Académique Documents
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A Research Paper
Mangaldan, Pangasinan
In Partial Fulfilment
Practical Research I
Angeline D. Castillo
Sophia G. Dumale
Jerome S. Inductivo
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
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
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
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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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.
1. What are the top three reasons why do senior high school
2. How long do senior high students play online games per session
on academic performances?
home?
o Study
o Rest
School?
performance of the senior high school students of Santo Tomas Catholic School”. The
high school of Santo Tomas Catholic School during the second semester of School
Year 2018-2019.
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Students. This study may give information to the students about how online gaming
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
grades and side notes, to describe how well a student has done.
CHAPTER II
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
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
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
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
Locale
Literature
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
Foreign
Studies
Digital Games
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
attitude and engagement were higher for engineering students who used digital
Boeker, M., Andel, P., Vach, W., & Frankenschmidt, A. (2013). Game-based e-
learning has been used to increase student retention, build teamwork skills, and
& Burkey, D. (2016). Engineers at play; Computer games as teaching tools for
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
al., 2015Moylan, G., Burgess, A., Figley, C., & Bernstein, M. (2015). Motivating
Locale
Studies
Digital games-based learning has been used to increase student retention, build
& Burkey, D. (2016). Engineers at play; Computer games as teaching tools for
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
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
characteristics of a population and the objective of the study. Purposive sampling is also
This study will be conducted in Santo Tomas Catholic School. It will be done
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
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
which involves categorizing the members of the population into mutually exclusive and
collectively groups.
CHAPTER IV
This chapter talks about the presentation, analysis, and interpretation of the
gathered data. The presentation, analysis, and interpretation follow the consecutive
All the selected Senior High School students as respondents answered all the
The following are the questions that the researchers asked to the respondents:
Question 1
A. Sometimes 10/30
B. Always 9/30
C. Often/Rarely 5/30
Table 1
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Question 2
A. Sometimes 18/30
B. Rarely 6/30
C. Always 3/30
Table 2
Question 3
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
A. Sometimes 11/30
B. Always 9/30
C. Rarely 6/30
Table 7
Question 8
A. Never 18/30
B. Often 6/30
C. Rarely 4/30
Table 8
Question 9
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
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
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
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
Conclusion
Recommendation