Research Proposal Draft
Research Proposal Draft
Research Proposal Draft
Tagaytay City
In partial fulfillment
By:
Paman, Jerikah E.
Ramos, Redgine T.
April, 2022
APPROVAL SHEET
This research paper titled, The Influence of Online Feedback to the Development of
Offline Identity, prepared and submitted by Tepora, John Arnold D., Paman, Jerikah E.,
Alimpolos, Eilwyn Lorenz P., Costa, Julian Alessandro S., Dimapilis, Vince Jerald C,
requirements for the course Research in Daily Life 2, is hereby accepted for Oral
Examination.
_______________________ ______________________
Date Teacher
______________________________
Chair
_____________________________ __________________________
Member Member
Accepted in partial fulfilment of the requirements for the course Research in Daily
Life 2.
_____________________ _________________________
This research has been made possible due to the contributions of these individuals; the
Sr. Ma. Luisa Nemis, SMDC, Principal of the school, for providing an opportunity to do
the research in Mater Dei Academy via virtual communication which made them
Mrs. Henedina Reyes, Subject Teacher, for educating and guiding the researchers on
To their teachers, classmates, parents, and friends for their continuous support,
Lastly, to Almighty God for the knowledge, wisdom, strength, guidance, provision, and
favor. He who enabled us to push forth and continue our tasks even amidst this
pandemic.
The Researchers
TABLE OF CONTENTS
TITLE PAGE……………………………………………………………….…………… i
APPROVAL SHEET…………………………………………………………………... ii
ACKNOWLEDGEMENT……………………………………………..........……….... iii
TABLE OF CONTENTS……………………………………………………………... iv
Chapter
2 REVIEW OF LITERATURE
Research Literature ………………………………………………….……..9
Conceptual Literature ………………………………………......…….…..15
3 RESEARCH METHODOLOGY
Research Design……………………………………………….…….…....19
Respondents and Sampling Procedure……………………...…….…...20
Data Gathering Design……………………………………......…….…....20
Data Analysis…………………………………………………...…….…....24
BIBLIOGRAPHY…………………………………………………………………...…..
CHAPTER I
Online games, or video games, have been a popular way of entertainment since
the rise of technology and the internet. It is a leisure activity that most people enjoy in
today’s society, the majority of the users being teenagers. It is widely thought that
playing video games could have detrimental consequences to a person's life. Contrary
to popular belief, there have been multiple studies that have suggested that gaming can
discuss the downsides of gaming. Various studies have been conducted that proceed to
Previous findings have suggested how playing video games has a positive
positive outcomes from playing video games. Results showed how students were still
able to finish the required tasks on time. Playing online games enabled them to practice
their social skills and helped them to release emotions such as loneliness, or stress.
(Latif et al., 2017b) Gaming was also attributed to being beneficial when learning the
exposed to the language whilst playing online games (Hemminki, 2021). Playing video
games was also associated with the improvement of the ability of working memory. (Lin
et al., 2013)
Although some studies showed that there is also a negative correlation on
gaming. Their gaming behavior would affect or disrupt their sleep patterns, and in turn
causing them to possibly become sleep deprived which can affect their quality of work
(Mudabasappagol et al., 2019). Playing mobile games was also correlated to the poor
performance of students at school (Edu et al., 2020). College students that have been
anguish, especially those who continue playing online games after midnight (Zahra et
al., 2020).
However other studies have shown that gaming has little or no correlation to a
person’s academic performance. Despite their involvement in playing online games, the
respondents still have a good academic performance (Dumrique & Castillo, 2018).
Another study concludes that gaming behavior had little effect on the academic
performance in science, mathematics, and reading, and that its effects are too minimal
was derived from another study that there was no relationship between playing video
games and their studies and that there was a very low correlation on gaming habits and
This study will focus on the identified research gap on the influence of gaming
influence. Majority of the papers conclude that playing online games is correlated to a
student’s academic performance, while the deferring conclusions would state about the
detrimental effects of gaming, or the lack thereof. The study aims to determine whether
or not gaming behavior affects the academic performance of the Senior High School
Objectives
This study aims to determine the Influence of Gaming Behavior to the Academic
a. Age
b. Sex
c. Family income
2. What is the gaming behavior of the respondents in terms of;
b. Gaming Time
c. Gaming Frequency
d. Self-Control
Hypotheses
Null Hypothesis
performance.
