure and accept the result of the
research when it is done. The respondents of this research are the selected Grade 12 student of
SHS. The research will be carried through the school premises. The research will be complete
within the campus.

Significance of the study on this study, the beneficiaries are not only the researcher but also the
student, parents, administrator and the teacher. And when the research is done, there are many
benefits that can be absorb by knowing and understanding the effects of online games on the
students. After this study, there will action that will be done by the school to change the mindset
of the student about playing online games. So that the student that will engage and addicted in
online games will be lessen and decrease.

The findings of the study were found relevant to the folowing:


the findings of the study will help the Administrator to be inform in the situation of the student
and think a possible way that there are going to do like different programs so that the student
spend their time in this kind of activities. Teacher – the findings of the study will help the teacher
to know what is the reason why some student are not focusing on their academic performance
that will lead to the student

learning of difficulties and think a possible activities that every student will enjoy and
participate. Parents – the findings of the study will help the parents to be alert that their children
is having a difficulties in class and to guide them to change the student’s mindset in terms of
playing online games. Students – The findings of the study will help the student to identify its
effects on their academic performances and realize that this effects may affect the student
learning of dificulties. Researcher – the findings of the study will help the researcher to know
what are the effects of online on learning difficulties of the student. Future Researchers– the
findings of the study will help the future reseacher to know about this study and to give some
information that they can help them to conduct a research.

Review of Related Literature This chapter discusses different literature and studies related to the
present study which reviewed and applied to develop and construct the concept of the research.
These researches we study about the psychological factor, whether that is factor to the online
game addiction among students. Unlike with substance abuse, the biological aspect of videogame
addiction is uncertain. Research suggests gambling elevates dopamine, but there’s more to
addiction than brain chemistry (Willem de Rooij, Online video game addiction: identification of
addicted,2010). The addict suffers from a psychological component to the addiction. Online
gaming allows a person to escape the real world and change the perception of self-worth (Willem
de Rooij, Online video game addiction: identification of addicted, 2010). An online gaming
addiction is not that far from drug addiction. Both are searching for a way to make they feel
better. The lure of a fantasy world is especially pertinent to online role-playing games. These are
games in which a player assumes the role of a fictional character and interacts with other players
in a virtual world. An intelligent child who is unpopular at school can feel dominant in the game.
The virtual life becomes more appealing than real life. Too much gaming may seem relatively
harmless compared with the dangers of a drug overdose, but experts say video game addiction
can ruin lives. Children who play four to five hours per day have no time for socializing, doing
homework, or playing sports leaving little time for normal social development.

According to study, playing the online game features online gamer participants may view the
games as source of providing diversion and filling time. “The biggest risk factor for pathological
video game use seems to be playing games to escape from daily life,” said Joe Hilgard, lead
author of the study and a doctoral candidate in the Department of Psychological Sciences at
Missouri. “Individuals who play games to get away from their lives or to pretend to be other
people seem to be those most at-risk for becoming part of a vicious cycle. These gamers avoid
their problems by playing Online Games, which in turn interferes with their lives because they’re
so busy playing Online Games (Peters 7 et al, 2009). Internet addiction gives the gamer to the
unique psychological properties which is the users increase their use of these internet services,
such as PLDT, Converge, GLOBE and the utility they gain from each usage does not diminish,
leading not only to self-destructive addiction but also to social ills. When a problem, playing
video games can interfere with real-life obligations such as work, studies and players can end up
lying about playing online games. The study found that “problematic” online game use can have
similar effects as other addictive activities, such as abusing alcohol (Inwon Kang,2011). Games
addiction shows the bad effect among the people nowadays. Addiction to the internet shares
some of negative aspects of substance addiction and has been shown to lead to consequences
such as failing school, family and relationship problem. It can make the people who has addicted
will feel that the games can provide opportunities for achievement, freedom and even a
connection to the players. Those benefits trumped a shallow sense of fun, which doesn’t keep
gamers as interested (online gamers anonymous, 2010). The role of media in advertising the
games also make

more cause why the games addicted will be more interested with those games.The advertiser
spent php.80 million to reach game players, this spending is expected to top php.400 or more
come daily by 2020 (SWS 2013). Internet addiction is a relatively new phenomenon in which
social workers and psychologists are unaware of and are thus unprepared to treat at present. Mu
(2013) points out that some of the main symptoms of Internet and online game addictions,
including the decrease in friend and face-to-face interactions during the pandemic with others,
become infrequent while the member of friends in the virtual world exponentially increases.
Ultimately, the psychokinesis becomes weaker and weaker over time. This means that after a
long time of playing online games, the players begin to realize the dangers of online gaming. At
this point players generally try to play less as they try to orient themselves back to the demands
of society. As of today, most people relate online games to low academic performance. Through
the years, studies have yielded different results. Some often say that they are co-related when
some say that they are not. According to Anderson and Dill (2009), there is a negative
correlation between the two. Thus, meaning that there is no relation between the number of hours
played by a player and his grades. At times, the students defend the games they are playing by
saying that they do learn something from it. A paper from EDUCAUSE backs these students up
by suggesting that the faculty learn and know about these games so as to help students in in class
learning experience (Hitch and Duncan, 2010). Furthermore, another paper claims that these
games are not just for entertainment (Shaffer, Squire, Halverson, & Gee, 2010).

