Pianakafinal Sa Lahatt Ryann
Pianakafinal Sa Lahatt Ryann
Pianakafinal Sa Lahatt Ryann
Researchers:
Aguilon, Julia
Compuesto, Charlimae
Lolo, Saizy
Sapu-an, Geraldine E.
I. INTRODUCTION
Online video games are popular among students (Edubirdie, 2023). Unlike the
older generations, teenagers these days always get stuck on their phones for hours
and get addicted due to the internet, social media, and especially online games.
Most of the time, it refers to video games played over the Internet, where multiple
players are in different locations across the world (K. Schurman, 2023). It has been
with us for so long now that most of the younger generations prefer to play on their
phones rather than going outside. Playing online games has become a part of the
lives of young people, not just students. According to Dumrique D. & Castillo J.
(2017) playing video games has a number of reasons to be played, for it can be a
and even mentally escaping from the real world. Other benefits of online games are
that social interaction with other players can help students develop their social and
communication skills, and online games are more affordable than costly traditional
video games. In terms of affordability, most students are bound to a limited budget.
As defined by Roland Landers (2022) online games are a great alternative for
contain in-game purchases, which may result in students stealing from their parents’
Nowadays, students spend too much time playing online games. Whilst technologies
are indeed very entertaining, they also come with many negative effects that may
affect the performances of many students. These games may keep students from
doing their daily school tasks and may hold them back from improving and getting
online games leads to problems such as distraction and addiction. Playing online
games can have negative effects on our physical and mental health. Students would
prefer to stay at home to play online games, which is why they forget to eat, have
poor sleeping habits, and forget to do homework, which results in poor grades and
academic performance.
Learning becomes unmotivated for them and they lose interest. However,
online game addiction is rarely acknowledged and is often neglected (Cent Asian J
Globe Health, 2020). It can mess up our daily schedule because students disregard
the time spent on these particular games, and it can also possibly affect our ability to
friends can change due to lack of communication. But the good thing is that we can
avoid addiction by spreading more awareness of these effects for students to get
back on track and be able to perform well in school, they should maintain proper time
management to keep them from getting too addicted to these games as it does not
only affect their studies but also may cause negative feedbacks on their mental and
physical health. Other than that, students can also find a new hobby instead of
playing online games. Try to discover new hobbies that you can do, such as drawing,
activities and debates. Teachers use side comments and letter or number grades to
describe how well a pupil has performed. Game Addiction is the overuse or
obsession with playing video games or computer games to the point where it
interferes with daily living. An online Game is any game that can be played online,
includes a large portion of its material and gameplay online, or is based online.
The motive of this study is to find out the effectiveness of Online Games on
National High School. This study aims to discover if there's a positive impact or
from time to time. This study would benefit many students since this study aims to
spread awareness and would serve as an eye-opener that would help them to
manage their academic performance. Aside from the students, it will also benefit the
teachers, since they can get some ideas on how they would overcome the possible
negative effects that Online Gaming may give on Student's Academic Performance
in English and Mathematics by first learning and gaining information about the said
feedbacks:
3. How are the Grade 10 Students in General Emilio Aguinaldo National High
School able to manage Online Gaming and Academic Performance at the
same time?
Online Games/Playing video games is often associated in our society with poor
several older studies contend that the results of the research have been mixed. Many
students have different ways to overcome their academics when playing online games.
Their primary motivation for playing was entertainment. Based on the findings of the
study, the researchers recommended that parents should do something in limiting their
children’s fondness for online games and that computer shop owners should prohibit
students from playing online games during class hours. Garcia et al., (2018). Most
games are developed with a motto to educate the user, except the violent ones.
Knowledge is always up for grabs and can be gained anywhere. Online games benefit
you in one sort or the other. Thrill and excitement set aside, you can capitalize on your
tactical and psychometric skills to better your thinking capacity and intelligence. If you
play video games daily, you tend to improve your multitasking skills, can enhance your
visual attention, and are more capable to differentiate important details from useless
ones. Myayan (2022). If the content being consumed is positive, then positive results
can be expected. If the content is negative, then negative results can be expected. The
study examined research from many sources in arriving at this conclusion. Today many
of us have stayed up more than once playing our favorite online computer games.
