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Chapter 1 & 3 Final Edited Ma'am Dizon

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0% found this document useful (0 votes)
85 views26 pages

Chapter 1 & 3 Final Edited Ma'am Dizon

Uploaded by

aloha
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Title: Effects of Online Gaming to the Academic Performance of Pupils at Buenavista Elementary School

CHAPTER 1

THE PROBLEM AND ITS SETTING

Introduction

Online gaming addiction is a topic of increasing research interest. Since

the early 2000s, there has been a significant increase in the number of empirical

studies examining various aspects of problematic online gaming and online

gaming addiction. The fact that online gaming is one of the most desired activities

followed by a lot of students. It shows its own benefit, taking into consideration is

its positive impact as a great exercise of the mind. It includes improvement in

logical thinking. However, despite all of its innate benefits online gaming also

takes its drawbacks. According to a report of Syracuse University on the Science

Daily Website (2017), online gaming may have significant negative

consequences, especially in the life of students, through causing distraction and

interfering with important reaction of out-game life actions, such academic

performance, health and social life.

A various study with high regards to online gaming has been conducted,

however students’ undying addiction to online games is still increasing. Griffiths,

Kuss, & King (2012) conducted a study that examined massively multiplayer

online role-playing games addiction which is not only limited to males. The study

of Wan and Chiu (2016) identified online games as the most addictive internet

activities. This study seeks to improve the performance of students in school and

maintain their typical social behaviors.

Online game is very popular today to this modern era. Students nowadays

are very prone to the gigantic influence of technology. They have most the major
Title: Effects of Online Gaming to the Academic Performance of Pupils at Buenavista Elementary2School

portion on the online gaming rather than their school performance or academic

matters. Knowing that there is a huge scratch to academic performance when you

become addictive on using technology, epidemics are continuously touching

students one by one. The researcher was triggered to find out where the students

will be when they unceasingly connected regarding on this staple.

Education is an important element of investment in human and economic

growth. Many teachers, parents and netizens are continuously clamored for a

tighter clamp over online gaming. Protest mainly focused on how the trend is

becoming a cause of distraction among students in their studies. The fact that most

of the students living on informative lifestyle where everything is updated, online

game became one of the necessities of students. For some ideologies like the

Mount Carmel School of Maria Aurora Senior High School students, playing

online games like Mobile Legends, Rules of Survival, Clash of Clans, Dota and so

on has a number of reasons to be played, for it can be stress reliever, challenge

and competition, relaxation, enjoyment, social interaction, and even mentally

escaping from the real world. For most of these students, on line gaming is one of

the best past time that they acquire.

Raising awareness to young individuals is one way to help them reduce

their addiction to online games. With the continuous growth of technology, people

now have the ability to be connected to online world 24 hours a day regardless of

where they happen to be. It would also be uncommon to see a group of

adolescents playing online games together. This study brings attention to this

issue, by focusing on the importance of maintaining balance in one’s life, a

balance between the online and offline interactions. Through raising awareness to
Title: Effects of Online Gaming to the Academic Performance of Pupils at Buenavista Elementary3School

the students of what they are missing due to excessive playing of online games, it

would help them at least lessen their addiction.

Hence, it is undeniably questionable that playing online games provide

something that no one can give. Studies revealed that the human brain is easy to

destruct and one of the reasons is using technology. The education system tends to

go with the flow with this constant change in the society in order to get things

relevant to the generations today. The dark side of playing online games became

an issue of debate in school and the whole Education Department at large.

The researcher of this study felt need to find out how online games really

affect the Buenavista Elementary School in terms of their academic performance.

The purpose of this study is to determine the implication of online gaming to the

students. It has an aim to find out how online games affect students’ intellectual

capacity in relation to their academic performance. Thus, this study will be

conducted to determine the associations of playing online games towards students’

academic performance.

Conceptual Framework

The present study is based on the concept of examining the effects of

online gaming to the academic performance of the elementary pupils, it further

subjects to explore the relationship between the extent of online gaming to the

pupil’s academic performance. Nonetheless, the major educational theories

anchored on the current study were: Theory on Gaming and Violence, Theory

on the Effects of Video Games, and The Game Theory.


Title: Effects of Online Gaming to the Academic Performance of Pupils at Buenavista Elementary4School

Theory on Gaming and Violence

The other key flashpoint which researchers frequently clash is whether

playing violent video games (VVG’s) creates genuine violent trends in players,

and therefore should they be considered a risk factor for committing of violence in

the real world.

