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Social Networking Sites (SNS) and

Online Games are presently being


used habitually by millions of
people.
At present there are millions of
SNS and Online Games operating
in the Internet.
The foundation of SNS and Online
game is that they start from small
and then grow exponentially.

They provide satisfaction and at
the same time users can make
new friends.
SNS allow users to create a profile
describing themselves and to
exchange messages to other
users.
Online games allow users to battle
with other players using the
Internet.
A poll conducted by Wikipedia
early in 2013 there are
approximately 1.2 billion people
uses Facebook in their everyday
lives.

There are 98 % adults , 25 % are
youth.
Individuals who spends two or
more hours playing games on a
daily basis score lower in every
subject than their non gaming
counterparts Australian Journal
of Educational Technology
These advances in technology
consequently affect the lives of
the people, and a chunk of these
are students.
As an aspiring teacher it is very
important to analyze the adverse
effect of these social media to
students and propose several
solutions to this phenomena.
1. What is the profile of the respondents in terms of:
1.1 Age
1.2 Sex
1.3 Combined family income
1.4 Time allotted for using SNS and Online games
1.5 Time allotted for studying
1.6 Study habits

2. Is there a significant difference on the perceived
effects of social networking site to the sex of the
respondents?

3. What is the adverse effect of Social Networking Sites
and online gaming to the study habits and academic
performance of grade six elementary students?

The study used the survey method of
research and questionnaires from Singh,
Vikram entitled A Questionnaire for
Examining the Impact of the use of Social
Networking Sites and from Banquil,
Kimberly., et al entitled Social Networking
Site affect Ones Academic Performance
Adversely.
The study was conducted in Danao City
Central School near Sto.Tomas de Villanueva
Parish Church.
The respondents were the grade
six pupils who has SNS and online
game accounts.
Out of 480 grade six pupils 97
were were randomly selected as
participants in the study.
Grade Six Pupils of Danao City Central School
Profile
Online Games

Social Networking Sites
Needs and Gratifications
Social
Learning
Theory


Multitasking
Procrastination


Pleasure Principle


Diversion
Personal relationships
Personal identity
Surveillance

















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Less Study Time
Poor Academic Performance
The Social Learning Theory known as
observational learning (modelling).

In this theory, every person can learn
new things by watching other people.
The he will do what others are doing
for him to fit in.

(1) Diversion: escape from routine or
problems; emotional release
(2) Personal relationships:
companionship; social utility
(3) Personal identity: self-reference;
reality exploration; value reinforces
(4) Surveillance (forms of information
seeking).

The act of replacing more urgent
actions with tasks less urgent, or
doing something from which one
derives enjoyment, and thus putting
off impending tasks to a later time
(Wikipedia).
The instinctual seeking of pleasure
and avoiding of pain in order to satisfy
biological and psychological needs
(Wikipedia).
The concept that humans work best
under pressure provides additional
enjoyment and motivation to
postponing a task.
This chapter includes the
presentation, analysis and
interpretation of data gathered by
the researchers in connection to
the questions in the statement of
the problem.

Age
Frequency
(f)
Percentage
%
11 29 30 %
12 60 63 %
13 and
Above
7 7 %
Total 96 100 %
Sex
Frequency
(f)
Percentage
%
Male 47 49%
Female 49 51%
Total 96 100%
Family Income
Frequency
(f)
Percentage
%
2,000-5,000/month 26 27%
6,000-10,000/month 18 19%
11,000 and
above/month 11 11%
No answer 41 43%
Total 96 100%
Time
Frequency
(f)
Percentage
%
Constantly logged on 11 11%
Several times a day 31 32%
Once a day 30 31%
Once a week 18 18%
Occasionally 8 8%
Total 98 100%
Time
Frequency
(f)
Percentage
%
Half hour 24 25%
1 hour 34 35%
2 hours and above 38 40%
Total 96 100
Sex
SNSs and Online Games
Affect Academic
Performance Negatively
Chi-
Square
Test
Statistic
P value Decision
Yes No Total
Male 37 10 47
2.14 0.14
Expected
Assumption
is met.
Female 32 17 49
Total 69 27 96
Sex
SNS and Online Games
Affect Time allotted for
Studying
Chi-
Square
Test
Statistic
P
value
Decision
Yes No Total
Male 37 10 47
2.77 0.10
Expected
Assumption is
met.
Female 31 18 49
Total 68 28 96
Sex
Do you think you are
addicted to these
Online Games or
SNSs?
Chi-
Square
Test
Statistic
P value Decision
Yes No Total
Male 38 9 47
1.68 0.19
Expected
Assumption
is met.
Female 34 15 49
Total 72 24 96
72%
28%
Yes
No
71%
29%
Yes
No
75%
25%
Yes
No
1. There are 96 respondents and there are a
lot more of female respondents (49) than
male (47).

2. The respondents age ranges from 11 to 13
and above. Majority (63 %) of the
respondents age is 12 years old, while the
minority (7%) of the respondents age
ranges between 13 and above.

3. The combined family income of the
respondents ranges from 2,000 to 11,000
and above. Majority (43 %) of the
respondents leave this question
unanswered. This is followed by 2,000-
5,000/month with 27%, and 6,000-
10,000/month with 19%. While the minority
(11%) of the respondents combined family
income ranges between 11,000 and
above/month.

4. Majority (32%) of the respondents use SNS
and Online games several times a day, 31%
are logged on once a day, 18% of the
respondents use them once a week, 11% of
the respondents are constantly logged on.
Then the minority (8%) of the respondents
uses SNS and Online games occasionally.

5. Majority (40%) of the respondents allotted 2
hours and above for studying, 35% allotted
one hour. The minority (25%) of the
respondents study for half an hour.


6. Majority (72%) of the respondents answered
that social networking sites and online
games affect their academic performance
negatively while 28% answered no. The
majority of the respondents is composed of
37 males and 32 females. On the other
hand, the remaining 28% is composed of10
male respondents and 17 female
respondents.

7. Majority (71%) of the respondents answered
that social networking sites and online
games affect their study time while 29%
answered no. The majority of the
respondents is composed of 37 males and
32 females. On the other hand, the
remaining 28% is composed of10 male
respondents and 17 female respondents.

8. Majority (75%) of the respondents that they
are addicted to SNSs and Online Games
while 29% answered no. The majority of the
respondents is composed of 38 males and
34 females. On the other hand, the
remaining 29% is composed of 9 male
respondents and 15 female respondents.

1. The respondents with the age of 12 are
actively engaged in social networking sites
and online games rather than the
respondents with the age of 13 and above,
most of them were female.

2. There is no significant difference between
the counts of male and female respondents
whose study time and academic
performance were affected by SNS and
online games.

3. Most of the respondents use social
networking sites and online games several
times a day which make them affect the
respondents study time that leads to a poor
academic performance.

4. Therefore, majority of the respondents are
addicted to SNSs and online games.