Académique Documents
Professionnel Documents
Culture Documents
Department of Education
Region IV- A CALABARZON
Division of Batangas
SENIOR HIGH SCHOOL IN MALVAR
San Joaquin Road, Poblacion,Malvar,Batangas
E-mail Address: shsmalvar2016@yahoo.com
Chapter 1
Introduction
Game is one of the greatest technology industry right now. Developer can
get so many advantages, for example Destiny. Destiny has already smashed
analyst expectations for first-week sales with a $500 million launch. From this, we
But now, gaming could make parents worry about their child. Game
addiction certainly is a bad addict. This condition make anxious for some side. Is
I’ve heard the desperation and concern in the voices of many, many
parents whose kids seem to spend all their time playing video games, as if
Stopping video games for any reason has a long-lasting negative impact
violent when he is unable to play. Child are stealing gaming disc from stores or
friends, or steal money from others in order to buy gaming disc, more than once.
He frequently lies about how much time he spends playing video games. So what
can you do to limit video game playing and create healthy boundaries around it?
alcohol or drugs addiction. Like the expert from Amsterdam say, ‘they are
But these addicts aren't hooked on drugs or alcohol. They are going cold
turkey to break their dependence on video games. The lure of a fantasy world is
player assumes the role of a fictional character and interacts with other players in
a virtual world.
"become dominant in the game." The virtual life becomes more appealing than
real life. We must respond to this problem seriously. So far on this problem, no
one can find why this problem easily happen and relatively difficult to be solved.
It’s important to be investigated to know why are computer games addictive, how
common is computer game addiction in children, what are the effect, so we can
To collect data to support this research, I will make the survey that will be
answered by the children that likes playing video game, the parents, and the
game developer. Maybe Game Tech college students and game makers can be
the informants o get their opinions and the information about video game. We
can use their opinions to underlie the problems and find some solutions that we
can use, both for parents and addicts themselves. In order to adequately define
the terms, “online game” has first to be broken down into its basic components:
At its very basic situation the term online can be referred to any activity
that is taking place via use of the Internet. Game on the other hand according to
over some form of connection or computer network.In the research of Ahn and
Randall (2008) on computer game addiction, they define game addiction on the
basis of the definition used by the Center for Addiction and Mental Health based
in the US.
exhibit excessive or compulsive use of computer and video games. Many cases
have been reported in which users play online games compulsively, isolating
with family and friends, or sports. Out-game life should spent times on academia,
communicate with family members and sport etc. But game players see the in-
This means they spent almost all the time to play online game.Ahn and
Randall (2008) discovered that MMOGs affected both social and academic
most of the addicts are reported to be involved in arguments with both friends
and teachers.
The rise in the use of the internet has led to many changes in our daily life.
In particular, this rise has also led to the rise of online gaming. Online gaming
can refer to any type of game that someone can play through the internet or over
a computer network. Most of the time, online gaming refers to the video games
played over the internet, where multiple players are in different locations around
the world.
In most cases, online games are freeware programs that can be used for
an unlimited time and are available for free. Most percentage of web games
Because of that, they feature more primitive game play than downloadable
internet connection.
console, such as Xbox or Play station that’s connected to the internet. Some
amazing extent. Things like streaming 3-D animation graphics with superb
surround sound stereo now have the ability to make all addicted to gaming.
of reasons. Gamers can easily find opponents of a similar skill level when playing
Nowadays, more and more people are starting to use the Internet. At the
same time, online games have become extremely popular among the young
gaming has become one of the most addictive Internet activities nowadays (Wan
&Chiou, 2006).
young people start to play online games as well the reason behind why does they
play such games that affects their daily lives and activities.
There are many benefits that Internet not only acts as an entertainment
tool, but also an important professional resource for work, communication as well
as education. However, despite all of its inherent advantages, the Internet also
has its drawbacks and that is what we would like to find out!. Although the
For some people who play online games, the Internet acts as an enabler.
It is used to feed an addiction, which by its very definition interferes with daily life,
the Science Daily website (2007), online games may have significantly negative
and interfering with important reaction of out-game life actions, such as academic
performance, health and social life. For purposes of clarity, in the rest of this
Games" or "MMOG".