As a research area with many studies it is possible to examine and

compare various reviews that pooled the results of individual studies in meta-

analysis. Strong meta-Analytic research has suggested, considering all the

published and unpublished literature available, but exposure to VVG’s is a causal

risk factor for higher levels of aggressive behavior, aggressive cognition of

aggressive affect, and for decreased empathy and pro-social behavior (Anderson

et al. 2010). Knowing the consequences caused by playing games is essential to

this study since this study highlights the impacts of online games to the students

both academic and social behaviors.

Theory on the Effects of Video Games

The increasing popularity of video games has resulted in an explosion of

video games research (Barlett, Anderson and Swing, 2009). The increasingly large

research literature on this topic shows consistently that video games are found in

short- and long-term contexts and have access to a wide variety of domains

(Anderson and Dill, 2012).

Some of the effects have been research extensively and are being

determined. Allowing students to understand the effects of playing violent games


Title: Effects of Online Gaming to the Academic Performance of Pupils at Buenavista Elementary5School

enables them to see and to realize how it can affect in their social behaviors or

performances.

The Game Theory

Smith, et.al (2005) stated that playing online games takes part in a large

body of theory that concerns decision-making. It gives concepts of conscious,

object-oriented decision making involving multi-persons that provides concepts to

analysis such as information, choices, moves, strategy and outcomes.

Playing online games draws not only the negative impacts but also the

benefits it gives to the students. By averaging the effects of playing online games,

it would help students consider not just the negative side of it but also the benefits

it provides to them.

However, on the other aspect, the central to this study is exploring the

influence of online gaming to academic performance of the pupils at Buenavista

Elementary School. The figure 1 below illustrates the connection or influence of

the online gaming to academic performance. The extent of online gaming which

serves as the independent variable has the following aspects: school, home. This is

to assess how often the pupils play online games at home or at school. After such

examination on the level of effects of the online gaming. The researcher will look

further to its effects to the academic performance (dependent variable) of the

pupils Then, there will be designed improvement scheme to address the problems

and issues concerning the study.


Title: Effects of Online Gaming to the Academic Performance of Pupils at Buenavista Elementary6School

Figure 1: Schematic Diagram of the Study

INDEPENDENT VARIABLE DEPENDENT VARIABLE

EXTENT OF ONLINE LEVEL OF ACADEMIC


GAMING OF PUPILS AT: PERFORMANCE
 School
 Home

INTERVENTION PLAN
Title: Effects of Online Gaming to the Academic Performance of Pupils at Buenavista Elementary7School

Statement of the Problem

This study aims to examine the perceived effects of online gaming to the

academic performance among pupils at Buenavista Elementary School.

Specifically, it will seek to answer the following:

1. What did the profile of the respondents, in terms of

1.1. age;

1.2. gender?

2. To what extent does the elementary pupils play online games, when at:

2.1 school;

2.2 home?

3. How does playing online games affect the academic performance of the

students in relation with:

3.1. class participation;

3.2. number of hours in studying;

3.3. frequency of absences in class?

4. What is the level of academic performance of pupils based on their GPA?

5. Is there a significant relationship between playing online games and

academic performance of the elementary pupils?

Hypothesis

Ho: There is no significant relationship between the extent of playing online

games and the academic performance of the elementary pupils.


Title: Effects of Online Gaming to the Academic Performance of Pupils at Buenavista Elementary8School

Significance of the Study

This certain study which predominantly targets to determine the effect of

online games in academic performance among elementary pupils at Buenavista

Elementary School will give a new insight to the following:

Student. This study will help the students about the awareness on the

significant effect of online games in academic performance among pupils. They

will be informed enough to lessen and prevent online gaming.

Teachers. This will provide facts concerning the status of the academic

performance engaging online games, that would embolden them to help the

students by giving apt, explicit and useful feedback regarding the result of this

matter. 8

Department of Education. This will provide them optimistic

understanding and yawning awareness to the diverse causes that would affect

academic performance of each students who take part about online games. This

will be a big help for their further consciousness about what they will implement

in every school, what will they do modern generation student who were part of it.

School Administrators. The result of the study will also be helpful to

administration as it can be used in developing a framework for the program which

needs implementation involving the elementary pupils and realizing their essential
Title: Effects of Online Gaming to the Academic Performance of Pupils at Buenavista Elementary9School

role in supporting the academic performance of pupil for keeping aware and well-

informed about the impact of online game to their academic performance.

