Research Group 6 Completed
Research Group 6 Completed
Research Group 6 Completed
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RAMOS, TARLAC
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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
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
Introduction
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
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
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
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
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
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
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.
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
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
Null Hypothesis
Alternative Hypothesis
The researchers believes that this study will not only yield data that will be helpful
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
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
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
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
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
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
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:
achievement in school.
study. Operationally, it is any person from 9th grade that affected by the effect of online
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
Chapter II
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
Related Literature
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).
research that looked at the risk factors and adverse health outcomes of excessive internet
such as reduced social skills, aggression, reduced family connection, interruptions to one's
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
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
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
Garcia, Jarabe & Paragas (2018) stated in their article that online game players had
Basically, online games had a moderately negative effect on their academic performance in
Several psychological studies have found that spending more time on the internet
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
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
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
2020, 75% of respondents said they were playing online games on a daily basis and 46% of
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
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
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
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.
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.
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
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
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-
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.
1 - 90
References
https://d1wqtxts1xzle7.cloudfront.net/55020048/PR2.docx
Nazlim, A. (2019) The Effect of Online Game Addiction on Children and Adolescents’
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
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
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.
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.
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. 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.
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
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.