Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
By
Joseph, Dychelle
Despite of all the sacrifices, stress and hardships the researchers have experienced, they
still managed to finish this research proposal. But they wouldn’t have done it without the
guidance, advice and assistance of these kind people who were always beside them.
First of all, the researchers would like to thank God for giving them knowledge, strength,
wisdom, understanding, for keeping the researchers safe during the process of this research
proposal and for making this proposal successful. Without him, none of these would be possible.
The researchers would also like to thank their families for their infinite love, care and
support financially and emotionally. The researchers are truly blessed to have such caring, kind,
The researchers would also like to thank our Practical Research 1 teacher, Ms. Charissa
Ibona, for the lessons, advices, consideration and patience that she had given to the researchers.
Without her, the researchers would not know what to do to make this proposal successful. The
researchers would also like to thank Ms. Ibona for giving the researchers the chance to explore
and broaden our knowledge about the topic chosen for this proposal.
And lastly, to all the people who helped in this study, the researchers would like to extend
their heartfelt gratitude. God knows how grateful the researchers are to each and every one of
you.
Table of Contents
Title Page
Acknowledgements
Table of Contents
Chapter 1 1
Rationale 1
Chapter 2 6
Assumptions 12
Definition of Terms 13
Chapter 3 14
Research Design 14
Research Respondents 14
Research Instrument 14
Research Environment 14
Data Collection 15
References 17
1
CHAPTER 1
Introduction
Rationale
Technology, over the years, has evolved and it is still evolving until the present time.
Technology was invented to create new things that decrease human work. Great examples of
modernistic technology are computers. They are one of the greatest inventions humans ever
created. It has been used for calculations and functioning machines since years ago.
Along with the evolution of technology, computers continue to upgrade and this upgrade
includes the Internet. The generation today includes computers in their everyday life of humans.
Computers can now be used in communicating with people all around the world, organizing
files, editing documents, searching for new information, and playing games. It is basically an all-
in-one gadget that can be used anytime, and this is the reason why people get hooked to it. Soon
then, with the help of the internet, Online Games were created.
Online games were created and right until the present time, it has made a huge impact to
humans, especially in teenagers. Internet games, often called as online games, are games that are
played on computers, cell phones, laptops, and other technological platforms. Online games need
the internet and necessary plug-ins to be played. Online games have many genres, including
casual games and multiplayer games. According to Garcia (2011), a game will become an online
game if it uses the internet and it includes a computer with one player and they fight against
other players in another computer with the same genre. An online game is a game that uses some
form of computer network. Online games have been popular throughout the online community,
The teenage demographic has been greatly affected to online games addiction due to
cheaper internet fees and consoles. Teenagers often say that their reason for playing online
games is linked leisure time. This keeps them outside the sun without knowing the effects of
these games. While it is fun, online games have many negative side effects such as anti-
socialization, increasing anxieties and anger, damaging relationships with friends and family and
the decreasing of academic grades. Most complaints from families and friends have increased
due to the lack of time spent with each other and some teenagers may want to increase their
Online gaming in the Philippines is really popular. As stated by Ordonez (2013), almost
every school is surrounded by internet cafes and some students are also seen there during class
hours. As a result, the Department of Education has released a curricular that bans the students
from playing during class hours and the people who disobey this order will be given certain
punishments. This law was created on June 18, 2010. According to Suntay (2014), the lowering
of the academic performance of the students is an effect caused by online games because the
However, according to an economist, Posso (2016), students that plays online games on
the regular has higher scores on math and science than those who don’t. Furthermore, online
gamers develop analytical and critical thinking skills that help them in their grades. Because of
the contrasting details, the researchers opt to know if online games really affect the academic
Our study aims to present information on an average senior high school student of Cebu
Doctors’ University’s participation on online games and how that may affect their academic
performance. This research paper also aims to answer the following questions:
2.1 How do the hours of playing online games affect the academic performance of the
students?
This study is descriptive in nature and is focused on how online games affect the
academic performance of the senior high school students of Cebu Doctors’ University. This
study will be conducted on Cebu Doctor’s University. Purposive sampling is used to determine
the 10-15 chosen respondents that are STEM Grade 11 students and online gamers as this is
more convenient in gathering the needed data. A written semi-structured interview is used to
gather data on how online games affect the academic performance of the respondents.