Alternative Hypothesis
There is no significant relationship between gaming behavior and academic
performance.
Conceptual Framework
Figure 1 presents the conceptual framework of the study. It consists of two main
speak of a person’s behavior before, during, or after gaming. The definition of gaming
behavior has yet to be established, however in most of the studies gathered there are
four factors that have been included to gauge a person’s gaming behavior; This
includes gaming length, gaming frequency, game genre, and self-control. Terry & Malik
(2018) looked into the correlation between time spent playing video games and negative
school experiences. Their findings suggest that the more hours student’s spend playing
video games each day, the more likely they are to feel drowsy in class, and fall behind
on homework. However, another study done on university students also shows how
those students who spent more time on gameplay had significantly higher GPAs than
those who spent less hours on gameplay. Negative correlations were also found
between certain game genres such as those that are violent in nature to a student’s
GPA (Ventura et al., 2012). Previous studies tackling gaming behavior have also
concluded that students who have more control over their academic work have
achieved a higher GPA than those who lack self-control (Ku, et al. 2014)
point average or GPA and is considered as the result of learning that is garnered from a
teaching and learning dynamic of a teacher and student. The purpose of determining
learn (Lamas, 2015). Understanding the factors or variables that affect a person’s
important factor that increases admission opportunities for higher education. The
In summary of the conceptual framework, it shows how the chosen variables can
be correlated to one another. The chosen focus and main correlation being between
gaming behavior and academic performance. As stated in previous studies, there are
multiple outcomes in which the independent variable affects the dependent variable of
the study. Though it remains unclear as to whether these variables are significantly
correlated.
The study will determine the Influence of Gaming Behaviors to the Academic
Performance of Senior High-school Students of Mater Dei Academy. It will also cover
the profile of the respondents in terms of; a) age, b) sex, c) family income. Furthermore,
it will also deal with the Gaming Behavior with regards to; a) game genre (fighting or
data for this study will be gathered from students in grades 11 and 12 of Mater Dei
Academy, who are playing online games during school days. Participants who do not
meet the criteria will be dismissed. Other departments, such as primary, elementary,
junior high, and school staff, will be excluded from this study, thus the findings will not
check if gaming has an impact on their academic performance and to help them
Parents. It will benefit parents since it will provide them with a better
limit the amount of time spent by their kid playing online games.
their skills in research. It may also be useful in the future especially when taking
Future Researchers. May utilize the study's findings, and reference it when
Definition of Terms
This study, which tackles the Influence of Gaming Behavior to the Academic
can also shift in a disorder to when it takes over other daily activities, and starts
to impair a person’s relationships, school or work responsibilities for at least a
year.
locations.
usually based on a story and includes objectives and tasks that must be
Game time - refers to the amount of time spent by players while playing video
games.
Game genre - refers to a subgenre of video game that is defined by the game's
Fighting games - A fighting game is a type of video game in which the player
action video game in which the protagonist controls the action. FPS games
span of time.
