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ABSTRACT
These study are conducted to learn the factors of how online games been an
addiction for most students. To make the research finish in clear performance, statement
of the problem are given that will followed of hypothesis. To not make any confuse,
scope and limitation are enclosed beyond the research and for the understanding of others
And to circulate the research, other related literature to the topic is added. The
process of the research is gathered upon the research design used. And the flow of the
research will be on the respondents that answered the given survey to them. Instruments
that used in research is added to know what are used upon getting information or data
And for the most important part of the research is the result and discussion that
based on the answered of the respondents to the given survey to them. And to find the
Introduction
The popularity of internet has effected every aspect of human being lives.
According to Kandell .J.J 1998 that among internet users adolescent are more likely to
encounter the issue of online addiction online games is played using computer, tablet and
most used is the smartphone for convenience. According to the updated stats of top 10
most popular online games in 2019, PUBG, LOL, DOTA 2, CSGO and ML is the top 5
most popular among 10. Creator of the online games is good at making and creating those
kind of games. They surely knows what is fit among the likes and standard of all players.
Playing online games never required an age limit or status. Young and adult can play
online games. Also, whether you are a laborer a students, a professional or a by standard
you can play online games.
Hypothesis
The effect of playing online games for students
Students tend to socialize with their co-players and build confidence
Students affect their studies by their addiction in online games
Effect of students addiction on online games to the relationship with their family and peer
A great family bond if there were family members are also online gamer.
There will be a distant for someone who play online games over their family that
is not related on online games.
Parents insight to their child online games addiction
Parents tend to think that online games is suit for their children to play and enjoy.
Some parents thoughts about online games as a destruction at studies and a reason
to make the house obligation forgotten.
online games at Quirino High School for the school year 2019-2020.
The research will not include JUNIOR HIGH SCHOOL at Quirino High School.
Also, even SENIOR HIGH SCHOOL is the target, those student that not related on
online games will not online games will not include. This research will not access outside
Significance Of Study
This research has purpose of determining in what way does online game affect
student studies and how it change their behavior. And to determine why it become
CHAPTER III
Methodology
Research Design
This research was conducted methods and techniques that will efficiently handle
the researchers problem. Quantitative research design was used in this research for the
Respondents
The respondents in this research are student selected among Senior HS Grade 11
or Grade 12 at QHS SY 2019-2020 that are indentified actively an online gamer. The
selected respondents will be given a ten (10) survey Questionnaire by the researchers.
Instruments
This conducted research has used an internet that relevant on finding accurate data
or details that fit for these research. Also 10 survey questionnaire was prepared by the
research.
BIBLIOGRAPHY
https://scholar.google.com.ph
https://scholar.google.com.ph
https://scholar.google.com.ph
https://scholar.google.com.ph
of Warcraft
https://scholar.google.com.ph
vocabulary
https://scholar.google.com.ph
online games
CHAPTER II
According to the sproll. Net (2001), The internet users who have played online
40.7%(2,900,000 people).
online games enthusiasts spent much more time in cyber café than they and in school-
related activities.
Summary
The study about why online games are popular among SENIOR HIGH SCHOOL
and factors that affect on students behavior has been successfully identified be the
researchers. The successful outcome of the research is because of the guide and process
that the researcher has made that begin with the first chapter that composed of
introduction in which the topic is introduced. Other studies that related to the chosen
topic is gathered on chapter two. Chapter three are composed of the process of the
research mainly the research design. Survey are used that help to affirm the research by
the researcher is compiled at chapter four, and on chapter five, conclusion are formed that
Conclusion
In the research conducted, the researcher had a lot of knowledge about the effect
of online games to the students studies as well in their behaviors. The finished research
inspired the concept on how student become addicted on online games. The respondents
are sources of the insights that needed to analyze and examine for the factor that enclose
to the research.
Researcher have found the cause of students addiction on online gaming. One of
these is playing online games make them free from their stress and let them enjoy the
flow of the game. Researchers had identify that online games doesn’t really affect the
students studies or behavior, it is up to a student to decide whether they will allow their
RECOMMENDATION
researcher’s advice to them that playing online games is just natural habit especially
because they are young, but priority should come first. Study is the important of all.
For parents, researcher recommend to guide and watch their children. If parents
observed that online games affected their children education and behavior, disciplined
should empowered. But don’t forbid their child to play online games.
For the teacher, researchers recommend if ever caught some student that is
playing online games in their classes, don’t turn them down. Talk to them privately and if
For other researchers, study and expand this research for more accurate data or
QUIRINO
HIGH SCHOOL
UNDERSTANDING WHY ONLINE GAMES ARE POPULAR AMONG SENIOR
HIGH SCHOOL STUDENTS AND IT’S EFFECT ON STUDENT BEHAVIOR
In Partial fulfillment for the requirement in RDL 1
Submitted By:
MUYUELA III, FELICISIMO S.
ZAFRA, CRIZZA
NOLASCO, AL-JOVAN
RULLAN, JANINE
TACSAGON, AUBREY MAE
DE GUZMAN, JOHN KENNETH
AZANSA, DANIEL
RADA, ALDRIN
HASSAN, DANICA
Submitted to:
Melalaine B. Austria
OCTOBER, 2019