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The Effects of Online Games of Grade 12 students in Valencia National High

School on Modular Learning System

HUMMANITIES AND SOCIAL SCIENCE


Researcher:JESSIE JAMES C. IMBO

Submitted to:
            Mrs. MARIA TERESE BERNAL
           Research 1 adviser
Abstract

This paper primarily aims to study the effects of online games of grade 12 students in
Valencia National High School on modular learning system. This study adopted a qualitative
research and the data collection will be done through an interview – letting the respondents
answer a semi – structured questionnaire individually. Moreover, the sample of the study were
the Grade 12 students of Valencia National High School belong to the age of 17 – 21 years old,
respectively. The researchers will investigate the effects of online games. This study, after a
rigorous analysis has concluded that external and internal factors (behaviour, experiences, and
attitudes) can contribute to the development of the effects of online games.

                                   

Dedication

The researchers lovingly dedicated this research paper to our parents who have been
constant source of inspiration. They have gave us the drive and discipline to tackle any task with
enthusiasm and determination. Without their love and support, this research study would not be
possible. This research paper is also dedicated to the parents of the online gamers and to the
online players. 
Acknowledgement

The researchers would like to express their heartfelt thanks to all who became part of the
successful research study. First, to Almighty God who gives strength and guidance to the
researchers. He enlightened the way of the researcher’s right from the start until the research was
completely done and possible.

To Mrs.maria terresa bernal who guided the research all throughout the way of the
research. She serves as the guide to have ideas on how to organize the gathered information by
the researchers in order to have a successful research study. They couldn’t have done this
without her.

To all the respondents of Valencia National High School grade 12 student’s thank you so
much for your cooperation and time in answering the given survey forms as the basis for the
conclusion of this study to give a new knowledge about the subject matter.

Most of all, to family and friends of the researchers who give their full support,
Inspiration, and guidance in accomplishing this study.
Thank you so much. God bless!

                                    

The Researchers
Table of Contents

Abstract.    i
Dedication ii
Acknowledgement iii

CHAPTER 1      
A. Problem and Its scope 1
Introduction 2
Objectives  3
Statement of the problem
Significance of the study
Scope and Delimitation

Review of the Related Literature

Research design

Research respondents

Sampling design

Research Environment
Research instrument
Data Gathering procedure

CHAPTER II
Presentation of Data
Data Analysis
Interpretation of Data

CHAPTER III
Summary of Findings
Conclusion
Recommendation
References
A. Problem and Its Scope

Introduction
As our population becomes bigger, there are also greater possibilities of problem
about online games. This problem has greatly affects the individual’s behaviour. This
study conducts to answer the most common causes of online games in students, the
effect of this behaviour in culture affiliation, and how it affects the social interaction
of every individual of the society. Furthermore, this study would greatly contribute in
the improvement of the community in a way that people will know how they can
lessen the effect of online games in the society they belong. This is underpin by
following the proper etiquettes to ensure quality in rigorous combination of
qualitative and quantitative research. As there is increasing growth of population
there is high tendency of occurring effects caused by online games among students.

Objectives of the Study

General objectives

This study focuses on the issue of online games which the root cause of weak social
relationship. The general moral ambivalence toward effect of online games and the
ambiguities involved call out for serious sociocognitive and psychological explanation of
how it generate and used. This is generally aimed at investigating the main cause of online
games.
Statement of the Problem

This study focuses on knowing the effects of online games of grade 12 students in
Valencia National High School on modular learning system. It answers the following questions.

The questions below show the true underlying specific questions about the topic:
1. What are the effects of online games on students while have modular learning system?
2. What are the advantages and disadvantage in playing online games?
3. Does it improve the academic performances of the students?
Significance of the Study

The findings of this study will benefit the following:

Parents

This will benefit the parents for they will be able to gain ideas on how they can guide and help their
children to adjust on their study.

Students 

The students will know more on their ways and limitations on how to scope with their time and
difficulties on their modular learning system.

Teachers

The teacher will be able to know in what aspect they to strengthen to help improve the difficulties of the
student with this online games.

