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EFFECTS OF ONLINE GAMES TO ACADEMIC PERFORMANCE OF

SENIOR HIGH SCHOOL STUDENTS

A Quantitative research

Presented to the faculty of Moises B. Rebamontan National High School


Carungay, Bayambang, Pangasinan

In partial fulfillment of the requirements

In

PRACTICAL RESEARCH 2

Baltazar, Jeremie R.

Palaming, Mac Kevin P.

Tamondong, Justin Karl P.

Espejo, Mark E.

Fuertes, Rainier S.

Asuncion, John Lloyd A.

12-SMAW

KAREN GRACE R. AGLANAO

Research adviser
ACKNOWLEDGEMENT

The researchers would like to acknowledge and extend their gratitude to


the following person who give their white-hearted contribution and
support in the completion of this research.

Mrs. Karen R. AGLANAO Grade-12 research teacher, for her unwavering


effort, advice, and suggestion to finish this research and for us to be more
knowledgeable and skillful

To the leaders of different research groups, for their collaboration to finish


this research.

To the respondents for the precious cooperation and invaluable


information shared, without them, this study would not be possible.

And above all, to the almighty God, the source of Strength, wisdom and
guidance is sustaining the love and cooperation for each other and
enlightenment for making this research possible.

The Researchers

DEDICATION
First of all, we would like to thank our almighty God that gives us the
strength and guidance

To the Senior High School Students of Moises B. Rebamontan National


High School

To our very supportive families that works hard to provide our essential
needs for this research.

To our classmates who gave their efforts and time to finish this research

To those senior high school teachers who’s always there to guide us and
support us.

To Mrs. Karen Grace R. Aglanao our practical research teacher, for her
unmeasurable patience, efforts, reminders and teaching methods to us to
become more knowledgeable.

And most of all, to our beloved Moises B. Rebamontan National High


School for educating every Students in this school to achieve a good
relationship towards each other.

BACKGROUND OF THE STUDY


In view of the pressing online game addiction among students, this has
led to many changes in daily life. Online game addiction can refer to any
type of game that some can play through the internet or over a computer
network most of the time. Online gaming refers to video games played
over the internet, where multiple players are in different places around the
world. In most cases, online games are free-to-play programs that can be
used for an unlimited period of time. Online gaming typically requires a
high-speed internet connection. Online gaming is growing in popularity for
a variety of reasons. Gamers can easily find opponents of a similar skill
level when playing a solo game over the internet. Players can also
compete in massively multiplayer games, where a lot of players play an
ongoing game. So many students get addicted to online games,
neglecting their performances.

STATEMENT OF THE PROBLEM

In this study, the researchers generally aim to determine the effect of


online games on students. Specifically, this study shall seek answers to
the following questions:

1. What online games do you play?

2. How many hours should I spend playing online games every day?

3. How do you manage your time between playing online games


and your academic performance?

4. What is the effect of playing online games on your academic


performance?
SIGNIFICANCE OF THE STUDY

This study provides a way that will way I help and give information
for all Senior High school students to inform and communicate for
them to have an awareness about the impact of online games
addiction. To their academic performances. This study will be
beneficial to the following.

Students: They will be aware about the impact of online games


addiction to their academic perfomance. It also help them to
improve their knowledge and to know how to be a good and to
become more responsible students.

Teachers: They will get an additional information about the impact of


online games addiction to their students and to help them to guide
their students to limit playing online games.

Parents : They will understand the impact of online games addiction


to the behavior and academic performance of their children. They
will also know to set limitations to their children to play online
games.

SCOPE AND DELIMITATION

This study is focusing on finding effects of online games addiction to


the academic performance of the senior high school students.

This study is delimited only for the selected senior high school
students of Moises B. Rebamontan National High School in the
academic year 2023-2024. The main purpose of this study is to
point out the effects of online games addiction hinders to the
accomplishment of their performance task.

DEFINITION OF TERMS
Online Games Addiction - Playing compulsively, isolating themselves
from family and friends or forms of social contact and focus almost
entirely on in-game achievements rather than other life events.

Massively - In a very larger and heavy or solid form


Hinder → create difficulties for (someone or something) resulting in
a delay or obstruction.

Chapter II

REVIEW OF RELATED LITERATURE:

Studies have shown that senior high school students who are
addicted to online games tend to have lower academic performance
. Additionally, mobile game addiction has been associated with
lower online self-efficacy, which further affects academic
performance .

As computer and Internet use become a staple of everyday life, the


potential for overuse is introduced, which may lead to addiction.
Research on Internet addiction has shown that users can become
addicted to it. Addiction to the Internet shares some of the negative
aspects of substance addiction and has been shown to lead to
consequences such as failing school, family, and relationship
problems. Addiction to these internet websites became a problem
once it starts to affect their daily life. As of today, most people
relate online games in social media to low academic performance of
senior high school students in Moises B. Rebamontan National High
School. Through the years, studies have yielded different results.

According to Pamaoukaghion (2010) Social Network Addiction was


first known as a psychological disorder around the world, also
internet addiction lead to social network addiction. According to
Pamaoukaghion (2010) Facebook is one of the most famous visited
social network website. There are many levels of social network
addiction, some of the levels are for emotional low self-confidence,
and scared to be exposed personally. People with low self-esteem
are most likely to fall into social network addiction because of the
unstable social expose with people in person.

CONCEPTUAL FRAMEWORK
Conceptual framework

Input
The effects of online games addiction to academic performance of
senior high school students

Process
Questionnaire/interview

Output
There are many impacts playing online games in senior high school
students

In figure 1. Research indicates that there are many impacts of online


games addiction among the students of Moises B. Rebamontan
National High School. Studies have been conducted assessing the
Impacts of online games addiction. As an input, there searchers will
gather all the Information about the impacts of online games
addiction among the selected students. To carry out the study, the
researchers conducted a survey among the selected students of
Moises B. Rebamontan National High School. As a result, the
researchers discovered the impact of online games addiction among
the students.

Chapter III

METHODS AND PROCEDURES

This chapter presents the method of research used, the subjects of


the study, the method of collecting data, research procedures.

RESEARCH DESIGN

The conducted research study used descriptive research approach.


This would describe systematically a situation or anes at interest
factually and accurately (Aquino 1992) In this kind of research the
researches used to descriptive
Survey Research Design, that uses survey questionnaire to get the
data needed for the study. (Kerlinger, 1973) define Survey research
as a study on large and small populations by selecting samples
chosen from the desired population and to discover relative
incidence, distribution, and interrelation. The researchers used the
design in order to easily gather the accurate data through the
samples the main aim at the researchers is to make conclusion
regarding the topic in accordance to the data interpretation to know
the effects of online games addiction to senior high school students.
The researchers gathered the data to the respondents using a
prepared research questionnaire

SOURCES OF DATA

This portion discusses the locale of the study.

LOCALE AND POPULATION OF THE STUDY

The population of this study was composed of 138 selected senior


high school students in Moises B. Rebamontan National High School
in the academic year 2023-2024.

The locale of this study will be at Moises B. Rebamontan National


High School, Carungay, Bayambang, Pangasinan.

INSTRUMENT AND DATA COLLECTION

To gather the pertinent data on the effects of online games


addiction to academic performances of students, the researchers
conducted the Pre-Test and Post-Test.

Before administering the pre-test and Post-Test the researchers


asked the help of the teachers of the respondents.

The Pre-Test and Post-Test was admistered by the researchers with


the help of the teachers.

TOOLS FOR DATA ANALYSIS


Appropriate tools were used by the researchers to come with
rational and creative interpretation of data gathered for this study

The data gathered were subjected to analysis and interpretation

ETHICAL CONSIDERATION

To established safeguard ethics in conducting the research, the


researchers strictly observed the following:

The researchers will ask permission to the advisers of the selected


respondents where they will conduct a research.

Proper document sourcing or referencing of materials was done to


ensure and promote copyright laws

The researchers will ask permission to the respondents before


conducting a research.

The researchers will not force the respondents to answer the


questionnaire and the researchers will make sure that all the
gathered data and personal information of the respondents will be
confidential.

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