Conceptual Framework
amount of playing computer games. Rather than engaging in the real world, an
addicted user devotes the majority of his or her time to gaming ( Conrad, 2011).
Shumaila Yousafzai (2009) from Cardiff Business School said popular online
video games warned players not to overuse their products.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
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
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
Over time as the player continues to transform this new world of their
online, player’s character begins to seep into their out-game life and the brain
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).
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
school. The process, connecting with how relationships and interactions occur,
what they consist of and how they turn out, is an important view of system
theoriesParents across the globe are increasingly concerned about their sons
onlinegaming habits.
They are sure that there is a problem but counselors unfamiliar withonline
(Young,2009, p.4).
Fraser (2012) mentions that kids are among the most vulnerable to video
gameaddiction, experts said, and may become violent when their "drug" is taken
away. Video game and Internet addiction usually point to other mental problems
.Kimberli Young (2009, p.12) says, not only are children, teenagers, and
adults arebecominghooked to online gaming. While such cases are rare, mental-
health professionals say the fantasy worlds offered by computer and video
games can become the stuff of very real addictions that destroy marriages and
careers.
People of all ages are quickly becoming immersed in this virtual fantasy
world whereby they can easily escape problems in their lives. As in any treatment
program, the primary step to take in the path, according to Kimberly (2009, p.18),
addicts frequently employ and that effectively stops them from accepting
effectively than it would otherwise. Tracy Miller (2013) add because computer
are not as well established as those for depression, anxiety, anger, etc. Most
Research Paradigm
1.1. Gender,
1.2.Age and,
QUESTIONAIRE ACTION PLAN
1.3.Strand?
2.1. Studies,
2.3. Family?
1.1. Gender,
1.2.Age, and
1.3. Strand?
2.1. Studies,
2.3. Family?
4. What will be the effective way to encourage the students to stop or reduce the
Hypothesis
In this paper, the researchers claim that internet games has both positive
and negative impact on the students of Senior High School in Malvar. This
indicates that not all internet games have the capacity to help the students
improve their academic performance, instead they use internet games in their
own pleasure. Internet games today has a great effect on people’s daily life. At
this point, it can be said that internet games enables people to ensure a practical
communication channel with other people all over the world and perform many
or sharing it with other clients over. But it can also be said that negative use of
internet games can prevent students from improving their cognitive level and
2015).internet games is the rage today, and bully on you if you can’t deal with it.
Internet games changes the way we perceive the world and interact with one
another. In today’s age, no one remains reclusive. From the pings, chat window
to the pokes and emoticons, everything exists to bring people closer, to make the
world comfortable. Today, young kids play with electronic devices like
life. However, as a parent, you need to know how internet games effects on child
development. Most importantly, it’s time you learn these technologies so that you
can relate to your kid’s daily life on the World Wide Web and social networks
(Harini Santhosh 2017). This two researchers stated that internet games is both
This study will be valuable and significant to children, parents, readers and
for it will give them information about the impacts they may get from online
gaming. Parent. This study will help the parents to have enough knowledge
about the impacts of online gaming among their children. Readers. This study will
help the readers to have the understanding about the impact of online gaming.
Future Researchers This may serve as a basis for future research that they will
conduct.
In this paper, the researchers claim that internet games has both positive
and negative impact on the students of Senior High School in Malvar. This
indicates that not all internet games have the capacity to help the students
improve their academic performance, instead they use internet games in their
own pleasure.
Internet games today have a great effect on people’s daily life. At this
point, it can be said that internet games enables people to ensure a practical
communication channel with other people all over the world and perform many
But it can also be said that negative use of internet games can prevent
students from improving their cognitive level and affects their social and physical
and bully on you if you can’t deal with it. Internet games changes the way we
In today’s age, no one remains reclusive. From the pings, chat window to
the pokes and emoticons, everything exists to bring people closer, to make the
world comfortable. Today, young kids play with electronic devices like
smartphones and tablets. Internet games are an active part of your adolescent’s
life. However, as a parent, you need to know how internet games effects on child
development. Most importantly, it’s time you learn these technologies so that you
can relate to your kid’s daily life on the World Wide Web and social networks
(Harini Santhosh 2017). This two researchers stated that internet games is both
Definition of Terms
Online game-. Game that can be run from a internet browser and requires
internet connection.
area
Massive Multiplayer Online Games (MMOG)- are multiple player online games.
