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THE EFFECTS OF ONLINE GAMES IN THE ACADEMIC PERFORMANCE OF

THE GRADE 9 STUDENTS OF RAMOS NATIONAL HIGH SCHOOL

____________________

A RESEARCH PROPOSAL PRESENTED TO THE DEPARTMENT OF

SCIENCE, TECHNOLOGY, AND ENGINEERING CURRICULUM

RAMOS NATIONAL HIGH SCHOOL

RAMOS, TARLAC

__________________

RESEARCH I
DELA CRUZ, JOMEL ANDRE R.
DE VERA, MICAH C.
MANDAPAT, MARY RANE N.
PERALTA, JOHN LLOYD
VINLUAN, JADE
03 / 04 / 22JUNE 2022
Chapter I

THE PROBLEM AND ITS BACKGROUND

This chapter provides brief overview of the study. It includes several sections:the

introduction, statement of the problems, hypothesis, significance of the study, scope and

delimitation, theoretical/conceptual frameworkand the definition of terms used.

Introduction

Scholastic or academic performance is an important factor in the lives of both young

people and the nation as a whole because it determines how both will fare. With the world

becoming more digital, such performance is being put to the test, with games being

developed and made available on the internet.

This tempts school students of whatever age to test the attractive products of

software developers setting the young audience amazed with the quality of reality

reproduction or ephemeral worlds that materialize the artistic vision of creative developers.

While many students turn out able to balance between online games and education, some

students do not match others in this ability, which leads them to commit more of their time to

online games instead of education. (Nazlim, A. 2019).

This results in procrastination or the postponement of academic tasks and the loss of

studying motivation, which bids fare to affect the likelihood of such students securing

optimal academic results. (Nazlim, A. 2019).

The COVID-19 pandemic has had an impact on almost every aspect of our lives,

with lockdown restrictions affecting how we work, socialize, shop, and study. Such wide-

ranging changes in our daily lives have inevitably expressed concerns about our health and

how we cope with these unusual and uncertain circumstances.


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. (Bassey, J. 2022).

This research will look into anecdotal evidence that suggest many people have

turned to online games during the global epidemic. The study's motivation goes beyond

anecdotal observations; however, many of the potential benefits of playing games discussed

below have previously been documented.

Adachi and Willoughby (2013) did research that focused on the positive effects of

video games on students. One aspect of their study is the self-reported positive effects of the

games on the respondents’ academic grades. The present study mirrored the self-reporting

method of their study but with inclination onthedisadvantages of online games on the

specificacademic areas of doing assignments, quizzes, classrecitation, paper works, and

examination. (Adachi & Willoughby, 2013).

These benefits include stress relief, cognitive skills development, combatting

loneliness and more. So, while games have previously been shown to be helpful in dealing

with trauma and improving well-being, this study sheds light on how games have helped

players cope with the unprecedented effects of the COVID-19 pandemic. (Barr, K. K. Q. et

al., 2017).
Statement of the Problem

The focus of this research is to know and understand the effects of online games in

the academic performance among Grade 9 students of Ramos National High School.

Specifically, it sought seeks to answer the following questions:

1. What is the pre/post test scores within the control and experimental group?

2. What were are the experimental and control groups' pre- and post-test scores?

3. Is there a significant difference in the pre/post test scores between the control

and experimental groups?

4. What recommendation(s) can be made in order to remedy this issue?

Hypothesis

This study entitled “The Effects of Online Games in the Academic Performance of

Grade 9 students of Ramos National High School.” has expected is expecting to have either

the null and alternative hypothesis to become an outcome:

Null Hypothesis

 There is no significant relationship between online games and academic

performance of Grade 9 students of Ramos National High School.

Alternative Hypothesis

 There is a significant relationship between online games and academic

performance of Grade 9 students of Ramos National High School.

Significance of the Study

The researchers believes that this study will not only yield data that will be helpful

to them, but also to the following groups of people:


The LearnersStudents. In particular, the grade 9 students of Ramos National High

School will be able to see the effects of online games and how it affects academic

performance. This research will definitely shed light on how to deal with online games.

