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CHAPTER 1
THE PROBLEM AND ITS SCOPE
INTRODUCTION
Rationale
People nowadays rely so much to technologies. In some ways, they
almost forgot that spending too much time with these technologies brought
so many challenges. One of these challenges is computer addiction.
Computer addiction is sometimes so hard to recover most especially now
that there are already so many computer games that are very entertaining.
Now that computer shops are everywhere, it makes computer easy to access
and this may also bring negative effects to students in their academic
performance. The fundamental reason for this proposal is that major
challenges with the use of computer are confronting the senior high school
students of UC-METC not just in their health but also their academic issues.
A greater research is needed to address these challenges and to find a
solution for it. These challenges relate to the entire grade 12 students of UC-
METC most especially the senior high school students. The beneficiary of
this research study are the senior high school students of UC-METC, and
their parents. This study will help the students to avoid the excessive use of
computers, and to know the effects of computer addiction. This also helps
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the parents to guide their children in order for them to limit the computer
usage of their child.
For some people, computer use develops into something compulsive,
and usage either online or offline interferes with daily routines,
relationships, activities and and one’s overall well-being. Computer
addiction may result from or cause compulsive online gambling, an online
shopping problem, web surfing or even obsessive computer programming
If you regularly spend more time on the computer than you intend to,
experience distress because of the computer, or if your computer use
interferes with your obligations then you could be suffering from an
addiction to the computer. Although computer addiction is a relatively new
problem, there are effective treatments that can help people who are addicted
to computer understand their addiction and regain control of their lives.
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Theoretical Background
This study is anchored on the Incentive theory of motivation, the
incentive theory proposes that people are pulled toward behaviors that lead
to rewards and pushed away from actions that might lead to negative
consequences. You can probably think of many different situations where
your behavior was directly influenced by the promise of a reward or
punishment. Perhaps you studied for an exam in order to get a good grade,
ran a marathon in order to receive recognition, or took a new position at
work in order to get a raise. All of these actions were influenced by an
incentive to gain something in return for your efforts. incentive theory states
that your actions are directed toward gaining rewards.
What type of rewards? Think about what type of things motivate you to
study hard and do well in school. Good grades are one type of incentive.
Gaining esteem and accolades from your teachers and parents might be
another. Money is also an excellent example of an external reward that
motivates behavior. In many cases, these external rewards can motivate you
to do things that you might otherwise avoid such as chores, work, and other
tasks you might find unpleasant.
It is the same in playing online games, where students are addicted to online
gaming such as MMORPG. Where your aim is to level up as high as you
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can, get cool items that you can boast of and to and to motivate yourself
more as you play your favorite online game.
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THE PROBLEM
Statement of the Problem
This study aims to determine the academic issues of computer
addiction among Senior High School students in UC-METC. This study will
be conducted during the Second Semester of School Year 2018-2019.
Specifically, the Study seeks to answer the following questions:
1. What are the Academic Issues?
2. What is the top most academic issue?
3. Based on the Findings, what action plan can be proposed?
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The Significance of the Study
The result of this study will benefit the following:
Administration. This will help the school administrations idea on how to
identify and to handle those computer addict students, to understand the
situation of their students.
Grade 11 and 12 Senior High School Students of UC-METC. The student
will be aware of the possible outcomes that will affect their physical, mental,
and social health that the cause is using too much computer and to help them
prevent from being sick or to have an IAD (Internet Addiction Disorder) and
other negative health effects that may come. This also helps them to identify
if they are computer addicts, to limit their usage of computers, and to help
them not to fail their school work.
Parents- this will also benefit the parents to help them identify if their child
is a computer addict, to help them guide and forbid their child to have an
excessive use of computers.
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DEFINITION OF TERMS
Academic Issues- Are issues that affects the learning of once student.
It causes the students career to fail due to lack of attention from teachers,
bullying, fatigue, stress, depression and other issues that are great threat to
the student’s education.
