Practical Research Final 2

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Chapter I

INTRODUCTION

Background of the Study

Valorant is an online game that is popular to a lot of teenagers around the world. It

is a PC exclusive five (5) versus five (5) game that uses fantasy and tactical playing style.

It has recently risen to fame and is, as of the moment, the most played frames per second

(FPS) game. Each game has 25 rounds and the team that wins 13 of them first wins the

game. Players can choose their in-game characters called agents and can buy abilities and

weapons at the start of the game. (Ahaskar, 2020)

Fang-ling Lin et al. (2013) stated that video gaming causes poor school work.

College students spending too much time on online games every week tend to suffer from

worsened learning ability, concentration problems, poor academic performance, and

decreased interactions with other people. The impact of games to students do scope on the

wellness of the learners since online games have given many challenges from student's

behaviors striking their academic behavior to constantly change positively or negatively

their personality, it brings various types of behavior that affects players in different ways

affecting their academic performance (Aviso et al., 2021)

According to Wright (2011), individuals who indicated that they did play video

games had lower Grade Point Average than students who indicated that they did not play

video games. De Los Santos et al. (February 2020) also concluded that playing online

mobile games has significant bearing with academic performance of University students.

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In contrast, Domrique and Castillo (2018) stated that the academic performance of

the respondents is not affected even if they play online games. Their grades are still good

enough even if they spent time for playing. According to the result of the research, in the

126 respondents they surveyed it was revealed that most of them who played online games

obtain a grade ranging from 86-90 interpreted as “Good” which is 68 or 53.97%. Followed

by 38.89% of the respondents that got a grade ranging from 81-85 with a description of

“Satisfactory”. Next is the grade ranging from 91-95 which means “Very Good” got the

second to least, which is 7 of the respondents or 5.56%, and lastly, the remaining number

which is 2 or 1.59% is the grade ranging from 75-80.

According to the article published by Clement, J. (2021), many people turned to

video gaming as a form of entertainment during long periods of being locked down at

home. During a global survey in June 2020 which was conducted by region, Latin America

ranked highest with 52% increase in the time spent in online games. Asia-Pacific was

second with 42% growth in time spent. Next to it is Europe and Middle East where it was

recorded that the growth was 34%. Lastly it was then followed by North America where it

was revealed that there was 15% increase in the time consumption of online games.

Valorant became one of the online game that helped teenagers to keep up with

socializing and interacting with people through the chat communication and in-game voice.

This study aims to know if playing Valorant has positive or negative impact towards

the student’s academic performance of Grade 12 of Easter College. It aims to deliver or

showcase the effects caused by the time consumption in playing Valorant as compared to

the time spent in Studying. This also aims to answer if there is a significant change in

academic performance of those who play the game 'Valorant'. In addition, the study would

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help the respondents to be aware if they should continue to spend all their time in playing

Valorant or if they have to limit themselves and focus more in boosting their academic

performance.

The researchers chose this topic since most of us in this generation have grown up

with technology and have greater access to it. Not only students are affected; adults are

now becoming addicted to playing online games, particularly First-person Shooter games.

The researchers' interest was further sparked by the fact that it was a game that Grade 12

students played the most of. The students' constant conversation about this game during

break periods at school has kept them from concentrating on their studies, which has been

a big source of distraction. In addition to being well-liked, it is the game that students play

the most.

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Statement of the Problem

The purpose of the study is to discuss the relationship between the time spent in

playing Valorant and its effect on the Academic Performance of the Grade 12 students of

Easter College Incorporated.

Specifically, this study seeks to answer the following questions:

1. How many hours do the Grade 12 students of Easter College play Valorant?

2. How many hours do the Grade 12 students study at home?

3. To what extent is Valorant affecting the academic performance of Grade 12

Students of Easter College?

