Statement Of The Problem
The purpose of the study aimed to correlate the Impact of Online Gaming in Academic
Performance among Grade 9 students. Basis for a proposed action plan to improve the
academic performance of the students.
Specifically, this study sought to answer the following questions:
1. How are the respondent described in terms of :
1.1 Age
1.2 Gender
2. How are the impacts of online gaming of the respondents describe?
3. How are the school academic performance of the respondent described in terms of
first semester average grade?
4. What are the significant relationship between impacts of online gaming and the
students school academic performance?
5. What are the perceived actions to reduce the effect of Online Gaming on the academic
performance of the respondents?
Significance of the study
The study focused on explaining the impact of online gaming on the academic
performance of Grade 9 students at Gerona Western National High School. Moreover, the
results of the study will be beneficial to the following:
Administrators School Administrators can use the obtained data to guide the
students cope up their addiction in online gaming.
Teachers This study may enlighten their awareness in identifying the impact of
online gaming in academic performance of the students.
Parents The result of the study will help the parents to be aware of their
son’s/daughter’s academic performance.
Students Having a clearer view and firsthand experience of the teacher’s
performance, this will further enhance the respondent’s knowledge of the importance of
identifying the impacts of online gaming to improve their academic performance.
Future researchers The findings of the study will serve as a reference material
and a guide for future researchers who wish to conduct the same experimental study or any
study related in impacts of online gaming.
Scope and Delimitation of the Study
This study of the impact of online gaming on the performance of Grade 9 students:
Basis for a proposed action plan of Gerona Western National High School during the school year
2017-2018 will cover various approaches to study and to know the ways on how to manage the
negative and enhance the positive impact of online gaming on the academic performance of
the Grade 9 students. The thirty (30) Grade 9 Junior High School students will be the
respondents of this research study. This study will be conducted during the 4th quarter of the
school year 2018-2019.
The study, however, did not include the other year levels due to lack of funds and time
constraints. Also, this study was not able to discuss the impact of online gaming on the
extracurricular activities of the students in the school.
Definition of terms
This study used the following terms which are defined operationally
Age the length of time that a person has lived or a thing has existed (Dictionary.com)
Gender the state of being male or female (Dictionary.com)
Online Games is a video game that is either partially or primarily played through the
internet or any other computer network available (wikepedia.com).
Academic performance the extent to which a student, teacher or institution has
achieved short or long-term educational goals. Academic Performance - is measured by
taking written and oral tests, performing presentations, turning in homework and participating in
class activities and discussions. Teachers evaluate in the form of letter or number grades and
side notes, to describe how well a student has done.
Game Addiction - is an excessive or compulsive use of computer games or video
games, which interferes with a person's everyday life.
Gamer - is a person who plays a game or games, typically a participant in a computer or
role-playing game.
.
Chapter 2
REVIEW OF RELATED LITERATUREAND STUDIES
This chapter presents the literature and studies relevant to presentation
investigation.
Related Literature
Carey (2012) found out that the history of online gaming included contributions
by many different companies and entities. Online gaming began as multiplayer gaming,
but has evolved to include online gaming servers and massively-multiplayer online
game settings
Stated by Hassan (2011), online gaming is good and bad. Good for those who
know their limits and bad for those who fix themselves in the seats for long hours and
cut off the interaction with rest of the world.
According to the study of Chang (2009), online gaming was referred to as
Internet Gaming or Electronic Gaming. It was a gathering of players with a common
game using a local area network (LAN) where they could be on the same settings. The
players seem to be in a real situation that they use their mouse or keypads to move in
the monitor, their virtual world.
Hall (2005) said that online gaming has become increasing popular over the past
few years.
Both Orzack (2004) and French (2002) found out that in internet search for “gaming
addiction” yields list of physical and psychological symptoms from dry-eyes. And carpal tunnel
syndrome to “problems with school or work,” offered as indicative of problem usage behavior.
Griffiths, et al. (2003) stated that online gaming has been separated by some
Researchers into three main types: stand-aone games, local and wide network (LAWN)
Gaming and massively multiplayer online role-playing (MMORP) games.
French & Dwyer (2002) claimed that online game player “don’t have normal
social relationships anymore” and play online games in order to cover feelings of anger,
depression and low self-esteem.
Nie & Erbring (2000) and Kraut, et al. (1998) stated that some fear that virtual
communities was distracted from social activity and involvement in the real world, replaced real
social relationships with less robust online substituted and caused users to turn away from more
traditional media.
Turkle (1995) found out that online games enabled self-exploration and discovery that
users extended and idealized their existing personalities or try out new ways of relating to one
another that can positively affect real life relationships.
Rheingold (1993) stated that the one reason for the popularity of online games was that
they meld the fun and challenge of video games with the rewarding social aspects of online
community. Participation in online communities allows us to stay in touch with old friends,
meet new people, learn, and share information.
Related Studies
In the study conducted by Wood, Gupta, Devevensky & Griffiths (2004), online gaming
can be addictive. The research has tended to concentrate on negative aspects, such as excessive
e play and addiction. Instead of spending their hours on studying and doing their home
work, children spend their time on playing computer games.
