Академический Документы
Профессиональный Документы
Культура Документы
An Undergraduate Thesis
Presented to
Bayugan City
In Partial Fulfilment
MARCH, 2019
AGUSAN DEL SUR COLLEGE, INC.
Bayugan City. 8502 CARAGA Philippines
Telefax (085) 233-2350
APPROVAL SHEET
Approved and accepted in partial fulfillment of the requirements for the degree,
Bachelor of Secondary Education.
Approved:
Date Signed:____________
ACKNOWLEDGEMENT
persons who have a great part and give an important contribution to accomplish
this work
First and foremost, they would like to thank the almighty God who gave
them strength and wisdom to realize this study and for the guidance in making
Then, they also thank Ma’am ESTER A. LEYBAG, for being available all
the time just accommodate guide the researchers in making their thesis. Also, for
her untiring effort of directing and providing valuable suggestions which are
Of course, the researchers would like thank the Dean of Education, Dr.
HELEN B. MANTIZA for support and encouragement she gave that enabled the
Also, they would like to express their gratitude to Salvacion National High
School and its principal, MRS. WILMA LIZA C. CANOY by letting them in to their
school and conducted a survey, to the teachers and students, especially to the
The researchers would like to thank also to their families, friends and
loved one for giving them encouragement, advice, inspirations and support, not
only in financial support, but also in moral support to complete this piece of work,
Page
TITLE PAGE i
APPROVAL SHEET ii
ACKNOWLEDGEMENT iii
DEDICATION iv
TABLEOF CONTENTS v
LIST OF TABLES vii
LIST OF FIGURES viii
ABSTRACT ix
CHAPTER
1 THE PROBLEM AND IT’S BACKGROUND
Introduction 1
Conceptual Framework 2
Statement of the Problem 6
Hypothesis 6
Significant of the Study 6
Scope and Delimitations 7
Definition of Terms 7
2 REVIEW OF RELATED LITERATURE 8
3 RESEARCH METHODOLOGY 11
Research Design 11
Research Locale 11
Geographical Location of the Study 12
Population as Respondents of the Study 13
Sampling Technique 13
Research Instrument 13
Data Gathering Procedure 13
Scoring and Quantification Data 14
Statistical Tools 15
4 PRESENTATION, ANALYSIS AND INTERPRETATION OF DATA
5 SUMMARY, CONCLUSION AND RECMMENDATION
Summary 22
Conclusion 23
Recommendations 24
REFERENCES
APPENDICES
A. Letter of Request
B. Survey Questionnaire
C Curriculum Vitae
LIST OF TABLES
This study was realized with the purpose of determining the influence of
online gaming on the academic performance of the grade 9 learners of Salvacion
National High School, Salvacion, Bayugan City. The researchers hypothesized
that online gaming has no effects on the academic performance of the learners.
The descriptive-correlational design was used. This study was conducted and
surveyed among the Grade-9 learners of Salvacion National High School. The
total number of the respondents were one-hundred fifty-three (153), composed of
seventy (70) male and eighty-three (83) female. The online games that
commonly played by the respondents were identified by getting the percentage
value of said games, ROS, DOTA, CROSSFIRE, and other games that the
respondents usually played. The same process did in identifying the amount of
money and number of hours spent playing online games. Based on the data
analyzed, the majority of the total numbers of the respondents played online
games within the range of time 0 to 2 hours only which described as short. The
academic performance of the respondents was computed and the majority of
them got the grades ranging from 80 to 84 and 75 to 79 which implies that they
have fairly satisfactory and unsatisfactory levels of performance. More than half
of the total number of respondents did not attain the desired level of academic
performance. The two variables are positively correlated. The time they spent
playing online games greatly affects the academic performance of the
respondents. The T-test showed that there is a significant negative effect of
online games on the academic performance of the respondents. Thus, the
researchers recommend that parents, teachers, and school should guide the
students in using computers and teach them the proper time management and
have self-control in playing online games that can give to them enjoyment but
poor in academic performances.
Chapter 1
Introduction
the computers by streaming videos, chatting friends, and the worst of all, by
playing video games or online games. Computer games are now one of the
serious concern of many schools, because most students are also affected of
and successful source of entertainment and play for people of all ages, especially
for the students. The education of many students now a day are affected. They
spend for playing online games are more than the time they spend for studying.
Students who are playing online games are brought into a distraction of
their focus in study. They don’t have time to study and might lose their
computer gamers also have the tendency to drop out of school; either repeat one
continues to grow, bigger number of students will lose interest for studies. This
might mean that investment on higher education will lead to lower rate of return
among students. Thus resources such as money, time, school inputs, etc. are
probably go to waste.
We chose to study this topic so that we will find out how online games
Theoretical framework
dangerous of personal computers. According to him the larger, the wider spread
but less discussed problem is the excessive computer use and addiction that
lower the academic performance, and health problems: repetitive stress injury,
This is supported by the theory of Griffiths (2010) that states that since the
early 2000s there has been a significant increase in the number of empirical
addiction exists and/or whether the term “addiction” is the most appropriate to
use. Some researchers use terminology such as “excessive” or “problematic” to
denote the harmful use of video games. Terminology for what appears to be the
same disorder and/or its consequences includes problem video game playing,
problematic online game use, video game addiction, online gaming addiction,
internet gaming addiction, and compulsive internet use. This entry uses the term
since there is demonstrable empirical evidence that such behaviour can include
role of personality factors, co-morbidity factors, and biological factors, and their
insomnia are fairly common symptom of many Massive Multiple Online Game
(MMOG) players. These negative consequences will lead online game players to
tiredness.
According of Syracuse University on the Science Daily website (2007),
social life.
independent variables.
Independent Variable Dependent Variable
Academic Performance
Online Games
The goal of this study was to determine the effect of online games to the
2. How much money do the respondents spend on online games per day?
Hypothesis
significance.
school administration.
Students. The findings of this study will give them awareness on the
teachers and school administration about the serious effects of online games
toward their students and help them to anticipate the behavior of their students.
This study is mainly concerned and limited on the effect of online games in
Definition of Terms
For clearer understanding of the study, the following terms will be defined
operationally:
of the Grade 9 learners in the first Grading period for School Year 2017-2018.
Online Games. This refers to the kind of games commonly played, money
spent, as well as the number of hours spent in playing online games by the
This chapter presented the literature and studies relevant to the study.
Related literature
The online games both have positive and negative effects on people,
especially to students.
games is that there are many cases that the students are addicted and this
Rheingold (2007) stated that one of the reason for the popularity of online
games was that they meld the fun and challenge of video games with the
communities allows staying in touch with old friends, met new people, learn and
share information.
Orzack (2005) and French (2009) they both found out that in internet
search for “gaming addiction” yields lists of physical and psychological symptoms
from dry-eyes and carpal tunnel syndrome to “problems with school or work”,
and discovery that users extended and idealized their existing personalities or
try out new ways of relating to one another that can positively affect real life
relationships.
recent discovery as far as addictions go. Given that nearly everyone has
computers and we use them to conduct almost every part of our lives this
young people; especially those in academic institutions, that are falling prey to
this addiction it is imperative that action be taken to eliminate or at the very least
manage this phenomenon. From a social work perspective online games have
between the addicts and what is considered ‘out-game’ in the society. Online
game addicts are not only anti-social but also display impulsive behaviors as a
evident that online game 41 addiction interferes with the ability of the individual to
function properly in a societal setting. With regard to using social work to alleviate
young people in group activities that do not involve the use of a computer or the
internet. It would help improve their social skills and also help them grow a
network of non-online friends. Universities should also offer support in the form of
welcome service or induction seminars for foreign students where they get
acquainted with the country they are visiting as well as get to know students on
Related Studies
Nowadays, most of the students prefer online games and leads to low
academic performance.
Carrasco (2008) stated that computers have become a part of man’s life.
Almost all the things around us were made of computers with the aid of modern
machines. Associated with the computers is the internet where we can find online
games. Online game has a big impact to students. They tend to be hook by the
computer.
Mehroof, M et al. (2010), said that due to excessive use of online games
there is effect in their personal traits like anxiety, sensation seeking, neuroticism,
and aggression which are the symptoms that a person is under the development
of gaming addiction.
Chapter 3
METHODOLOGY
This chapter showed the details of research design, locale of the study,
Research Design
The research design used in this study was descriptive correlation since it
was described the online games commonly played, money spent as well as the
number of hours they spent in playing online games and academic performance
of the students.
of Bayugan city, in province of Agusan Del Sur, and in the region of CARAGA. It
is an educational institution offering complete high school from grade 7-10, junior
Figure 2 on the next page shows the location map of Salvacion National High
School.
- Salvacion National High School
- Busano-Sularte Store
The Population as Respondents the Study
Sampling Design
The researchers employed the universal sampling design wherein all the
Research Instrument
Agusan Del Sur College for validation, modification and acceptance of the
research instruments.
study to the principal of Salvation National High School for the approval. Once
the approval is sought, we will float the questionnaire to the respondents. We will
retrieval of the questionnaires was done after they have answered the
Time Spent
Verbal
Scale Number of hours Interpretation
description
1 0 to 2 hours Short Not enough
2 2.1 to4 hours Moderate Enough
3 4.1 to 6hours long More than enough
4 6.1 hours and above Very long Too much
Money spent
Verbal
Scale Amount of money Interpretation
description
1 10 pesos Low Not enough
2 20 pesos Moderate Enough
3 25 pesos High More than enough
4 30 pesos & above Very high Too much
Academic Performance
Grade Range Verbal Descriptions Interpretation
95-100 Advance Excellent
90-94 Highly proficient Very Satisfactory
85-89 Proficient Satisfactory
80-84 Approaching proficiency Fairly satisfactory
75-79 Beginner Unsatisfactory
Statistical Tools
Means while T-test and correlation was used in testing the hypothesis of the
study.