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Scope and Delimitation

Our study is to find the effects of playing online games on students' academic

performance. This study focuses only to the students of Easter College Incorporated, one

of the private school in Baguio City located in Easter School Road, Central Guisad. These

selected students are Grade 12 students of the school in the year 2022-2023 who only plays

the fps game Valorant. The primary purpose of our research is to point out the effects of

playing online games. In addition, this aims to determine whether playing online games

hinders the accomplishment of academic duties. The data will be gathered through

dispersion of survey questionnaires to the willing participants.

The focus of the study is to determine the correlational relationship between the time

spent playing video games and its subsequent effect on the students’ Academic

performance. However, the study delimits itself to the effects of online games on their

behavior and does not cover the intensity of playing video games, the craving for playing,

and the attention taken away by playing Valorant from their lifestyle.

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Chapter II

REVIEW OF RELATED LITERATURE

The use of technology on everyday life is helpful and complicated in so many ways.

One of the results of this development is the opening of online gaming through the internet

which has become addictive and one of the widely used leisure activities by many people

and teenagers. As such, some studies had been conducted about the effects of online games

in different branches such as its effect on the user’s behavior, thinking, and actions. Some

researchers found that there are no effects and some studies found that there is a significant

change in academic performance due to time consumption on online games. In relation to

the research being conducted, there are already existing studies that has already been done

to find out the correlation between video games and academic performance of its users.

These researches was conducted to different schools in which the respondents are in

different age groups and different genders.

In the study conducted Jancee Wrigth (2011), it was concluded that participants

who indicated that they did play video games had significantly lower GPAs than

participants who indicated that they did not play video games. The researcher conducted

her research in the University of Cumberlands focusing on 198 college students in the said

university. The respondents were then categorized according to their different age groups

in which majority falls to 17-23. They were also categorized based on their self-reported

majors. The study used a survey questionnaire to gather the needed information after that

the data was analyzed through series of descriptive statistics analyses, correlation analyses,

and one-way ANOVA which now resulted to the conclusion.

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In the research conducted by Aquino (2019), it is stated that playing online games

has no significant difference between the academic performances of the respondents for

they still excelled in their class as revealed by their academic grades. The study determined

the effects through the use of descriptive-correlation research design where the researcher

identified those who play and those who do not play online games in order to present the

results that is aimed to be answered.

The study of Nasution, A. I., et al., (2015) agrees with the research of Aquino which

shows that there is no significant relationship between gaming frequency and academic

performance among International Islamic University, Malaysia (IIUM) students because

of the gaming frequency shows inconsistent effect towards academic performance. In

addition, both male and female of IIUM students also has different result of academic

performance and gaming frequency and none of them shows consistent relationship. To

sum up, the study has shown that there is no relationship between gaming frequency and

students’ academic performance. The result of this study implies that being non-gamers

does not guarantee students to perform well at universities. Hence, there are many factors

that correlated with students’ academic performance such as studying frequency, level of

intelligence, and etc.

Despite the Internet inherent advantages, it poses drawbacks to students like online

mobile games. It caught massive attention to millennial students, including the student’s

attitudes towards playing online mobile games. This technology may impact students’

academic performance if not properly handled by students in their attitudes towards playing

games online using mobile phones.

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In contraction to Aquino’s findings, Carillo Jr. Et al. (2020) stated that playing

online mobile games has significant bearing with academic performance of university

students. The outcome of the study accentuates the importance of the factor’s students'

amount of time spent on playing online mobile games at home and the commonly played

online mobile game at school. The poor performance of the students in their academics was

linked to playing online mobile games. Their study aimed to investigate the effects and

correlation between respondents’ attitudes towards playing online games and academic

performance which showed the result that playing online games has negative effect on

student’s academic performance through the use of survey questionnaires that was

conducted from the selected students with similar characteristics of the target respondents.

Past researches showed that playing online games have a negative effect on

academic performance of students by resulting to a poor fulfillment of students to their

educational activities. These existing researches used survey questionnaires as their main

gathering tool which would also be used in the study being conducted.

