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A study on the relationship between Online Gaming and Academic

Performance of Senior High School students in Lim-ao National

High School

Ancajas, Love
Claros, Paula Bianca
Gobalane, Mercedez
Chapter 1:

Introduction

Background of the Study:

In the recent years, online games have become increasingly popular among the youth. With the

widespread availability of smartphones and computers, more and more students are spending

their free time playing online games. Online games are virtual games that played over the

internet with other players from around the world.

The impact of online games on students has been a topic of discussion among educators and

parents. While some argue that online games can have a positive impact on students, others

contend that they can have a negative impact on academic performance. Therefore, this

research paper purposes to study the relationship between online games and academic

performance among students in senior high school of Lim-ao National High School.

1.1 Rationale

The computer and the online game industry have grown considerably over the past

decade. In 2015 a study conducted by the Kaiser Family foundation: “Generation M: Media

in the lives of 13-18 years old”, showed that over 93 percent of teenagers had online game

players in their home and 72% percent of the time are engaging in gaming. The widespread

of online games has led to a series of questions. The most common question discusses the

effects of gaming on academic performance of the gamer. Researchers have found that
each situation should be handled independently because the effects vary from individual to

individual. This research aims to comprehend the various effects of gaming in a student’s

academic performance. We aim to expose the 1.) Time spent in playing games; 2.) how

often they play games; 3.) Last year’s general average.

1.2 Statement of the Problem

What is the correlation between online gaming and academic performance of senior high

school students in Lim-ao National High School?

1.3 Scope and Delimitation

This study focused mainly on the level of effects of online gaming on academic performance

of senior high school students of Lim-ao National High School, School year 2022-2023.

In this study, the student’s performance refers to the average grade last year, 2022 for

grade 11 students and 2023 for grade 12 students.

In gaming industry, we chose the Defense of the Ancients 2 (DotA2) and Mobile Legends

because as technology has advanced this far, these popular games are booming in the nation.

DotA2 which is considered the most popular old video game which is famous for its huge prizes

and popularity is now having a huge impact of the gaming industry. Mobile Legends on the

other hand, has become popular in Southeast Asia, it is a game playable on mobile phones

which most people have nowadays. The level of effects of online gaming focuses only on the
time spent in playing games and how often they play games. The student’s last year’s general

average was also put into consideration.

The study was conducted in Lim-ao National High School. The students of the mentioned

school served as the respondents of the study.

1.4 Significance of the Study

Engaging in gaming related activities has effects on the cognitive and social aspects of a

student. Gaming has also an impact on the attitudes of the students.

The information stated above are important parts of Adequate and Efficient Academic

Performance. A study conducted by “Pew Research Center” reveals that 59% of females and

84% of males from 13-17 engage in gaming related activity.

Although this is not the exact age group of Senior high school students, this study shows

a large portion that teenagers are engaging in these activities. This study also emphasizes that

gaming has become a larger part of most of these teenagers’ lives and it has a great impact on

how they live their lives.

1.5 Objectives of the Study

1. Are there any connections between senior high pupils at LNHS who play online games

and their academic success?

2. Is there a connection between the amount of time Senior High students in LNHS spend

playing online games and their academic success?


Chapter 2:

REVIEW OF RELATED LITERATURE

Foreign Studies

According to Anand (2007), the penetration of online games into the Philippines alone is

huge, with at least 90% of homes having children that have played (rented or owned) online

games. This is a record level that continues to increase. 55% of console players and 66% of

online players are over 18. The college demographic seems to be the major group of gamers

simply because they have a lack of parental supervision and they have more flexible schedules,

allowing for more play time (Anand, 2007).

In overviewing the research, one main concern seems to be whether the playing of

online games impacts academic performance in a negative or positive way and what those

consequences are. One study done by Anand (2007) found a negative correlation between the

amount of time spent playing online games and the GPA and SAT scores of students. This

means that GPA and SAT scores decreased as time spent playing increased. However, Anand

(2007) did recognize the limitation of using SAT scores because they represent a one-time

standardized score. Using GPA is more credible because it represents a continuous

measurement of school performance.


Shao-I, Jie-Zhi, and Der-Hsiang (2004) also studied addiction (no definitive definition was

given) and noted a decrease in school performance when the student was addicted to gaming.

They found that gaming Modern Psychological Studies (2011) 17: 37-44 38 addiction physically

impacts academic achievement because the student is too involved in the game to do

homework or prepare academically.

Jackson et al (2008) found that time spent playing games was a negative predictor of

academic performance and that those who played online games more often had poorer grades

than those who played less.

Jaruratanasirikul, Wongwaitaweewong, and Sangsupawanich (2009) found that the

excessive playing of online games (five hours or more per session) resulted in school grades

that were below a 3.00 average, and that time spent playing was a predictor of academic

performance.

2.1 Conceptual Framework

Online Games (Mobile Performance of selected


Legends and DotA 2) students
- Game time
 Academic grades

2.2 Hypothesis

Playing online games affects the student’s academic performance. To give directions to the

given statement of the problem, the following hypothesis are formulated:

1. There is a direct relationship between gaming and academic performance.

2. There is an inverse relationship between gaming and academic performance.


3. There is no relationship in gaming and academic performance.

2.3 Assumptions of the study

Playing online games is a hindrance towards the level of academic performance of the

students. The higher the game time, the lower the academic performance as measured

through grades with lower study time. Respectively, the lower the game time, the higher

the academic performance with higher study time. Thus, the relationship between playing

online games and academic performance is inverse.

2.4 Definition of terms

For a better comprehension on this study, the following definitions of terms are provided:

Academic Performance - or "academic achievement" is the extent to which a student, teacher

or institution has attained their short or long-term educational goals.

Gamer - a person who plays online games or participates in role-playing games.

Online games - refer to games that are played over some form of computer network, most

often the Internet.

Online Gaming Addiction - also known as gaming disorder or internet gaming disorder is

generally defined as problematic, compulsive use of video and/or internet games, that results in

significant impairment to an individual's ability to function in various life domains over a

prolonged period of time.


Respondents- a person who replies to something, especially one supplying information for a

survey or questionnaire or responding to an advertisement.

Chapter 3:

RESEARCH METHODOLOGY

3.1 Research Design

This research falls under the cross-sectional studies under descriptive type of quantitative

research. This focuses on the variables of interest the relationships between them. The

variables of interest in this research are the academic performance of senior high students

and the time and frequency of online gaming being undergone by the senior high school

department in Lim-ao National High School in the school year 2022-2023.

3.2 Respondents of the Study

The grade 11 and grade 12 department of the senior high school department in Lim-ao

National High School are the main respondents in this study. The respondents of the study

consist of the 45 randomly selected students in the aforementioned departments in the

year level 2022-2023. The researchers had a total of 45 respondents, which 5 were

randomly selected from each of the sections of the entire senior high school departments.
3.3 Instruments of the Study

The instrument being used by the researches in this study was a questionnaire or survey.

This was the chosen instrument to be used in the study because of its efficient and quick

process of gathering the needed data for the research. The data that was being sought after

was the frequency and time spent on online gaming for the senior high department of Lim-

ao National High School.

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