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CHAPTER 1
INTRODUCTION
Considering intensely our lives involves technology at all ages, it is not difficult to
understand that technology use turned into a habit for different uses, from gambling to
computer screen to sharing tips or recipes. We spent several hours in front of a screen
for different purposes that our defined by our interests, needs, or motives.
Before technology, there were toys and play grounds. In city life, the outdoor
activities of children have become limited because of huge shopping malls and small,
restricted playgrounds. With the developments in the digital gaming industry, children
have started excessively using technology has pastime. A few decades ago, no such
things as virtual games are characters existed; most of the problems that we are dealing
right now regarding the children and adolescents have been associated with the
The growing population of the online computer games and its various effects do
inexpensive in the sense that the internet connections for the online games are easily
accessible everywhere and anywhere and affordable these days. These aspects work in
caught the youth or student attentions to respond. These of qualities of online game
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advertisement give it immense influence over a vast range and sizeable number of
The general aim of this study was to determine the Influence of Online Game
Activities on the Study Habits of Senior High School Students of Marbel School of
Science and Technology, Inc., Purok Upper Valley, Brgy. Sto. Niño, City of Koronadal
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PRK. UPPER VALLEY, BO.2, KORONADAL CITY
In this study, the influence of online games activities on the study habits was
revealed by the respondents and significant others. Further, this study showed whether
School Administrators: This study could provide school administrators the needed
information about the influence of online game activities on the study habits of the
students that help them avoid playing online games so that they can focus on their
studies.
Teachers: Knowing the influence of online game activities on the study habits of the
students, the teachers would be able to plan effective strategies to help their students to
avoid playing online games so that the study habits would not be negatively influenced.
Parents: This study would inform parents of the negative effects of online game
activities so that as a result, they would encourage their children to focus on their
studies.
Students: This study could make students to become aware in playing online games
realizing that the assistance of the school administrators, teachers and parents must be
Researchers: This study would inform findings of previous investigations about this
problem, as well as providing the data that could inspire any future researcher to
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This study focused only on the influences of online games on the study habits of
the fifteen (15) Senior High School of Marbel School of Science and Technology, Inc.,
Purok Upper Valley, Brgy. Sto. Niño, City of Koronadal, School Year 2019-2020.
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Chapter II
This section has included the concepts that guide the researchers in conducting this
study and which were used to formulate the conceptual framework. This portion have
also an attempt to present views, findings, perceptions, and ideas of different author
locally and abroad who have conducted researchers and studies related to this work
CONCEPTUAL FRAMEWORK
game activities on the study habits of senior high school students of Marbel
ONLINE GAMES
ONLINE GAMES
Online games, like other media, have taken some time to register on the
academic radar screen, Film, although treated seriously early on (e.g. M’nsterberg,
1916), was not considered an entirely valid research field until the 1960’s which saw the
birth of actual academic departments. Games, now 40 years old, start quite suddenly to
attract attention from a wide range of disciplines. Only five years ago it would be
possible to survey the entire field of game research without raising much of a sweat.
elementary school classroom was not new but rather extended to the very early days of
industrial arts education. Formal elementary school industrial arts hit a high point in the
1960’s and then dropped off by the late 1980’s, technology education had re-emerged
education at the elementary level goes largely unrecognized because it was tucked
away within instructional units alongside Mathematics, Science, Social Studies and
other subjects. This is a realistic way to promote learning experiences with technology.
made between experiences with technology and experience at work, school, play,
permeates the elementary school curriculum may different ways. Computer games,
especially adventure games, attracted the attention of literary scholars quite early on.
Adventure games such as Adventure and Work, although primitive, were obviously
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Griffiths, M. D. (2010) said to his article entitled “Video Games Playing, Addiction,
and the Role of Context”, despite the potential negative side of online gaming, there
was lots of evidence suggesting that gaming could have very positive effects in peoples’
lives.
therapeutic and help people deal with every day stresses and strains. Our research
shows that many gamers love the fact that playing games leads to time loss. This is
more positive than drug use, drinking alcohol or other activities like gambling.
