Onlinegames Effects On The Grade 10 Male Students Academic Performance
Onlinegames Effects On The Grade 10 Male Students Academic Performance
Academic Performance
Chapter I
Introduction
This study talks about the effects of video games on ICNHS student
not new. According to Anderson & Dill (2000), playing video games is often
associated in our society with poor academic performance. This anecdotal idea
between GPA and time spent playing video games. This shows that video games
not all effects of video games are negative. According to Shaffer, Squire,
Halverson, & Gee, (2005), a 2005 paper suggests that videogames are changing
education and that games are more than a simple form for entertainment.
Based on the two studies shown, there are many instances on the effects
of video games. This study was made in order to find the real effects of video
used leisure activities by many people. Teenagers who are playing these online
games said that they are playing these games just for fun, to keep away from
the heat of the sun, without knowing that there are a lot of effects of playing
these games that are more than what they think. Playing online games,
that keeps the players alert, active and strategic. Despite those benefits,
playing these games also bring negative effects. It requires much of the player’s
time, leaving school activities and home works unattended. The rise in the use
of internet has led to many changes in our daily life. In particular, this rise has
also led to rise of online gaming. Online gaming can refer to any type of game
that someone can play through the internet or over a computer network. In
most cases, online games are freeware programs that can be used for an
unlimited time and are available for free. Online games is the most sought
School.
2.) How does games affect the academic performance of student in line
with:
d.) Tardiness
3.) How does online game affected the studies in a way that is more
positive or negative?
To the Parents, it will serve as basis to help share with other parents the
information about certain games or ideas to help each other in parenting. Also
it will help them understand the behavior and study habit of their children
This study covers students of Iligan City National High School selected
researcher will gather information about the possible effects of online games to
City National High School grade 10 male students. The researchers will
will be given questionnaires to get information that will needed in the study.
Chapter II
ways, online games, for example. Online games have many variations; Multi
games have no age restriction, it can be played by any age but mostly it is
Lenhart (2015), Video games and gameplay are pervasive in the lives of most
American teens – and for boys in particular, video games serve as a major
venue for the creation and maintenance of friendships. Fully 72% of all teens
cellphone, and 81% of teens have or have access to a game console. As Lenhart
stated, online games are played not just because teens want to play the game
but also to maintain friendship. Addiction is not that rare, it happens quite
often. Teens playing too much online games often have bad academic results.
According to Anderson & Dill (2000), playing video games is often associated in
our society with poor academic performance. This anecdotal idea is supported
by some research. A 2000 study found a negative correlation between GPA and
time spent playing video games. This shows that video games do have a
all around the globe, why it is a hit among teenagers. According to McGonigal
(2016), Gaming is the running of specialized applications known as electronic
speak. Online games are not just games, it has its own history.
Wahlde, Shockley, & Gabbard, 2006). Some studies have found that video
games are similar to addictions such as gambling which create negative social
effects. Massively Multiplayer Online Role Playing Games (MMORPG) have been
social” (Allison, Wahlde, Shockley, & Gabbard, 2006, p.383). Other studies
have noted positive aspects of the games such as the ability to experiment with
other mental health professionals initially adapted the diagnostic criteria for
gambling addiction and used this as a rough assessment tool for computer
game addiction. This classification approach is rarely used today and for better
define the symptoms of computer addiction. Still, there are more signs and
social invitations in favor of gaming, using most or all of one’s free time for
gaming, regularly playing late into the night and which results in poor sleep
Tardiness
Several studies have shown that school tardiness has a negative impact
on learning outcomes. by the mere nature of arriving late and missing school
hours, students receive fewer hours of instruction than students who are in
class when the bell sounds. But not only does a student who is consistently
arriving late to school establish bad punctuality habits, their tardiness also
written praise notes. The researchers found that students who are frequently
late to school often miss out on important opening announcements and
behavior can also negatively affect the overall classroom environment,’ the
study says. Arriving late to school can also mean that students miss out on
their social interactions and creating a greater sense of alienation from their
classmates.
Conceptual Framework
This study will focus to determine the awareness and effects on the
Number of
hours spent in
studying.
Frequency
Grades of absences in
Students class.
Class
participation
Tardiness
Figure 1 Research Paradigm
The first box is the independent variable is the hour of playing online
games. The second box, which is the dependent variable is the grades of the
students.
Definition of terms
grades and side notes, to describe how well a student has done.
Online Game – is any game that is played online, based online, or has a
Hypothesis
This study is designed to assess the hypothesis that students who is tardy
and plays online games are more likely to have low grades than those who is
not.
Chapter III
Research Method
This study presents the discussion on the research methodology of the study,
gathering, and treatment that will be used for accurate data analysis and
interpretation.