Additionally, the students who frequently use online games might realize the consequences of

their bad actions and start to change and improve themselves.

Parents. This study benefits the parents by giving information about online gaming.

This study will help them on how to converse with their children. They are with their children

most of the time; they can make an advice through the help of this study.

Teachers. The findings of this research will offer important information about the

effects of online games to the students. Thus, it will lead them to identify, assess and give an

advice to all of the students. This study may serve as act as a wake-up call to conduct or

construct an orientation to address this ever-growing issue.

Researchers. This study is beneficial to the researchers themselves because it will

help them in understanding the impact of online gaming and apply the lesson in their lives.

Through this study, their research skills improve little-by-little and they might find self-

fulfillment.

Future Researchers. The result of this study will serve as a cross-reference for the

future researchers. This study can be used as an effective guide in evaluating and finding

information with their research.


Scope and Delimitation

This research focused will focus in one (1) public high school which is , the Ramos

National High School. Grade 9 students are the target grade level for this study. The

respondents to be used are limited to forty (9040) Ggrade 9 students only who that are

currently enrolled this school year S.Y. 2021-2022.

Moreover, this study will bewas conducted face-to-face and the researchers will

conduct a pre/post-test to the grade 9 students to look for the significant difference whenever

they play online games.will included the profile of the respondents: their name which is

optional, age, section, and gender. The researchers also want to know if there is a difference

between the control and experimental groups' pre and post tests, what arewere the

experimental and control groups' pre- and post-test scores, if the academic achievement of the

control and experimental groups significantly different, and what recommendation(s) can be

made in order to remedy this issue.

This study aimed aimsto investigate online games, specifically the impacts of it to

the academic performance of the students. The scope of this study is to find the effects of

online

games among the academic performance of Ggrade 9 students’ of Ramos National High

School.

Theoretical/Conceptual Framework

In general, this study described the School's work on the fairly academic performance of

grade 9 students of RNHS influenced by online games. The study's conceptual framework is

presented on the following page.


Effects of SCHOOL
Online WORKS
Games

Academic
Performance of the
grade 9 students of
RNHS
Definition of Terms

For the purpose of clarification, the important terms used to be used in this study

have been are defined conceptually and operationally. The following terms are:

Academic performance. A measurement of student achievement across various

academic subjects. In this study, academic performance is the measurement of student

achievement in school.

Ramos NHS. It is an institution at which instruction is given in a particular

discipline. Operationally, this term is defined as a place for person improvement.

Grade 9 Student. A person who is particularly on enrolled in 9 th grade to formally

study. Operationally, it is any person from 9th grade that affected by the effect of online

games in their academic performance.

Online Games. A video game that is either partially or primarily played through the

Internet or any other computer network available. In this study, it is an online games that

affect the academic performance of the grade 9 students.

Chapter II

REVIEW OF RELATED LITERATURE AND STUDIES


This chapter proffers the local and foreign related literature and studies after the

thorough and in-depth forage done by the researchers. Review of conceptual literature from

books, journals, articles, internet and other references together with researches conducted in

the Philippines and abroad. Moreover, this will serve as a guide for the researchers in

developing the projects.

Related Literature

Perry, A. et al. (2018) [study 12] conducted a study a. As follows: harmonious

passion for enjoying MMOG’s helped build social capital; however, when this passion was

obsessive, the outcomes were negative. Their research also discovered that fidgeting with

real-life buddies was connected to higher bonding social value among gamers.

Surprisingly, wiggling with strangers and potential new buddies was associated with

a rise in relationships. Similarly, higher group play quality was related to lower levels of

emotional distress among gamers over 55. This suggested that for older adults, being lively

member of an in-game guild, may improve their emotional well-being. (Zhang & Kaufman,

2017).

For instance, a systematic review conducted by Männikkö et al. (2017) focused on

health-related outcomes of problematic gaming behavior.This review aligns with prior

research that looked at the risk factors and adverse health outcomes of excessive internet

usage, particularly among adolescents (Goh et al., 2019)

As a result, there are a number of potentially dangerous aspects of online gaming.,

such as reduced social skills, aggression, reduced family connection, interruptions to one's

work and education have been cited (Pontes et al., 2020).