Computer Addiction- Is an excessive use or compulsive use of
computer which consists of serious negative effects for personal, social,
occupational function, and academic performance.
G12 Senior High School Students- They are the Respondents that
the researchers picked for their research study.
Motivation- force that initiates, guides, and maintains goal-oriented
behaviors. It is what causes us to take action, whether to grab a snack to
reduce hunger or enroll in college to earn a degree. The forces that lie
beneath motivation can be biological, social, emotional, or cognitive in
nature.
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CHAPTER 2
REVIEW OF RELATED LITERATURE
Anand (2007) found a negative correlation between the amount of
time spent playing video games and the GPA and SAT scores of students.
This means that GPA and SAT scores decreased as time spent playing
increased.
American Psychiatric Association (2009), states that, students
nowadays do have a known disorder, which is the IAD (Internet Addiction
Disorder). They may not be able to know that they have this disorder until
they realized that playing or using computer is more prioritized than doing
school works. Students get so obsessed with online gaming like Defense of
the Ancient, left for Dead, Cabal, etc. that they tend to sacrifice their
academic sides just to go to computer shops and play, not noticing the time
while using the computer.
In the educational arena, the effects of Internet Addiction can be seen
as students get poor grades or are placed on academic probation because
they spend too much time on the Internet rather than on their studies Chou et
al. (2005).
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Croft (2016), states that addicts' lives and become unmanageable,
include: compulsive use of the Internet, a preoccupation with being online,
lying or hiding the extent or nature of your online behavior, and an inability
to control or curb your online behavior. If your Internet use pattern interferes
with your life in any way shape or form, (e.g. does it impact your work,
family life, relationships, school, etc.) you may have a problem. In addition,
if you find that you are using the Internet as a means to regularly alter your
mood you may be developing a problem. It is important to note that it is not
the actual time spent online that determines if you have a problem, but rather
how that time you spend impacts your life.
According to Dr. Brent Conrad (2018), Children and teens who are
addicted to computer games very often experience falling grades and
decreased academic performance and dedication. Completing homework,
studying for tests, and efforts during school become very low priorities.
According to dzBB radio (2010), DepEd secretary Mona Valisno has
ordered a tighter watch on Internet cafés, particularly those in school zones,
during class hours. Valisno said the DepEd has received many reports of
students cutting classes and spending their time online instead, playing
online games or dabbling in social networking sites such as Facebook and
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Friendster. More worrisome, she noted, are the students who would visit
pornographic sites. Valisno appealed to owners of Internet cafés not to allow
students –especially those still in uniform– to spend time in their
establishments, especially during class hours. The DepEd’s move coincides
with efforts by local government units to regulate Internet shops in time for
the opening of classes on June 15.
Hall et al. (2001), we made four personal interviews with
undergraduates whom we came in contact with through common
acquaintance’s, both Swedish and Chinese students. These students are
thought to be addicted to the online games in the University of Gävle. In
order to ensure that the undergraduate students ae addicted to online games,
to prepare a test that can identify whether they are addicted before we started
the interview. The test itself is based on Young’s internet addiction test
which uses DSM-IV pathological gambling criteria to analyze whether the
person is addicted or not.
Jaruratanasirikul, et al. (2009), states that, they found that the
excessive playing of video games (five hours or more per session) resulted
in school grades that were below a 3.00 average, and that time spent playing
was a predicator of academic performance. They also suggested that video
games indirectly lead to decreased performance through promoting violence.
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Klaus et al. (2008) gaming addiction is negatively associated with
academic achievement.
In a sample of German teens, 6.45 of subjects fulfilled the author’s
diagnostic criteria for gaming addiction. These adolescents were mostly
male and had low educational backgrounds (Klaus et al. 2008)
According to Kendra Cherry (2008), people are motivated to do things
because of external rewards. For example, you might be motivated to go to
work each day for the monetary reward of being paid. Behavioral learning
concepts such as association and reinforcement play an important role in this
theory of motivation.
