Pianakafinal Sa Lahatt Ryann

Download as pdf or txt
Download as pdf or txt
You are on page 1of 14

Effects of Online Games on Grade 10 Students Performance in English and

Mathematics at General Emilio Aguinaldo National High School

Researchers:

Iglesias, Paul Andrei S.

Aguilon, Julia

Compuesto, Charlimae

Lolo, Saizy

Mizon, Ryan Christian

Moral, Kathrine Chloei

Malinao, Alyza Mae

Reyes, Paulyn Heart

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

stress reliever, challenge and competition, relaxation, enjoyment, social interaction,

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

entertainment. As stated in Margaret Rouse (2012), online games nowadays can

contain in-game purchases, which may result in students stealing from their parents’

pockets or being short on their school allowance due to in-game purchases.

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

higher grades. As explained by Catherine L. Jongco. (2022), inappropriate use of

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

function, especially academically and physically, because technology can damage


the human brain because of addiction, and our relationships with our family or

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,

badminton journaling, or even doing something productive.

Academic Performance is evaluated by the completion of written and oral

exams, giving presentations, submitting assignments, and engaging in-class

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.

According to Miller, C. L. (2021) a “Gamer” is a term that refers to anyone who

routinely plays games.

The motive of this study is to find out the effectiveness of Online Games on

the Academic Performance of Grade 10 Students in General Emilio Aguinaldo

National High School. This study aims to discover if there's a positive impact or

negative impact on a student's academic performance while playing Online Games

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

outcomes of online games on students' academic performance.

The primary objective of this study is to spread awareness regarding the

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:

1. What are the advantages of Online Gaming to Academic Performance of

Grade 10 students in General Emilio Aguinaldo National High School?

2. What are the disadvantages of Online Gaming to Academic Performance of

Grade 10 students in General Emilio Aguinaldo National High School?

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

academic performance. This anecdotal idea is supported by some research. However,

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

many players simultaneously.

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

to negative habits of neglecting important tasks.

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

because they are so addicted to online games.

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

to determine the possible effects of Online Games on Grade 10 Student's academic

performance.

II. Materials and Methods

The study of the Effects of Online Games on Grade 10 student's performance

in English and Mathematics at General Emilio Aguinaldo National High School uses
the Quantitative method. According to Allen, M. (2017), using scientific inquiry,

quantitative research relies on data that are observed or measured to examine

questions about the sample population. The researchers will gather data and

information from a sample of people by asking specific questions.

The researchers will be using Convenience sampling in the process of

selecting respondents for this study. As defined by Julia Simkus (2023), it is a

method of non-probability sampling where researchers will choose their sample

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

population of 125 Grade 10 students in GEANHS; different questions will be used

through survey questionnaires in terms of data gathering.

In terms of data gathering, the researchers will conduct this study to

determine the Effects of Online Games on the Academic Performance of Grade 10

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

strongly disagree. This allows researchers to collect data that is quantitative in

nature depending on their needs (Philip Cleave, 2023). Data collection is the process

of gathering and measuring information on variables of interest, in an established

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

can be either a representation of the entire population or a sample of a population.

(Hayes A. 2023).

The questionnaire was developed related to the IMRaD structure approach

and its implications on the research writing process for data collection. Experts check

the accuracy of the questionnaire by highlighting the weaknesses and strengths

areas. After validation, the results were computed.

In regards to the involvement of this study, the respondent will not be put in

harm. In addition to the voluntary participation of respondents in the research, they

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

participate without any pressure or coercion.

REFERENCES:
Bassey, J. (2021, July 15). Negative Effects of Online Games to students. Stay

Informed Group.

https://stayinformedgroup.com/negative-effects-of-online-games-to-students/

Bhandari, P. (2022, December 2). A Guide to Ethical Considerations in Research.

Scribbr. https://www.scribbr.com/methodology/research-ethics/

Cleave, P. (2023, January 26). Advantages of Questionnaires in Online Research.

SmartSurvey.

https://www.smartsurvey.co.uk/blog/advantages-of-questionnaires-in-online-re

search

Dumrique, D. O., & Castillo, J. G. (2018). Online Gaming: Impact on the Academic

Performance and Social Behavior of the Students in Polytechnic University of

the Philippines Laboratory High School. KnE Social Sciences, 3(6), 1205.

https://doi.org/10.18502/kss.v3i6.2447

Dumrique, D., & Castillo, J. (2015). Online Gaming: Impact on the Academic

Performance and Social Behavior of the Students in Polytechnic University of

the Philippines Laboratory High School

| KnE Social Sciences. Knepublishing.com.

https://knepublishing.com/index.php/Kne-Social/article/view/2447/5372

Eli Nolan . (2023, January 20). Effects of Online Games on Academic Performance.