behavior and academic performance. It is divided into two parts namely the
research literature, and the conceptual literature. The research literature looks
into the related studies that have explored the impacts of playing video games,
its factors, and how it is correlated to students academic performance. The study
shall also be discussed, specifying the identified research gap and the
importance of the study. Correlated topics and variables such as game time,
gaming frequency, self-control, game genre, and gaming behavior are further
Research Literature
A student’s academic performance and the factors that affect it has been a
performance can dictate the amount of opportunities that will be open to them as
they progress further in life (Jayanthi et al., 2014b). In this particular study, the
topic of gaming and/or gaming behavior will be tackled and its correlations on
online games, were still able to submit the required tasks, but struggled with time
management. (Latif et al., 2017b). The students were able to acknowledge how
this self aware thought, students were still able to complete the necessary
assignments or tasks. Though it mentions how the majority of students did agree
it affected their study time as most of the students concurred that they had poor
before their studies. This can be correlated to a student’s ability with self-control,
or their lack of it, since self control can dictate if an individual is able to strictly
follow through with a given time table, or get easily side tracked by other
irrelevant activities. Students were still able to submit their tasks, however the
quality of work could be questionable but it was not measured in the study as it
less time for studying, their poor time management can affect their academic
performance and quality of work submitted. In the same study, it was also
stress and other aggravating emotions. Majority of the respondents agreed that
games have been a source of stress relief as it allowed them to forget their
troubles in reality. While playing games, respondents are able to engage and
enjoy the activities offered by these games, making them focus on playing while
momentarily forgetting about their worries or stressors in their life. These findings
were consistent with a study done about casual gaming as a form of stress
casual games would refer to nonviolent and arcade style games which did not
detachment can be seen with how the respondents are able to relax momentarily
Lin, Hsu, et al (2013) delved into a study that explored game length and
how it improves working memory. They aimed to look into the behavioral patterns
of college students who played video games, and analyzed how the working
memory is affected by the involvement and length of time students spent playing
video games. The study was conducted through the use of a survey that was
video gaming, and on mental and physical state. After the survey, the participants
were then divided into three groups depending on how involved they were in
playing video games. A total of 36 people were picked, twelve people in each
group, and were tested on their working memory using the visual code working
memory evaluation system, with variables such as length and level of gaming
involvement, and display duration being considered. The results of the study
concluded how playing video games improves working memory. They mention
the ‘Posner paradigm’, often used for studies involving visual spatial selective
attention, which was most likely the inspiration of their self-designed visual code
working memory evaluation system. These tests would assess a person’s ability
the participants of the study were able to demonstrate better post-test scores
after playing video games, it was observed that playing video games engages
and strengthens the level of attention and visual concentration a person has. The
focus and tune out distractions, after playing video games for two or three hours.
It mentioned how these processes involved the parietal lobe of the brain, which is
mostly responsible for processing sensory information, for covert shift of attention
which included the process of disengage, move, and engage. This process would
also provide the frontal lobe, which is the part of the brain responsible for
cognitive skills such as problem solving and use of memory, with the signal of
individual’s level of attention. These processes are most likely utilized while
playing video games, engaging these processes which allows the participants to
sort of practice or train their brains to apply visual selective attention before even
behavior and its effect on their academic performance. It examined whether its
their school performance. The study was conducted using a quantitative research
design utilizing a questionnaire, with the respondents being a mix of senior high
school and college students. There were two sets of questionnaires which went
into the effects of gaming. Aviso et al., (2021) concluded that there were different
factors that were affected as a result from online games. These factors being,
their cognitive ability and addiction to playing these games. The data gathered
suggests how playing online games enhanced their attentiveness, their sense of
sight or visual processing, their critical thinking and analyzation skills. These
factors are similar to previous studies mentioned in this literature review. This
further accentuates how video games are able to engage the processes required
to further enhance these cognitive abilities. As for their gaming addiction, players
tend to have a dependence on their usage of these online games. Its severity
has reached to a point that it affected the students on their relationships and
mental health. The constant and excessive exposure to these online games led
the students to become depressed and anxious. Most of the students did agree
to having certain instances of aggression which not only affects them, but also
the environment and other people around them. This can be correlated to how it
might also be affecting them physically, such as the amount of sleep they get, or
how much time they spend playing games, etc., though it was not discussed in
Babu et al., (2019) looked into how video games affected the sleep duration and
conducted with a hundred students, one half being those that regularly played
video games, with a criteria of having played at least 30 minutes a day, and the
other half who did not play video games as their control group. The study showed
how playing affected the sleep duration of the students, mentioning that the sleep
patterns of students who played video games were impaired which led them to
require more amounts of sleep; It was discussed how it was due to their video
game exposure presleep that affects their ability to fall asleep, causing them to
feel drowsy with lack of sleep. This reduces the quality of sleep gamers have
because of their light exposure from the monitor during the night, delaying their
sleep time. These factors can impact their ability to perform well since their lack
of sleep may affect their quality of work. The cognitive and physical well being
are often negatively affected with reduced sleep time, making it difficult for
games, especially those that continue to play online games after midnight, were
how the more involved a person is with gaming, the more psychological
distressed they become. Their study also showed a link between internet gaming
received relatively low grades and were also psychologically distressed, were
actually much more involved or exposed to online games than those who
factors stemming from excessive online gaming. Those that excessively game
after midnight may affect their quality of sleep which can cause gamers to feel
lethargic in the morning. Being lethargic can then affect a student’s ability to
concentrate, making them work less efficiently and effectively therefore affecting
their academic performance. Having relatively low grades can then affect an
individual’s mental health and well being as it can lower a person’s self esteem,
and in some cases may even lead to depression (Försterling & Binser, 2002).
