Effect of Online Games On The Study Habits of Grade 10 Class B Students
Effect of Online Games On The Study Habits of Grade 10 Class B Students
Effect of Online Games On The Study Habits of Grade 10 Class B Students
A Research
Presented to the
School of
In partial Fulfillment
of the English 10
by
Jerico P. Tanqueco
Online gaming is one of the widely used leisure activities by many people. For
some people it is said that playing video games has a number of reasons to
Studies revealed that the human brain is easy to destruct and one of the
reasons is using technology. The education system tends to go with the flow
with this constant change in the society in order to get things relevant with
the generations today. The researchers felt the need to determine the impact
The purpose of this study is to find out the implications of on-line gaming to
INTRODUCTION
This report is about The Impact on Online Games on the Study Habit of Grade
10 Class B Students. It aims to tell people more about online gaming addiction
and how they can stop it through the information below. Online gaming
addicted to it, they will feel the need to play more of it, they would desire
more of it to keep themselves satisfied. Their behavior will also become more
irritable or miserable when they are not gaming. Online Games has big impact
their homeworks that given by the teachers and to study for the upcoming
exams or quiz. In line with social development, online games also give effect
synchronize their brains, hands and their eyes, and they have a high
comprehension skill and it can help to students to study. For most people, on-
line gaming is one of the best past time that they acquire specially for
teenagers, youngsters and students. According to Kuss & Griffiths, teens who
play online games are just having fun. They do not just actually play because
of some sort of seriousness, but also because they just want to feel relief.
During school hours, students tend to feel stressed due to loads of school
It enables the mind of the players to be more active, especially those puzzle-
tight situations, especially those adventure games that keep the players to be
playing online games also leads in some problems such as being distracted in
school. Further, it is where the attention of the child were divided that even
Several studies in psychology have found out that increased time spent on the
parents.
This study will be deemed the significant to the following groups of individuals:
School President. He could plan and implement programs that can help
those students that has the same problems to be participated by the students
of the school and help those children grow their social status.
motivated and they can also help their classmates who have addicted on
online games
Teachers. Through this study Teachers can analyze each student’s problem
CONCEPTUAL FRAMEWORK
Applying the foregoing theory of Markus Friedl which focused on the student’s
The first box shows the input which is the factors of how students
games. And the suggested ways or inspiring motivations that can help other
The second box reflects the processes involved such as making a semi-
structured interview regarding the chosen child who has addicted in online
games. Analysis of data gathered. Treating the data using the appropriate
The third box shows the output of the study that constitutes to the
inductive tools
on the respond
of a student.
Students
STATEMENT OF THE PROBLEM
This study aimed to determine the effect of online games to the academic
a. Age
b. Sex
c. Weekly Allowances
2. What are the types of computer games being played by the respondents?
3. How often and how many hours do the respondents spent in playing online
games in a week?
academic performance?
Online game culture sometimes faces criticisms for an environment that might
DEFINITON OF TERMS
Academic Performance. How students deal with their studies and how they
Education. The knowledge, skills, understanding and attitudes that you can
standardized.
The scope of our study is for finding effects of playing onlinegames to the
study is to point out the effects of playing online games and aims are
their homeworks.The study only focuseson online games and its relation to
This chapter presents the review of related literature and studies relevant to
variables included in the study. The review also enabled the researcher in
determining the extent at which previous researches have explored this topic
which serves as the spring board for the current research. It focuses on the
Differences in Stress Levels Between Junior High Students and Senior High
Foreign Studies
Foreign Literature
comorbidity factors, and biological factors, and their association with online
state and trait anxiety, and low emotional intelligence (Griffiths et al., 2012).
not be unique to the disorder and further research is needed. Research has
Local Studies
Playing video games is often associated in our society with poor academic
that interactive digital media has on the learning process is not completely
negative. It is not that the medium itself is inherently flawed, but much of the
information that gets transmitted through it may be. As was noted in 2008
results can be expected. The study examined research from many sources in
Local Literature
Like any other compulsive disorder, video game addiction can have severe
not addressed properly. For example, someone addicted to video games will
often avoid sleeping or cating proper meals to continue gaming. While the
short-term effects of this may include hunger and fatigue, it could eventually
isolate themselves from others to play video games may miss out on family
events, outings with friends, or other events in the short-term. If this
Other long-term effects of video game addiction to consider are the financial,
The reviewed literatures and studies both local and foreign disclosed findings
that are parallel or run counter with one another. The differences with their
findings have been explored in the process of review. The current study
processing analysis. The research design used in this study was descriptive-
analytic.
Research Method
practices of the Senior High School Students Mount Carmel School of Maria
Aurora about playing online game that affects their academic performance. A
exists and may help to uncover new facts and meaning. The purpose of
as it occurs (Polit & Hungler, 1999). This involves the collection of data that
to get the needed data for the study. Purposive sampling was used in this
study. The participants in this study were high school students of Grade 10
Class B students of Banilad National High School. They were selected through
purposive sampling which the persons chosen for the investigation are
rather they possess the necessary information about the issue being
utilizing questionnaire to get the needed data for the study. purposive
sampling was used in this study. the participants in this study were selected
trough purposive sampling which the persons chosen for the investigation are
rather they possess the necessary information about the issue being
investigated upon.
The respondents are the Junior High School Students Banilad National High
School in the school year 2021 - 2022. Random sampling was employed. The
researcher used twenty (20) respondents which are composed of males and
females from the Junior High School of Banilad National High School.
The researcher personally administered the distribution of the questioners
during the available time of the students so that their classes will not be
disturbed. This was done also to ensure that the questionnaire would not be
retrieve promptly.
Research Instrument
The researcher will use semi-structured interview will be use to gather the
feelings and beliefs about having online game as a habit of the students.
The researcher used two sets of questionnaire for gathering data for the profile
of the respondents.
The main tool that was used in gathering data for this research is the
their age, sex, weekly allowances, and their final average based on the
Part II includes the game session and activities of the online game players.
It determines the type of computer games being played, how often the
students play online games and the number of hours spent playing online
their names, age, gender, weekly allowances and their final average based on
Part II includes the reasons why they are not playing online games? What do