Asgamusam, et. Al (2016), found in their study that computer games had positive
effects on pupils as these gave one’s brains a real work out. In many video games, the
skills required to win involved abstract and high level thinking. These skills were not
even taught at school. Some of the mental skills enhanced by video games included:
problem solving and logic, hand-eye coordination, fine motor and spatial skills, planning,
resource management and logistics, quick thinking, making fast analysis and decision
An online game is a video game played over some form of computer network.
This network is usually the internet or equivalent technology, but games have always
used whatever technology was current: modems before the Internet, and hard wired
terminals before modems. The expansion of online gaming has reflected the overall
expansion of computer networks from small local networks to the internet and the
growth of internet access itself. Online games can range from simple text based
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many players simultaneously. Many online games have associated online communities,
making online games a form of social activity beyond single player games.
Study Habits
According to the book entitled “Study and Thinking Skills” by Jesus z. Menoy
(2010), the success of a student in academic work lied mainly on his study habit. This
study period and time (when, how long and how frequently), the study area or place, the
courses of study (what), the study goals (why), and the study activities (how) were
aspects of these habits. These were indicators of a students’ success in his academic
life.
Study habits are good if they serve to benefit the student as in pasty quizzes and
periodical test or even getting high marks. On the contrary, a student had bad study
habits if, instead the having passing scores, he obtains failing ones or tends not to cope
with his classes. To succeed academically, a student has to develop several skills in
studying, among which are organizing or planning, scheduling, managing time, and
memorizing. Those who desire to become consistent clean listed and academic
memory work. Those who fail to develop these skills are likely to flunk or to be future
dropouts. Kizlik (1997) stated that each student doesn’t have the same study needs.
They study differently, and there are some study habits that work for one student but
may work for another. However, there are some general ways that seem to produce
good results. No one would argue that every subject that the student has to take is
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Keleey (1997) said that there are also factors that a student must consider in
choosing his her study place. One factor is the time of day. A bad study environment
can distract a person. If the student is uncomfortable with his or her environment, due to
some causes like the temperature is too hot or too cold, it might disturb the student in
doing his or her works. Not a single person could focus twenty-four hours a day. Each
person has his or her own time of day that he she is most productive. Some students
work best on their homework or any school work immediately after school while some
need time to rest before they do their works. The student should know the exact time for
As gleaned from Wikipedia many different factors affect the study habits of
students. The ability to study and concentrate can be increased by finding a quiet place
where you can concentrate. Distractions such as phones, chat rooms, instructional
materials and text messaging, television, video games, and computers can decrease
one’s ability to learn. Whatever is going on around you and inside your own mind is
According to Menzel, as cited by Rana and Kausar (2011), many students fail not
because they lack ability but because they do not have adequate study skills. Students
who have difficulty in college frequently do not have adequate study habits that affect
their academic achievement. A central problem noted was that many of these students
had not learned how to take effective notes and manage time for studying. Nagaraju in
(2004) pointed out that for good academic success, good study habits and attitudes are
important. Study habit is the pattern of behavior adopted by students in the pursuit of
their studies that serves as the vehicle of learning. It is the degree to which the student
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environment that is conducive to studying. Study attitude; on the other hand, refers to a
student’s positive attitude toward the specific act of studying and the student’s
A substantial amount of research has examined the role of students’ study habits
and their attitudes to study on academic performance. The study of Osa-Edoh and Alutu
(2012) which examined the usefulness of imbibing in the students study habit, as means
of enhancing their performance, revealed a high correlation between study habits and
student’s academic performance. This suggests that it is only when students imbibe or
cultivate proper study habits that their academic performance can be improved upon.