Online games have many genres including casual games. Online games can range from
single text-based games incorporating complex graphics and virtual worlds populated by
Online games consumed at least 9 hours for teenagers playing online does have
positive views as for recreational purposes, but it could also do to opposite views and be
destruction instead. Salapas, Sanny (2019). From the point of view of (Internet
matters.org, 2018), gaming addiction has officially been recognized as a mental health
condition, it's only right for us people and especially gamers to know what it is and what
we can do to prevent it. As we all know and as stated many times, more than millions or
maybe even billions of people all around the world knows and love gaming due to the
excitement these online games bring to us. Addictions are when the gaming gets too
much wherein one is no longer able to stop themselves from playing even though
they've been told many times, this especially applies to younger people which results in
them being stubborn and non-compliant to their parents. Not being able to finish daily
work and chores are some of the negative effects of gaming addictions which may lead
Playing online games is fun, and you can also play with your friends. According to
Public Health, Children and Health (2022), Online games used to be unfashionable
because others didn't have cell phones; they spent their time outside playing games, but
when there was a pandemic, it had a big impact on them, especially the children who
were playing outside. They also learned to play online games, and when they were in
lockdown for 2 years, students also did self-study at home for 2 years, but do they think
they learned something because playing online games became more of a priority for
them because it is fun? Many of them have altered their daily schedules and increased
their time spent at home. Because of this, they neglect themselves because their sleep
is not enough, and they neglect their mental health and social interaction, which have
become more challenging during lockdowns. Online games are more popular now
because people make money from online games, many young people have been
encouraged or influenced by this situation because others think their lives will be easier
because they earn money, but they don't know it has a big impact on them because they
can release a lot of money just because of online games and they cannot limit ourselves
Despite the many studies that have been made, it is still unknown whether the
possible outcomes might be the same for the other grade level students. Additionally,
There is still a lack of research about the Grade 10 Students' Performance, since
they do have different ways from how they manage their academics, the amount of
hours they play in online games cannot be assured. In this study, the researchers
would be allowed to send warnings and awareness to the Grade 10 Students so that
their academic performances in Math & English wouldn't get affected. Also, this aims
performance.
in English and Mathematics at General Emilio Aguinaldo National High School uses
the Quantitative method. According to Allen, M. (2017), using scientific inquiry,
questions about the sample population. The researchers will gather data and
based solely on convenience. This will be distributed for the survey process among
the Grade 10 Students in General Emilio Aguinaldo National High School the
students in General Emilio Aguinaldo National High School with their prepared
survey questionnaires that will be utilized to understand and determine the purpose
of this study on random respondents. The researchers will start to distribute 125
copies to be able to gather their personal information and fill in the information in the
questionnaire that is needed for the study. Researchers will assure that the
respondents filled out the information needed in the questionnaire. Then, the
researchers will collect and start to analyze the gathered data to compute the
percentage. The research instrument (survey form) was validated by the research
teachers at GEANHS.
Survey questionnaires were used in terms of data gathering. The respondents
of the survey gave their opinions on a 4-point Likert-type scale from strongly agree to
nature depending on their needs (Philip Cleave, 2023). Data collection is the process
systematic fashion that enables one to answer stated research questions, test
hypotheses, and evaluate outcomes. The data was collected by the researcher after
the validation of the instrument. The data were analyzed by applying descriptive
statistics; it was also used such as the frequency distribution and mean. Descriptive
statistics are brief informational coefficients that summarize a given data set, which
(Hayes A. 2023).
and its implications on the research writing process for data collection. Experts check
In regards to the involvement of this study, the respondent will not be put in
have the right to withdraw from the study. All of the responses and data gathered in
the survey forms are only read by the researchers. The respondents of this study
were chosen at random.The respondents were given a permission form on which the
aim of our study as well as the terms and conditions were indicated. The responders'
privacy and important credentials will be protected. This stated by Pritha Bhandari
(2021) voluntary participation means that all research subjects are free to choose to
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