Chapter 1 & 3 Final Edited Ma'am Dizon
Chapter 1 & 3 Final Edited Ma'am Dizon
CHAPTER 1
Introduction
the early 2000s, there has been a significant increase in the number of empirical
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
logical thinking. However, despite all of its innate benefits online gaming also
A various study with high regards to online gaming has been conducted,
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
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
students one by one. The researcher was triggered to find out where the students
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
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
escaping from the real world. For most of these students, on line gaming is one of
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
adolescents playing online games together. This study brings attention to this
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
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
The researcher of this study felt need to find out how online games really
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
academic performance.
Conceptual Framework
subjects to explore the relationship between the extent of online gaming to the
anchored on the current study were: Theory on Gaming and Violence, Theory
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
compare various reviews that pooled the results of individual studies in meta-
aggressive affect, and for decreased empathy and pro-social behavior (Anderson
this study since this study highlights the impacts of online games to the students
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
Some of the effects have been research extensively and are being
enables them to see and to realize how it can affect in their social behaviors or
performances.
Smith, et.al (2005) stated that playing online games takes part in a large
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
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
pupils Then, there will be designed improvement scheme to address the problems
INTERVENTION PLAN
Title: Effects of Online Gaming to the Academic Performance of Pupils at Buenavista Elementary7School
This study aims to examine the perceived effects of online gaming to the
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
Hypothesis
Student. This study will help the students about the awareness on the
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
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.
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-
Future Researchers. The result of this study will serve as a basis and as a
in the future.
The coverage of this study is all about online games effect to academic
the proper or right use of online games as their part time habits. This study is
interference and also it tells about possibilities or results if you play online games
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
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
Definition of Terms
Academic Performance – how students deal with their studies and how they cope
Education – the knowledge, skills, understanding and attitudes that you can get
CHAPTER 2
Related Literatures
a. Foreign
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,
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
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playing online games is considered as one of the most popular leisure activities
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
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
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
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
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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
place unexpectedly, but in the appropriate usage of playing online games also
Castillo, 2021).
b. Local Literature
to Edward Castronova (2008) in his book of Synthetic Worlds: The Business and
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
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
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online game addiction, the physical symptoms of Internet and online game
spondylosis is a spinal injury caused by having the same sitting position for hours
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.
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
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(CIDG) director Chief Superintendent) stressed the need for measures to protect
children from being hooked on online computer games. He said many children
testing, they found out that online games can help a student improve his/her
Related Studies
a. Foreign Studies
Nine relevant studies on how online gaming can affects students are
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
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
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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
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
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
Halverson and Gee (2005) is that study also includes how playing affects the
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
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games. They found out that the psychological tests showed no significant changes
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,
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
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
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
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
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that as a result of online diversion, this could show positive effects to players within the
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
The study made by Najar et al., (2017) will be similar to the study that
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
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found out the impact of online gaming on academic performance and social
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.
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.
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
c.
Title: Effects of Online Gaming to the Academic Performance of Pupils at Buenavista Elementary
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CHAPTER 3
RESEARCH METHODOLOGY
treatment.
Research Design
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’
absenteeism.
Research Respondent
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
Research Instrumentation
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
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
pupils.
Research Locale
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
playground areas. The the said school is selected for this study due to the growing
where the school is located, is a developing urban hub, which has likely
school-aged children.
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
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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.
gather and ask the pupils’ teachers regarding to their GPA (grades). Then, the
Statistical Treatment
The following statistical tools will be applied to ensure that all particular
Percentage. The statistical tool will be used to analyze the profile and
Mean and Standard Deviation. This will be utilized to evaluate the pupils’
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
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