Klimnt et al. (2009) said that violence game are enjoyable especially for human male because the
culture is idealized hyper-masculine gender ideal. Violence is perceived as manly. Hyper-male
ideology believes in socio-evolutionary theory says that only the strong will survive. Destruction
on virtual world can be beneficial if it is used properly like a channel to safely release anger and
aggression. There will be no one harmed because blood, fire and debris in online video games
are only pixelwork, and all experiences are simulated and virtual. The negative thing will occur
if a player apply violent experience in virtual world to the reality. In this case Klimnt suggests
that heavy users of violent video games should posses a higher cognitive ‘preparedness’ for over
riding moral concerns as well as for avoiding violent behaviours in real life According to
Craton,J.(2009), the physical consequences of Online gaming addiction includes the Carpel
tunnel syndrome in which the main nerve between the forearm and hand is squeezed or pressed.
Migraine headaches that normally begins in a small spot and slowly spreads and giving you more
pain that can cause you to vomit. Sleep disturbance which includes insomnia, narcolepsy and etc.
Backache, because the gamer stays on one position for a long period of time. Lack of movement
that can cause stiffness and soreness, worse, it can cause chronic back problems. According to
Kuss & Griffiths, teens who play online games are just having fun. They do not just 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 works and through playing it will
relive their stress. Several studies in psychology have found out that increased time spent on the
Internet can lead to negative impact on a person's ability to communicate appropriately face-to-
face with friends, peers, family

members including parents. Studies revealed that the human brain is easy to destruct and one of
the reasons is using technology. The education system tends to go with the flow with this
constant change in the society in order to get things relevant with the generations today.

Review of Related Study This chapter discusses different literature and studies related to the
present study which reviewed and applied to develop and construct the concept of the research.
Online Gaming: Impact on the Academic Performance of the Students in CNHS
In the Psychological effects of videogames on young people: A review by Lavinia McLean and
Mark Griffiths (2013), the study sought to determine (a) the role and impact of video games in
the lives of young people within a technological society, and how this impact can occur (b) The
exposure of young people to violent video games may viewed within the context of risk factors
for the development of aggression and as such an understanding of the research within this area,
online gaming can be addictive. The research has tended to concentrate on negative aspects, such
as excessive play and addiction. Instead of spending their hours on studying and doing their
homework, children spend their time on playing computer games.

Online Game Addiction Among Senior High School Student Online games can be addictive and
that some online games have been associated with aggressive behavior. However these studies
have been relatively controversial as they examine these factors using self-report methods and
artificial scenarios. This type of research is fraught with problems and criticism. Stated the
computers have become a part of man’s life. Almost all the things around us were made by
computers with the aid of modern machines. Associated with the computers is the internet where
we can find online games. Online game has a big impact to children especially to teenagers.
They tend to be hook by the computer. On the other hand, online gamers can also benefit on
playing online games. A great variety of forms have been developed and put into practice to
enhance learning, offer solace, to drive away boredom, and/or to persuade players to adopt
certain actions and opinions. The game play improve various thinking skills but that it can also
boost cognitive speed for those who play action games and can also improve cognitive accuracy
for players who solve puzzle and strategy games Bushman (2013) The more you play, the more
aggressive you become: a long-term experimental study of cumulative violent video game effects
on hostile expectations and aggressive behavior, violent video games increase aggression.

EFFECTS OF ONLINE GAMES TOWARDS ACADEMIC


PERFORMANCE OF SENIOR HIGH SCHOOL STUDENTS AT CANAN NATIONAL HIGH
SCHOOL IN YEAR 2021-2022

last stand and non-violent video game tetris. Tracy Miller (2013) add because computer game
addiction is a new development in the world of mental health, treatments are not as well
established as those for depression, anxiety, anger, etc. Most interventions take a cognitive-
behavioral approach which involve changing how the addict thinks about the addiction Lojo
(2009) conducted a study on the effects of playing computer games on the academic performance
and behavior of high school students. The results of her study disclosed that to maintain the good
academic performance of students, parents should set limits on how often and how long their
child is allowed to play video games.

Impact of Online Games on Students Academic Performance 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 21
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.
(2009) conducted a study on the effects of playing computer games and students’ profile in the
socialization and academic performance of selected students in Canan National High School.
The study concluded that 18 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.