The spend large amount of time in front of the computer doing
unnecessary things like; visiting porn sites, watching pornographic
videos/images, involving in a cyber-relationship, involving in information
overload, addiction o computer games and doing net compulsions instead of
studying (Lowinson, 2004)
According to Marjorie Maralit et al. (2010), Mapua Institute of
Technology (2009), 9 out of 16 students are at risk of being hooked with the
computer games and have academic failure for the first quarter of school
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year 2009-2010. They make conscious efforts just to be with their computers
and continue failing.
Mu (2006) points out that some of the man symptoms of internet and
online games addiction, including the decrease in friend and face to face
interactions with others.
Internet addiction is relatively new phenomenon in which social workers and
psychologists are unaware of and are thus unprepared to treat at present. Mu
(2006).
In Germany, 1.5 -3.5% of teenage internet users shows signs of
gaming addiction. Gaming addiction is associated with higher rates of
anxiety and depression, and poorer academic performance (Puekert et al.
2010)
Raz (2008), states that, the dropout rate of students during the school
year (20016-2007) is a total of 1071 and for the last school year (2007-2008)
they have gathered 1121 students dropped out of the institute is because of
computer addiction. This is a proof that as technology advances particularly
on computers, the number of students who became computer addicts and the
number of influences on computer addiction increases. Peer pressure is also
one of the problems why students get easily addicted in computer games and
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software, which can ruin their entire school career which will lead them to
dropping out of school.
The FCC has specially accused World of Warcraft, one of the most
popular games, as leading to college dropouts (Somaiya, 2009).
Syracuse University (2007) on the Science Daily Website, states that,
online games may have significantly negative consequences, especially in
the lives of students, through causing distraction and interfering importing
reaction of out-game life actions, such as academic performance help and
social life. For purposes of clarity, in the rest of this thesis online games will
be also referred to us “massive multi player” or “MMOG.”
According to Young (2007), many universities and hospital clinics
have set up outpatient clinics, programs and campus support groups to help
those who are addicted to the Internet.
Adults who are addicted to computer games may experience a similar
deterioration in work performance, job dedication, and career aspirations.
Zhang (2007) and Zhou (2007), who also research the same topic,
reported different results on the online game addiction and the finding
supported the same symptoms. With regards to undergraduate students who
were addicted to the internet or online games, Zhang indicated that most of
14
these students had bad grades in their universities. Moreover, Zhuo stated
that the physical symptoms of internet and online game addiction were
cervical spondylosis, neurasthenia and insomnia. Cervical spondylosis, a
fairly common symptom of many MMORG players, is essentially a spinal
injury which results from keeping the same sitting position for hours while
playing games. This situation is more often than not leads to injurie to the
cervical vertebra on the spinal cord. Neurasthenia on the other hand is a
neurological disorder that results from when players engaged in hours and
hours of game playing with no virtually sleep intervals in between. Even
though players may end up playing games for a long time before going to
sleep, their brains still keep running and experiencing phantom excitement
from playing games even they are asleep. This causes sleep sensitivity and
disorders which induced addictive 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.
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CHAPTER 3
REASEARCH METHODOLOGY
Research Design
This study uses quantitative correlation method of research.
INPUT PROCESS OUTPUT
Academic Quantitativ Proposed
Performanc e Action Plan
e of Senior Descriptive
High Survey
School Design
Students Data
Effects of Gathering
Computer Analysis of
Addiction Data
in Senior Interpretati
High on of Data
Students
Figure 1
RESEARCH FLOW
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Research Setting
This study will be conducted at University of Cebu-Maritime
Education and Training Center (UC-METC). This is located at Alumnos,
Mambaling Cebu City house varied course. The UC-METC has maritime
courses the Bachelor of Science in Maritime Transportation (BSMT),
Bachelor of Science in Maritime Engineering (BSMar-E). Living with us
Mission is to produce a world-class seafarer. The University of Cebu-
Maritime Education and Training Center also has Elementary and High
School Department following the Senior High School Department that has a
Grade 11 and 12 Pre-Baccalaureate Maritime Track.