Researcher

This study will prove the answers to the respondents question and will expand the researcher’s
knowledge about the opinions of the parents, students and teachers about this topic.
Scope and Delimitation 

This study focuses on the judgment and point of view of the grade 12 students in Valencia
National High School with regards to online games on modular learning system. This research
restrict its coverage only to the grade 12 students in VNHS at the age of 17-20 years old. Each of
the respondents is given the same questionnaires to answer. The answers to be gathered from the
survey will be the respondent's most honest and justified perception regarding on playing online
games on modular learning system.
Review of Related Literature

A massively multiplayer online role-playing game (MMORPG) is a video game that


combines aspects of a role-playing video game and a massively multiplayer online game.
As in role-playing games (RPGs), the player assumes the role of a character (often in a fantasy
world or science-fiction world) and takes control over many of that character's actions.
MMORPGs are distinguished from single-player or small multi-player online RPGs by the
number of players able to interact together, and by the game's persistent world (usually hosted by
the game's publisher), which continues to exist and evolve while the player is offline and away
from the game.
MMORPGs are played throughout the world. Worldwide revenues for MMORPGs exceeded half
a billion dollars in 2005,[1] and Western revenues exceeded a billion dollars in 2006.[2] In 2008,
the spending on subscription MMORPGs by consumers in North America and Europe grew to
$1.4 billion.[3]World of Warcraft, a popular MMORPG, had over 10 million subscribers as of
November 2014.[4] World of Warcraft's total revenue was $1.04 billion US dollars in 2014.
[5] Star Wars: The Old Republic, released in 2011, became the world's 'Fastest-Growing MMO
Ever' after gaining more than 1 million subscribers within the first three days of its launch.[6][7

Today, the Internet offers a variety of online games for everyone. There are harmless
cartoon-like games for young generation as well as aggressive and violent examples.
Whether it is a small kid or an adult man, every person will find anything to his taste.
Students are also active players in online games. There is nothing surprising in the fact that they
may spend the whole day or night playing online. However, such passion for online games may
result for them both positively and negatively. Let’s see what pros and cons for students online
games have and if it is worth playing them.
Positive impact of online games
It may be astonishing for somebody to hear that online games may have a positive impact on
college students. That depends mostly on the type of games students prefer to play. There are
games that only encourage development and improve cognitive operations. Playing them
students get a number of benefits even not realizing actually that it happens.
1. Motivation
It is not surprising to hear the words of a mother: “First, do your homework, then,
you can play on the computer!”. Though it concerns school children usually, the
situation with college students does not differ greatly. There might not be a mum
saying that, but a desire to play results in the necessity to cope with assignments
faster. Consequently, games motivate students to complete their task quicker.
2. Enables activity of the brain
One of the greatest benefits regarding online games is connected with the brain
development. In comparison with gambling, there are online games like
strategies, adventures, puzzles that stimulate brain activity and allow gaining very
important for life skills without putting much effort. They are:
● Hand and eye coordination, improved motor skills;
Such games like simulations, for example, require great visual-spatial
ability and hand and eye coordination to achieve the desired goal.
Constant practices improve these skills greatly.
● Memory;
Some games require storing some information, memorizing maps,
rules, routes and it develops memory.
● Math and reading skills;
A necessity to read the rules, messages, explanations teach students to
be attentive and grasp the content immediately. Some games require
excellent quantitative analysis to be able to win, so it is useful for
improving math skills.
● Quick thinking and decision making;
To be able to win a game it is not only important to make a right
decision but also do that quickly to speed up your competitors. As a
result, players learn to make right decisions 25% faster, be accurate,
test different hypotheses to find a right solution.
● Concentration;
You can become a winner only when you concentrate on the
gameplay. Children concentrate on the hints and game texts so they
start recognizing written texts in studying better too.

Improving problem-solving skills


Most of the modern online games have a strategy that must be recognized by the player to win a
game. Making one or another step players solve puzzles, look for wayouts, try different
approaches to continue their progress. Such various strategies develop students’ problem-solving
skills.
Experimenting with aspects of individual identity
In games, every person can try on a variety of roles. You can be a negative character or a hero
who saves the world. Such possibilities help to open new features of your character and realize in
what direction you would like to develop.
Bringing up perseverance, accuracy, and logic
To become a winner you should try to go through one or another level for several times until you
learn all the secrets and hints for its successful completion. Such numerous repetitions bring up
perseverance and accuracy in attempts. If you do not act logically and accurately, your efforts
will never bring about desirable results.
Development of teamwork and cooperation skills
Many modern online games can be played in pairs, groups, teams. Connected via the Internet
players can communicate with each other to act together and achieve desirable results. These
games teach to work in teams and be important team players.
Negative consequences of playing online games
Of course, many people do not desire to admit that playing online games may bring about some
positive effect as negative consequences seem to them more apparent and serious. It goes
without saying that too much time playing online will make a negative impact on a student and
usually it can result in:

Lack of time for more important activities like studying or outdoor games
When students dedicate much time to games they so ply do not have time for other activities.
Even college assignments lose priority if an important battle is planned in the evening. That
results in poor grades and academic problems. Moreover, such students do not go for a walk and
exhaust their organisms sitting in front of the screen.
Negative online games
Addiction
One of the most serious problems connected with online games is an addiction. People become
obsessed with the virtual world, lose a sense of reality and spend all their time on playing. Most
often it concerns gambling, online casinos but simulations and other games may be dangerous
too. If a person can be easily influenced, the probability of him to get addicted is much higher.
Addiction is a serious psychological problem that requires treatment so it must be timely
detected.
Aggressive behavior
Many students are so influenced by games they play online that they transfer their virtual
characters into reality. They get used to solving problems as their nasty heroes and this
aggressive behavior becomes a customary thing for them. Such bursts of aggressiveness should
be eliminated immediately or they might grow into a habit.
Isolation from society
The online world is an opportunity to get away from real problems and students facing many
troubles in studying find this sense of freedom in games. They become so involved in playing
that lose a sense of reality and become isolated from society. That results in the absence of
friends, inability to solve real problems, communicate and be a member of the society.
Detrimental influence on health
Sitting in front of the computer, tablet or mobile screen is incredibly detrimental to students’
health. First of all, there is a negative influence on eye-sight that is in a constant tension.
Sometimes it is necessary to wear headphones all the time, so ears are under pressure as well.
Secondly, it is the body position. A sitting or lying position influences negatively your back,
neck and if you do not change it regularly, it may result in health troubles.
Conclusion
Online games are incredibly popular among students who seek new emotions in the virtual
reality. They take a big amount of their time as it is a perfect way to get rid of stresses,
exhausting assignments, and annoying roommates. However, despite the big number of benefits
brought about by online games, it is important to schedule your time of playing or negative
consequences will outweigh all the benefits greatly.

Positive and Negative Effects of Online Gaming


Imtiaz Aliby Imtiaz AliMay 19, 2018
As you all know that, playing online games is a trend now. You can not find people who haven’t
played online games in their entire life. One thing we know that is playing online games will
bring eye stress to the players. The actual truth is playing online games will have both positive
and negative effects. Let us discuss them in detail.

Positive Effects of Online Gaming


Enhances the Cognitive Functions – The online gamers can improve their cognitive functions by
playing online games. The combination of focus and the surges of neurotransmitters will
strengthen the neural circuits that make the brain.
Decision-Making and Accuracy – The online gamers can able to make the quick decision. Online
gaming trains the brain to take quick decisions without losing the precision. Without any doubt,
you can oo these games in order to make quick & accurate judgments.
Hand and Eye Function – It is needless to mention that, the online gamers will play their games
with the utmost coordination of their hand and eyes. Every online game requires the players to
use their hand and eye for the game to be successful.
Enhance the Teamwork – Multiplayer online games will enhance the teamwork among the
gamers. The gamers will use the most of their skills to win the game for their team. The gamers
will learn about winning the game as a team.
Negative Effects of the Online Gaming
Aggressive Behavior – Every player would like to win the game and hence they develop
aggressive behavior. The shooting games will induce bad vision to the gamers and the gamers
see the society in the same vision.
Loner – Of course, the gamers that spend most of their time in playing online games cannot
spend time with their friends and families. If the same thing continues, they want to be alone all
the time.
Wrong Values – Certain online games teaches wrong values to the gamers. The online games
depict women as weaker characters and sexually provocative characters. The gamers will take
that and they do behave badly with the women in reality.
Impact on Health – Yes, the gamers that take part in playing the online games would not like to
participate in any such activities that make them fit and fine. Not taking part in the fitness
activities leads to health disorders like video induced seizures, obesity, skeletal and postural
disorder, never compression, muscular disorder, numbness in shoulders, hands and elbows.
Bad Academic Performance – Playing online games for a long time will create a negative impact
on your child’s academic performance. The more your children spend in playing online games,
the sooner they fall asleep. Lack of concentration will be an issue to the children that spend more
time in playing online games. Some children would fall to the online games and a kind of
addiction will happen to them. Teenagers and students are more prone towards the harmful
effects of online games.
Verdict
Now, I hope that you might have understood the optimistic and pessimistic effects of playing
online games. There are some advantages and disadvantages of online games, playing is not a
bad one, but you should stick to your limits. Don’t waste too much time and take it as
entertainment to relieve stress.