Efficient study habits are associated with a favorable attitude toward learning in
general. As cited by Otto (1978), beliefs in the value of intellectual pursuits and in the
aspect of a students’ attitude toward education is the value he sees in what he has to
learn.
Definition of Terms
The following terms used in this study were defined conceptually and
Playing Online Games: Is a game that is either partially or primarily played through the
Internet or any other computer network available. Many online games create their own
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online communities, while other games, especially social games, integrate the players'
Access Games: It had been a Japanese Video game developer based in Osaka,
Japan. The studio was founded on 16 January 2002. Former members of development
teams including Kojima Productions and Deep Space who developed Extermination,
joining shortly after Access Games, was founded, and Whoopee Camp, who developed
Tombal and Tombal 2: The Evil Swine Return. Access Campus are most well known for
their 2010 open world survival horror game Deadly Premonition, known as Red seeds
Profile in Japan. One of the Company’s most notable members was Hidetaka “SWERY”
Suehiro, who was writer and director of Spy Fiction and Deadly Premonition.
In 1958, the world’s first world computer game, a rudimentary two player tennis
game, was created to entertain visitors on the Brookhaven National Laboratory. Since
then, the computer/video game industry has become one of the most aggressively
growing business sectors in the United State and in the whole world. Obviously, games
are emerging as one of the most dominant forms of entertainment. This trend goes
further as of the increasing penetration of high speed internet connection and the
people depend on it. What is worse, a large number of people have become addicted,
especially to online game addiction. On 2007, the population of the online gamers
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including China, Korea, Vietnam, Japan, U.S, and Canada. In South Korea, 2.4% of the
population, ages nine to thirty-nine were believed to be addicted to online games, and
Activity: It was student’s daily routine that made them active, especially toward their
behavior or actions on a particular kind of situation. It was the student’s specific deed,
After Classes or Dismissal: It was a time that the students were out after their class. It
Before Classes Start: Usually, it was the time when the Senior High School entered
authority, a greater degree of user control over the video gaming hardware and software
During Noon Break: It was a time that the students regularly took their lunch. It usually
happened 11:30 in the morning to 12:30 in the afternoon. It was the time when the
During Non- School Days: These were the days students did not have a schedules to
Games: These were physical and mental activities or contests that have rules that the
Senior High School Students: These were the respondents of the study.
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the power to cause changes without directly forcing them to happen. It was the action or
process of producing effects of playing online games on the students study habits.
through a corporate or through the Internet applications. In this study this refers
Marbel School of Science and Technology Inc.: It was locale of this study, a private
school located at Purok Upper Valley, Brgy. Sto. Niño, City of Koronadal, South
Cotabato.
Playing: It was an activity that students underwent when they did not have classes. The
students engaged in this activity for enjoyment and recreation rather than a serious or
practical purpose.
Students: They were the Senior High School who were enrolled at Marbel School of
Science and Technology Inc. They were the respondents of this study.
Study Habit: It was a style of the students and the environment which and where the
students wanted to study. It was the behavior used by the students when preparing for
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Chapter III
METHODOLOGY
This chapter presents the research design, the locale and research respondents
and research instruments, data gathering procedure and statistical treatment used. A
research paradigm to support the design used in this study is shown in Figure 2.
Research Design
This study was done as a means of discovering new meaning, describing what
existed, determining the frequency with which something occurred, and categorizing
dependent variables.
activities, situations and behaviour. This study was descriptive because the data were
existed in the study. This study was look into the influence of online games to the study
habits of the Senior High School Students of Marbel School of Science and Technology
Inc. This method was used to look into how the students study habits were influenced
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There were 80 Senior High School students who are officially enrolled in school
technique to test their study habits and type of online games that the students engaged
in.
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Sources of Data
These subtopics include the locale of the study, respondents, instruments used
This study was conducted in Marbel School of Science and Technology Inc.,
Purok Upper Valley, Brgy. Sto. Nino, City of Koronadal. The parents of the students
the time when this study was conducted, the school was situated at the center of Brgy.
