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OCTOBER 2019
Acknowledgment
We would like to express our sincerest appreciation to all people who are behind the
success.
First, we give thanks to our Almighty Father who is the creator and source of all things,
who gave us wisdom, good health and knowledge. He never fails to support and guide
us. He always strengthens our faith to keep pursuing and never give up. We can’t do
To our subject teacher, thank you so much ma’am for directing, guiding, and giving us
the courage to finish the research. Without your help and challenge, we won’t be able
We would also want to extend our heartfelt gratitude to our dearest parents, family
emotional, and spiritual support. And to our classmates who always give better ideas
and thoughts about our study. We are really grateful. Thank you so much.
All in all we would like to give our utmost regards to all who directly and indirectly have
contributed for the success of this research. We truly owe you a lot.
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Dedication
We would like to dedicate this research to our parents, family members, friends,
classmates and to all people who unceasingly give their support financially, emotionally
and spiritually. Their encouragement truly gave a significant contribution in fulfilling our
research
To our subject teacher who truly gave her time coaching and guiding us with this
research.
Above all we dedicated this study to our greatest Almighty God, who is the source of all
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ABSTRACT
Online gaming is a game that playing through the use of the internet or any other
network available. One of the online games where most played by the students is the
mobile legends. As the game starts to widen, young people, especially students,
correspondingly get addicted to the online games. As this matter occur, is playing online
games can affect the self-confidence of the one who played with it especially that they
give more time on playing mobile legend rather than focusing on developing their inner
self. In addition, is mobile legends application where mostly of the students used will
bring positive effect of the self-confidence of the ones who played with it or its just
considered one of the most influential motivators and regulators of behavior on a person
lives it is significant to recognize the impact of online gaming towards the self-
confidence of the users especially those students whose engage to this kind of activity.
This study uses Simple Random Sampling in selecting respondents. Simple Random
Sampling is a subset of a statistical population in which each member of the subset has
meant to be valid and unbiased. Using the Simple Random the researchers obtain 47
respondents using Slovins Formula and these respondents will be randomly selected.
After the interpretation and analysis of data gathered, it was found out that online
gaming does not affect the confidence of students who play online games specifically,
mobile legend application, which means that playing online games have positive effect
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TABLE OF CONTENTS
Title Page i
Acknowledgement ii
Dedication iii
Abstract iv
Chapter I
INTRODUCTION
Rationale 1
Hypothesis 4
Chapter II
Related Studies 6
Related Literature 7
v
Chapter III
RESEARCH METHODOLOGY
Research Design 10
Research Respondents 10
Research Environment 11
Research Instrument 12
Chapter IV
Chapter V
SUMMARY,CONCLUSION,AND RECOMMENDATION
Findings 19
Conclusion 19
Recommendation 20
References 24
Appendices
vi
A. Letter of Request 26
B. Survey questionnaire 28
C. Curriculum Vitae
C.1 Researcher 1 21
C.2 Researcher 2 22
C.3 Researcher 3 23
vii
Lists of Figures
viii
Chapter I
INTRODUCTION
Rationale
The demand in the use of the internet has led to many particular, this
overwhelming demand has led to the rampant used of online gaming. Online gaming is
a game that play through the use of the internet or any other network available. One of
online games where most played by the students is the mobile legends. As the game
starts to widen, young people, especially students, correspondingly get addicted to the
online games. As this matter occur, is playing online games can affect the self-
confidence of the one who played with it especially that they give more time on playing
mobile legend rather than focusing on developing their inner self. In addition, is mobile
legends application where mostly of the students used will bring positive effect of the
self-confidence of the ones who played with it or its just brought negative impact
recognize the impact of online gaming towards the self-confidence of the users
There are several studies involving online games. The Addiction to the internet
and Online Gaming by Ng, et al. (2005), it shows in the research that there are certain
users become addicted to online chat or fantasy role – playing games ( MVDS).
According to Ko, et al. (2005) that there is 11.7% of high school students have
1
wellbeing and interaction with peers and family members. On the other hand, Griffith
(2004) focus on Demographic facts and playing variable in online Computer Gaming the
result showed that 81% online games players were male and that mean age of players
was 27.9 years of age. So, in this study it is focusing to the effect of online games
negative aspects such as excessive play and addiction, the effect of playing online
games and the demographic aspects. Whilst in this study the researchers tends to
recognize the impact of playing online games towards the self-confidence of online
Vocational High School whom often used the mobile legend application.
