Chapter 2
Chapter 2
Chapter 2
CHAPTER 2:
EVALUATION DESIGN AND FRAMEWORK
In this part of the research, the discussion of Expected Output and Justification
Framework, the variables, definition and importance of the study and definition of terms.
The purpose of the study is to know the effect on the performance of Senior High
School students to online gaming. The performance of Senior High School Students on
the online gaming has two different effects, they are positive and negative effects. The
Researcher need to gather data to know the effects of online games on the
performance of Senior High school students in selected schools in Marikina City. The
Researcher also need to analyze the data that they gathered. The Analyst anticipates
To avoid being addicted to online games, they need to spend their extra time in
extracurricular activities like physical activities in the school like intramural. Physical
activities like intramural can help you to enhance teamwork, to exercise, to be more
sociable or friendly towards another person and Intramurals can help you to decrease
Theoretical Framework
A theory that suggests that learning and authentic activities, context, and culture
are connected. This theory is Situated Cognition (Brown et al., 1989). It is also stated
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that doing un-natural activities is more complex, making it hard to understand. When a
their past experiences. Some of the possible linkages of gaming and learning include:
learning and guidance one may not experience, and how it can mirror information that
can be applied in real life. Students are more likely to have perseverance and interest in
may not process every information they are given when it aligns or contradicts with their
existing belief.
source of distraction can signify how it reduced the control to direct one's life. The
distraction-conflict theory explains how the conflict about attention is the key to
progressing. This can imply a person's attentional emphasis can link to distraction
because of the numerous effect on social behavior and changes in attitude and
herself at an unexpected rate or when a certain goal must be met before engaging in
what gives a person comfort. If the system is abused, it can provide negative effects
that can affect one's lifestyle and well-being that may result in distraction.
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Conceptual Framework
Demographics
Gender
Age
Device
Computer
Mobile
General Average
Grade 9
Grade 10
Grade 11
Current
FEEDBACK
Figure 1
This conceptual model shows the input, process and out of the research.
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This conceptual model shows the input, process and output of the study.
As in the figure shown above, the first frame refers to the input in terms of the
demographic profile of the students in terms of their age and gender, the kind of device
being used such as computer and mobile phones, and lastly the general average of the
The second frame refers to the questionnaires that the researchers will make, the
distribution of the questionnaires to all the respondents and the gathering of data and
The third frame illustrates the output of the study wherein the researchers will
make an action plan to help the students avoid addiction to online games.
journals, theses, and dissertations. These readings have come from many different
The following discussions deal on the main focus of the study and the variables
to be used. The discussions include the ideas from literature and findings from studies
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Academic Performance
the future. Some companies are more conservative with higher degrees completed by
new graduates than lower degrees. There are many reasons for students having poor
academic performance. Most of the factors that students encounter is resulting in stress
which is the main reason why students experience poor academic performance
(Kadapatti, 2012) One of the examples of stress that affect poor academic performance
is financial problems because nowadays many people lose their job due to COVID19
Pandemic.
General Average
As the Grade Point Average (GPA) has been used as a unit of measure to
understand the factors that influence the Grade Point Average of students. The
objective of this study is to determine which factors have impact on students’ Grade
Point Average (GPA). To meet this objective, a survey was carried out at Eastern
University with third year commerce and management students. For the study, factors
such as the time spent for studying, and language barrier were tested to find out which
factor influencing on Grade Point Average (GPA) among students. (Gendra, N. Y &
Anthony, A. 2012). The general average of the senior high school students in the
selected schools in Marikina City will help the researchers to determine the effect of
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Leisure Activity
competition, or growth. Online games are one of the widely used leisure activities by
many people. For some people it is said that playing video games has a number of
reasons to be played. Teens who play online games are just having fun (Kuss &
Griffiths,2009). They do not play just because of some sort of seriousness, but also
because they just want to feel relief because during school hours, students tend to feel
stressed due to loads of school work and through playing it will relieve their stress. The
interface's most important features to remember when playing an online game are
basic, easy to run, and user-friendly. Moreover, playing online games can help students
relax and reduce stress, as well as increase their focus and imagination. In addition,
students can develop their English vocabulary, grammar, and ability to express
themselves by play.