This study is limited in terms of its respondents. Only 10-15 respondents could be
arranged for the responses which make the study not completely generalizable. There is also an
insufficient amount of time to gather more data to cover up the study. Due to unwillingness of
providing information, the respondents will answer our interviews casually which may change
the results of the study. The busy schedule of the respondents will also make the collection of
data more difficult and there may be a chance of bias and hesitation that may affect the analysis
of data.
The study will be significant to the students, parents, schools, and future researchers.
Students. The information the research provides will thoroughly educate the students.
This will enable them to adjust their habits and lifestyles according to the collected data in order
for them to know their bodily limits which in turn allows them to avoid the negative effects of
playing online games. This will give students the consciousness of the said effects to make right
Parents. The study will give parents insight on the effects of playing online games. This
will give them a better understanding and will allow them to guide or present restrictions to their
children.
Schools. The study will assist academic administrators, those in charge of developing the
school program, and those in charge of making changes in the curriculum in assessing and
evaluating what helps students progress academically and socially and what will harm their
health. They can make changes to assure productivity and understanding on the student’s part.
They may be able to make good strategies and smart revisions on activities that will address the
problem at hand.
Future Researchers. The ideas presented in the research may be used as reference data
when conducting separate and more detailed researches in the future. It may be used to test the
validity of certain facts through related findings. The study may also serve as an overview or
background for data that will be found and proved after the completion of this paper. This may
also serve as insight into this generation’s students and their participation to online games.
CHAPTER 2
As time passes by, a lot of new inventions are made as well as the improvement of many
Technology has evolved as years pass by leading to very high technology inventions.
This includes online games that can be played through computers, cellphones, laptops, and many
other gadgets with the inclusion of an internet connection. These kinds of games can be played
solo or with a group of other players that are either one’s friends or other online players that one
met through the game. The flow towards increased online games and other interactive digital
media usage does not appear to be going away. Baluyot (2017) said that the current generation
has become exceedingly comfortable with technology and electronic entertainment as they adapt
with recent trends which may lead to addiction. When one hears the word online gaming
addiction, it immediately makes one think negatively about online games due to the word
“addiction”.
Online gaming has been rampant these days. The teenagers are more likely to be
comfortable in using technology in the current generation specifically, online games. They play
to reduce stress and be entertained. They tend to express their feelings through playing games
because they have their friends and they tend to be comfortable with them. Online games are also
one of the most influential forms of media and have become one of the most prominent forms of
entertainment for our modern society. As a result, this has not gone unnoticed by parents,
teachers and etc. In fact, even a short episode of violent video game playing leads to more
aggressive thoughts, hostile effect and an increased possibility to have aggressive behavior,
making that person less likely to ask help from his classmates when having trouble studying
Playing online games regularly in a long period of time may affect the health of a person.
Anderson and Dill (2011) said that being glued to the screen for several hours may impose a lot
of health risks. Online games contributes to a lot of health problems such as obesity, video-
induced seizures and more intense symptoms of ADHD, making studying look like a hard chore
rather than a learning experience (Raibinowitz, 2006). Health is a very important asset when it
comes to academics because it shows your capability to attend school or at least focus in
academics, without good health students are subject to pain in school which evidently destroys
their focus in listening, reading and thinking, in a dire situation students might not even attend
Additionally, playing games is very costly because kids might use their dads’ credit card
to purchase in game items. As stated by Arshi (2017), people might spend their cash or their
parent’s cash to buy in game items or to upgrade hardware instead of buying important things
like school materials and tuition. They even get irritated easily when they are being pushed away
whenever they ask money for them to be able to play. This fast bloom of addiction leads to
Online games are a great source of recreation for teens. They tend to give more attention
to these games not knowing the effects of such doing. Arshi (2017) said there are negative
effects of game addiction. First, it increases aggressive behavior. Video games with a violent
content can lead to aggressive behavior in teens specifically, senior high students. It can lead
them to do violent deeds. Second, it leads to social isolation. Teens tend to spend too much time
in playing than outdoor games. They are less likely to involve in extracurricular activities like
reading, writing and playing sport. Third, it teaches wrong values. Video games describe women
as weak characters. They portray women as helpless and sexually annoying personalities. They
also tend to learn bad languages as they play with other people online. Fourth, it results to poor
academic performance. Playing with a long term exposure to online games can affect academic
performance. As teens put too much attention to online games possible happenings would be,
they can't pay attention to the discussion or they may not get enough sleep. This may be some
causes of lowering grades. The last negative effect on using online games would be the adverse
effect on health due to immoderate usage of online gaming. Teens cannot participate anymore to
activities that can make them physically fit and healthy. It may lead to obesity, nerve
Online gaming is one of the things that have been played by a lot of senior high school
students. It can disturb your studies if not used in the right manner. Moreover, if it becomes an
addiction, it can lead to negative effects to your performance in the school. Since, you spend
more time in playing online games than studying about your topics. According to Jackson et al
(2008), the time used in playing games was a negative envision for academic performance and
those students who spend more time in games tend to have poorer grades than those playing less.
