Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
Submitted By:
Angeline T. Vistro
Jhavy C. Villamor
Ruel L Coderez
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Table of Contents
Page Nos.
CHAPTER I
CHAPTER III
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CHAPTER 1
1.1 INTRODUCTION
“Good study habits are the key to learning. Everyone cannot be brilliant
but everyone can learn how to study”. The rise in the use of the internet has led to many
changes in our daily life. In particular, this rise also led to the rise of online gaming.
Today’s generation is growing up too fast because of the modern technology which
people are enjoying and at the same time helpful in their everyday lives. The fact that
most of the children today tend to choose staying at home playing computer games or any
other gadgets instead of playing outside, making friends with other children and exercise
their mind and body which is very helpful to their health. Online gaming can refer to any
type of game that someone can play through the internet or over a computer network.
Most of the times, online gaming refer to the video games played over the internet, where
multiple players are in different locations around the world. Things like streaming 3-D
animation graphics with super surround sound stereo now have the ability to make all
addicted to gaming. In terms of video games, online gaming is growing popularity for
variety of reasons. Online game is the most sought leisure activity followed by the high
school student nowadays. Computers play a major role in shaping the future of the high
school student. Days are gone when high school students love to indulge in outdoor
activities, rather than running or playing outside. High school students nowadays spend
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most of their time playing online games that will surely have an impact on minds of high
school students. Some research shows that high school students who play online games
are more active and have sharper mind than their other counter parts. However computers
and video games are also receive much more negative critics, because games are often
coined with issues such as mindless entertainment, enhanced social recluse sexism and
consumerism. Research shows that high school students who play violent video games
Everyone who plays video games has a different reason for playing and that leads
to different effects for each individual. Childhood upbringings, peer influences, pressure
at school and family issues are all factors that have strong connections with the effects of
gaming on individuals. Video game maybe therapeutic, one of the main reasons why
now very accessible to people especially students; they can easily go to computer shop
near the school to play. Most of their time will be spent to it and forgot their
games. There are also good things that students can acquire in playing computer games.
As such are the types of video games that are educational which can help enlighten their
minds, discover new knowledge, improve their thinking that have never encountered in
their entire life. Educational computer games can enhance student motivation to learn, but
only depends on how they play (Mijoboo, 2013). Some students get hooked onto playing
computer games that they tend to lose interest in studies. Sometimes, some students
choose to play computer games rather than attending the classes. They might think that
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attending classes is boring which will lead them to failures. (Shockle.T.&
Gabbard.G.O.2006).
Nowadays, students spend their vacant time for doing their habits instead of
reading their notes. Some of these habits might bring them to negligence of school
responsibilities. A good study habit includes being ordered, always attend to classes and
participate during discussions and avoid talking while the lecture is going on.
Griffifts, et al.(2003) stated that online gaming has been separated by some researchers
into three main types: stand-alone games, local and wide network (LAWN) games and
French & Dwyer (2000) claimed that online game players “don’t have normal social
relationships anymore” and play online games in order to cover feeling of anger,
Nie & Erbring (2000) and Kraut,et al. (1998) stated that some fear that virtual
communities was distracted from social activity and involvement in the real world,
replaced real social relationships with less robust online substituted and caused users to
Turkle (1995) 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
Rheingold (1993) stated that the one reason for the popularity of online games was that
they meld the fun and challenge of video games with the rewarding social aspects of
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online community. Participation in online communities allows us to stay in touch with
Mobile games are games that are distributed to customer using a Mobile
operator's networks. A game that runs on any handheld portable device ("Mobile
Phones", 2016). Based on the study, ages 16-24 both male and female are the number one
The youth can't stop playing mobile games because it is incredible to be able
to sit down and connect with other people in another part of the world. Games can help
them to socialize and to learn. Games are extremely fun and enjoy able to play the fact
that this can be achieved on a mobile, means we can always have games ready for those
boring periods in our lives. But this mobile games are not just fun, it also makes people
their slave. For example, as one of the researcher's experience, he became a slave of it.
He didn't notice that he was affected negatively in playing mobile games. And as a result
he had a total lack of social life and health problems. Also, due to spending many hours
in playing mobile games, he experienced failing in his studies and having relationship
The research aims to see if the affect experienced by the said researcher is also the
same with the target respondents and if the result is negative, how about the positive ones
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Computer game addiction generally refers to an excessive, unhealthy
amount
of playing computer games. Rather than engaging in the real world, an addicted userdevo
tes the majority of his or her time to gaming (Conrad, 2011). The issue of game addiction
problem which is still difficult to treated, more terrifying than alcohol or drugs addiction.