MonitorNerds | Gaming Monitor Reviews.


https://monitornerds.com/effects-of-online-games-on-academic-performance/?

fbclid=IwAR1csCBgZPTVzXBH1w7Mpccg3Y4-TWnZBn4ak_iJq5FOZW2ul8g

XmSm_D3A#:~:text=On%20the%20positive%20side%2C%20particular

Garcia, K., Jarabe, N., & Paragas, J. (2018). Negative Effects of Online Games on

Academic Performance. Southeast Asian Journal of Science and Technology,

3(1), 69–72.

https://www.sajst.org/online/index.php/sajst/article/view/40?fbclid=IwAR0ZHX

97-SGsjQ8lDFh2c0dCT4Fi7xHulcT6XLHy0l2iOZk9yQJS6nljHoU

Haug, E., Mæland, S., Lehmann, S., Bjørknes, R., Fadnes, L. T., Sandal, G. M., &

Skogen, J. C. (2022). Increased Gaming During COVID-19 Predicts Physical

Inactivity Among Youth in Norway—A Two-Wave Longitudinal Cohort Study.

Frontiers in Public Health, 10. https://doi.org/10.3389/fpubh.2022.812932

Jongco, C. (2022, January 24). EFFECTS OF ONLINE GAMING ADDICTION

TOWARDS STUDENTS. Www.udyong.gov.ph.

http://www.udyong.gov.ph/index.php?option=com_content&view=article&id=11

076:effects-of-online-gaming-addiction-towards-students&catid=90&Itemid=13

68

K, S. (2023, May 12). What is Online Gaming? (with pictures). Easy Tech Junkie.

https://www.easytechjunkie.com/what-is-online-gaming.htm?fbclid=IwAR17dH

6cgIGlX4FCDRL_8lY7MqtE3FaTWMpmlvJmstQTxOxnzx3jgoeC868
Labana, R. V., Hadjisaid, J. L., Imperial, A. R., Jumawid, K. E., Lupague, M. J. M., &

Malicdem, D. C. (2020). Online Game Addiction and the Level of Depression

Among Adolescents in Manila, Philippines. Central Asian Journal of Global

Health, 9(1). https://doi.org/10.5195/cajgh.2020.369

Landers, R. (2022). Online gaming – A perfect blend of entertainment and education.

The Times of India.

https://timesofindia.indiatimes.com/blogs/voices/online-gaming-a-perfect-blen

d-of-entertainment-and-education/?fbclid=IwAR1csCBgZPTVzXBH1w7Mpccg

3Y4-TWnZBn4ak_iJq5FOZW2ul8gXmSm_D3A

Li, F., Zhang, D., Wu, S., Zhou, R., Dong, C., & Zhang, J. (2023). Positive effects of

online games on the growth of college students: A qualitative study from

China. Frontiers in Psychology, 14.

https://doi.org/10.3389/fpsyg.2023.1008211

Miller, C. L. (2021). Who are Gamers? Mlpp.pressbooks.pub.

https://mlpp.pressbooks.pub/gamebasedlearning/chapter/chapter-2/?fbclid=Iw

AR3_ln38DwpmKUX-mIOJahS8s8gnLAJyXvij6N1Rrat6XW3CvDwi7pnjyns#:~

:text=A%20%E2%80%9CGamer%E2%80%9D%20is%20a%20term

Office of research integrity. (n.d.). Data Collection. Hhs.gov.

https://ori.hhs.gov/education/products/n_illinois_u/datamanagement/dctopic.ht

ml
Rouse , M. (2012, May 25). In-Game Purchases. Techopedia.

https://www.techopedia.com/definition/27615/in-game-purchases?fbclid=IwAR

3sOxJSGPrAulWcwTqwTB1ZjaJid6mtGUk4qrYhxtheJUPODTnZUZzlIYs

Salapas, S. (2019). Effects of Online Games to the Academic Performance of Senior

and Junior High School Students: Basis for in Developing Guidance and

Intervention Program. Ascendens Asia Journal of Multidisciplinary Research

Abstracts, 3(2D).

https://ojs.aaresearchindex.com/index.php/AAJMRA/article/view/9280?fbclid=I

wAR1bqL-2cKtR_zDhbHSZDwVE_2MN6oJDhmgxqPHyMgQSFlgVtuLfr2KjcR

Simkus, J. (2023, March 7). Convenience sampling: Definition, method and

examples. Www.simplypsychology.org.

https://www.simplypsychology.org/convenience-sampling.html

The Effects Of Online Video Games Among The Students Of AMA Computer

College - Free Essay Example. (2023, May 29). Edubirdie.

https://edubirdie.com/examples/the-effects-of-online-video-games-among-the-

students-of-ama-computer-college/

University of Texas Arlington. (2023, March 15). Subject and Course Guides:

Quantitative and Qualitative Research: Understand What Quantitative

Research Is. Uta.edu.

https://libguides.uta.edu/quantitative_and_qualitative_research/quant
Valdez, F., Baylen, R., Bustamante, A., Cabiles, G., Vallente, A. M., & Ablen, D. A.

(2020). Effects of Online Gaming on Academic Performance of GAS Students

at Bestlink College of the Philippines. Ascendens Asia Singapore – Bestlink

College of the Philippines Journal of Multidisciplinary Research, 2(1).

https://ojs.aaresearchindex.com/index.php/aasgbcpjmra/article/view/1585

What are In-Game Purchases? - Definition from Techopedia. (2019).

Techopedia.com.

https://www.techopedia.com/definition/27615/in-game-purchases

www.myayan.com. (2022). Advantages and disadvantages of playing online games.

Myayanblog.

https://www.myayan.com/advantages-and-disadvantages-of-playing-online-games

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy