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THE EFFECTS OF ONLINE GAMES TO THE ACADEMIC PERFORMANCE OF

GRADE 11 STUDENTS OF DR. ONOFRE H. CAMPO HIGH SCHOOL

Introduction

Online games, also called as computer, are very popular in our today’s
modern society in terms of entertainment, which targets most of the adolescents.
Some claimed that playing online games is one way to release stress and fill your
free time. While some said that too much game can affect one’s mind and attitude.
For example, people who play games are constantly feeling tired. When someone
is more likely to spend more time in playing online game, some of them may end
up with being addicted to it. Based on established researchers, it’s an interesting
discovery about the reasons behind why people start to play online games as well
as how playing such games affects the daily lives and activities of them.

21st century students are the learners that live with the use of technology.
Technology, internet to be distinct is very useful tool for everyone, notably
students, it helps them gather data which support them throughout their studies.
But because of the broaden technology access-sharing files, documents, and most
especially playing online games which cause their goals and achievements
breakdown. Seems like their academic performance was affected logically. If that
continues, they may suffer from a long term different major problems. Because of
this, I, researcher was prompted and had a desires to know if the selected senior
high school students are having achievement breakdown due to the lack of
focused on their study and what possible ways are we going to do to prevent the
portentous problem. This study is trying to show the effects of the selected Grade
11 Senior High School students of DOHCHS.

As I observed in Barangay Batasan, most of the students knows how to play


different online games. Based on the facts, online games are the hard to resist,
particularly if it’s only around our environment. Students find it happy and enjoyable
and they eventually forget their tasks and problems.
According to Helsingin Salomat, a cross-national World Health Organization
study carried out in 2002 and published in June shows that around 20% of Finnish
boys between the ages of 13 and 15 spend more than three hours a day at the
computer playing online games. The figures for “heavy user” girls in the same age
group are only between 2% and 3%. In terms of the large gender difference,
Finland was among the most striking examples in the entire study. Based on the
facts of J.A Jacko in 2009, according to the empirical evidence, researchers found
out a sense of presence, commonly defined, as ‘sense of being there’ is an
important factor for the online game users. Both studies stated that online games
are really addictive to anyone who are hooked here.

As stated by the Philippine Communications Today by Maslog C. of 1998, one


social problem that has been observed is that the Internet café has become mainly
game centers. About one-half to two-thirds of the computer in a typical Internet
café, according to one study, are devoted to games (violent and gory games).
According to one concerned Internet café entrepreneur, “Internet cafes are
seducing youths to a new form of addiction, one which may not destroy their bodies
as drugs do, but which is certainly twisting their minds. To the young, play is reality
and reality is play.”

Research Gap

The finding of this study is significant to value to other students in order for them
to realize and value the importance of education, and let not online games affect
their academic performance especially on their future.

Statement of the Problem

This study was to know the effects between playing online games and
academic performance. In order to focus this study, the following question was
address;

1. What particular games that most of the students play?

2. How often do they play?


3. What is the level of academic performance of the students?

4. Is there a significant relationship between online games and academic


performance?

Theoretical Framework

According to Molcho (1988), gaming has provided evidence that instructional

games can promote retention and the ability to transfer knowledge to new

domains. Instructional games are attractive to learners because they offer a

simple and creative means of providing high-level motivation, clear and consistent

goals, and sustained interactivity.

Gaming as an instructional variable may be analyzed as methods of

rehearsal by facilitating the organization and retention of content (Dwyer & Dwyer,

1985).

The theory of intrinsic motivation is by far the dominant source of support for

instructional gaming. Research has provided evidence that instructional gaming

has the intrinsic ability to develop the learners' confidence in determining their own

destiny. This theory suggests that intrinsic motivation in an instructional gaming

context is comprised of an optimal relationship between fantasy, challenge,

curiosity, and control. (Malone, 1981).

Conceptual Framework

Independent Variable Dependent Variable


ACADEMIC
ONLINE GAMES
PERFORMANCE

Figure 1. Conceptual Framework of the Study


The figure 1 is the conceptual framework of the study. It shows the relationship
of the online games as the independent variables of the study to the academic
performance of the respondents as the dependent variable of the study.

Scope and Delimitation

This study covers the DOHCHS Grade 11 students, who are open to
technology and often play through online. The researcher will gather information
about the effects of online games to the academic performance of the Grade 11
Senior High School students. It will be only conducted inside the school premises.

Significance of the Study

This will discuss the benefits of the following subjects throughout the study.

Students - This will provide us with some knowledge regarding the effects of online
games and how it can affect our academic performance.

Parents– They will profit from this study, since the parents will be aware of the
problems of their children and the effects of online games to their academic
performance.

Teacher – The given data would guide the teachers on what to do to the students
who are always absent on the classes due to hanging out in the computer shop all
day. The teachers would be able to understand on why some student prefer to play
online games rather than to study.

Researcher– This is to have a good first impression by demonstrating the


excellence of our research and the sophistication of your analyses and
interpretations. It also offers a perfect chance to establish important matters of
style and formatting.
Future Researcher – The ideas presented can be use as reference data in
conducting new researches rather in testing the validity of other related findings.
This study also serves as their cross-reference that will give them a background
or an overview through the rest of the study.

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