The researchers would like to find out the effect of online gaming to the self-
confidence of a particular player especially students. In addition, this study will also help
to give information with regards to enlightening us that it is should not focus only on
addiction of online games but there’s also on important aspects that need to recognize
which is the impact of it to the self-confidence, the provider of motivator of a person life ;
where it identifies the self-confidence of a students whose playing online games if the
game may brought good effect towards the students confidence in school.
2
Statement of the Problem
General :
This study aims to recognize the impact of online games towards the self-confidence of
grade – 11 students.
Specific :
1.2 To determine if mobile legend may have good effect towards student self-
confidence.
This study will help to give awareness in relation to the impact of online games
Students – this study will give them an idea and help themselves
Family – this study is significant to the family since parents, must also give on advice of
Future Researchers - It would help the future researchers that are interested in this
study. It will serve as one of their basis and background about this topic.
3
Scope and delimitation
The data collection will be herd in Liloan National Technical – Vocational High School
on School year 2019-2020. The participants of the study are the active online gamers of
grade – 11 students. The study will focus on the impact of online games towards the
self-confidence of a student.
Hypothesis
Online chat - may refer to any kind of communication over the internet that offers a
real-time transmission of text messages from sender to receiver. Chat messages are
Fantasy - is imaginative literature, often set in strange places with unusual characters
Role - playing games - used in a specific sense in the context of role-playing games.
This includes both terms used within RPGs to describe in game concept and terms
4
used to RPGs. Role- playing games also have specialized slang jargon associated with
them.
compulsive use of computer games or video games, which interferes with a person’s
everyday life.
Academic performance – it is the end result of the efforts exerted by the students. It
represents outcomes that indicated the extent to which a person has accomplished
specific goals.
Gamer – is a hobbyist or individual that enjoys playing various types of digital or online
games. Generally, a gamer refers to any kind of gaming enthusiast, but when used in
IT, the term refers to those that utilize a full range of electronic or digital games.
5
Chapter II
This chapter presents related studies and literature that are relevant and give
justification to the current study. The following data are needed to give information and
Related Studies
In the 2000s, online games became popular, while studies of internet gaming
prevalence and associated risk factors (Kuss,2013). More common physical and
psychological effects contributes to online video gaming are social isolation increase
2010 ).
Precious research of Niemz et al. ( 2005 ) study was an attempt to replicate common
findings in the literature and provide more evidence for the existence of internet
Results should that 18.3 % of the sample were considered to be pathological internet
users whose excessive use of the internet was causing academics, social and
interpersonal problem. Whilst in the study of Wan and Chiou ( 2007 ) it investigate the
The above related studies discuss about the addiction, its negative impact towards
the academic and social aspects. And discuss about the relationship between surface
6
and the source of motivation of online game addicts. However the current study would
like to find out the impact of online gaming addiction towards the self-confidence of
students which has been neglected by other studies, which tend to find the positive and
Related Literature
Recent research has demonstrated broad benefits of video game play to perceptual
and cognitive abilities. This broad improvement suggest that video game bases
cognitive intervention may be ideal to combat that may perceptual and cognitive
Its examines the relationship between action games and video games which studies
have found that relatively short action video game intervention can result in academic
interventions are potentially an ideal solution to address the many perceptual and
perspective of human behavior and propose and test a balanced model of antecedents
prevention and harm reduction forces. Findings suggest that online game playing
On the other hand, Wei ( 2006 ) examines the effects of exposure to online video
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aggressive behavior. Results or analyses show that playing violent video game on the
internet was associated with greater tolerance of violence, a lower emphatic attitude
Furthermore, online game addicts are more aggressive behavior and lower emphatic
attitude which may affect the academic performance of students. Negative impacts of
online games are showed. The study will seeks to know about the impact of online
decrease.
Self-efficacy theory was developed within the framework of a social cognitive theory (
mediating people’s motivation, thought patterns, emotional reactors, and behavior. The
theory was originally proposed to account for the different results achieved by the
diverse methods used in clinical psychology for treating anxiety. It has since been
motivation, cognitive skill acquisition, career choice and development, health and
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Figure 1: Online Gaming: Its Impact to the Self-confidence of Grade-11 students
Impact Subject
9
CHAPTER III
METHODOLOGY
issue that researches are focused on. This chapter discussed the research design,
environment, sampling procedure, research instrument and data gathering. With this,
the responses from the respondents are the vital key for the researchers towards the
interpretation and analyzation on how online gaming affect the self-confidence of Grade
11 students.
Research Design
The design used in the study is Quantitative Research Design. Specifically, Causal-
explain phenomena by gathering numerical data that are analyzed using mathematically
dependent variable (Maheshwari, 2018). This type of research is useful in this study
because it will identify the impact of online gaming towards the self-confidence of Grade
11 students.