Research Respondent
The total sample size is 100 respondents. Computed using Calmorin’s
Formula. The sample will be identified using sampling method. The grade
12 students are chosen to be the respondents, because they are the identified
population to have experienced the problem.
Research Instrument
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The principal instrument which is used in order to gather data of the
study is a researcher made questionnaire that will be given to each students
to be filed in and to be collected on the same day. The questionnaire is a 1-
part questionnaire and has 15 questions, answerable by yes or no.
Data Gathering
Letters will be send to the Basic Education Principal to ask
permission to conduct a study. Upon the approval of the study, the
distribution of questionnaires will follow. The respondents will be given a
15 minute’s time to answer the given questions. After the answering of the
respondents the questionnaires will be collected. The answers of the
respondents were then tallied. Then the data gathered in this survey was
treated and then validated.
Statistical Treatment
Data to be collected on this study is to be treated and validated. The
researchers will be using the formula, Percentage (%) = F/N * 100 where F-
stands for the frequency of responses and N- stands for the participants.
Where: F = Stands for the frequency of responses
N = Number of respondents
P = Percentage
FORMULA %=(F/N)X100
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%= Percent
F= Frequency
N= Number cases
REFERENCES
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%252Bperformance%2526form%253DEDGTCT%2526qs%253DPF
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LkFdE5kRk
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Retrieved from
https://files.eric.ed.gov/fulltext/EJ1137201.pdfCroft (2016)
InternetAddiction FAQs Retrieved from.
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https://www.healthyplace.com/addictions/center-for-internet-addiction-
recovery/internet-addiction-faqs
Cherry (2008) Incentive Theory of Motivation retrieved from
https://www.verywellmind.com/the-incentive-theory-of-motivation-2795382
dzBB Radio (2010) Deped to watch Internet shops for class-cutting pupils.
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watch-internet-shops-for-class-cutting-pupils/story/?
fbclid=IwAR0Q6YBP3ijej3h4hj32sZelGDqtQ77NEKzHgw4XQSnHkfV42
Y7ZW9a3xpQ
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22
CHAPTER 4
PRESENTATION, ANALYSIS AND INTERPRETATION OF DATA
This chapter presents the data gathered by the researchers about the
Academic Issues of Computer Addict Students. The researcher’s data are
presented in percentage and tables to ensure a clear view of the outcome of
the study.
Table 1
ACADEMIC ISSUES FREQUENCY PERCENTAGE (%) RANK
1. Do you need to play online games with increasing amounts of time
58 58% 2
in order to achieve the desired excitement?
2. I have prioritized playing or using computer than school works. 32 32% 15
3. I tend to sacrifice academic activities just to go to computer shops
33 33% 14
and play.
4. I do not notice the time when playing computer games. 58 58% 2
5. Are you preoccupied with gaming (thinking about it when offline,
47 47% 4
anticipating your next online session)?
6. I’m influenced by my peers to play computer games. 46 46% 5
7. Do you spend a large amount of time using the computer doing
37 37% 11
unnecessary things like visiting porn sites?
8. Have you lied to friends and family members to conceal extent of
40 40% 8
your online gaming?
9. My school performance have decreased due to computers. 35 35% 13
10. I have failed grades due to my online game addiction. 36 36% 12
11. Do you feel restless or irritable when attempting to cut down or
39 39% 9
stop online gaming?
12. Have you made repeated unsuccessful efforts to control, cut back,
43 43% 7
or stop online gaming?
13. Do you use gaming as a way of escaping from problems or relieve
59 59% 1
feelings of helplessness, guilt, anxiety, or depression?
14. I have experienced depression due to my Online Game addiction. 31 31% 16
23
15. I skip class to play computer games. 31 31% 16
16. Have you jeopardized a job, educational, or career opportunity
38 38% 10
because of your online gaming habit?
17. Have you jeopardized or lost a significant relationship, or even
45 45% 6
cause conflict to your family because of your online gaming habit?