Gentile, et al. (2004) said that the majority of these studies have shown that online games
can be addictive and that some online games have been associated with aggressive behave
ior. However these studies have been relatively controversial as they examine these factors using
self-report methods and artificial scenarios. This type of research is fraught with problems and
criticism.
The study of Carrasco (2001) stated that computers have become a part of man’s l
ife. Almost all the things around us were made by computers with the aid of modern machines.
Associated with the computers is the internet where we can find online games. Online game has
a big impact to children especially to teenagers. They tend to be hook by the computer.
On the other hand, online games can also benefit on playing online games. A great
variety of forms have been developed and put into practice to enhance learning, offer solace, to
drive away boredom, and/or to persuade players to adopt certain actions and opinions. The
game play improve various thinking but that it can also boost cognitive speed for those who play
action games and can also improve cognitive accuracy for players who solve puzzle and
strategy games ( Klabber, 2001)
Some video games have been associated with aggressive behavior. In that
Case, children imitate online characters. Some children are at the period of modeling
( Anderson & Bushman, 2001 ).
Taha, J. (n.d.) said that online games are seen as good learning tool because
Many think that they can teach children in ways that their teachers are failing by
Sparkling their notes, stimulating their thinking, and inspiring their imagination.
Conceptual Framework
The study focused on the identification of the impact of online gaming on
the academic performance among Junior High school students in Gerona Western
National High School during the school year 2018-2019 to know where the
students are not focusing on their academic performance if they are addict on the
online games. This mastery indices where use to reveal the root of the proficiency
and as evidence of student strengths and weaknesses. Result of the study would
provide implication that would help the teaching strategies and techniques of the
teachers.
Impact of Online Games on Academic
Performance of the Grade 9 students: Basis
for a proposed action plan to improve the
academic performance of the students
Demographic profile of
the respondents in terms of:
1. Age
2. Gender
Description of Description of Academic
Online Gaming Performance of the respondents
1.Fourth Quarter Average
Grade
Perceived Actions
Chapter 3
METHODS AND PROCEDURES
This chapter presents the research design, respondents, location of the study, sampling
procedures, unit analysis, research instrument, data gathering procedure and analysis of data.
Research Design
The descriptive correlational was used in this study to correlate the impact of online
games on the academic performance of Grade 9 students: Basis for a proposed action plan at
Gerona Western National High School during the school year 2018-019.
Locale of the Study
This study was conducted at Gerona Western National High School, among the thirty
(30) Grade 9 student students who were the respondents from different barangay of Gerona;
Sulipa, Sembrano, Sta. Lucia, San Agustin, San Bartolome, and Mabanuot.
Subject of the Study
The subjects were the twenty (30) Grade 9
Data Gathering Procedure
The researcher secured permission from the principal of Gerona Western National High
School to gather data from the Grade 9 Students. The respondents answered the survey
questionnaire given by the researchers after the approval of the request to conduct research. The
survey questionnaire was given after the first semester or after the giving of cards.
Statistical Treatment
The data to be gathered from the questionnaire will be organized, tailed, tabulated for
analysis and interpretation.
The frequency count and weighted mean were used to describe the impact of online
gaming on the academic performance of the grade 9 students: basis for propose action plan.
Weighted means were used to interpret the overall reponse or adjectival rating per item.
Weights or indies and corresponding limits are assigned to the verbal description
Verbal description Index Limits of Index
Very Often 5 96-100
Fairly Often 4 91-95
Rare 3 86-80
Almost Never 2 81-86
Never 1 75-80
The responses are statistically treated to get the weighted mean following this formula:
X=
Chapter IV
RESULT AND DISCUSSION
1. Demographic Profile of the Respondents
Demographics are characteristics of a population. Characteristics such as race,
ethnicity, gender, age, education, profession, occupation, income level, and marital status,
are typical examples of demographics that are used in survey.
1.1 Age of the Respondents
The length of time that a person has lived or a thing has existed. The time of life
when a person does something or becomes legally able to do something.
The table 1 presents the age bracket of the respondents as shown below:
Table 1
Age Bracket of the Respondents
Age Bracket Frequency %
As indicated on Table 1, the age bracket of the respondents were
1.2. Gender of the Respondents
Gender is the state of being male or female (typically used with reference to social and
Cultural differences rather than biological ones)
The table 2 presents the Gender description of the respondents as shown below:
Table 2
Gender Description of the Respondents
Gender Frequency %
As indicated in Table 2 the Gender Description of the respondents was,
2. Online Gaming of the respondents
Online Gaming is any game that is played online, based online, or has a majority of its
content/gameplay online. Online gaming is one of the widely used leisure activities by many
Grade 9 students.
The table 3 represents the online gaming of the respondents as shown below:
Table 3
Summary Of Online Gaming Of The Respondents
Online Games Weightened Verbal Rank
Mean Description
Mobile Legends
DOTA
Rules of Survival
League of Legends
Clash of Clans
OVERALL
WEIGHTED MEAN
As indicated in table 2,