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NEGATIVE EFFECTS OF ONLINE GAMES TO THE ACADEMIC PERFORMANCE OF THE

SENIOR HIGH SCHOOL STUDENTS OF SANTO TOMAS CATHOLIC SCHOOL

A Research Paper

Presented to the Faculty of

Santo Tomas Catholic School

Mangaldan, Pangasinan

In Partial Fulfilment

Of the Requirements for the Subject

Practical Research I

General Academic Strand (GAS)

Frances Nicole B. Rosales

Angeline D. Castillo

Sophia G. Dumale

Jerome S. Inductivo

Cyril Mae B. Lupangco

Renz S. Ortiz

Justine A. Serafica

Althea M. Suque

MARCH 2019
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Chapter I

THE PROBLEM

INTRODUCTION

The term computer game is in sharp competition with video games, console

games, and arcade games. Video games and console games usually mean games

connected to a TV whereas arcade games means games placed in public spaces.

Computer games on the other hand, are occasionally used to mean games played on a

personal computer. However, since all of these areas have been developed in close

parallel and because all of these games are played on computers, most researchers

use the term computer game to represent all of these areas as a whole. Computer

games first came into existence in the 1960s with the introduction of a shoot-up game.

Since the computer games have become a regular part of life for many people due to its

increased popularity. The computer game has changed from being primarily played at

an arcade to be primarily played in the home.

Development in technology brings many things that people don’t have many

years back. One of these things is online gaming that provided by the internet. 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 minds of the players to be more active,
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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 feeling 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. The youth of today no longer seem to spend their leisure activities like the

olden days; outdoor games or playing with toys, instead, they spend their free time in

their homes, internet café or computer shops simply to satisfy their hunger; and that

hunger is online gaming. Online gaming has such a profound impact on not only the

young, but dynamically every age group as well. So far, virtually anyone is able to go on

a computer and punch through the keys and mouse in order to get a high score, chat

with players, get the rarest items, and level up as fast as possible. Yes, there seems to

be no restriction as to whom, how or what online gaming can extend to. Internet is a

means of connecting a computer to any other computer anywhere in the world via

dedicated routers or servers. When two computers are connected over the internet, they

can send and receive all kinds of information such as text, graphics, voice, video, and

computer programs. Internet as a source of information plays an important role in

developing one’s mind and life experiences by creating productive works in schools,

offices, and even in home. Nowadays, this can be a person’s most efficient strategic

tool for enabling himself to take charge and cope with the fast growing technology

(Dumrique 2018).
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Statement of the Problem

This study aims to know the Negative effects of Online games to the academic

performance of the senior high school students of Santo Tomas Catholic School.

It seeks to answer the following questions:

1. What are the top three reasons why do senior high school

students of Santo Tomas Catholic School play online games?

2. How long do senior high students play online games per session

on academic performances?

3. Which of the following senior high students do when they arrive

home?

o Study

o Rest

o Play online games

4. What are the effects of playing online games to the academic

performances of the senior high students in Santo Tomas Catholic

School?

Scope and Delimitation

This research entitled “Negative effects of Online games to the academic

performance of the senior high school students of Santo Tomas Catholic School”. The

researchers will be done by conducting an face-to-face interview of the selected senior

high school of Santo Tomas Catholic School during the second semester of School

Year 2018-2019.
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Significance of the Study

Students. This study may give information to the students about how online gaming

affects the life of a students.

Teachers. This study may serve as the way to the teachers to determine the students

who are addicted to online games so they can help the students to avoid being addicted

to online games.

Parents. It will serve as basis to help share with other parents the information about

certain games or ideas to help each other in parenting. Also, it will help them

understand the behavior and study habit of their children when they’re engaged into

such activity.

Future researchers. It would help the future researchers that are interested in this

study. It will serve as their basis and their background about their research.

Definition of terms

o ACADEMIC PERFROMANCES- is measured by taking written and oral tests;

performing presentations, turning in homework and participating in class

activities and discussions. Teachers evaluate in the form of letter or number

grades and side notes, to describe how well a student has done.

o GAME ADDICTION- is an excessive or compulsive use of computer games

or videogames, which interferes with a person’s everyday life.


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CHAPTER II

REVIEW OF RELATED LITERATURE AND STUDIES

This chapter discusses the various related literature and study taken from foreign and

local countries about the Investigation of Negative effects of Online games to the

academic performance to the senior high school students of Santo Tomas Catholic

School.

