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“Effects of Gaming Addiction to the

Academic Performance among the


High school Students in Christ the
King College of Cavite Foundation”
ACKNOWLEDGEMENT:
• Teachers

• Parent

• Classmates

• School
ABSTRACT
• The purpose of this research is to know how
students can effect their academic
performance in playing computer games.

• Qualitative research design

• Simple random sampling

• Grounded Theory

• Descriptive words and statistics of the


frequency and the percentage.
INTRODUCTION

A. Background of the study


• High school students nowadays playing
computer games. They didn’t know their
limitation in playing online games.
• Sometimes computer games can cause why they
can’t focus on their academic performance.
• Gaming addiction with higher rates of anxiety
and depression, and poorer academic
performance (Peukert et al. 2010).
B. Statement of the Problem
- This study will determine what are the effect of
gaming addiction to academic performance of the high
school student in Christ the king college of Cavite
foundation

Specifically, the following question will be answered:


1. What is gaming addiction?
2. What is academic performance?
3. Why they’re addicted to computer games?
4. How gaming addiction affect their academic
performance?
C. Objective of the study
• To define why gaming addiction can affect
academic performance of high school student
• To discuss what are the effect of gaming
addiction to academic performance
• To explain why high school student addicted to
computer games.
• To define what is gaming addiction.
• To discuss what is academic performance
D. Hypothesis of the Study
• Our general hypothesis that there is some
student can control playing online games.
• They didn’t do their school works like
homework, project, etc. Because they spent more
of their time playing.
• Some of respondents cutting class just to play
online games.
• They’re always lack of sleep because they sleep
midnight just because of playing.
F. Scope and limitation

• The scope of this study is in the Christ the King


College of Cavite Foundation. This study will be
conducted by interviews on every high school
students from grade 7 to 10 that playing
computer games.
E. Significance of the study
• Students.
- This study may give information to the students
about how computer games.
• Teachers.
-This study may serve as the way to the teacher to
determine the students who are addicted to computer
games so they can help the student to avoid being
addicted to computer games.
• Family.
-This study is significant to the family because it may
help them to know if their children are addicted to online
games.
• The School Institution.
-This study is significant to the school because it may
help them to aware that of the student are addicted to
computer games and it may lead them to break their rules.
G. Definition of terms

Gaming addiction
- over use of computer games.

Academic performance
-refers the student performance in school.
Dizzy
- Having a whirling sensation in the head
with a tendency to fall.

Anxiety
- Fear or nervousness about what might
happen.

Depression
- state of feeling sad.
Dopamine
- that is a decarboxylated form of a dopa and
that occurs especially as a neurotransmitter in
the brain.

Vicious
- very violent and cruel.

Psycho kinesis
- movement of physical objects by the mind
without use of physical mean.
Neurasthenia
- a condition that is characterizes especially
by physical and mental exhaustion.

Insomnia
- prolonged and usually abnormal inability to
get enough sleep.
Conceptual framework/ Theoretical
Framework
DIZZINESS TARDIINESS
GAMING
ADDICTION

EFFEC
TS

ACADEMIC
PERFORMANCE

SCHOOL
BEHAVIOR
VII. Research Design

• Qualitative research

• Grounded theory

• Simple Random Sampling


VIII. RESULTS AND FINDINGS
GRADE / SECTION FREQUENCY PERCENT%
GRADE 7
MATTHEW -9
MARK -16 35%
JAMES -13
----------------
=38
GRADE 8
GALATIANS -1 14%
CORINTHIANS - 14
--------------
= 15
GRADE 9
THESSALONIANS -5
PHILIPPIANS -7
EPHESSIANS -7
-------------- 18%
= 19
GRADE 10
HEBREWS -7
JUDE - 10 16%
---------------
= 17
GRADE 11
PETER - 10
GRADE 12 17%
TITUS -8
----------------
= 18

TOTAL: =107 = 100%


The table shows the distribution as follows:
Grade 7 = 38(25%) ,grade 8= 15(14%),grade 9=19(18%), grade
10 = 17(16%), grade 11/ 12 = 18(17%).
Review of Related Literature
• Online gaming allows a person to escape the real
world and change the perception of self-worth
(Rooij, Online video game addiction:
identification of addicted, 2010).
• Too much gaming may seem relatively harmless
compared with the dangers of a drug overdose,
but experts say video game addiction can ruin
lives.
• Addiction to the internet shares some of
negative aspects of substance addiction and has
been shown to lead to consequences such as
failing school, family and relationship problem
(Brian. D. NG, M.S & Peter. W. H, 2005).

• Stated that the physical symptoms of Internet


and online game addiction were cervical
spondylitis, neurasthenia and insomnia
Research design and Methodology
Research Design
- the study is under qualitative research and
naturalistic approach. We conduct data by
interviewing some students of CKCCF that
playing computer games.
Respondents of the study
• The subjects for the study are the High school
students from grade 7 to grade 12. The study was
conducted at Christ the King College of
Foundation. That school offers pre-elem to
grade 12.
Subject of the study

Then subject of our research is those students or


respondents in Christ the king College of Cavite
Foundation that played online games ranges from
the age of 10 – 18 years old.
Data gathering and procedure
• The researchers gathered data by interviewing
the correspondents.

• We ask every respondent about their personal


opinion, experiences, and knowledge about what
is online gaming.
Data analysis and procedure

• The researchers gathered data by interviewing


the correspondents. We ask every respondent
about their personal opinions when they playing
computer games.
Data result and findings
• They are always using online games, but for the
others it doesn’t matter, if they using this games like
Ml, LOL, ROS, etc. but for them there’s no negative
effect that can make them make them bad in 50% of
20% of the students say that they have manage or
they know their limitation in using online games
• But the rest of 30% of students saying the truth that
they didn’t do their task specially in school there,
paper work, or sometimes they aim to cutting some
of their classes because they will play computer.
Conclusion
• After we study this research we realize that the
computer games can affect some students
academic performance because they didn’t know
how to manage their time but some of the
students can manage their time.
Recommendation
The best way for you to not become an
addicted on online games you need to control
using this even it hard to change immediately.
If you cant change it learn how to manage your
time.
BIBLIOGRAPHY
• Flanagan, Jack “ The Psychology of Video Game
Addiction.” Week 6 Feb 2014: n. Page. Web. 14 Apr.2016.
• Foulkes, George. “ Control of Space Invaders and other
Electronic Games. ” Hansard.Millbanksystem, n.d Web.
15 Apr.2016.
• Kuss, Daria J. “ Internet Gaming Addiction: Current
Perspectives .” Psychology Research and Behaviuor
Management 6 (2013): 125-37. PMC. Web.14 Apr.2016.
• Siegal, J. (2014). This is how much time the average
gamer spends playing games every week. BGR. Retrieved
15 July 2016.
• Adiele, l. and Olatukon, W. (2014). Prevalence
and determinates of internet addiction among
adolescents. Computers in Human Behavior, 31,
pp.100-110.

Questionnaire:
• How can you detect that you are addicted in computer?
• How many hours do you consume on playing that?
• How many times that you forgot to do your homework?
• Do you feel lazy when you do your assignment or any
school works? Why?
• Does computer games affect your academic
performance? How?
• What are the possible solutions to avoid addicting to
computer games?
• What do you feel when you are playing?
Q1: How can you detect that you are addicted in
computer?

Q2: How many hours do you consume playing
online games?

10 and
above , 6
7-9
hours , 4

1-3 hours, 25

4-6 hours, 19

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