Sto. Niño, to cater the needs of the resident and student in nearby barangays.
The success of the school community was based from the people working
towards achieving heights of academic excellence through offering programs that would
Research Instrument
The instruments used were Survey Questionnaires on the Online Games Played
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The following steps were observed in the gathering, processing and evaluation of data.
Letter of Permission to the Office of the School Principal of Marbel School of Science
and Technology Inc. for the conduct of this study in this said school. Afterwards, the
Office of the School Principal and facilitated the retrieval of the survey Questionnaires.
The data gathered through the questionnaires were collated, tallied, analyzed and
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CHAPTER IV
become inseparable part of human life. It also became the source of entertainment to
humans such as watching videos, surfing the net, using social media sites, and playing
games. Although most of the teenagers today, mostly boys, use technology, such as
computers, to play games. There are actually two types of games you could play; offline
games and online games. Both of them can be played using the computers or any
gadgets. The difference between the two, however, is that offline games does not need
internet while online need fast internet connection. One of the most played games
categories that becomes famous is DOTA. Defence of the ancients or also known as
DOTA is the most popular and addictive game under the said genre. League of
Legends, counter strike, mobile legends, etc. are just some of the computer games that
were played by students. Due to online games, a vast number of computer shops
suddenly appeared. Computer shops located nearby schools are commonly occupied
even during class hours which now became a problem. Influence of video games
towards the students, excessive amounts of times spent on playing online games can
students. It seems that online games, especially multiplayer online role playing such as
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DOTA 2 are most often associated with video games. Addiction presently, online video
games publishers provide neither referral services nor customer care with regards to
video games addiction and this can trigger violence and disruption in the academic
performance of the students. Can causes chaos towards their future. This study aims to
help the individuals manage their time in video games to overcome their encountered to
their academic performance. Computers play a major role in outdoor activities, rather
than running or playing outside, children spends most of their time playing online
games. Online games surely had impact on minds of children. They taking into
consideration, it is positively a great mind exercise and help children explore many
and improve interpretive skills. Some research shows that the students who played
online games are more active and have sharper minds than their counter parts.
However, computer and video games also receive much more negative critics because
games are often coined with issue such as mindless entertainment; enhance social
recluse, sexism and consumerism. Research also shows that students who played
Everyone who plays video games has a different reason for playing, and the usage of
the game leads to different effect for each individual. Childhood bringing peer
influences, precious at school and family issues are all factors that have a strong
connection with the effect of gaming on individuals. Video games may be therapeutic for
some, but the small amounts of people who are negatively affected by gaming impact
are many. Online games may be a disturbance to the study of students, however there
are influences that students can get just by playing online games not only negative
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effects but there are also positive which is you can make new friends and you can
communicate with others, and it can also relieve stress and can help you forget your
problem. Negative effects of online games to the students is, it can affect their attitude
and mind due to addiction. Maybe also one of experience that has more harmful effect
to the attitude or behaviour of the student to their study. Online game is rather than we
called computer games. Nowadays, most of the targets of playing online games are the
students. Students who played too much can’t easily focus and can lose their attention.
QUESTIONS: ANSWERS:
1. How can you study your lessons regularly?
2. How online games can help you study better?
3. How playing computer/online games improve your
way of thinking?
4. How online games affect your study habit?
5. How can you consider that online game is a stress
reliever?
6. What are the benefits of online games to your study?
7. How online games waste your study time?
8. How playing online games affect your grades as a
learner?
9. How online games help you get your desire
enjoyment?
10. How playing online games you to forget your
personal problems or relieve your uncomfortable
feelings?
11. How online games affect your relationship with
others or in educational?
12. What are the benefits that you can get in playing
online games to our society?
13.
14.
15.
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Chapter V
The purpose of this chapter was to summarize the study that was
recommendations.
Summary of Findings
The general aim of this study was to determine the influence of online
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