The games are differences from regular online games as they have the
game.
CHAPTER 2
This chapter presents the review of related literature and studies that have some
degree of relevance to the current research and that provide direction in the
conduct of the study. They are reviewed to provide a clear background of the
Related Literature
into problematic gaming and gaming addiction especially now that internet use
disorder (which mainly consists of internet gaming addiction) has been included
The amount and quality of research in the online gaming addiction field
have progressed considerably over the last decade but the process is still in its
pathological gambling.
This section suggest what might happen in the online gaming addiction
look for different revenue streams, there is likely to be even the greater media
gambling(king et al.,2010b).
which suggest that, among some players, there might be some genetic
The rise in the use of the internet has led to many changes in our daily life.
In particular, this rise has also led to the rise of online gaming. Online gaming
can refer to any type of game that someone can play through the internet or over
a computer network.
Most of the time, online gaming refers to the video games played over the
internet, where multiple players are in different locations around the world. In
most cases, online games are freeware programs that can be used for an
Shockwave and Java languages. Because of that, they feature more primitive
with superb surround sound stereo now have the ability to make all addicted to
variety of reasons. Gamers can easily find opponents of a similar skill level when
Nowadays, more and more people are starting to use the Internet. At the
same time, online games have become extremely popular among the young
which is the users increase their use of these internet services, 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, and players can end up lying
about playing video games. The study found that “problematic” video game use
can have similar effects as other addictive activities, such as abusing alcohol
(Inwon Kang,2011).
Warcraftplayers to the game and the time they spend playing online, the
relationship thatis also supported among adolescents who are addicted to online
Rooij et al. (2011) show that compared to non-addicts, video game addicts
lower levels of self-esteem. In this study, the results of this comparison for social
anxiety level is not significant Although playing video games is one of the most
popular leisure activities in the world, research into its effects on players, both
At this point, it can be said that internet games enables people to ensure a
practical communication channel with other people all over the world and perform
editing it or sharing it with other clients over. But it can also be said that negative
use of internet games can prevent students from improving theircognitive level
and affects their social and physical aspects in a negative manner (UtkuKose
2015).
Internet games are the rage today, and bully on you if you can’t deal with
it. Internet games changes the way we perceive the world and interact with one
another. In today’s age, no one remains reclusive. From the pings, chat window
to the pokes and emoticons, everything exists to bring people closer, to make the
world comfortable.
Today, young kids play with electronic devices like smartphones and
parent, you need to know how internet games effects on child development. Most
importantly, it’s time you learn these technologies so that you can relate to your
kid’s daily life on the World Wide Web and social networks (Harini Santhosh
2017).
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 involves changing how the addict thinks about the
addiction.
world, an addicted user devotes the majority of his or her time to gaming (
Conrad, 2011).
The term “online game” describes any digital game that can be
played online using a computer network, typically the → Internet. Since the first
that online games are defined by the characteristic of being played online rather
of different MMOG‐based social identities (such as gamer, WoW player and guild
or group member) and stated that they derived social support (a perception that
one is cared for and may access resources from others within a group) from their
The findings of this study confirm that MMOG players can form
support, and some gave or received broader emotional support. Players also
determine the optimal game features to enhance positive connections with fellow
Related Studies
nature as games. They are both intellectual properties and social platforms.
Some of the primary legal issues raised by online games are: (1) the state's
ability to limit the distribution of online games to minors, (2) the intersection of
intellectual property law and online games, and (3) the laws that set the rules for
Lastowka,2015).
models with the capacity to secure the delivery of fun games to consumers and
in the industry. Although the internet has enabled a greater variety of business
understanding the factors affecting the decision to use the VIAS in online games.
To address this gap, the current study uses the technology acceptance
in online games.
Three hundred and twenty‐eight surveys were gathered from the users of
VIAS in online games. The research model was tested with the structural
equation modeling technique, using AMOS 20. The results showed that intrinsic
motivation is more important than extrinsic motivation in explaining the use of the
VIAS(CigdemAltin Gumussoy,2016).
and sources for the emergence of viruses in the medium to long term. Central to
events. Spidergrams provide a framework for how different factors could interact,
irrespective of the virus, and also enable testing of combinations not previously
for example, in environmental and social factors, and the Internet will
addition, online games may provide horizon scanners with suggestions for new
routes and strategies that could be used by emerging viruses(P. Gale and A. C.