Playing online games can somehow be useful, but long-term exposure to playing leads to various
However, if online gaming has negative effects, it has positive effects too. Gaming
everyday improves one’s academic performance in some ways since it gives work to the brain.
This is due to the things that people do while playing games because during the activity, gamers
do a lot of things like quick thinking and plotting strategies leading to the development of their
skills that are essential in studying. As a matter of fact, Dockrill (2016) said in his article that
gaming every day is linked to improvements in academic performance. When one plays online
games, one is solving puzzles and plotting strategies which involve using some of the general
knowledge and skills in math, reading, and science that a student has been taught during the day.
At the same time, Clemenson and Stark (2015), said that more than 70 neuroscientists of
Max Planck Institute for Human Development/Stanford Center on Longevity stated in 2014 that
“modern video games can naturally draw on or require many cognitive processes, including
visual, spatial, emotional, motivational, attentional, critical thinking, problem solving, and
working memory”. Video games give the brain a workout. It changes the brain’s physical muscle
thus, improving it since online games exercises the brain particularly the high level thinking
skills.
Since gaming can improve certain skills that are needed in studying, it makes a student
smarter. Quick thinking and being strategic is needed during gaming thus it makes the gamer be
able to make quick decisions that are not rash and be able to formulate a game plan immediately.
Playing games lets them learn and develop these which are very helpful especially in academic
tests since they already mastered these skills. In addition to this, Posso (2012) stated that students
who often play online games tend to have a score 15 points average in math and 17 points in
science. Playing an online game is like solving a puzzle wherein you use your mental ability and
your brain to the next level which will really exercise the brain thus, makes you smarter.
Seeing that playing online games improves certain skills that helps a person academically
and makes one smarter, it is not a distraction to one’s studies. As a matter of fact, a study
conducted by Aliliran et al. (2014) stated that playing these games boost or develops teamwork
and knowledge for certain things. Perhaps online games give a positive mindset to students since
it is a leisurely activity after all. It motivates them to study more after having their fun.
Students who frequently play online games become socially grounded in their devices
thus making them disengaged from school, friends, and life in general. According to Arshi
(2017), playing online games causes social isolation since the person will mostly stay indoors
rather than going outdoors. Students’ poor social skills will cause them to have lesser friends
because of spending too much time on online gaming. These games can give effect on
interpersonal interactions and on social skills of people. It reduces the dimension and expansion.
Poor social skills will hinder students from growing through interaction since it is harder for
them to socialize and ask help when needed. This affects them in relation to their academics. As
stated by Doran (2002), although these games provide entertainment and challenges that make a
student more compose of his skills, players still have lower scores than those who do not engage
in online gaming.
On the other hand, some online games can have positive social effects. In the study by
Schie & Wiegman (1997), a measure that has significant research is pro social behavior.
Evidence is visible that games which focus on pro social behavior lead to pro social results. This
is observed when an individual acts to help another person in need of assistance especially in
school. In a longitudinal study of the effects of internet use, Bessiere et al (2010) identified that
the way in which a person uses the internet and their existing levels of social resources will
determine the effect it will have on their social and emotional outcomes.
computer games have a direct effect on violent behavior, anxiety, depression and isolation of
those adolescents who play these games. In his study, games cause physical damages and
increases anxiety and depression in players. Adolescents who are addicted to computer games
have high heart beat and blood pressure due to too much excitement and stress. Most people who
involve in these games do not notice the time passing and forget to eat. Young people who spend
excessive amounts of time gaming acquire these negative effects. This will affect their school
On the contrary, online games could be a good source of drive for people with ambition.
In a study by Bavelier (2011), a cognitive scientist, games simulating stressful events such as
those found in battle or action games could be a training tool for real world situations. Playing
online games especially those who are in the genre of action, practices the brain for quick
thinking and decisions, and multitasking. These are characters that will be helpful for students in
achieving goals.