Such high levels of game involvement have been interwoven with high reports of

potential well-being benefits in the U.S. sample, including 80% for mental stimulation, 63%

for problem solving, 55% for connecting with friends, 79% for relaxation and stress relief,
57% for enjoyment, and 50% for accommodating family quality time (Entertainment

Software Association, 2020).

Many people consider online gaming to be one amongst their favorite pastimes.

According to some, playing online games can be a stress reliever, a challenge and

competition, relaxation, enjoyment, social interaction, and even a mental escape from the real

world as cited by (Domrique & Castillo, 2018).

The study “The Negative Effects of Online Games on Academic Performance,”

conducted by Kurt Garcia, Nelson Jarabe, and Jessie Paragas, a researcher at the State

University Lingayen Campus in Pangasinan, discovered that playing online games has a

negative effect on academic performance. They were asked to rate the impact as severe,

moderate, or negligible. According to the study, the majority of respondents enjoyed playing

online games. Online gamers had average academic performance, whereas non-players had

excellent academic performance.

Garcia, Jarabe & Paragas (2018) stated in their article that online game players had

an average academic performance while non-players had a high academic performance.

Basically, online games had a moderately negative effect on their academic performance in

assignments, quizzes, class recitation, paper work, and examinations.

Several psychological studies have found that spending more time on the internet

has a negative impact on a person's ability to communicate appropriately face-to-face with

friends, peers, family members, and parents. It was discovered that the human brain is easily

destructible, and one of the reasons for this is the use of technology.

It's vital to understand gaming issues not just in terms of their visible symptoms, but

also in terms of the game, the gamer, and their attitudes. To bridge the gap, this study will
examine the effect of online games on the academic performance among grade 9 students of

Ramos National High School.

Related Studies

Foreign

According to Visda et al., (2016)Justin Visda, Heinson Tan, and Bryan Yaranon,

online games are difficult to resist, especially if they are only available in our immediate area.

Students find it pleasurable and happy, and they ultimately forget about their assignments and

issues, but it has a negative influence on them, which is known as addiction.

According to them, aAddiction is too much playing, and it is impossible to resist

because the majority of young people claim to be bored with their daily life.specifically in

relation to their studies That is why online games are addictive and enjoyable for them.(Visda

et al., 2016).

Local

According to a survey conducted by Rakuten Insight in the Philippines in March

2020, 75% of respondents said they were playing online games on a daily basis and 46% of

respondents said they were playing online games on a regular basis.

They discovered that online games have no significant impact on student academic

performance after completing several studies on the subject. Students are having issues

because they have lost track of time while playing online games, resulting in a lack of time to

study. (Khullen, M. 2018).

Chapter III

RESEARCH METHODOLOGY
This section discusses the research method. It presents the methods to be utilized in

this study such as theused in research design, population and sample of the study, research

instruments, data gathering procedures and statistical treatment of data:

Research Design

The researchers study will used an experimental research method to find out whether

the Ggrade 9 students’ academic performance is influenced by online games; where one or

more independent variables are manipulated and applied to one or more dependent variables

to measure their effect on the latter. The researchers employed a true experimental research

design that relies on analysis to confirm or refute a hypothesis.

Furthermore, an experiment is a study in which a treatment, process, or program is

introduced with the goal of observing a consequence or outcome. The experimental research

approach was chosen for the purpose of observing the study's problems.

Population and Sample of the Study

The sample of this study are the Ggrade 9 students from of Ramos National

Highschool (RNHS). The researchers study will used the non-probability sampling,

specifically, the purposive sampling technique. Grade 9 students of RNHS were used to

conduct the experiment, as are they the one that are qualified for this research experiment.

Data Gathering Procedures

The researchers will conduct a study to see how online games affect grade 9 students

academic performance. The experimental group will have to play games for 3-5 hours before

taking the Grade 9 students will be answering the questionnaires and pre/post-test while the

control group will not. Following that, the researchers will look for the answers and
significant difference within the pre-test and pos-test of the experimental group and control

group of grade 9 students in order to gather and collect data.