Though it is important to note that these have mostly just been applicable to
of gaming.
Ku, et al. (2014) found that, amongst the different variables they
considered in their study that tackled gaming behavior, their studies showed how
according to their chosen variables being gaming time and frequency, gaming
genre and platform, self control, social media usage, computer and internet
usage, and lastly their motivation. They concluded that those students who had
more self control were able to achieve a much higher GPA than those who lack
this quality. Unlike other studies however, which often point out variables such as
performance, their findings suggest that it has little to no correlation at all. This
can be due to how self-control may dictate the extent of how much the
participants are exposed to other variables, like gaming time and frequency.
These factors may vary depending on how much self-control an individual has
over their habits or academics. A person who lacks self-control may easily
or doing their school work and other required tasks, which can affect their
focused and be able to prioritize what needs to be done without easily giving in to
efficiently.
There are multiple things that should be taken into consideration from the
gathered pool of literature; First of which are the conflicting conclusions of the
studies. In Lin, Hsu, et al. (2013), their study suggests how prolonged exposure
to this was the study done by Ku et al. (2014), that also considered gaming time
and frequency as one of their variables. It was concluded that the correlation
between the game time and frequency to academic performance was too
also contradict the variables involving gaming time and gaming frequency and
males are primary players of online and video games. The majority of the
participants utilized in these studies are university students often ranging from
their early to late 20s. as it is assumed that males are primary players of online
and video games. Though in recent years, the gaming industry has been much
more diverse and gender inclusive, not only appealing to males, but also
females. This can be seen in a study done that had shown females playing for
longer and more frequently than males. They were also able to achieve much
higher level characters (Hussain et al. 2012a). Though it was most likely due to
the socialising and entertainment aspect of MMORPGs, which was the primary
game utilized in the research, that the females prefered. The majority of the
participants utilized in these studies are university students often ranging from
their early to late 20s. Taking age into consideration as a factor that could dictate
a person’s gaming time and gaming frequency is their age in a sense that adults
would usually carry much more responsibilities than a teenager would. The target
respondents, being senior high school students who are mostly teens, may have
would often have more free time and less responsibilities (Hussain et al. 2012b).
Conceptual Literature
Video Games
joysticks to control the visuals found on the screen. It can also refer to virtual
1. Gaming Modes
Video games can be split into two major modes; single-player and
games which are played by only one user without the company of
2. Gaming Genres
video game genres. Video game genres are defined as the types of video
video games’ type or style. The games can be categorized into 7 major
Action games are a form of video game in which the player's reflexes and
video games in which the player must solve puzzles in order for story
through missions and side quests, while the main character gains
must create a strategy, in order to achieve the goals within the game itself.
3. Gaming Frequency
areas from one's life, including; personal, family, social, occupational, as well as
other important areas in life. There have been some identified possible
everyday life, they look forward to playing the next game and reflect on the
2. Withdrawal, when the ability to play the game gets taken away from
impatience, or sadness.
3. Tolerance, the individual feels the need to devote a huge amount of time
4. Loss of Control, the individual has not been able to restrict or limit their
sources of amusement.