Future Researchers. The result of this study will serve as a basis and as a

resource for supplementary information and ideas for researches to be conducted

in the future.

Scope and Limitation of the Study

The coverage of this study is all about online games effect to academic

performance of pupils. It consists of effects of playing online games, it tells about

the proper or right use of online games as their part time habits. This study is

focusing on the negative effect of online games if it becomes the education

interference and also it tells about possibilities or results if you play online games

even during school time. 13


.
The researcher limited this research only at Buenavista Elementary School

with the minimum count of respondents, 50 pupils either male or female. The

researcher also limited this researcher only with the effects of online games to

their academic performance. It has a nominal duration of 30 days. The

consequence of the study will be very genuine only for the selected elementary

pupils only, while the generalizations and analysis were empirically based on the

findings of the study.

Definition of Terms

Academic Performance – how students deal with their studies and how they cope

with or accomplish different tasks given to them by their teachers.


Title: Effects of Online Gaming to the Academic Performance of Pupils at Buenavista Elementary
10School

Education – the knowledge, skills, understanding and attitudes that you can get

from attending school.

Effect – a result of something that was exist, done or happened.

Internet - a global computer network providing a variety of information and

communication facilities, consisting of interconnected networks using

standardized communication protocols.

Online game – a game played by electronically manipulating images produced by

a computer program which is available on or performed using the Internet or other

computer network. Games that needs an internet connection. Example, Mobile

Legend, Clash of Clans, Rules of Survival, Dota etc.


Title: Effects of Online Gaming to the Academic Performance of Pupils at Buenavista Elementary
11School

CHAPTER 2

REVIEW OF RELATED LITERATURE

Related Literatures

a. Foreign

Online Games/ Video Games

Online games are correlate in our society with poor academic

performance. This Anecdotal idea is supported by some research. There is

also a 2020 study that found a negative correlation between the general point

average (GPA) and the time spent in playing online games (Anderson and Dill,

2020). Yet this correlational finding is relatively small. However, the

study in 1997 state that “there is no clear causal relationship between video game

playing and academic performance (Emes, 1997, P. 413). Online gaming allows

a person to escape the real world and change the perception of self-worth (Rooij,

2020).

It is widely believed that game players who spend playing online games in

a long period of time (above 10 hours a day) are at high risks of being addicted

to video games (Anand, 2017). An online gaming addiction is not far from drug

addiction. Both are searching for a way to make them feel better. However,
Title: Effects of Online Gaming to the Academic Performance of Pupils at Buenavista Elementary
12School

playing online games is considered as one of the most popular leisure activities

in some people (Huang, 2013).

Students Performance

The education system tends to go with the flow with this constant change

in the society in order to get things relevant with the generations today. Children

who play four to five hours per day have no time for socializing, doing

homework, or doing some academic activities (Brian, 2015). There is a study that

boys are more likely to play online games. It is also started that those who play

online games are around 14-15 years old who are believed to be in the grade

level (Dumrique and Castillo, 2012). Playing online games do not affect their

grades badly for they know how to limit themselves. They know that they need

to control themselves in order to function well in their class that is do not

affect their grades badly for they know how to limit themselves. They know that

they need to control themselves in order to function well in their class that is why

they only play games during vacation and weekends with a lot of time

compared when they have classes (Online gamers anonymous, 2018).

Even though they play online games; they know how to socialize well

and they can perform very well when it comes to academic performance.

However, it is inevitable not to play even for half an hour especially when

they are accustomed to it. Therefore, it just a matter of discipline in the

academic performance. However, it is inevitable not to play even for half

an hour especially when they are accustomed to it. Therefore, it is just a matter of

discipline (Peters and Malesky, 2008). In additional, Video games have also been
Title: Effects of Online Gaming to the Academic Performance of Pupils at Buenavista Elementary
13School

used in comprehensive skills in children there is a tendency that the skills of a

student will improved (Graf, 2017).

Moreover, there is a tendency that students will get low grades because of

spending too much time in playing, they are not just playing, they just want to

feel relief. Yet, students tend to feel stressed due to loads of school works and the

outcome students will experience being procrastinated. Students’ learning takes

place unexpectedly, but in the appropriate usage of playing online games also

leads in some problems such as being distracted in school (Dumrique and

Castillo, 2021).

b. Local Literature

A video game is usually defined as an electronic game that is played by a

controller and provides user interactions by generating visual feedback. According

to Edward Castronova (2008) in his book of Synthetic Worlds: The Business and

Culture of Online Games, he described online game as Massively-Multiplayer-

Online Games (MMOG). An MMOG is a game capable of supporting hundreds or

thousands of players and is mostly played using the Internet. Nowadays, online

games have become extremely popular among the young generation thus leading

to the rise of online game addiction issues especially among the students.