Thus, this study will focus in the hours of playing and in the hours of studying of

students which was not emphasized in the researches above. Focusing on these would now

pinpoint the reason of the results. It could be possible that it would be concluded that

because of spending more hours in Valorant it resulted to lower academic performance or

vice versa. The hypothesis of our research may present the same results from past

researchers which is time consumption in Valorant causes negative and decreased

academic performance of students.

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Chapter III
METHODOLOGY
Research Paradigm

OUTPUT
INPUT

1.Promotion of
1. The amount
PROCESS
sportsmanship
of time Grade Correlational
that would help
12 Students of
Research
the students be
Easter College
physically active
play Valorant 1.Distribution of
rather than
the survey
2. The amount engaging on
questionnaire
of time Grade online games.
12 Students
2. Statistical 2. Active
study at home
Analysis of the collaboration of
3. Effects of gathered teachers to
Valorant to response. parents in
the academic limiting the
performance student's time on
of the Grade playing online
12 Students of games.
Easter

College.
Figure 1: Research Paradigm

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The figure above shows the relationship between the three major parts of the

research paradigm. The time spent is studying and playing Valorant are the key variables

in this study. Next to this is process that involves the dispersion of the research instrument

and the analyzation of data. Lastly, the output that is composed of the possible

recommendations to the research.

The research conducted by the researchers is a Correlational Survey Research. The

target respondents are the Grade 12 Students in Easter College that plays Valorant. The

researchers have chosen the Grade 12 students as their respondents for they are graduating

students that should focus more in their studies. Moreover, the researchers have more

access to the Grade 12 respondents this is because the researchers have the same schedule

as them unlike to the Grade 11 Students who goes to school on different days. The

researchers also have good connection to the Grade 12 Students which would make it easier

in finding a participant.

𝑁
𝑛=
1 + 𝑒2
230
=
1 + (230)(0.03)2
230
=
1 + (230)(0.0009)
230
=
1 + 0.207
230
=
1.207
= 190

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Assuming that the total population that plays the game, the actual population now

equates to 230. The researchers have decided to use the Slovin’s Formula with the margin

of error being 3%. As such the researchers have arrived to their sample size which is 190,

this number now represents the total population. The respondents will be then chosen using

a simple random sampling.

In gathering the needed data, the researchers decided to use questionnaire method

which is used as a survey to gather information and answers from the respondents. The

questionnaire will only have 15 questions or items that are all answerable with yes or no.

By using the method stated above the researchers should be able to easily measure the

casual relationship between the variables. In addition, it was checked that the questions

measures what it intends to measure.

For the research to be made possible, the researchers asked for the consent of the

principal in the Senior High School Department of Easter College. After having the

permission of the principal the researchers will now seek the teachers of the Grade 12

students in order to have their consent. Next, the researchers have dispersed in an effort to

find their target respondents. After finding possible respondents the researchers asked for

approval of the respondents if they can spare a couple of minutes to answer the

questionnaire provided. The researchers would be there as a guide and for ensuring the

reliability of the information given by the respondents.

Upon gathering the results of the survey, the data collected will be analyzed to

provide whether Valorant affects significant change to the academic performance of the

grade 12 students at Easter College. The data will be assessed through the use of Statistical

Analysis particularly using correlational analysis. The research will provide printed

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questionnaires that will contain three (3) main research questions that will be handed out

to students who play Valorant to provide data needed. First it will evaluate the amount of

time Grade 12 Students play Valorant, second is the amount of time Grade 12 students

study at home, and the third will be the effect of playing Valorant to the academic

performance of Grade 12 Students. The data gathered will be presented through numbers,

graphs and figures which will further analyze if time consumption on Valorant affects the

academic performance of the respondents.

The researchers encountered a few limitations while conducting the study. The

group's limitations were a large sample size and a communication barrier. Due to the large

sample size, data collection is has become quite time consuming. Since it was difficult to

find willing respondents, the researchers had difficulty completing the required number of

respondents for the study. Furthermore, the researchers encountered a communication

barrier. This is due to students who were unwilling to interact and participate in the study.

