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THE INFLUENCE OF ONLINE GAMING ON THE ACADEMIC PERFORMANCE

OF THE GRADE 9 LEARNERS OF SALVACION NATIONAL HIGH SCHOOL

An Undergraduate Thesis

Presented to

The Faculty of the Teacher Education Department

Agusan Del Sur College, Inc

Bayugan City

In Partial Fulfilment

Of the Requirements for the Degree

Bachelor of Secondary Education (BSED)

RYAN CASIA SALADAGA

JEL MARK BAGUIO CINCO

HARRY JUNE PAGASIAN

SWEET MAE NOVAL JUSTO

RENER JAY JAODINES ASISTER

MARCH, 2019
AGUSAN DEL SUR COLLEGE, INC.
Bayugan City. 8502 CARAGA Philippines
Telefax (085) 233-2350

TEACHER EDUCATION DEPARTMENT

APPROVAL SHEET

The undergraduate thesis attached hereto, entitled: “ THE INFLUENCE OF


ONLINE GAMING ON THE ACADEMIC PERFORMANCE OF THE GRADE 9
LEARNERS OF SALVACION NATIONAL HIGH SCHOOL” prepared and
submitted by RYAN C. SALADAGA, HARRY JUNE PAGASIAN, RENER JAY
J. ASISTER, SWEET MAE N. JUSTO and JEL MARK B. CINCO in partial
fulfillment of the requirements for the degree Bachelor of Secondary
Education, has been examined and is hereby accepted.

HELEN B. MANTIZA, Ed.D


Thesis Adviser

LETECIA C. DELIMA ESTER A. LEYBAG


Panel Member Panel Member

Approved and accepted in partial fulfillment of the requirements for the degree,
Bachelor of Secondary Education.

Approved:

HELEN B. MANTIZA, Ph. D


Dean, Teacher Ed. Dept.

Date Signed:____________
ACKNOWLEDGEMENT

The researchers would like to express their warmest gratitude to the

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

this piece of work.

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

essential for the completion of the study.

Of course, the researchers would like thank the Dean of Education, Dr.

HELEN B. MANTIZA for support and encouragement she gave that enabled the

researchers to do more efforts and determination to achieve this piece of work.

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

grade-9 learners who were the respondents of the study.

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,

and for helping them reach their goal.


DEDICATION

To our parents who have constantly encouraged us to write

and do diligently our thesis, we love you. To our friends

who are always there us to support by lending

their open arms and encourage us to focus

on our paper and supported us emotionally

and financially until were done with our

research work. Lastly, to our thesis adviser

Dr. Helen B. Mantiza who has equipped

us with the necessary skills and values

that we need especially during the

difficult time as we performed this

research. Thank you so much Ma'am

for supervision and guidance.

Thank you so much!


TABLE OF CONTENTS

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

Table Title Page


1 The Population as Respondents of the Study 15
2 The Performance Level in Time Management 17
3 The Performance Level in Financial Management 18
4 The Performance Level in Employer Management 19
5 The Academic Performance of the Respondents 20
6 The Result of the F-Test 21
LIST OF FIGURES

Figure Title Page


1 The Schematic Diagram of the Study 5
2 The Location Map of Agusan Del Sur College 13
ABSTRACT

Title THE INFLUENCE OF ONLINE GAMING ON THE


ACADEMIC PERFORMANCE OF THE GRADE 9
LEARNERS OF SALVACION NATIONAL HIGH SCHOOL

Authors : Ryan C. Saladaga


Harry June Pagasian
Rener Jay J. Asister
Sweet mae N. Justo
Jel Mark B. Cinco
Degree : Bachelor of Science in Secondary Education Major in
English

Adviser : Dr. Helen B. Mantiza

Host institution : Agusan Del Sur College, Inc

Key Words : Online Games and Academic Performance

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

THE PROBLEM AND ITS BACKGROUND

Introduction

Nowadays, many internet cafes were established in most cities as one of

the results of technological progression. Because of these quick technological

developments, it also increase the exposure of many young generations on using

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

what we call Online Games Addiction.

According to Gio Rivera (2014) online gaming has emerged as a popular

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.

And this phenomenon leads to addiction.

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

competitiveness in school because their interest is no longer in the school but in

the online games they always play.

According to EshratZamani, PhD et al (2009), addiction to computer

games affects various dimensions of health and increases physical problems,

anxiety and depression, while decreases social functioning disorder.


According to the research study of Maria Daisy S. CORTES et al (2012),

computer gamers also have the tendency to drop out of school; either repeat one

academic year or stop schooling. Because computer gaming poses negative

effect on student’s performance in school, there is a possibility that education in

high school would have a tendency to deteriorate. As computer gaming industry

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

affect the academic performance of students.

Theoretical framework

This study is anchored of the theory presented by Wong (2000), the

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,

obesity vision problems and sleep.

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

studies examining various aspects of problematic online gaming and online

gaming addiction. There is a lack of consensus as to whether video game

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

“gaming addiction” to describe the phenomenon of excessive problematic gaming

since there is demonstrable empirical evidence that such behaviour can include

all the core components of addiction including salience, mood modification,

tolerance, withdrawal, conflict, and relapse.

According to Griffiths et al(2012), a number of studies have examined the

role of personality factors, co-morbidity factors, and biological factors, and their

association with online gaming addiction. In relation to personality traits, gaming

addiction has been shown to be associated with neuroticism, aggression and

hostility, avoidant and schizoid interpersonal tendencies, loneliness and

introversion, social inhibition, boredom inclination, sensation seeking, diminished

agreeableness, diminished self‐control and narcissistic personality traits, low self‐

esteem, state and trait anxiety, and low emotional intelligence.

Zhuo (2007) stated that the cervical spondylitis, neurasthenia and

insomnia are fairly common symptom of many Massive Multiple Online Game

(MMOG) players. These negative consequences will lead online game players to

mental anxiety and eventually result in nervous breakdown and general

tiredness.
According of Syracuse University on the Science Daily website (2007),

online games may have significantly negative consequences, especially in the

lives of students, through causing distraction and interfering with important

reaction of out-game life action, such us academic performance, health and

social life.

Table 1 is the schematic diagram showing the interplay of dependent and

independent variables.
Independent Variable Dependent Variable

Academic Performance
Online Games

Figure 1: The Schematic Diagram of the Study


Statement of Problem

The goal of this study was to determine the effect of online games to the

academic performance in the Grade-9 students of Salvacion National High

School. Specifically, this study answered the following questions:

1. What online games are commonly played by the respondents?

2. How much money do the respondents spend on online games per day?

3. How many hours do they spend in computer games?

4. What is the academic performance of the respondents?

5.Is there a significant influence of the number of hours they spend in

playing online games on the academic performance of the students?

Hypothesis

The hypothesis below was formulated and tested at 0.05 level of

significance.

Ho1 The number of hours they spent in playing online game no

significant influence on the academic performance of the learners.

Significance of the study

This study is valuable and significant to students, parents, teachers, and

school administration.

Students. The findings of this study will give them awareness on the

effects of playing online games.


Parents. The findings of this study will give them ideas and insights on the

effects of computer games their children play.

Teachers/School Administration. This study will give awareness to 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.

Scope and Delimitation

This study is mainly concerned and limited on the effect of online games in

the academic performance of the grade 9 students of Salvacion National High

School. This will be conducted this school year 2018-2019.

Definition of Terms

For clearer understanding of the study, the following terms will be defined

operationally:

Academic Performance. This term refers to the general average grades

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

respondents in computer games.


Chapter 2

REVIEW OF RELATED LITERATURE

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.

According to Sudjat Ali Hamza, one of the negative effects of online

games is that there are many cases that the students are addicted and this

addiction might lead to worse problems.

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

rewarding social aspects of online community. The participation on online

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”,

offered as indicative of problem usage behavior.

Turkle (2008) he found out that online games enabled self-exploration

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.

According to Lujiaozi, Wang Siyu Zhu (2011), International – Degree

project, 15HECs, International Social Work, the online gaming addiction is a

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

phenomenon should be given more attention. Given the growing numbers of

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

contributed towards the deterioration of society through a breakdown in the

manner in which individuals interact. The phenomenon has caused a disconnect

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

result of the inability to delay gratification. Furthermore from the research it is

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

the problem it would be prudent to come up with initiatives aimed at involving

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

the ground so that they don’t feel so lonely.

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,

the population as respondents of the study, sampling design, data gathering

procedure, research instrument, and statistical treatment of the data.

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.

Locale of the Study

This study was conducted in Salvation National High School at P-5

Salvacion, Bayugan City, Agusan Del Sur.Salvacion National High School is

a public high school specifically located at Purok-5, Salvacion in the municipality

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

high, grade 11 and 12, senior high.

Figure 2 on the next page shows the location map of Salvacion National High

School.
- Salvacion National High School

- San Isidro Labrador parish church


Iglesia Filipina Independiente

- Busano-Sularte Store
The Population as Respondents the Study

Table 1 presents the population and respondents of study

Table 1. The Population as Respondents the Study

Section Male % Female % Total %


Pascal 25 16.33 28 18.30 53 34.64
Diamond 22 14.37 27 17.64 49 32.02
Ruby 23 15.03 28 18.30 51 33.33
Total 70 45.73 83 54.24 153 100

Sampling Design

The researchers employed the universal sampling design wherein all the

learners in grade 9 of Salvacion National High School are the respondents.

Research Instrument

Questionnaire was our main instrument prepared by the researchers

themselves. This was presented and submitted to the Research Committee of

Agusan Del Sur College for validation, modification and acceptance of the

research instruments.

Data Gathering Procedure

The researchers sent a letter request to ask permission to conduct the

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

seek the assistance of the adviser in distributing the questionnaire. The


researchers were clearly explained all the directions and items to the

respondents to ensure understanding and correctness of their responses. The

retrieval of the questionnaires was done after they have answered the

questionnaire. The responses will be tallied, analyzed and interpreted in

accordance to the items found in the instruments.

Scoring and Quantification

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

The data gathered was analyzed using Frequencies, Percentage and

Means while T-test and correlation was used in testing the hypothesis of the

study.

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