Post navigation
What is an Online Game?
An online game is regarded as a video game that is played over a computer network. This
network is usually the Internet, but games have always used the latest technology: modems
before the Internet and hard wires or cable terminals before modems. The expansion of online
games reflected the general expansion of computer networks from small local area networks to
the Internet and the growth of Internet access itself. Online games can range from simple text
environments to games that incorporate complex graphics and virtual worlds that are populated
by many players at the same time. Many online games have linked online communities and made
online games a form of social activity that goes beyond solo games.

Positive Effects of Online Games on Students


Improves cognitive functions: online players can improve their cognitive functions through
online games. The combination of concentration and neurotransmitter waves strengthens the
brain’s neural circuits.
Precision and decision making: online players can make a quick decision. Online games train the
brain to make quick decisions without losing precision. Without a doubt, you can play these
games to judge quickly and accurately.
Hand and eye function: It goes without saying that online players play their games with
maximum hand and eye coordination. For every online game, players must use their hands and
eyes for the game to be successful.
Improve teamwork: online multiplayer games improve teamwork between players. Players will
use most of their skills to win the game for their team. The players learn to win as a team
Negative Effects of Online Games to students
Negative Effects of Online Games to students
Of course, a good number of people do not want to admit that playing online games can have a
positive effect because the negative consequences appear more obvious and serious. It goes
without saying that spending too much time playing online games has serious negative effects on
students, and can generally lead to the following results:
Lack of time for more important activities like studying or outdoor games
When students spend a lot of time playing video games online, they have no time for other
activities, and that’s one of the negative effects of online video games on anybody.. Even college
assignments lose priority when a big battle is planned for the night. This leads to poor grades and
academic problems. In addition, these students don’t walk around and exhaust their bodies that
sit in front of the screen.

Addiction
One of the paramount serious problems associated with online gaming is addiction. People are
obsessed with the virtual world, lose their sense of reality and spend all their time playing. Most
of these are games of chance, online casinos, but simulations and other games can also be
dangerous. If a person can be easily influenced, the likelihood of becoming addicted is much
higher. Addiction is a serious psychological problem that needs to be treated and therefore
identified early.

Aggressive behavior
Many students who play online games are so influenced by the games they play online that they
transfer their virtual characters into the real world. They now get acquainted with solving
problems like their evil heroes in the game, and this aggressive game induced behavior becomes
a habit for them. These outbursts of aggression must be suppressed immediately or can become a
habit.

Isolation from society


The online gaming world is an opportunity to seclude oneself from real problems, and students
who have a lot of learning problems will find that sense of freedom in games. They are so
involved in the game that they lose their sense of reality and cut themselves off from society.
This leads to the absence of real human friends, the inability to be real and solve real problems,
to communicate, and to be involved in the society.

Harmful impact on health.


One of the Negative effects of online games on students is the facts that it is harmful to their
health. Sitting a long time in front of the computer screen, tablet or mobile phone screen is
extremely harmful to the health of the students. First, there is a negative impact on the view,
which is in constant tension. Sometimes it is necessary to wear headphones constantly so that the
ears are under pressure. Second is the position of the body. A sitting or lying position has a
negative effect on the back and neck and, if not changed regularly, can lead to health problems.
Research Methodology
Research Design

      The research design used in this study is qualitative research in line with the
study of phenomenology. This research study concerning with the effects or factors
that effects of online games is suitable for qualitative – phenomenological design
since the research aims to know the indepth understanding of the subjects, their
live experiences of the phenomenon and using observational data. In addition, the
research study is trying to understand the essence of a phenomenon existing and
that is the effect of online games, by examining or knowing the views of people
involved in such case. One can perceived that this study is suitable for an
ethnography case, however the respondents are not baisly judged. 

