Research Defense - Effects of Online Games
Research Defense - Effects of Online Games
Research Defense - Effects of Online Games
This study is anchored on the theory of Greene and Bavelier (2003) which states playing online
games improve student’s performance by enhancing consideration and concentration, visual
discernment, visual memory, concurrent handling, meta-cognitive abilities such as arranging, and
speed of data preparing of learners. Furthermore, playing online games is indicated by: addiction,
need for advancement, need for mastering the mechanics, need for relationship and need for
escapism (Xu, Turel and Yuan, 2011).In figure 1, the conceptual paradigm of the study shows the
independent and dependent variable. The independent variable is Playing Online Games and the
dependent variable is the Student Performance.
Signifinance Of Study
This study will benefit the following:
Students.
The result of this study will help the students have an insight on the impact of online games towards their academic
performance.
Parents.
The result of this study will serve as basis to help share with other parents the information about certain games or ideas to
help each other in parenting. Also it will help them understand the behavior and study habit of their children when they
are engaged into such activity
Teachers.
Teachers. The outcome of this study will provide additional information on what strategy to use to educate students about
the well - known effects of online gaming on the academic performance of students, problem solving strategy, decision
making and spatial visualization.
Future Researchers.
The results of this study will help future researchers in establishing their ideas when it comes to the relationship of
playing online games and student performance.
Conceptual Framework
This study covers the PSAT grade 12 ICT students, who are open to technology
and often play through online. The researcher will gather information about the
effects of online games through the academic performance of the senior high
school grade 12 ICT students. This will further explain and discuss the reason
beyond the illiterate behavior of the teenagers.
Methodology
Research
Research Design Population Sample Size Instrument
Total 78 50 100%
Tables 2.
Scale Descriptive Equivalent Interpretation
Addiction
When I am not playing online games I often feel restless. 2.40 Low
I often fail to get enough sleep because of playing online games. 2.41 Low
Table 4.
STUDENT PERFORMANCE
GRADE 86.80
Summary of Findings
The following were the findings of the study:
1. The mean result gained in Playing Online Games in terms of Addiction is 2.41,Poor
Eyesight is 2.49, High Grades is 2.56, Need for Improving Academic Function is 2.14,
Need described that the level of internet addiction is less frequent.
2. The mean rating obtained in student performance of the Grade 12 ICT students of
Pangasinan School of Arts and Trades is 86.80 interpreted as good.
3. The computed r-value of Playing Online Games and Student’s performace is -
0.500590247 and with p-value of 0.0000194481 which is less than 0. 05. It implies that the
null hypothesis is rejected.
Conclusion
Based on the mentioned findings, the following conclusions were
drawn:
1. The level of Playing Online Games is High.
2.The level of Student’s Performance of the Grade 12 Students is good.
3. There is significant relationship between Playing Online Games and
Student Performance among grade 12 ICT Students of Pangasinan School
of Arts and Trades.
Recommendation
Based on the findings and conclusion, the following recommendations are drawn:
1. The student shall play online games in their free time, especially in academic purposes to lessen
the possibility of being addicted to the Online Games and to have positive result in their academic
performance.
2. The parents should pay attention to their children especially in playing online games and they
should also give their children a time limit in playing to avoid Online Gaming addiction.
3. The teachers shall guide and teach the student how to control their time in Playing Online Games
and also to help the student engage in an educational way to improve their academic performance.
The result of this study could be used by the researchers to plan further studies around Playing
Online Games and Student’s Performance.
Thank you!
-RESEARCHERS