Effects of Computer Gaming on High School Students’ Performance in Los Baños, Laguna,
Philippines Studies indicate that children who play computer games can improve visual
intelligence skills. Parents believed that computer use is related to better academic performance
of the children. It was found that high school students who used educational software at home
scored significantly higher on computer literacy tests than other students. Computer use at home
is also associated with improvements in general academic performance. Other studies also found
that students who own computers at home had higher over-all grades, particularly in Math and
English, than those without home computers. On the other hand, a study done in Taiwan by
Chuang and Chen (2009) investigated and discovered that digital games improve children’s
cognitive achievement and can facilitate student’s cognitive learning process. Moreover, the
findings indicated that digital game playing not only improves participants’ fact/recall processes,
but also promotes problem-solving skills by recognizing multiple solutions. However, the
question on which type of digital games works best for students was not discussed in the study.
Effectiveness Of Online Gaming Inside The Classroom According to The academic research,
playing computer games may not be all that bad for your children.

Skills obtained from playing computer games may help your child learn unlikely when it comes
to his studies. If your child is struggling in one of his school subjects, there are many educational
computer games available for him. There are math and reading related games that may help
boost your children skills. These games can be both fun and educational for your children some
studies have found that video games are similar to addictions such as gambling which create
negative social effects. Massively multiplayer online role playing games have been called
heroinware because they are simultaneously competitive and highly social and other studies have
noted positive aspects of the games such as the ability to experiment with aspects of individual
identity which do not come out in public. Causes and Effects of Online Video Game Playing
among Senior High School Students According to the Students that Addiction to the internet
shares some of negative aspects of substance addiction and has been shown to lead to
consequences such as failing school, family and relationship problem (Brian. D. NG, M.S &
Peter. W. H, 2010). It can make the people who has addicted will feel that the games can provide
opportunities for achievement, freedom and even a connection to the players. Smyth's research
found that online games create greater negative consenquences in health, well-being sleep,
socialization and academic performance of a person but also gives positive result like enjoyment
in playing and interest of having friendship online.
Playing video games can give some positive benefits, such as improved hand-eye coordination
and the potential for improved academic skills (as when “educational” games are played)
(Charles, 2011). According to Raise Smart Kids: “The Good and Bad effects of video games”.
Certain type of video games can help train kid to follow instruction as well as helping them
develop their problem solving and logical thought processes. Kid can also learn inductive
reasoning and hypothesis testing.
Theoretical Framework
Game theory is the study of human conflict and cooperation within a competitive situation. In
some respects, game theory is the science of strategy, or at least the optimal decision-making of
independent and competing actors in a strategic setting. The key pioneers of game theory were
mathematicians John von Neumann and John Nash, as well as economist Oskar Morgenstern.
Systems theory has two branches, general systems theory and ecological systems theory.
Systems theory is about how the different parts put up a whole and within the whole they interact
with each other. It emphasizes on connections between individuals, environment and effective
functioning (Payne, 2005, p.142-143). Differences and values between systems theory and other
theories are that systems theory focuses and deals with ‘whole’ and while other theories only
analyze parts of the whole (Hanson cited in Payne 2005, p.142-143). However, the parts of the
systems interact in many different ways, which explains that systems have both equifinality and
multifinality. Equifinality is about how different methods can lead to the same results i.e., there
are many factors that can lead a person to become addict to online games. For instance the
friends or relatives of a person may play online games a lot, which can influence the person to
start playing games and later to get addicted to it. The other example may concern the
competition and challenge among these students who are full of ambition to play online games.
They are eager for more success and higher score than others and therefore have to pay more
time on playing games. Research carried out by the center for Internet Addiction Recovery
(Young, 2010, p.357) revealed that some of the younger hardcore gamers suffered from
emotional disorders that prevent them 14
from properly socializing with others and they thus turned to MMOGs as an outlet to experiment
with various aspects of their personality, or it can simply be influenced by the environment that
gamer is in. One of the commonly stated factors in that psychologists blame for online game
addiction is the rapid development of technology. Young (2010) states that the evolution of the
video game from a single player game to an interactive multi-player world induces the players to
has the ability to control and alter the universe where they are in and via their character they
transform these games into “self-contained, three dimensional societies” (Yong, 2010, p. 357).
Over time as the player continues to transform this new world of their online, player’s character
begins to seep into their outgame life and the brain begins to identify this character as being the
true reality. On the contrary, multifinality concerns that the same situation can have different
outcomes, e.g., two people have the same group of friends who play online games a lot, one of
them may start playing with their friends, and another may go finding some other interesting
things instead of playing games (Payne, 2005, p.145). Systems and ecological perspectives focus
on the effects of one individual on another and the interrelated and interacted connections
between each other. It presumes that every part in the system is necessary and interrelated in
order to maintain the system itself (Payne, 2005 pp.157-158). Our research focuses on the
relationship between gamers and their families, the health of the persons as well as the
individuals’ achievements in school. There are three major systems around an individual from
these perspectives, in which the individual and its closest connections on micro-level, authorities
and institutions are regarded on macro-level, and the community and local environment are being
seen on the meso-level (Healy 2005, ch.7).

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