Breed, 2012).
participation and performance, suggesting men as playing more and better than
women. This article challenges the gender gap using longitudinal behavioral data
of men and women in 2 MMOs in the United States and China. Results show that
confounded with gender (i.e., amount of play), not player gender itself.
false, but also a potential cause for unequal participation in digital gaming(Cuihua
seeks to understand how MMO players delineate the boundary between play and
boundaries, and players ‘strategies against perceived stigma when moving their
relationship offline were discussed. The findings call for a shift towards a more
an overview of the development and diversity of genre in online games and maps
out the major factors that drive genre formations. In addition, academic
The issue of the potential impact of online games, particularly those with
violent content, on criminal behavior in the real world is controversial. Online use
of games has proliferated over the past few decades as technology has improved
and online games are mixed, but, unbalance, are less likely to yield evidence for
perpetrators of mass homicide and the use of video games, online or otherwise,
have not been confirmed. This entry examines evidence regarding the possible
associations between online games and crime and considers several theoretical
frameworks that inform this research, including media effects theories and moral
practices, online games designed for and targeted specifically toward children
aged 6–12 years emerge out of a unique intersection of interests, industries, and
politics. They thus represent a key area of inquiry within the digital
distinct characteristics of the children's online games market, and explores its
Online gaming has rapidly become one of the most significant segments in
the global media and entertainment sectors. Globalization of online games has
audiences/fans. Unlike several other cultural genres that have been largely
While there are several factors that account for the popularity of
local online games in regional and/or global markets, localization plays a key part
adopting, integrating, and connecting their local and foreign cultures. Two major
strategies are involved: hybridization and (g)localization. This entry identifies and
ofthe online game industry and its distinctive articulation between global and
hardware and data forensics to retrieve code from damaged or obsolete storage
formats.
reproduction as well as a host of legal challenges that arise from the copying of
The act of cheating in digital games helps us understand the play process
offline games, and how much they can invest in the activity.
including how and why players cheat, how cheating is conceptualized in different
contexts of play, and how the online game industry has responded to cheating. It
also takes a brief look at the changing landscape of online games, including
social and mobile games and how cheating practices have evolved (or not) in
distributed entities. The chapter then focuses on aspects related to the delivery
video (or computer) games is a relatively new topic for communication research.
Theories, models, concepts, and the theoretical constructs that have been used
in order to describe and explain these player experiences are not entirely new.
2015).
exact form of this sociability varies depending on the nature of the people
begins through team formation, as players form groups in order to tackle the
challenges presented by the game world. Both forming and working within a
team require communication, which provide through text and voice chat as well
as nonverbal means. Repeated interactions provide the basis for trust, which is
critical in the formation of social capital, which in turn generates positive social
player behavior help explain how players behave within games, while other
these desired behaviors publically. This entry presents player behavior online as
“correctly.”
activities in and around gaming prompt different, often contradictory actions. This
entry also examines how online behaviors are influencing and becoming
Synthesis
This part contains the similarities and the differences of the related
psychiatric Association (2013), and Grifths (2011)is related to the present study
because they both discussed the effect of online games on the health concerns
of student. They are both asses because they are discussing about that factors
The purpose of this study is to give some effects onplaying online games
discussed online games can affect your health and health ofthe student.
They are both asses because discussed the factors that affect healthof the
games. Study of Saulnier (2012) and (Cuihua Shen et. al. 2016). Is similar to the
present study because they discussed how women can play like the men playing
online games. They are both asses because they discussed the result of too
The purpose of this study is to aware the people who playing too much of
2015) is similar to the present study because they discussed about the
communication using online games on each other. They are differ because they
are same discussed communication using the online games in each other.
The purpose of this study is to give knowledge about online games can
because this research discussed online games is design for the children 6-12
years old. They are different in terms of using online games in early age of
children.
