Playing of Online Games in Relation To Academic Performance
Playing of Online Games in Relation To Academic Performance
Playing of Online Games in Relation To Academic Performance
A Research Presented to
The Senior High Faculty of
Mabinay Science High School
By
ZAYLE N. SUEDE
March 2018
ONLINE GAMES IN RELATION TO ACADEMIC PERFORMANCE
Table of Contents
Page No.
Title Page………………………………………………………………….……………...i
Abstract…………………………………………………………………………………..ii
Table of Contents……………………………………………………………………......iii
List of Figures………………………………………………………………………….…v
Acknowledgements……………………………………………………………….………vi
Introduction……………………………………………………………………..…..…...1
Related Literature……………………………………………………..………...4
Related Studies…………………………………………………………...………4
The Problem…………………………………………………………………...…………6
Research Hypothesis…………………………………………………......………7
Research Methodology…………...……………………………………………………...8
ONLINE GAMES IN RELATION TO ACADEMIC PERFORMANCE
This research is all boiled down to the theory of Walberg which is named Walberg's theory
of educational productivity. More recently, Zins, Weissberg, Wang and Walberg, (2004)
that students who became more self-aware and confident regarding their learning abilities, who
were more motivated, who set learning goals, and who were organized in their approach to work
O'Brien, Zins, Fredericks, Resnick, & Elias, (2003), Zins et al. (2004) assert that “research linking
social, emotional, and academic factors are sufficiently strong to advance the new term social,
emotional, and academic learning (SEAL). A central challenge for researchers, educators, and
470).
The importance of the Walberg et al. group’s findings cannot be overstated. Walberg’s
(1981) theory of educational productivity is one of the few empirically tested theories of school
learning and is based on the review and integration of over 3,000 studies (DiPerna et al.,
2002). Walberg et al. have identified key variables that effect student outcomes: student
instruction, classroom climate, home environment, peer group, and exposure to mass media
outside of school (Walberg, Fraser & Welch, 1986). In the current context, the first three variables
Related Literature
Dongseong Choi and Jinwoo Kim in 2004 propose that theoretical model using the
concepts of customer loyalty, flow, personal interaction and social interaction to explain why
people continue to play online network games. The study then conducts a large-scale survey to
validate the model. Finally, it analyzes current online games to identify design features that are
closely related to the theoretical concepts. The results indicate that people continue to play online
games if they have optimal experiences while playing the games. This optimal experience can be
attained if the player has effective personal interaction with the system or pleasant social
returns function of four essential factors—student ability and motivation, and quality and quantity
environment of the classroom, education-stimulating conditions in the home and peer group, and
exposure to mass media. Each of the essential factors appears to be necessary but insufficient by
itself for classroom learning; that is, all four of these factors appear required at least at minimum
Related Studies
Based on the study done by Chin-Sheng Wan, M.S. and Wen-Bin Chiou (2006), majority
of their respondent that is teenagers in Taiwan showed strong interests in role-playing of online
game, in which they often do things that they dare not to do in real life. This is believed due to the
fact that in an anonymous environment, online game players tend to use their nickname rather than
their real. In their paper, they also conclude that those who are addicted to the Internet might
ONLINE GAMES IN RELATION TO ACADEMIC PERFORMANCE
attempt to escape from the limitations brought by real life in order to obtain the space for survival
and security.
In research done to understand the Generations Online in 2009 by Sydney Jones and
Susannah Fox (2009), they explained that generation Y is a young adults generally 18- 32years
old who grew up in the Information Age and they also be dubbed as the ‘Net Generation’. But,
while these “digital natives” may be savvier with their gadgets and more keen on new uses of
technology, their elders in Generation X, the Baby Boomers and older generations tend to
dominate internet use in other areas. In their research they claimed that the most groups of age to
use the internet for entertainment and for communicating with friends and family is the teens and
generation Y. They are more likely to seek entertainment through online videos, online games and
many more.
In another study done by EunJoo Kim, KeeNamkoong, Taeyun Ku and Se Joo Kim(2008),
they want to investigate the connection between online game addiction and self-control, aggression
and narcissistic personality traits, which are known as the psychological characteristics linked to
“at-risk” populations for online game addiction. They find out that aggression and narcissistic
personality traits are positively correlated with online game addiction, whereas self-control is
negatively correlated with online game addiction. In addition, a multiple regression analysis
revealed that the extent of online game addiction could be predicted based on the person's
Conceptual Framework
ONLINE GAMES IN RELATION TO ACADEMIC PERFORMANCE
This study will be talking about the extent of addiction to online games among the Grade
10 students of Mabinay Science High School, the researcher uses a diagram for the framework
which can be seen from below. The researcher chose the playing of online games as the
independent variable, while their academic performance is the dependent variable. This concept is
depicted in in figure 1.
This study is aimed to determine the students’ use of online games for entertainment purposes in
relation to their academic performance. Specifically, this study seeks to find answers to the
following questions:
1.2 sex?
4. Is there a significant relationship between the students’ profiles and their academic
performance?
