Chapter 2
Chapter 2
Chapter 2
CHAPTER 1
INTRODUCTION
Today’s world is one that is largely composed of technology. In a relatively short Span have been
immersed in a world high-definition television Facebook, YouTube, internet Tadio "green" cars,
outrageous thrill rides 3-D technology, etc. (the penetration of video games into the but no area
of technology has become as prominent that of video game. Violent video game effect on
students may increase precursor to violent behavior, may also affect their studies like doing their
school activities, homework, and their behavior in the classroom.
According to Psychological Bulletin (2010) violent video games are fundamental risk factor for
increased aggressive thoughts and aggressive behavior. Teen age itself is the age of energy
without direction. If a student selects violent video games, she/he will become aggressive which
makes him/her more imbalance in thoughts, response, and hinders creative and independent
thinking. A violent video game addict can never be a good reader because he is much vulnerable
to animations than still words written on books such as their brain starts working at unnaturally
remarkable speed. They lose their focus while sitting in passive and reading books. When
playing online games students can pick up bad language and behavior from others. Frequent use
of violent video games makes learners‟ socially isolated.
They might spend less time to do other activities like doing homework and interacting with
family and friends. Academic accomplishment may be negatively related to the time spend in
playing violent video games. Studies have shown that the more time a student’s spends playing
video games, will result in poorer performance in the school (Gentile, Lynch, Linder, & Walsh,
2004). There are bad effects of violent video games on students‟ attitude and behaviors. If
students keep this practice frequently, they will indulge in those activities such as shelling,
kicking etc. according to the research of Dr. Fatima Jinnah, indicated that there is relationship
between playing games and violent behavior, moreover violent video games are linked to
aggressive behavior. Therefore, this study was focused to examine the impact of violent video
games on student’s performances in grade 11 students of Cabbo National High School.
CONCEPTUAL FRAMEWORK
Output
INPUT Process
Strand
The input box shows the demographic profile of respondent such as age, gender, and their strand.
The researcher also incorporates the violent video games of the respondent as their independent
variable which is the academic performance of the students. The variable needs to be identified
to examine the impact of the violent video games experienced by senior high school students at
cabbo national high school.
The process box shows the methods that use to gather the data to the respondent profil. Survey
questions will assess impact of violent video games, classroom behavior, lack of time
management. Gathering data from students’ profile and conducting survey through questionnaire,
will be employed to evaluate the relationship between the variable and its impact on academic
performance.
The output box shows the result of the study where I'm the researcher will determine the impact
of violent video games on students. It should be further developed to suit the specific research
design and objectives.
STATEMENT OF THE PROBLEM
Generally, this study aimed to investigate the impact of violent video games on student’s
performances in grade 11 students in Cabbo National High School.
• What type of online games that students‟ play to make them not doing their academic
activities?
What type of online games do students usually play that affects their academic performance?
• How many hours students spend on playing games?
• what are the effects of online games on their behavior?
• Why student like playing online games on their vacant time that doing their school activities?
Why does students play online games during their vacant time rather than doing their school
activities?
RESEARCH HYPOTHESIS
The research hypothesis of this study is violent video game effect on senior high school students
on how can affects their academic performance, homework, and their behavior in the classroom.
Playing online games students can pick up bad language and behavior from others. A violent
video game also decreased sleep, poor social interaction to other, and less reading that lead to
bad grade in academic activities and homework. .
This study will cover the impact of violent video games in Senior High School Grade 12 students
of Cabbo National High Schools and its effect on their academic performance. This study will be
conducted at Cabbo National School in the Municipality of Peṅablanca Cagayan. It will focus on
Grade 12 student enrolled in the academic year in 2023 – 2024. The sample size is limited to
thirty (30) Senior High School students who will act as respondents to this research using a
survey questionnaire.
SIGNIFICANCE OF THE STUDY
The main objective of this study is to identify the impact of violent video games on
student’s performances in grade 12 students in Cabbo National High School. Thus, the study
Students. The importance of the study for learners is to increase access to education and
knowledge while empowering them with a mindset and capabilities that sets them up for success
Parents and Guardians. Involvement in all aspects of their child’s education planning is
Teachers. The purpose and importance of teaching and learning materials is to make
lessons interesting, learning easy and enable teachers to easily express concepts.
Future Researchers. Improves services and treatments not just for you but also for
future generations. It helps develop new test for diagnosis, treatment and processes that could
Definition of Terms
VIOLENT BEHAVIOR
The longer that individuals are exposed to violent video games, the more likely they are to have
aggressive behaviors, thoughts, and feelings.
AGGRESIVE BEHAVIOR
Aggression, according to social psychology, describes any behavior or act aimed at harming a
person or animal or damaging physical property. A few examples of aggressive acts: acts of
physical violence. shouting, swearing, and harsh language.
RISK
Risk is the possibility of something bad happening. Risk involves uncertainty about the
effects/implications of an activity with respect to something that humans value (such as health,
well-being, wealth, property, or the environment), often focusing on negative, undesirable
consequences.
STUDENTS PERFORMANCES
The present study aimed to examine the effects of online game addiction on reduced academic
achievement motivation, and the mediating role of learning.
PROMINT
Important, famous
STUDENTS
student is a learner. A person who wishes to acquire knowledge and wisdom or skills in a
particular field or develop his intellectual capabilities is a student.
CHAPTER II
This chapter present a review of some related literature and studies that serve as the background
of this study.
LITERATURE REVIEW
Impact of Online Games on Learning
Despite the obvious negative effects of online games, there are arguments about the positive
effects of online gaming on student performance. When online games became a trend,
researchers started to venture into education, with innovative and refined ideas embedded in the
design of game-based learning. Besides that, the design of online games had also ensured
different learning experiences are being engaged on an affective, behavioral, cognitive, and
sociocultural level (Homer, et. al., 2015).
According to Homer, et. al (2015), online games can develop 21st-century skills whereby they
can help to improve the student’s socio-emotional skills such as collaborating as a team and
being involved in problem-solving and communication.
According to a study by the UK’s National Literacy Trust, students who play online games every
day scored higher than the average students in reading and writing (Picton et al., 2020). It is also
believed that kids who play online games do better in Maths and science and one of the
arguments for why these improved scores exist is the fact that online games such as solving
puzzles require higher-order thinking skills to achieve higher scoring points, thus allowing a
person to quickly solve problems, be able to think critically, and make good decisions.
According to research done by Sauce et al (2022), American kids, between 9 and 10 who spent
an above-average time playing online games increased their intelligence scores by 2.5 I. Q points
above the average after two years.
Even schools in recent years have incorporated online games such as Quizizz, Kahoot,
Pictionary, Spelling Bee, and many more in their classroom teaching.
In 2020, the President’s Council of Advisors on Science and Technology found the importance
of enforcing STEM as they realized many students are switching out of science, technology,
engineering, and math programmes due to the difficulty of a course called calculus. In
conjunction with this, The University of Oklahoma has developed a calculus game to help
students to master the subject. It was evident that the use of purposefully designed learning
games had increased the success of students in calculus (Thomas, 2021).
CHAPTER3