In reality, mostly of the few accomplished research papers done by


psychologist concerned in this field have adopted a qualitative research design.
Some of them perceived that the future direction the field of this study will have
more sophisticated method to be used under a qualitative type of research study.
Research respondents 

The respondents in this research are coming from a single location-


Valencia, specifically the randomly selected grade 12 students of Valencia
National High School. The researcher chose Grade 12 students in Valencia
National High School because this study is accessible the researchers as well as it
also experienced effects of online games issues long before this study is conducted.
The samples belong to a specific age (17-21 years old) that are prone to adopt
effects driven from online games

Sampling Design 

The sampling design in this research study was a random sampling. The researchers have
a sample framework of Valencia National High School grade 12 students. The researchers listed
and get the ages that range from 17- 21 years old respectively. After finding the frequency, the
researchers get the 

Research environment
The researcher environment of this study focus on the whole vicinity of Grade 12
students in Valencia National High School.
Research Instrument 

In order to make this study successful, a semi- structured questionnaire were used for the
respondents to answer. Related books and reliable online articles and information were used as
the basis in getting support for the tested hypothesis. Smartphones, likewise were used to
document on a google survey.
Laptops and scientific calculator were also essential in making this paper possible 

Data Gathering procedure

The respondents of this study are unbiasly chosen through a random sample from a
sampling framework. They are asked through a semi- structured questionnaires during one
weekend at their own convience as an application of research etiquettes.

Data analysis

The data gathered in all questions asked all conform to the hypothesis tested that internal
and external factors of an individual can indeed affect and contribute to the development that
affects the students of their academic performance.

There is a great consensus that behaviour is the main reason to conduct research that
followed by the effects of online games to the students. As for the being straight -forward, the
respondents clearly revealed that the highest number of games that students usually play
is Mobile Legend. Moreover, many students play online games, especially Mobile Legend. Some
students experience lack of sleep, always tired and stress.

Interpretation

Among the given alternative of the common reason that can really affect the behaviour,
followed by stress, lack of time, lack of sleep and tiredness. All of these are factors of online
games to the students. Moreover being straight-forward is hard thing to do because it might
possibly create weakness, social relationship with other, low grades, low academic performance
and lack of time to study. Any chance of existence of the students addicted due to online games
this is the main reason that they experience low grades. Some parents said that their children are
usually play Mobile Legend. 
Chapter 3
Summary of finding

             The data gathered are found out to strongly support the hypothesis. Comparing to the
percentages of the number of the students that are addicted to online games. Many have said that
the main online games is the big factors to the students and their grades and also can affects their
behaviours this is the common causes that the student have a low grades in their academic
performance followed by insecurities and boredom, other reason common cause of online games
tiredness and lack of sleep, all ages mostly addicted to online games some of them play because
of boredom and enjoyment. All of ages involved in this study find it hard to be having a
percentage of 26.1% are (17 years old):39.1% are (18 years old):21.7% are (19 years old): 8.7%
are (20 years old): 4.3% are (21 years old). Mostly all the age bracket have experience effects of
online games long before this study is conducted. In contrast, all ages involve agreed that online
games can contribute bad effects to the students having the statistic of 26.1% (17 years old);
39.1% (18 years old); 21.7% (19 years old); 8.7% are (20 years old) and 43.3% are (21 years
old), respectively. For the last question, mostly agreed every free time which contribute to
his/her behaviour as it affects there attitude.

Conclusion

In conclusion, there are factors acquired by the students about their response to the effect
of online games to the study of the students in Valencia National High School. Firstly some
students love to play online games to avoid boredom and for enjoyment. Playing online games
are their ways to escape their work at their home. Second, a student can acquire the effects of
online games to the study of the students in Valencia National High School because of their
experience and hypothesis about him/her research. lastly, students experiences can help them to
identify about the causes of online games to their study especially when the students experienced
it first hand through it also depends on the student's thinking if he/she  decides to make
hypothesis about their research.

Recommendation

The research of the study suggest to further conduct a study about this intriguing issue to
support the conclusion of this paper and cover up the untouched area of this topic. Furthermore,
it is highly recommended that the future researchers will have large sample and follow the
paradigm of psychoanalysis in observing the respondents during the data collection activity
interview.
References

https://en.m.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game

https://www.phoneworld.com.pk/5-adverse-effects-of-mobile-games-on-childs-brain/

https://blog.noplag.com/impact-of-online-games-on-college-students-pros-and-cons/

https://www.techbead.com/positive-and-negative-effects-of-online-gaming/#:~:text=Aggressive
%20Behavior%20%E2%80%93%20Every%20player%20would,hence%20they%20develop
%20aggressive%20behavior.&text=Bad%20Academic%20Performance
%20%E2%80%93%20Playing%20online,the%20sooner%20they%20fall%20asleep.

https://stayinformedgroup.com/negative-effects-of-online-games-to-students/
NAME: GENDER:
AGE: GENERAL AVE:

1. WHAT ONLINE GAMES ARE YOU PLAYING?


A. MOBILE LEGENDS
B. CALL OF DUTY
C. CLASH OF CLAN
D. VALORANT

2. HOW MUCH TIME DO YOU SPEND WHEN PLAYING ONLINE GAMES?


A. 1-2 HRS
B. 2-3 HRS
C. 3-4HRS
D. ABOVE 4 HRS

3. WHAT IS YOUR PURPOSE WHEN PLAYING GAMES?


A. LEISURE TIME
B. FUN/ENJOYMENT
C. STRESS RELIEVER
D. COMPETITION
4. HOW MUCH MONEY DO YOU SPEND WHEN PLAYING ONLINE GAMES?
A. 20-30
B. 30-40
C. 40-50
D. ABOVE 50

5. WHAT ARE NEGATIVE EFFECTS DO YOU GET WHEN PLAYING ONLINE


GAMES?

A. GET FAILED SCORES


B. SKIP CLASSES/ABSENT
C. ABSENT MINDED
D. LAZINESS

6. WHAT ARE YOUR REASON IN PLAYING ONLINE GAMES?


A. MAKING NEW FRIENDS
B. FRIENDSHIP
C. JUST GAME
D. OTHERS
Chapter 2
Presentation, Analysis and Interpretation of Data

Graph 1: Respondents Sex

Sales
13

9
Axis Title

Sales

Axis Title

Most of our respondents are female.


Table 1: Respondents Age
Age Frequency Percentage
15 1 1.96%
16 2 3.47%
17 10 49.02%
18 4 11.76%
19 2 7.84%
20 2 0.98%
21 1 1.96%
Total 22 100%

Most of our repondents age are around 17 years old.

Table 2: What Online games do you usually play?


Online Games Frequency Percentage

MOBILE LEGEND 12 70.59%


CALL OF DUTY 4 12.75%
CLASH OF CLAN 3 6.86%
VALORANT 4 9.80%
TOTAL 22 100%
In the data given above, it shows that most of the online gamers played ML or Mobile Legends.

Table 3:What is your purpose in playing online games?


Purposes in Playing Games Frequency Percentage
Leisure 1 0.98%
Fun/Enjoyment 18 80.39%
Stress Reliever 3 18.63%
Competition 0 0
TOTAL 22 100%

In the survey conducted by the researchers, some of the onloine gamers played online

games to have fun or for enjoyment, but some also answered that they played online games

because it is their stress reliever.

Table 4: How many hours do you spent in playing online games?


Time Spent Frequency Percentage
1-2 hours 12 64.71%
2-3 hours 5 14.71%
3-4 hours 2 8.82%
Above 4 hours 3 11.76%
TOTAL 22 100%

Online gamers played online games to have fun. In the given table above you can see that

most of the gamers played online games for only 1-2 hours.

Table 5: How much money do you usually spend in playing online games?
Money spent Frequency Percentage
Below 20pesos 9 45.10%
21-40pesos 3 8.82%
42-50pesos 4 11.76%
Above 50pesos 6 34.31%
TOTAL 22 100%

Playing online games takes time , but also money. Online gamers paid P20 to play but

sometimes if they are not satisfied of their games they will paid it for P50.
Table 6: What are the negative effects of playing online games?
Effects Frequency Percentage
Get failed scores 3 13.73%
Skip Classes/Absent 2 7.84%
Absent Minded 6 22.55%
Laziness 11 55.88%
TOTAL 22 100%

For some people playing online games has a negative effects. In our survey, most of the

respondents answered that the negative effects of playing online games foir them is to become

lazy in school or at home.

Table 7: What are your reasons in playing online games?


Reason for playing Frequency Percentage
Make new friends 5 20.59
Friendship 3 8.82
Just game 12 63.73
Others 2 6.86
TOTAL 22 100

Some people played online to have some new friends from other places. It is also a way

of communicating with other people through media. But in our survey and on the table given

above our respondents played online games not to make friends. They just think to win the game.

No friends. No relationship. Just Game.


VALENCIA NATIONAL HIGH SCHOOL
October 26,2021,

Dear Teachers,

Greetings!
I, the HUMSS 12 students of Valencia National High School is conducting a
study on the “Online Gaming: Its Correlation to the Academic Performance of the
Grade 12 Students of Valencia National High School S.Y 2021-2022”. It is very
important for us to gather information from the said respondents to complete our
study.
Despite having a full schedule, we would like to ask few minutes of your
time for to answer the questionnaire sincerely. The respondents’ responses will be
held strictly confidential and will be used as our data in the study.

Thank you very much.

Very sincerely yours,

Jessie james c. imbo

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