Research Instrument

The researchers used observation as means to get the appropriate data needed. They

will use a Science pre/post test based on the 4th quarter topic “Energy” of grade 9

modules.used questionnaires and pre/post-test to look for the effects of online games to the

academic performance of the grade 9 students . Observation from that is to be answered after

seeing the outcome. The result is to be measured and compared.

Data Gathering Procedures

The grade 9 students of RNHS will be required to answer some of the questionnaires

to proceed, pre-test will be conducted without any discussion and review rather after playing

online games for more than 4 hours. After 3 days, we will conduct a brief discussion and

review about the topic without any disruption of online games and they will answer the post-

test that is very similar to the pre-test.

Statistical Treatment of Data

The data to be collected for this experiment will be subjected to the following

statistical treatment.

In which the numbers will each berepresents the grade 9 students with the pre-test and

pos-test results.The difference of scores within the pre/post-test will also be showned.

Grade 9 Students Pre-Test Results Post-Test Results Difference of

name (1-10) (1-10) Scores

1 - 90
References

Bassey, J. (2022) Effects of Online Games on the Academic

https://d1wqtxts1xzle7.cloudfront.net/55020048/PR2.docx

Nazlim, A. (2019) The Effect of Online Game Addiction on Children and Adolescents’

School Success bit.ly/3MPasGE

Domrique & Castillo, 2018 Online Gaming: Impact on the Academic Performance and
Social Behavior of the Students
https://knepublishing.com/index.php/KnE-Social/article/view/2447/5371

            Garcia, Jarabe & Paragas, 2018 Negative Effects of Online Games on Academic
Performance

http://www.globalscientificjournal.com/researchpaper/

Online_Game_Based_Instruction_and_Performance_of_Learners_A_Literature_Review.pdf

knepublishing.com  

Perry, A. et al. (2018) Online-only friends, real-life friends or strangers?


https://www.frontiersin.org/articles/10.3389/fpsyg.2021.698799/full#B37

Zhang, F., and Kaufman, D. (2017). Massively multiplayer online role-playing games
(MMORPGs) and socio-emotional wellbeing.
https://www.researchgate.net/publication/315846125_Massively_Multiplayer_Online_Role-
Playing_Games_MMORPGs_and_Socio-Emotional_Wellbeing

Männikö et al. 2017 Problematic gaming behaviour and health-related outcomes

J. Health Psychol. 25, 67–81. doi: 10.1177/1359105317740414

Pontes et al., 2020 Emerging insights on internet gaming disorder

Addict. Behav. Rep. 11:100242. doi: 10.1016/j.abrep.2019.100242

 
Entertainment Software Association (2020) Essential Facts About the Video Game Industry.

 https://www.theesa.com/esa-research/2020-essential-facts-about-the-video-game-industry

PRE-TEST

I. Directions: Read each item carefully. Encircle the letter of the best answer.

1. What type of energy is transferred between objects of varying temperatures?


a. heat
b. light
c. sound
d. wave

2. What is the purpose of a heat engine?


a. It converts thermal energy into chemical energy.
b. It converts thermal energy into mechanical energy.
c. It converts mechanical energy into chemical energy.
d. It converts chemical energy into mechanical energy.

3. Why is the heat engine not 100% efficient?


a. Because all gas mixtures are converted into work.
b. Because an engine requires cooling.
c. The engine consumes all of the gases.
d. Some of the gases are taken up in the piston.

4. What causes thermal pollution?


a. Exhaust from various vehicles.
b. Exhaust from various industrial engines.
c. Degradation of water.
d. All of them.

5. How does an air conditioner function as a heater on cold days and a cooler on
hot days?
1. It cools the inside of the house and heats the outside.
2. It takes heat from the air outside to warm the inside.
a. 1 only
b. 2 only
c. Both 1 and 2
d. None of them

6. An ideal gas is compressed without allowing any heat to flow into or out of the
gas. What will happen to the temperature of the gas during this process?
a. The temperature decreases since heat flows during the process.
b. The temperature increases since no heat flows during the process.
c. The temperature remains constant because heat flows in and out during
the process.
d. The temperature could not be determined since heat is absorbed during
the process.