Instrument Used
enough data to conclude the study. And to obtain valid and reliable data for
the study. The tool used by the researcher are discussed. A questionnaire is a
Description of Respondents
The respondents of this research are the grade 10 male students in Iligan City
National High School. They were the chosen respondents because of their
academic performance has to do with government service. Moreover, their
generation is evidently.
Chapter IV
Data Analysis
DATA 1
Statistics
Q.1 Q.2 Q.3 Q.4 Q.5 Q.6 Q.7 Q.8 Q.9 Q.10
N Valid 20 20 20 20 20 20 20 20 19 20
Missin 0 0 0 0 0 0 0 0 1 0
g
Frequency Table
Q.1
Q.2
Q.3
Q.4
Q.5
Q.6
Q.7
Q.8
Q.9
Total 20 100.0
Q.10
Data 2
Excludeda 1 5.0
Total 20 100.0
Reliability Statistics
Cronbach's Alpha N of Items
.241 10
Item Statistics
Mean Std. Deviation N
Scale Statistics
Mean Variance Std. Deviation N of Items
reading module.
Summary
respondents of this study were grade 10 male students in Iligan City National
utilized the reliability analysis to determine online games effects on the grade
4. The majority of the students use online games to stay in touch with distant
friends.
5. Majority become extrovert or more like to interact to others when they play.
10. Majority that playing online games brings them happiness and satisfaction.
Conclusion
Based on the findings, nowadays most male students are playing online
games that spending playing online games also increases and it affects their
Chapter VI
RECOMMENDATION
This chapter presented recommendation to the proposed reading module.
Recommendation
To the Students
That they may know that playing games can affect their academic
performance in school.
To the Parents
That they will guide their children to lessen them on playing online
To the Teachers
That they will update on their students participations in class not just in
That they may conduct future researches related to online games effects
APPENDIX C
Sex Male
(d/m/y)
EDUCATIONAL BACKGROUND
SECONDARY NONE
TERTIARY NONE
GRADUATE NONE
Name: DARWIN CLIFFORD M. MAGHINAY
PERSONAL INFORMATION
Sex Male
(d/m/y)
EDUCATIONAL BACKGROUND
CENTRAL SCHOOL
SECONDARY NONE
TERTIARY NONE
GRADUATE NONE
Name: MICHEAL J. ENGLATIERA
PERSONAL INFORMATION
Sex Male
(d/m/y)
EDUCATIONAL BACKGROUND
SECONDARY NONE
TERTIARY NONE
GRADUATE NONE
Name: JED L. BAUTIL
PERSONAL INFORMATION
Sex Male
(d/m/y)
EDUCATIONAL BACKGROUND
SECONDARY NONE
TERTIARY NONE
GRADUATE NONE
Name: JOSHUA M. SALADO
PERSONAL INFORMATION
Sex Male
(d/m/y)
EDUCATIONAL BACKGROUND
SECONDARY NONE
TERTIARY NONE
GRADUATE NONE
Name: EDWIN A. ABAD
PERSONAL INFORMATION
Sex Male
(d/m/y)
EDUCATIONAL BACKGROUND
SCHOOL
SECONDARY NONE
TERTIARY NONE
GRADUATE NONE
Name: KENT ANUB
PERSONAL INFORMATION
Sex Male
(d/m/y)
EDUCATIONAL BACKGROUND
CENTRAL SCHOOL
SECONDARY NONE
TERTIARY NONE
GRADUATE NONE
Name: EDWARD CABELLO
PERSONAL INFORMATION
Sex Male
Date of Birth
(d/m/y)
Address
EDUCATIONAL BACKGROUND
PRIMARY
SECONDARY NONE
TERTIARY NONE
GRADUATE NONE
Name: JOVEN CAJILLA
PERSONAL INFORMATION
Sex Male
Date of Birth
(d/m/y)
Address
EDUCATIONAL BACKGROUND
PRIMARY
SECONDARY NONE
TERTIARY NONE
GRADUATE NONE
Name: ANNA MARIE E. TARUC
PERSONAL INFORMATION
Sex Female
EDUCATIONAL BACKGROUND
SECONDARY NONE
TERTIARY NONE
GRADUATE NONE
Name: MARIA LISA S. ZABATE
PERSONAL INFORMATION
Sex Female
EDUCATIONAL BACKGROUND
SECONDARY NONE
TERTIARY NONE
GRADUATE NONE
Name: DANICA L. CABANDAY
PERSONAL INFORMATION
Sex Female
EDUCATIONAL BACKGROUND
SECONDARY NONE
TERTIARY NONE
GRADUATE NONE
Name: NICOLE RHEIN S. PINILI
PERSONAL INFORMATION
Sex Female
EDUCATIONAL BACKGROUND
SECONDARY NONE
TERTIARY NONE
GRADUATE NONE