In the research conducted by Ahn and Randall (2008), they were able to

discover that Massively-Multiplayer-Online Games or MMOG affects both the

social and academic lifestyles of students. Based on their surveyed data, students

who are addicted in online games registered more F grades as compared to non-

addicted students. This statistic corresponds with the amount of playing time of

addicted students on the MMOGs. Their surveyed data also shows that
Title: Effects of Online Gaming to the Academic Performance of Pupils at Buenavista Elementary
14School

approximately 50% of MMOG addicted students were also reported as actively

engaged in a physical altercation. Addicted students are mostly involved in

arguments with their teachers and as well as their friends.

According to the research conducted by Zhang (2007) and Zhuo (2007) on

online game addiction, the physical symptoms of Internet and online game

addiction were were cervical spondylosis, neurasthenia and insomnia. Cervical

spondylosis is a spinal injury caused by having the same sitting position for hours

while playing games. On the other hand, Neurasthenia is a psychological disorder

marked especially by easy fatigability and often by lack of motivation, feelings of

inadequacy, and psychosomatic symptoms. It results from when players engage in

hours and hours of game playing with no virtually sleep intervals in between. This

causes sleep sensitivity and disorders which induce addicted players to wake up

several times during the night and as such this leads them suffering from insomnia

which can cause mental anxiety and eventually result in nervous breakdowns and

general tiredness.

In Cebu, online game addiction is also becoming an issue. In one of the

episodes of I-Wtiness, Kara David was able to interview youngsters namely Doc,

Mark and Ice who resort to illegal activities just to fund their addiction to online

gaming. Doc, Mark and Ice are part of a young generation spending a lot of their

time on computer games. Some of them undergo illegal activities to fund their

vices and they can go on gaming for 24-hours without any sleep. 22-year-old Doc

is a scavenger and vagrant, but once he gets his money out of collecting garbage,

he goes to his favorite Internet shop to play. Mark, 20, is an out of school youth.

He lost his investment money and stole from his mother to pay for his Internet
Title: Effects of Online Gaming to the Academic Performance of Pupils at Buenavista Elementary
15School

rentals. Fourteen-year-old Ice says he gets his money from homosexuals in

exchange for sexual favors.

In one of the articles of PhilStar which is “Battle on Vs Kids’ online games

addiction”, Samuel Pagdilao (Police Criminal Investigation and Detection Group

(CIDG) director Chief Superintendent) stressed the need for measures to protect

children from being hooked on online computer games. He said many children

spend hours in a computer shop playing online games.

According to Bachhuber and Saulnier (2012), playing online games is an

effective way of enhancing a student’s reading comprehension. Through formative

testing, they found out that online games can help a student improve his/her

grammar, vocabulary and comprehension because they can have an interactive

way to learn English or any other language.

Related Studies

a. Foreign Studies

Nine relevant studies on how online gaming can affects students are

reviewed here. The study “Massively Multiplayer Online Role-Playing Games:

The people, the addiction and the playing experience”, said that there are more 9%

to 30% of the world’s population are addicted to online games. These people are

highly dependent on online games where in they spend around 20 to 30 hours a

week playing games. The study also showed more than three reasons why people

are addicted to online games. By interviewing players, it revealed that most of the

respondents preferred to be addicted to games than to other stuff like drugs and

alcohol. The study of Kelly (2020) is similar to the present study because it
Title: Effects of Online Gaming to the Academic Performance of Pupils at Buenavista Elementary
16School

tackles about the people and their addiction to online games which is more likely

the same to the study conducted by the researchers. It is also very helpful to

provide aid in guiding the present study to the right direction throughout the

research (Kelly, 2020).

As of today, most people relate online games to low academic

performance. Through the years, studies have yielded different results. Some of

them say that they are correlated when some say they are not. According to

Anderson and Dill (2020), there is a negative correlation between the two. Thus,

meaning there is no relation between the number of hours played by a player and

his grades. At times, the students defined the games study they are playing by

saying that they do learn something from it. A paper from EDUCAUSE backs

these students up by suggesting that the faculty learn and know about these games

so as to help students in class learning experience (Hitch and Duncan, 2005).

Furthermore, another paper claims that these games are not just for entertainment

(Snaffer, Squire, Halverson and Gee, 2005). They claim that these games may be

used to learn and experience different things and interact with other people and

belong to a virtual community. The relevance of the study by Snaffer, Squire,

Halverson and Gee (2005) is that study also includes how playing affects the

grades and the behaviors of the students.

Frank, Sanbou, Terashima (2016) tested how exposure to modern games

could be of benefit to players, researchers recruited in subjects to play the

MMORPG (Massive Multiplayer Online Role-Playing Game)” Nobunaga no

Yabou Online” gathering data over two months. Before and after playing Frank,

Sanbou, Terashima (2016) evaluated the subjects using psychological test and test

of communication skill, typing skill and knowledge of the internet and of online
Title: Effects of Online Gaming to the Academic Performance of Pupils at Buenavista Elementary
17School

games. They found out that the psychological tests showed no significant changes

in the subjects’ state of mind, there were improvements in communication skill,

typing skill and knowledge. The study of Frank, Sanbou, Terashima (2006) is

similar to the present study because it evaluates the benefits of modern games to

players. However, they differ in the fact that the study of Frank et al., (2006)

gathers data for over two months and they have psychological test,

communication skill test, typing skill.

Zamari et al., (2010) conducted a research that investigated the effects of

addiction to computer games on physical and mental health of the student. The

sample size includes 564 students selected by multiple steps stratified sampling.

They found out that there was significant positive correlation between students’

computer games addiction and their physical and mental health in dimensions of

physical health, anxiety, sleeplessness. They concluded that addiction to computer

games affects various dimension of health and physical problems increases. The

study of Zamari et al., (2020) is similar to the study that will be conducted by the

researchers because it investigates the effects of computer games. However, they

differ in the fact that the study by Zamari et al., (2020) studied the effects of

playing computer games on the physical and mental health of the students while

the study that will be conducted by the researchers will focus on the effects of

online games on the behaviors and performances of the students.

A study by Newman et al., (2019) was conducted to assess the framework

for hypothetical social situations among competing players. In some respect the

study shows players amassed strategies or at least optimal decision making and

competing actors in strategic settings. The relevance of this study to the present study is
Title: Effects of Online Gaming to the Academic Performance of Pupils at Buenavista Elementary
18School

that as a result of online diversion, this could show positive effects to players within the

space of building ways or optimum calling.

A research by Abbacus (2017) was conducted to determine the effect of

online game addiction of the student to their academics and the effects of online

games to their health. Online game addiction is not far from the drug addiction.

Because both seek a way to make them feel better. The lure of fantasy world is

especially pertinent to online -role playing games. These games are in which a

player assumes the role of a fictional characters and interacts with the other

players in the virtual world. According to Huan (2003), by playing the online

games features online gamer participants may view the games as source of

providing diversion and filling time. This study found that “problematic” video

game use can have similar effects as other addictive activities such as abusing

alcohol Kang (2011). The study of Abacus (2017) is comparable to the current

study because it verifies the impacts of online games, however they disagree in

specific downside just like the study of Abacus (2017) specified the results of

online gaming addiction.

The study made by Najar et al., (2017) will be similar to the study that

researchers is going to perform because questionnaires will be distributed to the

students of the Department of Computer and Information Science to evaluate the

students’ urge addiction to online gaming. By analyzing the results, these will give

the researchers the idea on how to help students improve their behaviors and

performance.

b. Local Studies
Title: Effects of Online Gaming to the Academic Performance of Pupils at Buenavista Elementary
19School

Dumrique and Castillo (2018) conducted a research that assessed and

found out the impact of online gaming on academic performance and social

behavior of the students in the Polytechnic University of the Philippines High

School. The study revealed that there are less girls compared to boys who often

play games that require there or more players like League of Legends, Clash of

Clans, Crossfire, Dota 2. It was stated that the average age who play online games

are around 14-15 years old who are most likely in Grade 8 level. They found out

that even though the subjects play online games they still know how to socialize

well and they can perform very well when it comes to academic performance.

Therefore, it is just a matter of discipline. The relevance of study of Dumrique and

Castillo (2018) to the present study is that it also finds out the impact or effects of

online gaming on academic performance and social behavior but may differ on the

year level of the respondents and instruments they used in gathering the data.

Robinson (2016) conducted a research that investigates the relation

between exposure to computer games and the academic performance of the

students. Research on the social effects of video games is also mixed (Allison,

Wahlde, Shockley and Gabbard, 2006). Some studies found out that video game

or similar to addiction such as gambling which create negative social effects. The

connection of the study of Robinson (2016) to this study is that it shows how so

much exposure to online games affects the academic performance of the students

which is similar to the study conducted by the researchers.

c.
Title: Effects of Online Gaming to the Academic Performance of Pupils at Buenavista Elementary
20School

CHAPTER 3

RESEARCH METHODOLOGY

This study presents the research design, research respondent, research

instrumentation, research locale, data gathering procedure, and statistical

treatment.

Research Design

This research study utilized the descriptive survey method using

correlational analysis as the research design in order to explore the effects of

online gaming and to find out its significant correlation to the academic

performance of the pupils. This method is deemed appropriate because the study

wants to investigate how the pupils’ extent use of online games affects the pupils’

academic performance particularly in class participation, study habits, and

absenteeism.

Research Respondent

Random sampling technique will be used in this study in selecting 50

Grade 6 pupils at Buenavista Elementary School. This means that the 50 pupils

will be the respondents which will be randomly chosen by the researcher, all with

the same probability. Thus, the respondents will be chosen in every item of the

population that has equal probability of being chosen.

Research Instrumentation

The instrument of this study will be validated researcher-made

questionnaire that will be administered to the Grade 6 pupils of Buenavista


Title: Effects of Online Gaming to the Academic Performance of Pupils at Buenavista Elementary
21School

Elementary School. The questionnaire will be composed of three parts which are

the respondent’s personal profiles, pupils’ extent use of online games and the

pupils’ level of academic performance.

The pupils’ GPA will be also the primary instrument in order to correlate

the pupils’ extent use of online games. Then, the researcher will utilize rating

scale and tool in interpreting correlation to determine the significant relationship

between playing online games and academic performance of the elementary

pupils.

Research Locale

The study will be conducted at Buenavista Elementary School, located in

Surigao City, Surigao del Norte. This public elementary school is situated in a

rural setting, serving as a vital educational institution for the children of the local

community. The school provides a conducive environment for learning, equipped

with standard facilities such as classrooms, a library, a computer laboratory, and

playground areas. The the said school is selected for this study due to the growing

prevalence of online gaming among grade 6 pupils, facilitated by the increasing

availability of mobile devices and affordable internet services. Surigao City,

where the school is located, is a developing urban hub, which has likely

contributed to greater access to online platforms among its population, including

school-aged children.

Data Gathering Procedure

A permission letter will be forwarded to the school principal informing

him/her about the purpose of the study and seeking his/her permission. Once the
Title: Effects of Online Gaming to the Academic Performance of Pupils at Buenavista Elementary
22School

letter is signed, the survey questionnaires will be administered to the pupils during

their free periods. However, the will be fully oriented of the nature and purpose of

the conduct of the study. They will be assured about the total confidentiality of

their responses and that the papers would be burned after interpretation.

On the academic performance of the pupils, the researcher will personally

gather and ask the pupils’ teachers regarding to their GPA (grades). Then, the

questionnaires will be retrieved for the tallying of the responses.

Statistical Treatment

The following statistical tools will be applied to ensure that all particular

problems stated from Chapter 1 will be treated.

Frequency Count. It will be employed to determine the responses of the

participants in a specific variable or item.

Percentage. The statistical tool will be used to analyze the profile and

condition of the participants.

Mean and Standard Deviation. This will be utilized to evaluate the pupils’

extent use of online games either in school or home.

Correlation. This will be used to analyze the relationship between the

extent of pupils’ online gaming and the level of academic performance of the

pupils.
Title: Effects of Online Gaming to the Academic Performance of Pupils at Buenavista Elementary
23School

REFERENCES

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ontothestudentsoftheseniorhighschoolstudentsofsouthernchristiancollege.

Allison, S. E., von Wahlde, L., Shockley, T., & Gabbard, G. O. (2006). The

development of the self in the era of the internet and role-playing fantasy

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Anderson and Dill (2017). Violent video game effects on aggression, empathy,

and prosocial behavior in eastern and western countries: A meta-analytic

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Anderson, C.A. (in press). An update on the effects of violent video games.

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Anderson, C.A., & Bushman, B.J. (1997). External validity of "trivial"

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