The purpose of this study is to aware early children using online games it
will cause bad health and eye damaged Study of (Esther MacCallum‐Stewart,
2015) and ( MiaConsalvo, 2015) is related to the present study because they are
discussed the affects of online games in behaviour of students. They are asses
CHAPTER 3
Research Methodology
This chapter describes the nature of this study based on the research
Research Design
In this study the researchers aim to find the factors effects of playing
online games on the academic performance and health of the students that are
Research Locale
secondary public school located in Sn. Joaquin, Malvar, Batangas. This school
Vocational Institution and was a academic courses STEM for students wanted to
become a engineer doctor or scientst and ABM for students want to become a
lawyer business manager and HUMSS for wanted to become police and teacher
If you are going to Malvar from Lipa city the travel distances is 12 km if
you are going to Malvar from Tanuan city travel distance is 5 km named after one
of the Philippines’ greatest generals, Miguel Malvar, one will not be surprised of
what other interesting thing he/she can learn about and experience in Malvar.
3rd Congressional District of the province. The town’s former name was Luta,
After escaping from Sultan Makatunao of Borneo, Datu Puti settled in what
welcoming town to anyone who would plan to visit and create meaningful
discoveries.
Malvar. Students level is when the person’s career is determined; if the student is
well aware that studying and other daily chores are the most important pillar’s of
student’s life, but they also have to know how to manage time and how to use the
online games right that they will excel in their futures so this study might be like a
guide for every students on how they will interact with internet games.
The respondent of the study will be the Senior High School of Malvar. The
researchers choose Senior High School because the researchers believe that
they are more prone in internet games. Teenagers within that age are the age
which can be more exposed with the internet games. The researchers used the
Research Instrument
we prepared key questions to follow for the good flow of the answers of the
respondents.
The following statistical tools were employed for a better picture of thedata
gathered. Mean was utilize to get the computed average of the responseson the
CHAPTER IV
This chapter contains the presentation, analysis, and interpretation of the data
This part presents the profile of the respondents in terms of their age, sex, strand
Age is a measure of an individual’s number of years that he or she was born. The
Table 2 shows the profile among the senior high school students in Senior High School
in Malvar and their frequency and percentage of the total respondents according to age.
In Table 2, the profile of the respondents in terms of age is presented. There was
one hundred twenty five (125) whose age is 15 years old to 17 years old, forty two point
fifty two percent of the total population, and one hundred sixty nine (169) students whose
age is in between 18 years old to 20 years old fifty seven point forty eight percent of the
total population. The majority of the respondents ages from 18 years old up to 20 years
old.
Sex is either the female or male division of species, specifically as their reference in
stating their physical characteristics that is distinguishable by the society. The Table 3
shows the profile among the senior high school students in Senior High School in Malvar
and their frequency and percentage of the total respondents according to sex.
Female 64 21.77%
Presented in Table 3 is the profile of the respondents in terms of sex. There are
two hundred thirty males, which is 78.23 percent of the total population and sixty four
females, which is 21.77 percent of the total population. It showed that the majority of the
Table 5 shows the profile among the senior high school students in Senior High
School in Malvar and their frequency and percentage of the total respondents according
The finding revealed 153 students or the 52.04 percent of the respondent grade
11 students. There are 141 of the total population who are grade 12 students, which is
47.96 percent of the respondent. It shows that the majority of the students are grade 11
students.
The Table 4 shows the profile among the senior high school students in Senior
High School in Malvar and their frequency and percentage of the total respondents
according to course/track.
ABM 41 13.95%
STEM 34 11.56%
Table 4 showed the profile of the respondents in terms of strand they have been
taken. The findings revealed that the 13.95 percent of the total population or forty one
(41) students out of 294 respondents are ABM students. One hundred fourteen (114)
students are HUMSS students, which is (38.78) percent of the respondents. (11.56)
percent of the respondents are STEM student equivalent to forty-three (43) students.
The (35.71) percent or the one hundred eight (105) students of the respondents are TVL
students.
Table 6 shows the different statement about the effect of online game on the
studies of senior high school students. It also showed its equivalent mean and verbal
interpretation.