These games also serve as exercise for the mind. Professor of education, Gee (2003), has
mentioned in his reports that when playing video games, it is just like solving a science
experiment. Just like making an experiment, a gamer must have hypotheses beforehand. A gamer
must constantly explore the game and try out new techniques in order to defeat the enemy. It is a
constant cycle of trial and error. One improves on inductive reasoning and hypothesis testing
The mental skills needed to win in games also include rationality and high-rank thinking.
These abilities are obtained from playing and are not taught by other people. A study by
Franceschini et al. (2013), published in Cell investigated the effect that playing action games,
like ‘Rayman Raving Rabbids,’ could help children who have dyslexic read faster that aged to 7
to 13 years of age, with no loss in preciseness. It is thought that the attention span of children is
school which includes allowing oneself to enjoy the things that one enjoys. So if one loves
playing online games then that person must let himself or herself play since the happier a person
is, the more likely a person will do better in school. One must never prevent oneself in doing
The effect on playing games on learning process is not completely negative. If the
content being utilized is positive, then positive results are expected. If the content being utilized
is negative, then negative results are expected. As Craton (2011) said, it is important to
understand the positive and negative parts of playing video games. Playing online games for
socializing and making it a part of a balanced lifestyle seems to have some positive effects.
However, if used too much, it will cause negative effects. Balance needs to be really emphasized
Assumptions
1. The instrument used by the researchers will draw out reliable answers
2. The respondents will fully understand the questions that are going to be
asked.
4. The respondents are in the right state of mind when answering the
interview.
Definition of Terms
For a clearer and deeper understanding, the following terms are operationally defined:
Academic Performance- how well a student meets the standards set out by the
Gamer- a person who plays interactive games, either video games, board games,
skill-based card games or physical games, and plays for usually long periods of
time.
Online Game - a video game that is either partially or primarily played through
CHAPTER 3
RESEARCH METHODOLOGY
Research Design
The researchers will be utilizing the design for Grounded Theory (Glaser and Strauss,
1967) wherein data will be gathered and analyzed first then a theory will be made after. This
design is used because it supports the researcher’s topic with regards to determining whether
online games really affect the academic performance of senior high school students of Cebu
Doctors' University which is a qualitative study that utilizes the grounded theory approach. The
researchers believe that this is the most appropriate approach to be used since the researchers
want to know how students are influenced by online games and create a theory afterwards.
Research Respondents
The researchers will choose 10-15 STEM 11 Senior High School students from Cebu
Doctors’ University ages from 16-17, residing in Mandaue City and Cebu City. Purposive
sampling will be utilized since the respondents will be the students who are so much inclined to
Research Instrument
The researchers will utilize semi-structured interview in which the participants are
expected to answer open-ended questions from the written interviews which will be given. The
draft of the interview questions will be drawn out based on the researcher’s readings, previous
studies, professional literature, published and unpublished thesis relevant to the study. Open-
ended options were provided to accept free views related to the topics or issues. In this way, the
Research Environment
The study will be conducted at SHS Cebu Doctors' University located at North
Reclamation Area, Mandaue City Cebu. The researchers chose this place because the
respondents are studying in this school. Cebu Doctors' University, also known as CDU, is
a private university located in Mandaue City, Cebu, Philippines. It was found in 1975 as Cebu
Doctors' College (CDC) at Cebu City, in 2005 the school was formally renamed as Cebu
Doctors' University (CDU). It has eight colleges, a Graduate school, and since 2016, a Senior
High school (Grades 11 and 12) was formed. Cebu Doctors' University ranks consistently among
the medical universities in the Philippines according to the National Licensure Examinations.
Without having basic education curriculum and catering mainly to courses related to the health
services field, it is the only institution in the Philippines granted a University Status. It is the first
non-sectarian university in the Visayas to be granted the highest status a university can get from
Data Collection
The participants that were chosen through purposive sampling will first be given consent
forms before the interview. The respondents can decline to be included in the study. Once the
consent is approved, written interviews with open-ended questions will be prepared and given to
the participants. The interview will be performed individually since the participants may come
from different sections. Data obtained from the participants' answers will be collected afterwards.
Once data has been gathered, researchers will now start interpreting and coding the data. And
once analysis and interpretation are done, researchers will then generate a theory based on the
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Franceschini S. et al. (2013, March 18). Action video games make dyslexic children read better.
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