Foreign

Literature

Computer Game

According to the Australian Journal of Educational Technology: “Gaming Frequency and

Academic Performances” individuals who spend two or more hours playing games on a

daily basis score lower in every subject than their non-gaming counterparts. By

spending a high percentage of time on online games there is not enough time to left to

spend in studying. The study found out that there was “not a single significant positive

correlation between gaming and academic performances. Because there is no official

diagnosis of computer addiction, there is obviously no universally agreed upon list of

symptoms. Psychologist and other mental health professionals initially adapted the

diagnostic criteria for gambling addiction and used this as a rough assessment tool for

computer game addiction. Still there are some signs and behaviours that are almost

always included in definitions of computer addiction. Such as: Significant interference

with school, work, relationship. Often avoiding other communities in order to keep

playing, Frequently turning down social invitations in favour of gaming, using most or all
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of one’s free time for gaming, regularly playing late into the night and which is results in

poor sleep habits, loss of interest in school activities. In contrast, playing online games

can give some negative benefits such as poor academic performance, adverse effect on

health, addiction to gaming, lacks control.

Locale

Literature

Online Game Addiction

In cebu, online game addiction is also becoming an issue. In one of the episode of I-

Wtiness, Kara David was able to interview youngsters namely Doc, Mark and Ice who

resort to illegal activities just to fund their addiction to online gaming. Doc, Mark and Ice

are part of a young generation spending a lot of their time on computer games. Some of

them undergo illegal activities to fund their vices and they can go on gaming for 24-

hours without any sleep. 22-year-old Doc is a scavenger and vagrant, but once he gets

his money out of collecting garbage, he goes to his favorite Internet shop to play. Mark,

20, is an out of school youth. He lost his investment money and stole from his mother to

pay for his Internet rentals. Fourteen-year-old Ice says he gets his money from

homosexuals in exchange for sexual favors.


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Foreign

Studies

Digital Games

Indications of interest in digital game-based learning are noted in research

studies across many disciplines. For example, significant gains over traditional

teaching methods for both male and female students were reported when a 3D

game-based learning system for teaching engineering content was assessed (Su

& Cheng, 2013 Su, C., & Cheng, C. (2013). 3D game- based learning system for

improving learning achievement in software engineering curriculum. (Turkish

Online Journal of Educational Technology 2012). The display of a positive

attitude and engagement were higher for engineering students who used digital

games, compared to the engineering students who learned via traditional

teaching methods (Boeker, Andel, Vach, & Frankenschmidt, 2013

Boeker, M., Andel, P., Vach, W., & Frankenschmidt, A. (2013). Game-based e-

learning is more effective than a conventional instructional method: A

randomized controlled trial with third-year medical students. Digital games-based

learning has been used to increase student retention, build teamwork skills, and

communication (Bodnar, Anastasio, Enszer, &

Burkey, 2016Bodnar, C., Anastasio, D., Enszer, J.,

& Burkey, D. (2016). Engineers at play; Computer games as teaching tools for

undergraduate engineering students. (Journal of Engineering 2010).


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Furthermore, digital gaming technology provides the option to measure students’

progress over extended periods of time due to the prolonged interaction and play

with the games. To be effective at the university level, digital games must align

with the course content and course objectives (Moylan et

al., 2015Moylan, G., Burgess, A., Figley, C., & Bernstein, M. (2015). Motivating

game-based learning efforts in higher education. (International Journal of

Distance Education Technologies, 2015).

Locale

Studies

Addiction to online games

Digital games-based learning has been used to increase student retention, build

teamwork skills, and communication (Bodnar, Anastasio, Enszer, &

Burkey, 2016Bodnar, C., Anastasio, D., Enszer, J.,

& Burkey, D. (2016). Engineers at play; Computer games as teaching tools for

undergraduate engineering students. Journal of Engineering

Education, , Furthermore, digital gaming technology provides the option to

measure students’ progress over extended periods of time due to the prolonged

interaction and play with the games. To be effective at the university level, digital

games must align with the course content and course objectives (Moylan et

al., 2015 Moylan, G., Burgess, A., Figley, C., & Bernstein, M. (2015). Motivating

game-based learning efforts in higher education.


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CHAPTER III

METHODOLOGY

This chapter introduces the details of research design, respondents of the study,

sampling, data gathering procedures and data instrumentation and data collection.