Table 6 revealed that most of the respondent’s did not affect their studies while
playing online games. The respondents reflected this as they choose mostly sometimes
that they cut classes studies with a mean of 3.58, that they do assignments with a mean
of 2.34, mean of 2.56 for being an excel student at school and mean of 2.38 for the
satisfaction on their grades. Time for studying with a mean of 2.33, reviewing after class
with a mean of 2.57, review before exams with a mean of 2.22, play online games at
school with a mean of 3.21. In other statements, playing before going to school with a
mean of 3.42 and with a mean of 3.11 shows that students play online games after
class.
2.77 Seldom
Composite Mean
Table 7 shows the different statement about the health of senior high school
The respondents that eat meal on time has a mean of 2.16, manage their self
while playing has a mean of 2.47. With a mean of 2.38, are the students that take eight
hours of sleep and above. In others, respondents that eat three times a day has a mean
of 2.06.With a mean of 3.1, are the students even if they are sick. It says that most of the
respondents rest after playing with a mean of 2.38 and past their meals with a mean of
2.76.
Some of the respondents say that has time for their self with a mean of 2.16 and
has blurred visions with a mean of 2.89. Some says they feel headache with a mean of
2.79.
Table 8 shows the shows the effect of online game on the families of the senior
high school students. It also showed its equivalent mean and verbal interpretation.
Table 8 revealed that most of the respondents have communication with their
families. The respondents that bond with their family has a mean of 2.27, talk with their
family with a mean of 2.25, do household chores with a mean of 2.28 and with a mean of
2.28, reveals that they balance their time with their family while playing.
Some of the respondents reveal that they excel in their family with a mean of
2.32, arrive home early with a mean of 2.35, cares about their parents with a mean of
1.99 and play games on shops overnight with a mean of 3.38. In other statement,
respondents states that they eat with their family with a mean of 2.17 and help their
3. Differences between playing online games and the Profile of the Respondents
This portion presents the difference of playing online games when they are
grouped according to their profile. The profile of the respondents includes age, sex,
Table 9 present the difference of playing online games of the respondents and
their profiles. It was revealed that there is a no significant difference on playing online
games by the respondents when they are group according to age, as the computed p-
value of 0.000 was found lesser than the 0.05 level of significance. This means that the
null hypothesis will be rejected and that respondent’s ages 15 years old to17 years old,
and 18 years old to 20 years old have no difference in playing online games. This study
proved that age had no difference playing online games on the academic performance
The table also shows that the computed p-value of 0.005 was found lesser than
0.05 level of significance when the respondents were grouped according to sex this
means the null hypothesis is rejected. This revealed that there is no significant difference
Table 9 also shows the comparison of the respondent’s effect of playing online
games when grouped according to strand. It is noted that the results reveals significant
difference thus rejecting the null hypothesis. With the computed value of 0.000 found
lesser than level of significance 0.05. This implies that the strand do not take place to the
by the senior high school students when grouped according to grade level. It is noted
that the results reveals significant difference thus rejecting the null hypothesis. With the
computed value of 0.000 found lesser than level of significance 0.05. This implies that
the grade level does take place to the effect of online games to the respondents.
Respondents
Degrees of Decision
Variable P-value Interpretation
Freedom (H0)
4. Ways to lessen the effect of online games on the academic performance and
performance and health are considered important to realizing the broader and more
general idea, the influential approach makes possible for the learning outcomes to be
effortless and simple for students. The continuous considering action plan can help to
the students to lessen the time they spent on playing online games.
Based on the findings, although most of the respondents have different effects
while playing online games, the following plan was made to further lessen the time spent
To conduct a seminar talk about the The students will gain the
September 21,
importance of education than playing Students importance of education than
2019
online games . online games.
time in studying.
Objectives
games.
CHAPTER V
of the study. The findings revealed in the study became the basis of the conclusions
drawn from which the recommendations offered by the researchers were anchored from.
