Final Prodj
Final Prodj
Final Prodj
High School
Ancajas, Love
Claros, Paula Bianca
Gobalane, Mercedez
Chapter 1:
Introduction
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
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
What is the correlation between online gaming and academic performance of senior high
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
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
The study was conducted in Lim-ao National High School. The students of the mentioned
Engaging in gaming related activities has effects on the cognitive and social aspects of a
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
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
1. Are there any connections between senior high pupils at LNHS who play online games
2. Is there a connection between the amount of time Senior High students in LNHS spend
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,
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
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
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
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.
2.2 Hypothesis
Playing online games affects the student’s academic performance. To give directions to the
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
For a better comprehension on this study, the following definitions of terms are provided:
Online games - refer to games that are played over some form of computer network, most
often the Internet.
Chapter 3:
RESEARCH METHODOLOGY
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
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
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-