Furthermore, there were students with disabilities who could only share information

through sign language, and the researchers seems to have no idea how to do so, therefore

the researchers decided to seek assistance in order to properly communicate with the

students.

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Research Instrument

Sample Questionnaire

Name (Optional): ___________________________________ Grade: ____________

General Directions: Put a check mark (  ) on the appropriate column that corresponds to

your opinion. Make sure not to leave any item unanswered. Thank you for your time and

cooperation.

I. The amount of time Grade 12 Students play valorant.

Factors Yes No
1. Do you play Valorant at home?
2. Do you play Valorant at the Computer Shop?
3. Do you spend your weekends playing Valorant?
4. Do you spend more than 4 hours a day in playing Valorant?
5. Do you spend less than 4 hours a day in playing Valorant?

II. The amount of time Grade 12 students study at home.

Factors Yes No
1. Do you usually study at home?
2. Do you spend more than 4 hours a day studying?
3. Do you spend less than 4 hours a day studying?
4. Do you have scheduled time for studying?
5. Do you make sure to follow your scheduled study time?

III. The effect of playing Valorant to the Academic Performance of Grade 12 students.

Factors Yes No
1. Do you think playing Valorant is necessary in your studies?
2. Do you think playing Valorant helps you concentrate in your
activities?
3. Do you think about Valorant even while studying?
4. If your grades are failing, do you plan to stop playing
Valorant?
5. Do you think playing Valorant motivates you to study?

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Chapter IV

REFERENCES

Printed Sources

Aquino, I. P. (2019). The Effect of Online Games to the Academic Performance of the Students in the

College of Teacher Education. International Journal of Advanced Research in Management and Social

Sciences, 8, 74-86.

Aquino, J.P. (2019). The Effects of Video Game Play on the Academic Performance. Modern

Psychological Studies, 17, 37-44.

Ashraff M.S., Fathil, M.S.B.M., Nasution, A. I. (2015). A Study on the Relationship between Video Games and

Student’s Academic Performance in IIUM. International Journal of Computer Science and Information

Technology Research, 3, 106-111.

Carillo Jr, V., Cornillez Jr, E., Naval de los Santos, J.R., & Naval de los Santos, G. (2020). Mobile

Games and Academic Performance of University Students. International Journal of

Innovative Technology and Exploring Engineering, 9, 720-725.

Dumrique and Castillo (2017). Online Gaming: Impact on the Academic Performance and Social Behavior of

the Students in Polytechnic University of the Philippines Laboratory High School. International

Research Conference on Higher Education, 4, 1205- 1210.

Fang-ling Lin et al. (2013). The Effects of User Involvement in Online Games, Game- Playing Time and

Display Duration on Working Memory. Lecture Notes in Computer Science, 8019.

Wright, J. (2011). The Effects of Video Game Play on the Academic Performance. Modern

Psychological Studies, 17, 37-44.

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Online Sources

Ahaskar, A. (2020). Everything you need to know about Valorant. Livemint. Retrieved from

https://www.livemint.com/technology/tech-news/everything-you-need-to-know-about-valorant-

11591217861198.html

Aviso et al. (2021). Impact on the Behavior of Students due to Online Technology Gaming and Its Effect on

their Academic Performance. Research Gate. Retrieved from

https://www.researchgate.net/publication/349781820_Impact_on_the_Behavior_of

_Students_due_to_Online_technology_Gaming_and_Its_Effect_on_their_Academic_Performance

Clement, J. (2021). COVID-19 impact on time spent gaming worldwide 2020. Statista. Retrieved from

https://www.statista.com/statistics/1188545/gaming-time-spent-

covid/?fbclid=IwAR0934B_o53bvcPYaF_t- lW4JyW3jtFZQJPH_j2ZMroMm5ylrjBpGx2Qco8

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