Summary
The primary purpose of this study was to determine the effect of playing online
games to the academic performance and health of the students. Specifically, it sought
1.1. Age;
1.2. Sex;
1.4. Strand
2.1. Studies,
2.3. Family?
3. Is there any significant relationship in the performance of the student while playing
4. What will be the effective way to encourage the students to stop or reduce the time
This study was guided by the following null hypotheses: there is no significant
difference between the profile of the respondents and playing of online games by the
The study used the descriptive method of research which involved 294
Questionnaires were used to gather the necessary data and were personally
administered by the researchers. The answers were tallied, tabulated and analyzed
Findings
After the data were obtained, tabulated, statistically treated, analysed and
1. From a total of 294 respondent’s majority ages from 18 years old to 20 years old
with the frequency of 169 and with the percentage of 57.48 percent. Mostly are
From a total of 294 respondents’ the majority strand is from HUMMS with the
frequency of 114 and with the percentage of 38.78 percent. Mostly are grade 11
2. The respondents perceived the effect of online games on the studies of students
by the composite mean of 2.77 and effect of online games to the health of the
students with the composite mean of 2.51 and effect of online games on the
family of the respondents with the composite mean of 2.33. The respondents
resulted with the effects of online games to the senior high school students.
3. The researchers found that there is a significant difference in terms of the effect
of online games when they are grouped according to their profiles. When
grouped according to age, the computed p-value are 0.000,sex, the computed p-
value are 0.005,strand, the computed p-value are 0.000, that are lesser than the
alpha level of 0.05 and the grade level which is the computed p-value is 0.000
4. Based on the findings, online games has an effect to the students of senior high
school in malvar so the action plan that is proposed needed to be conduct to stop
Conclusion
1. Majority of the respondents’ ages from 18 years old up to 20 years old, mostly
2. The respondents that are playing online games have connection to their studies,
3. The age, sex, strand and grade level of the respondents were significantly
4. The action plan made by the researchers may help the respondents to lessen
Recommendations
2. The researcher recommend to the students to lessen the time they spent on
know new ways on how they will spent their time properly.
Bibliography
Published thesis/dissertations
(Sabine Reich and Peter Vorderer, 2015) Player Experiences in Online Games
APPENDICES
Dear Respondents,
As part of our requirements for the Practical Research II, we are requesting your
participation in our research entitled, “Effect of Playing Online Games on the Academic
Performance and Health Concerns of Students Predictors for a Propose Action Plan ." The
purpose of the study is to collect information from senior high school students about the
effect of playing online games to the academic performance and health of the students.
We hopefully ask for your true and honest responses. Thank you.
Researchers
Name:_________________________________________________(Optional)
Direction: Put a check mark (√) on the appropriate box that corresponds to your
answer.
1.1 Age:
15-17 years old
18-20 years old
1.2 Sex
Male
Female
1.3 Grade Level
Grade 11
Grade 12
1.4 Strand
STEM
HUMMS
ABM
TVL
Questionnaire
1. Skip classes
2. Do assignments
3. Excel in school
4.Satisfied with your grades
5. Have time for studying
6. Reviewing after classes
7. Reviewing before exams
Curriculum vitae
Email Address:butchbrian.baranda@yahoo.com
Hardworking
Able to Learn Quickly
Risk Taker
EDUCATIONAL BACKGROUND
Secondary
Primary
2008-2013
PERSONAL INFORMATION
Age : 17
Sex : Male
Nationality : Filipino
CHARACTER REFERENCES
I honestly certify that all of the above information is true and correct to the extent of
my knowledge and ability.
Email Address:evdelvalle15@gmail.com
Electrical Wiring
MS Word, Excel, PowerPoint
Automotive Servicing
EDUCATIONAL BACKGROUND
Secondary
2013-2017
Primary
2008-2013
PERSONAL INFORMATION
Age : 17
Sex : Male
Nationality : Filipino
CHARACTER REFERENCES
I honestly certify that all of the above information is true and correct to the extent of
my knowledge and ability.
Email Address:manatojonas0319@gmail.com
Computer Literate
Electronic Stuff
MS Word, Excel, PowerPoint
Risk-taker
EDUCATIONAL BACKGROUND
Secondary
Primary
2008-2013
PERSONAL INFORMATION
Age : 17
Sex : Male
Nationality : Filipino
CHARACTER REFERENCES
I honestly certify that all of the above information is true and correct to the extent of
my knowledge and ability.
Email Address:mjolan.070707@gmail.com
Electrical Wiring
Welder
Automotive Servicing
EDUCATIONAL BACKGROUND
Secondary
Primary
2008-2013
PERSONAL INFORMATION
Age : 18
Sex : Male
Nationality : Filipino
CHARACTER REFERENCES
I honestly certify that all of the above information is true and correct to the extent of
my knowledge and ability.