Research Respondents
The respondents of this study are all mobile legends players in Liloan National
using the Simple Random Sampling which uses Slovins formula with a standard 5%
10
margin of error. The researchers identified mobile legends players in Grade 11 on
different strands. Active players of mobile legends has a total population of 53 students,
39 males and 14 females. The respondents of the study has an average age of 15.
Research Environment
that has been located at the heart of Poblacion, Liloan, Southern Leyte. The school was
established on the year 2012, and headed by Mr. Wilfredo S. Mosong Principal 1, the
area of the school is about 2 hectares with a total population of 1633 including 76
teaching staff, 6non-teaching staff and 1551 enrollees. This school offers Academic
Strands and TVL track. Academic strands includes Humanities and Social Sciences
Strand (GAS). Technical-Vocational and Livelihood (TVL) on the other hand, includes
Shielded Metal Arc Welding (SMAW), Bread and Pastry (BPP) and Electrical Installation
which has Senior High School and Junior High School. The school has 5 laboratories
Sampling Procedure
of the subset has an equal probability of being chosen (Adam, 2019). A Simple Random
Sampling is meant to be valid and unbiased. Using the Simple Random the researchers
obtain 47 respondents using Slovins Formula and these respondents will be randomly
selected.
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Date Gathering Procedure
The researchers first send a letter of request to the Admin Office for approval of
conducting the research. When the permission is obtained the researcher will start the
research. In gathering the data, the researchers made questionnaires will be provided,
collected data from the respondents will be reflected on the paper and assures that the
data is valid.
Research Instrument
The research gathered information and data about the topic “Online Gaming: Its Impact
are given to people in order to collect facts or opinions about something. Researchers
made questionnaires will be the instrument of this study because it is easier and quicker
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Chapter IV
This chapter included the presentation, analysis and interpretation of data regarding the
problem stated in chapter one. It further elaborated the numerical data in a form of
graph, figure and table that composed of imperative information for drawing conclusion
and recommendation.
80
70
60
50
40
30
20
10
0
Item 1 Item 2 Item 3 Item 4 Item 5 Item 6 Item 7 Item 8 Item 9 Item 10
Strongly Agree Somewhat Agree Disagree
The graph above shows the responses of respondents to the positive impact of
The graph above implies that strongly agree has a higher percentage of 68 to
the statement “Online gaming can increase your self-confidence in oral recitation” which
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means that playing mobile legends make students gain confidence to make the oral
recitation, there are also 17% of respondents who disagreed which show that mobile
Still 68% who strongly agreed on statement 2 which talks about playing online
games increasing the ability of the online gamers to solve problems. Strongly agree also
has the higher percentage also in statement 3 which there are 57% of respondents who
agreed to “online gaming can motive and make them feel alive”, while only 28% who
somewhat agree and 15% who disagree. Still the higher percentage in statement 4 is
the strongly agree with 45% respondents who agreed that online gaming can motivate
students to study for exam. While 40% who disagreed about the matter in the statement
5 “online gaming can make you a responsible student”, strongly agree has the highest
Strongly agree has the highest percentage on statement 6 “Online gaming can
make you have positive thoughts which is 68%. Also, in statement 7, 8, 9, 10 still
strongly agree has the highest percentage of 60 in the statement “online gaming can
make you believe in yourself and stop your insecurities, 43% in “online gaming can
make you willing to take risks to achieve your goal”, 51%for “online gaming can make
deal with negative emotions” and 41% in the statement 10 ”prove to your friend that you
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Figure 3: Total Percentage of Positive Effects
22.80%
Disagree
54.80%
24.40% Somewhat Agree
Strongly Agree
The figure above shows the total response of respondents to the positive impact of
Based on the result obtained 54.8% of respondents who strongly agreed on the
positive impact of online gaming towards self-confidence which means that online
gaming have positive effects in students confidence While 24.4% of the whole was for
somewhat agree, there still some respondents whose neutral. However, 22.8% of
respondents disagreed on the positive impact of online gaming. Furthermore the figure
above shows that strongly agree has the higher percentage of 54.8% which means that
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Figure 4: Negative Effects
90%
80% 80%
80% 73% 75%
70%
60%
60% 55%
50% 50% 50%
50% 46%
40% 33%
30%
30% 25% 25%
25% 25%
25% 25%
21% 20% 20%
20% 15% 15% 15% 15%
12% 10% 10%
10%
10% 5%
0%
Item 1 Item2 Item3 Item4 Item5 Item6 Item7 Item8 Item9 Item10
The Figure above shows the percentage of responses from the respondents
about the negative impact of online gaming towards the self-confidence of students.
The graph above implies that Disagree has the higher percentage of 73 in the
item 1, which means that playing mobile legend will not make the self-esteem of the
online gamers lower, while there are also 12% who somewhat agree and another 15%
who also strongly agree. On the statement number two 60% of the respondents who
disagreed about playing mobile legends discouraged students about going to school,
however 25% of respondents who also somewhat agree and another 15% for the
strongly agree, which means that playing online games don’t discourage students to be
operate one’s duty, while 25% for strongly agree. Clearly signifies that student still can
operate their duty especially at home and their responsibility at school, to keep always
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clean their surroundings. In statement 4, 46% of the respondents who disagreed about
the statement “Delay submission of project” ,and 33% who also for somewhat agree,
while 21% for strongly agree, signifies that respondents still submit their project at the
In item 5 there are 50% of respondents disagree in online gaming make them
loss productivity ,while there are also 25% who somewhat agree and other 25% who
strongly agree which means that respondents believes that online gaming will not loss
their productivity. Initem 6, 75% of the respondents disagreed that playing online games
will not make them more confident to participate at class time specially during group
activities, 10% of the respondents also somewhat agree and 15% for strongly agree. In
item 7, 80% of the respondents disagreed about online gaming will make them have no
confidence to work through struggles. While another 10% responded strongly agree and
another 10% for somewhat agree. Which means that, while playing online games there
In item 9, the response from the respondents shows that disagree has the
highest percentage of 50,followed by strongly agree which is 30% and 20% for
somewhat which means that online does not affect the views of respondents to be
confidents to their physical appearance. In item 10, 80% of the respondents responded
disagree about playing mobile legends will affect the confidence to interact with other
strangers, there are also 5% who somewhat agree and 15% who strongly agree. Which
reason out their, while respondents play mobile legends at given time it doesn’t affect
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Figure 5: Total Percentage of Negative Effects
The figure above shows the total percentage of the negative impact of online
Based on the result obtained 19.1% of respondents who strongly agreed on the
positive impact of online gaming towards self-confidence which means that online
gaming may brought good on students behavior because of its response on all
statements. While 19% was for somewhat agree, there still some respondents whose
neutral about deciding the negative effect of online gaming towards self-confidence .
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Chapter V
This chapter summarized the result of the study followed by the conclusion based on
the findings for the impact of online gaming towards the self-confidence of grade 11
students.
Summary
Furthermore, based on the data obtained, strongly agreed has the higher percentage of
53.1 in the positive impact of online gaming towards the self-confidence of Grade 11
students and 61.9% who also disagreed to the negative impact of online gaming.
Signifies that most of the responses from the respondents was for good effect of online
Conclusions
After the interpretation and analysis of data gathered, it was found out that online
gaming does not affect the confidence of students who play online games specifically
mobile legend application which means that playing online games have significant effect
towards the self-confidence of a certain gamer. In addition, playing mobile legend brings
significant effect towards students based on the result gathered online games makes
them believe in their self and stop insecurities, and also they can prove to others that
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Recommendation
Given the findings and conclusions, the following recommendation were made:
20
Appendix C.1
Curriculum Vitae
Personal Information
Gender: Male
Email: Christianjohn@yahoo.com
Contact number: 09558740909
Citizenship: Filipino
Parent/Guardian
Educational Background
21
Appendix C.2
Curriculum Vitae
Personal Information
Age: 17
Gender: Female
Email: shiellamarie@gmail.com
Citizenship: Filipino
Parent/Guardian
Educational Background
22
Appendix C.3
Curriculum Vitae
Personal Information
Gender: Female
Email: marianneedubos@gmail.com
Citizenship: Filipino
Parent/Guardian
Educational Background
23
REFERENCES
Ko, C. et al. (2011). Gender Differences and Related Factors affecting Online
Gaming Addiction Among Taiwanese Adolescents. Retrieved from
https://www.Herbertpub.com/10.1097/01.nmd.0000158373.8515057. Accessed
on July 17, 2019.
Ng, B. et al. (2005). Addiction to the Internet and Online Gaming. Retrieved from
https://www.liebertpub.com/doi/abs/10.1089/cpb. Accessed on September 6,
2019.
24
(GHQ) and Disinhibition. Retrieved from
https://www.liebertpub.com/doi/abs/10.1089/cpb.2005.8.562 . Accessed on July 25,
2019.
