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Background of The Study

This chapter introduces the background of the study on the effects of online gaming on students' academic performance. It discusses both the positive and negative effects of online gaming. The problems encountered include students lacking attention in class and being unable to complete homework due to playing online games. The study aims to determine male grade 12 students' perceptions of the positive and negative effects of online gaming on academic performance. It scopes the study to only include perceptions of grade 12 male students at a particular high school in the Philippines.

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Armina Wali
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0% found this document useful (0 votes)
52 views4 pages

Background of The Study

This chapter introduces the background of the study on the effects of online gaming on students' academic performance. It discusses both the positive and negative effects of online gaming. The problems encountered include students lacking attention in class and being unable to complete homework due to playing online games. The study aims to determine male grade 12 students' perceptions of the positive and negative effects of online gaming on academic performance. It scopes the study to only include perceptions of grade 12 male students at a particular high school in the Philippines.

Uploaded by

Armina Wali
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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CHAPTER I

INTRODUCTION

Background of the Study

Online gaming has both positive and negative effects on academic

performance in students. This increases player engagement, particularly in

puzzle games. It also assists players in making difficult decisions. Playing

adventure games, where players must be alert, active, and strategic, gives the

player a different feeling, as the player is actually someone who faces challenges

that have negative consequences. It consumes a large portion of the player's

time, leaving school and homework unattended. The problems that we

encountered were students' lack of attention because of online games; they

could not focus on the class and could even sleep during it; additionally, students

could not complete their homework.

According to Weibel, Wissmath, Habegger, Steiner and Groner, (2008),

online games are computer or video games that are played over a computer

network, most commonly the Internet. As a result, this type of game allows you to

compete against other users, this research empirically investigates how the

features of online games affect each player's feeling of flow, drawing on the idea

of flow. Aquino (2019) claimed that adolescents and even adults are becoming

addicted to the increasingly popular online games. In fact, most online games

lose their appeal after a short period of time. It is due to the ever-increasing

number of online games that are developed from time to time. Nowadays,

popular online games that encourage students to play include MINIMILITIA,


DOTA 2, LEAGE OF LEGENDS, SPECIAL FORCE, CRAZY KART, GRAND

CHASE, MOBILE LEGENDS, and others. These online games have a significant

impact on students' academic performance in school.

On the other hand, Kim and Davis (2009) stated that self-esteem is a

necessary variable in explanation of problematic online behavior and may also

be so for problematic online gaming. Furthermore, self-esteem fosters and

develops an ideal, self-centered personality. Bessiere,Seay,and Kieoler (2007)

concluded that players with strong self-esteem reconstruct their avatars to reflect

who they really are. Therefore online gaming in relation to oneself is to be

preoccupied with the player’s perceived self-efficiency based on a need for

control and the potential for success both related to a significant engagement

with the game brand itself (Wan & Chios, 2006).

Otherwise, this study was conducted to specifically determine the

perception of male students towards the positive and negative effects of online

games in academic performance. This study will aid the students of Sangali

National High School to decide the implication of online gaming. It has an aim to

find out how online games affect students intellectual capacity in relation to their

academic performance. This will prove facts concerning the students of the

academic performance engaging online games that would cheer them up by

giving, appropriate, explicit and useful feedback regarding the result of this

matter. The study’s offshoot would serve as a basis as well as a resource for

additional research.

Statement of the problem


This study generally aims to determine the perception of grade 12 male

students of Sangali National High School, Sangali, Zamboanga City enrolled

during the school year 2022-2023 towards the effects of online games on their

academic performance.

Specifically, this study seeks answers to the following question:

1. What is the perception of the respondents towards the positive effects of

online games on academic performance?

2. What is the perception of the respondents towards the negative effects of

online games on academic performance?

Significance of the Study

This study will be able to contribute research-based data and knowledge

on the perception of the respondents towards the effects of online games in

academic performance. Furthermore, the society, in general can make informed

decisions that are relevant to this area. More specifically, this study shall be

beneficial to the various groups of people:

Students. This study will help the students of Sangali National High School

about the significant effect of online games in academic performance. They will

informed enough to lessen and prevent online gaming.

Teachers. This will prove facts concerning the students of Sangali National High

School engaging online games that would help the teachers by giving

appropriate, explicit and useful feedback regarding online gaming.


Future Researchers. This would aid and guide future researchers in conducting

a similar study on the subject of online games.

Scope and Delimitation

This study is a quantitative descriptive research focusing on the

perception towards the effects of online games of grade 12 male students of

Sangali National High School, Zamboanga City enrolled during the school year

2022-2023.

Furthermore, perceptions towards online games will limited to the grade 12

males students only, Moreover it will not include the grade 11 male students and

for those who are not playing online games.

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