7. Is it possible to change the temperature of a glass of water by stirring it while


it is insulated from its surroundings?
a. No, stirring has no effect on the water's temperature.
b. No, insulation prevents the temperature of the water from changing.
c. Yes, stirring the water increases its internal energy, which causes the
temperature to rise.
d. Yes, stirring the water reduces its internal energy, resulting in a drop in
temperature.
8. Mang Victor, a carpenter, is planning a piece of wood with his planer. After a
few

minutes, he observed that it is hot. What is the evidence that there is heat
transfer?
a. It is not evident.
b. No, hotness is not related to a change in temperature.
c. Hotness means there is an increase in the temperature.
d. Yes, hotness means there is a decrease in the temperature.

9. How does water move upward from a deep well?


a. It happens naturally.
b. It uses a water heat pump.
c. It is a natural process.
d. It flows from higher temperature to cooler temperature.

10. Given the following mechanisms, which best describes the correct sequence of
the
refrigeration cycle?
1. compression
2. condensation
3. expansion
4. evaporation
a. 1, 2, 3, 4
b. 2, 3, 4, 1
c. 3, 4, 1, 2
d. 4, 3, 1, 2

ANSWER KEY:
1. A.
2. B.
3. B
4. D
5. C
6. B
7. C
8. C
9. B
10. A.
POST-TEST

I. Directions: Read each item carefully. Encircle the letter of the best answer.

1. What causes thermal pollution?


a. Exhaust from various vehicles.
b. Degradation of water.
c. Exhaust from various industrial engines.
d. All of them.

2. Why is the heat engine not 100% efficient?


a. Because all gas mixtures are converted into work.
b. Some of the gases are taken up in the piston.
c. The engine consumes all of the gases.
d. Because an engine requires cooling.

3. What type of energy is transferred between objects of varying temperatures?


a. heat
b. Sound
c. light
d. wave

4. What is the purpose of a heat engine?


a. It converts thermal energy into chemical energy.
b. It converts thermal energy into mechanical energy.
c. It converts chemical energy into mechanical energy.
d. It converts mechanical energy into chemical energy.

5. Is it possible to change the temperature of a glass of water by stirring it while


it is insulated from its surroundings?
a. No, insulation prevents the temperature of the water from changing.
b. No, stirring has no effect on the water's temperature.
c. Yes, stirring the water reduces its internal energy, resulting in a drop in
temperature.
d. Yes, stirring the water increases its internal energy, which causes the
temperature to rise.

6. How does an air conditioner function as a heater on cold days and a cooler on
hot days?
1. It cools the inside of the house and heats the outside.
2. It takes heat from the air outside to warm the inside.
a. 1 only
b. 2 only
c. Both 1 and 2
d. None of them

7. How does water move upward from a deep well?

a. It flows from higher temperature to cooler temperature.


b. It uses a water heat pump.
c. It happens naturally.
d. It is a natural process.

8. An ideal gas is compressed without allowing any heat to flow into or out of the
gas. What will happen to the temperature of the gas during this process?
a. The temperature decreases since heat flows during the process.
b. The temperature could not be determined since heat is absorbed during
the process.
c. The temperature remains constant because heat flows in and out during
the process.
d. The temperature increases since no heat flows during the process.

9. Mang Victor, a carpenter, is planning a piece of wood with his planer. After a
few

minutes, he observed that it is hot. What is the evidence that there is heat
transfer?

a. It is not evident.
b. No, hotness is not related to a change in temperature.
c. Hotness means there is an increase in the temperature.
d. Yes, hotness means there is a decrease in the temperature.

10. Given the following mechanisms, which best describes the correct sequence of
the
refrigeration cycle?
1. condensation
2. expansion
3. evaporation
4. compression
a. 1, 2, 3, 4
b. 1, 4, 2, 3
c. 3, 4, 1, 2
d. 4, 3, 1, 2
ANSWER KEY:

1. D.
2. D.
3. A.
4. B.
5. D.
6. C.
7. B.
8. D.
9. C.
10. B.

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