Sublettle, M., & Mullan, B. ( 2010). Consequences of Play: A System Review of the
effects of online gaming. Retrieved from
https://www.link.springer.com/article/10.1007/S11469.010.9304.3. Accessed on
July 25 2019.
Wan, C., & Chiuo, W. (2007). Psychological Motives and Online Games Addiction: A
test of flow theory and humanistic needs theory for Taiwanese Adolescent.
Retrieved from
https://www.liebertpub.com/doi/abs/10.1089/cpb.2006.9.317. Accessed on July
25, 2019.
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APPENDIX A
LETTER OF REQUEST
Department of Education
Region VIII, Eastern Visayas
Division of Southern Leyte
District of Liloan
LILOAN NATIONAL TECHNICAL-VOCATIONAL HIGH SCHOOL
Poblacion, Liloan, Southern Leyte
School ID: 313409
Dear Sir:
A pleasant day!
We are senior high student from Grade 12 Decency and Prudence, currently taking up
General Academic Strand (GAS) and Accountancy, Business and Management (ABM).
As part of our requirement in the semester, particularly in Practical Research 2, we are
doing research entitled “Online Gaming: Its Impact to the Self-confidence of Grade
11 Students.” This study aims to recognize the impact of online gaming towards the
self-confidence of grade 11 students. Part of our methodology is to conduct a survey
with the active online gamers specifically the Grade 11 students of Liloan National
Technical-Vocational High School. With this concern, we humbly ask for your
permission to please allow us to conduct our research inside the campus and gather
relevant data needed for our study. The survey was agreed to be held on September
11-13, 2019 and at exactly 7:30-8:30 in the morning.
Your positive and immediate response is highly appreciated. Thank you and God bless!
Respectfully yours,
26
APPENDIX B
LETTER OF REQUEST
Department of Education
Region VIII, Eastern Visayas
Division of Southern Leyte
District of Liloan
LILOAN NATIONAL TECHNICAL-VOCATIONAL HIGH SCHOOL
Poblacion, Liloan, Southern Leyte
School ID: 313409
__________________________
Adviser
Poblacion, Liloan, Southern Leyte
Dear Sir/Maam:
Good Day!
We are senior high student from Grade 12 Decency and Prudence, currently taking up
General Academic Strand (GAS) and Accountancy, Business and Management (ABM).
As part of our requirement in Practical Research 2, we are doing research entitled
“Online Gaming: Its Impact to the Self-confidence of Grade 11 Students.” This
study aims to recognize the impact of online gaming towards the self-confidence of
grade 11 students. Part of our methodology is to randomly select online gamers in
Grade 11 who used to play online games based on the result your advisory was
selected for the collection of data needed in our study. With this concern, we humbly
ask for your permission to please allow us to conduct a survey in your class. The survey
was agreed to be held between 7:30 and 8:30 in the morning. Furthermore the outcome
of this research will surely give significant contribution to our study.
Your positive and immediate response is highly appreciated. Thank you and god bless!
Respectfully yours,
27
APPENDIX C
SURVEY QUESTIONNAIRE
Department of Education
Region VIII, Eastern Visayas
Division of Southern Leyte
District of Liloan
LILOAN NATIONAL TECHNICAL-VOCATIONAL HIGH SCHOOL
Poblacion, Liloan, Southern Leyte
School ID: 313409
Dear Respondent:
Greetings!
We, the researchers of Grade 12-Decency and Prudence taking up General Academic
Strand (GAS) and Accountancy, Business and Management (ABM). As part of our
requirement in Practical Research 2, we are doing research entitled “Online Gaming:
Its Impact to the Self-confidence of Grade 11 Students.” This study aims to
recognize the impact of online gaming towards the self-confidence of grade 11 students.
Gathering data and doing some intensive survey are part of our research. In relation to
this, we humbly ask you to please fill in the following questions. The questionnaire is
designed to determine the impact of online gaming towards the self-confidence of a
student specifically the Grade 11 students of Liloan National Technical-vocational High
School.
The information you will provide is highly considered as confidential and it will be used
for academic purposes only.
Yours truly,
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Part I: Demographic Profile
Name (Optional):______________________________
Direction: Put a check () mark besides each question that corresponds your answer.
30
Strongly Somewhat
Negative Effects Agree Agree Disagree
Online gaming can…
1. Lower your self-esteem
4. Delay submission of
project.
5. Loss productivity
6. Less confident in
participating group
activities.
7. Have no confidence to
work through
struggles(projects,
assignment, research,
etc.)
30