Research Design

Purposive sample is a non-probability sample that is selected based on

characteristics of a population and the objective of the study. Purposive sampling is also

known as judgmental, selective, or subjective sampling.

Locale of the Study

This study will be conducted in Santo Tomas Catholic School. It will be done

during the second semester of the school year 2018-2019.

Respondents

The participants of this study are students of Santo Tomas Catholic School

particularly the Senior High School Students enrolled in semester 2018-2019. The

researchers selected 20 Senior High School students as respondents because the

students will be able to relate with the research study that the researchers will conduct

because it’s about negative effects of online games to the academic performance.
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Sampling Technique

The sampling technique that will be used in gathering data will be Stratified

Random Sampling technique. Stratified Random Sampling is a sampling technique

which involves categorizing the members of the population into mutually exclusive and

collectively groups.

Data Instrumentation and Data Collection


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CHAPTER IV

PRESENTATION, ANALYSIS, AND INTERPRETATION OF DATA

This chapter talks about the presentation, analysis, and interpretation of the

gathered data. The presentation, analysis, and interpretation follow the consecutive

order of the problems stated in the first chapter.

Evaluation of the Interview Guide

All the selected Senior High School students as respondents answered all the

questions that the researchers asked.

The following are the questions that the researchers asked to the respondents:

Question 1

How often do you play online games?

A. Sometimes 10/30

B. Always 9/30

C. Often/Rarely 5/30

Table 1
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Question 2

Do you lose hours of sleep because of playing online games?

A. Sometimes 18/30

B. Rarely 6/30

C. Always 3/30

Table 2

Question 3

Do you find yourself gaming early in the morning?

A. Often 9/30

B. Sometimes/Rarely 6/30

C. Never 5/30

Table 3
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Question 4

Have you called in sick or late or skipped classes to play online games?

A. Never 20/30

B. Rarely 5/30

C. Often 2/30

Table 4

Question 5

Have you ever taken a break from gaming and bunged uncontrollably upon your return?

A. Often 15/30

B. Never 9/30

C. Sometimes 4/30

Table 5

Question 6

Do you feel that gaming has affected your life in a way that is more negative?

A. Never 9/30

B. Often 8/30

C. Rarely 5/30

Table 6
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Question 7

Do you get angry when something interrupts the game?

A. Sometimes 11/30

B. Always 9/30

C. Rarely 6/30

Table 7

Question 8

Do you hide or lie about your gaming?

A. Never 18/30

B. Often 6/30

C. Rarely 4/30

Table 8

Question 9

Do you find ways to game when away from home?

A. Sometimes 11/30

B. Often 8/30

C. Always 5/30

Table 9
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Question 10

Have you ever sworn off a game, uninstalled it, and later returned to it?

A. Often 10/30

B. Sometimes 9/30

C. Never 5/30

Table 10

Question 11

Do you set limits with gaming and thou break them playing hours longer than intended?

A. Often 10/30

B. Always 8/30

C. Sometimes 7/30

Table 11
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CHAPTER V

SUMMARY, CONCLUSION, AND RECOMMENDATIONS

This chapter presents the summary of outcome, conclusions made,

and the recommendation proffered based from the previous chapters of this

study.

Summary

This study focused on the negative effects of online games to the Senior High

School students of Santo Tomas Catholic School. Online game is any game that is

played online, based online, or has a majority of its content/gameplay online.

This study found out that online game was a major factor that affects the

academic performance of the Senior High School students in school. The statement of

the problem helps determined what are the possible coercion of the study such as; what

are the top three reasons why do senior high school students of Santo Tomas Catholic

School play online games, how long do senior high students play online games per

session on academic performances, which of the following senior high students do

when they arrive home, and what are the effects of playing online games to the

academic performances of the senior high students in Santo Tomas Catholic School.

This study included 20 Senior High School students, 8 students from Grade 11

and 12 students from Grade 12, who were officially enrolled in Santo Tomas Catholic

School throughout the school year 2018-2019.This study would benefit the students,

this study may give information to the students about how online gaming affects the life
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of a students. It would benefit the teachers, to determine the students who are addicted

to online games so they can help the students to avoid being addicted to online games.

Parents will be benefited because it will serve as basis to help share with other parents

the information about certain games or ideas to help each other in parenting. Also, it will

help them understand the behavior and study habit of their children when they’re

engaged into such activity. And this study will benefit the future researchers because it

would help the future researchers that are interested in this study. It will serve as their

basis and their background about their research.

Conclusion

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