Research Hypothesis
ONLINE GAMES IN RELATION TO ACADEMIC PERFORMANCE
To verify the relationship between playing of online games and academic performance of
the students, a hypothesis is necessary and is based on the student profile developed on the bases
of information collected through the questionnaires given to each individual assisted students. And
Ho: There is no significant relationship between playing of online games to the academic
Ha: There is a significant relationship between playing of online games to the academic
Ho: There is no significant relationship between playing of online games to the academic
Ha: There is a significant relationship between playing of online games to the academic
This study can be very be beneficial to the students, parents, teachers, the researcher, and the
community:
Students. Because if online games truly is a factor in affecting the students’ performance,
Parents. And also for parents to lessen their stress and finances in the leisure time of their
children doing unnecessary things and activities which are unrelated to their schooling
Teachers. For teachers, it can also be very helpful in their teaching method, it would be
much easier to teach the students and they can really listen.
ONLINE GAMES IN RELATION TO ACADEMIC PERFORMANCE
Researcher. This can be very helpful because the researcher can reach a conclusion as to
what the research will bear, and become aware of the concept of the topic’s problem.
Community. It can also be helpful to the community because if ever they graduate college
and having excellent performance in class then get a job, can make our community more
efficient in doing its job in providing a sustainable environment for its subjects.
This study is limited only to the students of Mabinay Science High School, Poblacion,
This study will be assessed only to the Grades 7 – 12 students of Mabinay Science High
School that their amusement to online games is affected by their student related aspects.
Research Methodology
This section will present the research design which includes the detailed discussion on the
research method, environment, respondents, instruments, data gathering procedure, and statistical
treatment.
Research Design
The descriptive method of research was used in the researcher’s study. The researcher
wanted to find out the truth from the data that will be gathered through the conducted study result
of the students from Mabinay Science High School, Division of Negros Oriental. The researcher
wanted an objective description of the data after these are gathered and collected.
Research Environment
ONLINE GAMES IN RELATION TO ACADEMIC PERFORMANCE
This study will be conducted in Mabinay Sciecne High School of Poblacion, Mabinay,
Negros Oriental. Mabinay is located at the central part of the island of Negros abutting the western
side of the provincial boundery. It is about 87 km north-west of the provincial capital, Dumaguete
City.
Research Respondents
The respondents of the study are the students of Mabinay Science High School. Grades 7-
12. These assisted students are only from Mabinay Science High School, S.Y 2017-2018.
Research Instruments
The researcher will use survey questionnaires in order to gain information from the assisted
students. These survey questionnaires will describe as to how online games can affect their
performance in class, some of these questions acquired through the use of surveys from the
internet.
Research Procedure
The researcher sought permission from the School Head of Mabinay Science High School
and to the Advisers of Grades 7-12 students. If the permission is granted the questionnaires will
be give automatically to the assisted students for the to answer. The respondents will be assured
of the confidentiality of their answers in the survey questionnaires. If done, the research will be
able to retrieve these questionnaires and these data will be tabulated and analyzed for
interpretation.
The statistical tools that the researcher will be using in this study is deemed appropriate to
Online Game. Is a video game that is either partially or primarily played through the Internet or
another computer network. The design of online games can range from simple text-based
Academic performance. Is the extent to which a student, teacher or institution has achieved their
short or long-term educational goals. Cumulative GPA and completion of educational degrees such
Extent. The amount to which something is or is believed to be the case. The range over which
Finance. Finance describes the management, creation and study of money, banking, credit,
investments, assets and liabilities that make up financial systems, as well as the study of
References
ONLINE GAMES IN RELATION TO ACADEMIC PERFORMANCE
Chin-Sheng Wan, M.S. , Wen-Bin Chiou. Why Are Adolescents Addicted to Online Gaming? An Interview
Study in Taiwan.Cyber Psychology &Behavior.Volume 9, Number 6, 2006. Mary Ann
Liebert, Inc.https://www.ncbi.nlm.nih.gov/pubmed/17201603
J. Sydney, F. Susannah. Generations Online in 2009.Pew Internet & American Life Project.2009. Pew
ResearchCenter.http://www.pewinternet.org/
EunJoo Kim, KeeNamkoong, Taeyun Ku, Se Joo Kim. The Relationship between Online Game Addiction
and Aggression, Self-Control and Narcissistic Personality Traits. European Psychiatry -
April 2008 (Vol. 23, Issue 3,Pages 212-218)
Dongseong Choi, Jinwoo Kim (2004). Why People Continue To Play Online Games: In Search of Critical
DesignFactors to Increase Customer Loyalty to Online Contents.Cyber Psychology & Behavior. Volume
7, Number 1,2004. Mary Ann Liebert, Inc.
Abdul Hadi, M.H., Yusmar, Z.,Abidin, Z.Z., Najimuddin, D.F.,&Jefri H.N. The Effects of
Online Game: A study on Online Game Addiction among UNISEL’sShahAlam
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of-Online-Game-A-study-on-Online-Game-Addiction-among-UNISEL-s-Shah-Alam-
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