Academic Issues of Computer Addict Students
Table 1 presented the academic issues of computer addict students in
accordance to its data, frequency, percentage and rank.
The first column in the table is the Academic Issues of students which are
the numbers of each questions in the research instrument which is 1, 2, 3,
5……17.
The second column is the frequency of the student’s answer to each
corresponding question.
The third column is the percentage of the students who answered yes to each
corresponding questions.
The fourth column is the total percentage of the students who agrees the
question that affects them the most.
The fifth column is the rank which helps to identify the questions from
highest to lowest academic issues that affects the students.
24
CHAPTER 5
SUMMARY, FINDINGS, CONCLUSIONS AND
RECOMMENDATIONS
This chapter presents the summary of the study, the findings based on
the data gathered and the statistical treatment, conclusion and
recommendation based on the analysis of Academic Issues of Computer
Addict Students in University of Cebu-METC.
SUMMARY
The study determined the academic issues of computer addict students
in University of Cebu-METC SY 2018-2019, second semester. The findings
were the basis for an action plan.
Specifically, the study answered the following questions.
4. What are the Academic Issues?
5. What is the top most academic issue?
6. Based on the Findings, what action plan can be proposed?
25
The study was conducted in University of Cebu- METC. This study
employed correlational survey method since it facilitates data collection
basically by the use of research tool. Data were gathered and analyzed using
statistical treatment and purposive sampling method. Data was analyzed
using descriptive statistics such as frequencies and percentages and
summarized tables. The analysis revealed a number of findings. These are
summarized on the research objectives.
FINDINGS
1. The Academic Issues are:
1.1 The students are playing computer games with an increasing amount
of time in order for them to achieve their desired excitement.
1.2 The students prioritized playing or using computer than school works.
1.3 The students tend to sacrifice their academic activities just to go to
computer shops and play.
1.4 The students do not notice the time when playing computer games.
1.5 The students are preoccupied with gaming (Thinking about it when
offline, anticipating your next online session).
1.6 The students are influenced by their peers.
1.7 The students spend a large amount of time using the computer doing
unnecessary things like visiting porn sites.
26
1.8 The students lied to their friends and family members to conceal
extent of their online gaming.
1.9 The students school performance has decreased due to computers.
1.10 The students have failed grades due to their online addiction.
1.11 The students feel restless or irritable when attempting to cut
down or stop online gaming.
1.12 The students have made repeated unsuccessful efforts to
control, cut back, or stop online gaming.
1.13 The students use gaming as a way of escaping from problems or
relieve feelings of unhappiness, guilt, anxiety, and depression.
1.14 The students experienced depression due to their online gaming
addiction.
1.15 The students skip class to play computer games.
1.16 The students jeopardized a job, educational, or career
opportunity because of their online gaming habit.
1.17 The students jeopardized or lost a significant relationship, or
even cause conflict to their family because of their online gaming
addiction.
2. The topmost academic issue why students are being addicted to computer
games in S.Y. 2018-2019 second semester is the question number 13,
27
Most of the senior high school students in the University of Cebu-METC
agreed that they use gaming as a way of escaping from problems or
relieve feelings of helplessness, guilt, anxiety, and depression that’s why
they became addicted to it.
3. The action plan can be proposed to this is that. The school must lessen
the number of projects, assignments, and other activities that the students
must accomplish outside the school during weekends to help them
prevent from being depressed.
CONCLUSION
Based on the findings of the study, the following conclusion were drawn:
The researchers conclude that most of the students in University of
Cebu-METC Excessively used computer to play online games to relieve
their stress, depression and anxiety due to their academic issues.
Furthermore, as these students play MMORPG and other online
games, they gain rewards by leveling up, completing every quest and
boasting their achievements in the game with other players.
Therefore, they tend to keep playing computer games, because they
feel rewarded and it is a way for them to relax, because of too much
activities and projects that are keeping them busy in the school.
28
RECOMMENDATION
1. The researchers recommend that the research paper will be used as a
future reference in their study.