7. Deception, the individual lied about the time spent playing online games,
Self-Control
to people who are impulsive. Self-control was found to be linked to other topics
adapt fast and learn from experience. Cognitive ability is usually linked to
changes in the brain's processes, notably in the grey matter section of the brain,
playing online games, as well as brain plasticity. It is responsible for the brain’s
Relieves Stress
brought, by the troubles found in one's life, career, or other circumstances. It can
also refer to something that makes a person feel worried or anxious. Individuals'
stress levels and anxiety levels were shown to be reduced whilst playing online
games, as it was used as a kind of escapism to alleviate negative emotions and
boost a positive emotional state. It was also revealed that stress levels were
METHODOLOGY
This chapter will present the research design that will be used, the respondents
of the study, data gathering by specifying the research instrument and data analysis.
Research Design
The study will be utilizing the correlational research method to determine if there
According to Curtis et al. (2016), the correlational research design is useful in discerning
and assess the relationship of variables through statistical means. The aim of the
correlated to their academic performance. This research design can help in determining
a statistical pattern between the variables, as well as establishing the direction and
The participants of the study are among the 134 students from the senior
high-school department of Mater Dei Academy. A pre-survey will be given out to each
section, it includes questions that measure their engagement in video gaming in terms
of: their demographic profile, do they consider themselves as a gamer, their most used
game genre, time spent and frequency online gaming in a week. Participants for this
study will be chosen based on the findings of the pre-survey. If the students meet the
following criteria: a) they are between the ages of 16-18, b) they consider themselves as
gamers, c) they play first-person shooters or fighting games, d) they play video games
for 29 hours or more within a week (Chen, V., Wilhem, C. Joeckel, S. 2019) Then, they
Students which pass the criteria from the previous pre-survey will be selected to
researchers to ensure that the ones chosen are knowledgeable about and actively
participate in video gaming. Senior high-school students are chosen as the respondents
since they are at a developmental stage in which they can understand the given
questions that younger levels might find confusing or difficult to answer, resulting in a
reliable source of information that can be used to better understand the topic.
The research instrument that will be used for this study is a survey questionnaire
designed by Yurova, Y. et.al, (2014), Carillo, V. (2020), which is adapted to suit the
current objectives of the study. It consists of 28 closed-ended questions. The first part of
the questionnaire will feature questions regarding the demographic profile which
includes their: age, sex, and family income. The next section of the survey will feature
the game itself, the genre, as well as the gaming behavior, frequency of gaming, and
the time spent playing video games. The last part of the questionnaire will include
questions regarding their academic performance: which will be derived from the
participant’s General Weighted Average (GWA) from the first semester this Academic
Year (2021-2022).
Before distributing the research instrument, the researchers will seek authorization from
the section advisers of the senior high-school department to conduct a study as well as
administer the pre-survey and research instrument to the students. The pre-survey will
be given out to all of the department's sections, and the results will be used to identify
which students are eligible to participate in the study. The questionnaire will be
distributed through google forms online to students who were chosen from the
pre-survey, where the participants are to accomplish it within 3-5 school days. After the
stated deadline, a group member will be allocated to collect the survey questionnaire,
which will then coordinate with the group to gather and sort out the data.
Data Analysis
After collecting the data from the respondents, it will be analyzed using the
1. The arithmetic mean will be utilized to determine the mean of the study, given by
the formula:
2.
𝑥̅ = 𝑥1 + 𝑥2 + 𝑥3 ... + 𝑥𝑁
𝑥̅ = mean
𝑥1 = first value
𝑥2 = second value
𝑥3 = third value
𝑥𝑁 = last value
𝑁 = number of value
Σ(𝑥𝑖 − 𝑥)(𝑦𝑖 − 𝑦)
𝑟 =
2 2
Σ(𝑥𝑖 − 𝑥) Σ (𝑦𝑖 − 𝑦)
R = correlation coefficient
4. The T-test will be utilized to determine the applicable hypothesis for the study,
𝑡 = 𝑥1 − 𝑥2
a) 16
Answer:________________ b) 17
c) 18
d) Other: ______
a) Male Answer:_________________
b) Female
● 12-Kalinga, Tepora
● 12-Malasakit, Alimpolos
● 11-Ugnayan, Nievares
● 11- Kamalayan, Paman
● 11- Kasarinlan, Dimapilis
I. DEMOGRAPHIC PROFILE
AREAS QUESTIONS
1. Name
2. Age
Personal Information/
Demographic Profile 3. Sex
5. Monthly
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