Mobile Devices
Most of these days Mobile Devices are important it is one of the necessities of
many people around the world. Mobile devices are the perfect way to communicate with
others who are away from us. Most of the students today are currently using mobile
devices for their online learning due to the current pandemic. Many students use mobile
devices both in their free time and during school. Mobile devices have the potential to
be used for learning purposes as well as for personal use. The purpose of this thesis is
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to examine the ways in which students utilize mobile devices and the services Lahti
University of Applied Sciences provide and identify potential ways in which mobile
devices can be used to support the learning process of students (Autumn, 2017). can
store important business and personal information, and can often be used to access
University systems, email, banking information, work and personal accounts. Mobile
phones have been a must for many people all over the world. Cell phones are the best
way to stay linked to others and give the customer a sense of security. In the case of an
emergency, getting a mobile phone will help you get there faster and could potentially
Online Games
investigate whether video games are attractive to learners. They identify several
influences related to game play such as the frequency of game usage, gender
factors that can affect learning such as academic success, self-esteem, and machine
self-efficiency. (Paraskeva, F., et. Al, 2010). It is important to help and to determine the
effect of online games to Students and Playing online games helps students to succeed
in dynamic problem-solving abilities, teamwork, and ability to cope well with unintended
outcomes. They also improve the observation capabilities of the player, intuitive ability,
and enhance their alertness and focus. This research helps the selected senior high
school in Marikina city to make alternative ways to lessen their uses in online games.
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Private School
the government. In many cases, students who attended a private school want to come
back to teach there. Private schools are also probably more likely to hire people who
graduated from the school. The teachers at a private school play a large part in creating
the school’s community. Therefore, “private schools are generally very selective about
who they place in front of their students” (Nichols, 2010, p. 77). Private School Is one Of
the important To our study Because We as a Private school student We know that even
in Private school There's a Student Addicted in Online Games that Can Affect Their
Academic Performance
Public School
Public School is a school that runs by the Government with the use of public
funds/taxes. It is way less expensive compared to private schools. Public Schools tend
The student may have opportunities to interact with more children, different races
and social class. Their academic performance may vary from their learning environment
so the aim of public school is to create a total environment for learning that enhances
The public school is where we will get some of our respondents since the class
size of public schools are usually larger than the class size of private schools. This
study can also help the students of the public school to avoid addiction to online games.
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One of the importance of Senior High School in Students is to pursue jobs easily
to be employed or to be qualify. When k-12 program has not yet approved, the
graduates have struggled to find jobs in abroad that are aligned with the course they
have finished in our country. Starting in the 2012-2013 school year, the education
system of the Philippines was enhanced from the ten years of basic education to a 12-
year program through an initiative called the k-12 Education Plan sponsored by the
Department of Education (HubPages Inc. 2016). Senior High School has different
strands that can aligned to the course you want in college, that can help you to be
prepare in college because some of the subjects or lessons in Senior High School will
be teach in college.
Definition of Terms
The following main words used in the analysis are operationally specified for
Academic Performance
Is the measurement of knowledge of the student after they learn, it is usually the
when they are focused in online games the possible outcome of their performance was
failed or passed.
Assessment
something. In this study, the researchers will assess the academic performance of the
Addiction
use despite harmful consequences. The researchers are going to observe the addiction
of senior high school students towards online gaming and if this affects their academic
performance.
Gadget
A small mechanical or electronic device or tool that we use for online school,
online games, to socialize, to entertain and to make business, etc. Gadgets makes our
life easier instead of writing down some notes we just simply type or took a photo of it.
we can also store files in it instead of bringing a lot of papers you can put it in a file and
Internet
It is a computer network that everyone has and through it they can access all the
sites specifically in gaming sites they can play games and interact with their co-player
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through chat or voice call. Specially during this pandemic internet is the most necessity
of people for students and teachers it is their way to conduct online learning.
Online Games
Online games are one of the leisure activity that children and adults use to do.
There are benefits of playing games it helps players in the development of difficult
problem-solving abilities, leadership abilities, and the ability to cope more effectively
with unexpected outcomes. They also improve a player's observational skills, intuitive
Technology
reason why our life became easy. Technology helps us to conquer this pandemic
because of technology we can continually use during the school year. Because of
technology we can buy through online food, or anything that we need and want.
Stress
Is a physical, mental and emotional attack. Stress starts when you pressure in
something like studies. Online classes are new for Filipino students. That's why most
of the students today are stressed about their academic performance because not
all students are fast learners like others.