Whereas, in fact, Dr Shumaila Yousafzai (2009) from Cardiff Business School said
popular online video games warned players not to overuse their products. These warning
messages also suggest that the online video game industry might know how high the
percentage of over-users is, how much time gamers spend playing and what specific
features make a particular game more engrossing and addictive than others (Yousafzai,
2009). In other hand, Cyber psychologist Dr Zaheer Hussain, from the University of
Derby, said warning messages were not enough. As a first step online game developers
and publishers need to look into the structural features of the game design, for example
the character development, rapid absorption rate, and multi-player features which could
make them addictive and or problematic for some gamers(Hussain, 2008).Parents across
the globe are increasingly concerned about their sons online gaming habits. They are sure
that there is a problem but counselors unfamiliar with online gaming addiction don’t
canbe(Young,2009,p.4). Fraser (2012) mentions that kids are among the most vulnerable
to video game addiction, experts said, and may become violent when their "drug" is taken
away. Video game and Internet addiction usually point to other mental problems
including anxiety, depression and trouble forming healthy relationships. Kimberli Young
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(2009, p.12) says, not only are children, teenagers, and college students effected by
adultsare becoming hooked to online gaming. While such cases are rare, mental
become the stuff of very real addictions that destroy marriages and careers. People of all
ages are quickly becoming immersed in this virtual fantasy world whereby they can
easily escape problems in their lives. As in any treatment program, the primary step to
take in the path, according to Kimberly (2009, p.18), to recovery is to accept and not
refute “denial,” a defense mechanism that addicts frequently employ and that effectively
stops them from accepting treatment. Once this obstacle is conquered, treatment can be
performed more effectively than it would otherwise. Tracy Miller (2013) add because
computer game addiction is a new development in the world of mental health, treatments
are not as well established as those for depression, anxiety, anger, etc. Most interventions
take a cognitive-behavioral approach which involve changing how the addict thinks about
the addiction
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SURVEY TO THE
THE IMPACTS OF GRADE 10
ADDICTION IN STUDENTS WHO
PLAYING GAMES TO PLAY MOBILE KNOWING THE
THE ACADEMIC GAMES IN IMPACTS OF
PERFORMANCE SPEAKER ADDICTION IN
AND SOCIAL EUGENIO PEREZ PLAYING ONLINE
BEHAVIOR OF NATIONAL GAMES
GRADE 10 AGRICULTURAL
STUDENTS SCHOOL
1. Academic performance
2. Behavior
3. Social skills
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CHAPTER III
1. Research Design
This study used the Descriptive survey to determine and assess the various parameters
related to video games and its effect on behaviour, academic performance and social
skills. Descriptive refers to describing a subject. This method was used, because it
involves observing and describing a subject in which the study developed using a survey
technique was involved. Based on the study, this method will describe the researcher
respondents.
2. Population/ Sample
This study made use of purposive sampling techniques. Purposive sampling is a type
selected for the sample are chosen by the judgment of the researcher.
3. Statistical Instrument
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To make the data more comprehensive and concise, the researchers used percentage.
Percentage was utilized to determine the level of acceptability and validity of the study.
Formula:
4. Data Collection
This study used surveys and questionnaires as instruments for collecting data in survey
research. I include a set of standardized questions that explore a specific topic and collect
DOTA 2 3 9.68%
League of Legend 0 0%
ROS 1 3.23%
Others 7 22.58%
Total: 31 100%
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Table 1 shows that mobile legends got the highest score with 45.16% which
implies that it is the most played online game by our respondents, second is others which
is composed of different types of online games not included to our questionnaire but
garnered 22.58%, third is the NBA2K20 with 12.90% it is a basketball game through
mobile phone, fourth is DOTA that got 9.68% score from our respondents, fifth is the
Adorable Home with 6.45%, second to the last is ROS which got 3.23% and lastly is
League of Legends with 0% which means no one is playing this type of online game
based from the outcome of our survey questionnaire. They prefer to play class of clans
because it is enjoyable and they socialize with other people from the places by joining
clan.
TALLY PERCENTAGE
1. I feel incomplete 23 74%
and lonely if i
games
2. I am moody when 4 13%
online games
3. I sleep less in order 4 13%
games.
Total 31 100%
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Table II shows the effect on the behavior of students playing online games.
Students feel incomplete and lonely if they couldn’t play online games that give this
research with highest percentage of 74. Feeling moody when not playing online games
and sleep less in order to play online games behavior garnered 13%. Therefore, playing
online games is a part of students’ life they will feel incomplete whenever they can’t play
it.
TALLY PERCENTAGE
1. I spend a lot of time 9 29%
thinking my next
gaming experience
my lesson.
2. I play more online 8 26%
to my teacher’s
discussion.
3. I play more online 14 45%
my notes at home
Total: 31 100%
Table III shows when it comes of academic performance, spending a lot of time
thinking there next gaming experience and playing online games than scanning their
notes tied as the highest score which is 45%, and the lowest is 26% which is prefer to
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play online games than listening to teachers’ discussion. In terms of academic
TALLY PERCENTAGE
1. I get angry when 19 61%
my friends disturb
me while playing
online games.
2. I’d rather play 4 13%
friends
3. I choose to stay at 8 26%
attending youth
seminars.
Total 31 100%
Table IV shows the effects of playing online games on their social skills where
getting angry when their friends disturb then while playing got the highest percentage of
61. Next is that the students choose to stay at home than attending youth seminars which
garnered 26%. Lastly, students rather play online games than hanging out with friends
got 13%. Therefore, students get angry when they disturb while playing online games.
1. FINDINGS
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Based on data gathered, the following significant findings are hereby presented:
1. Mobile legends has the highest score with 45.16% which tell us that it the most
played online game by our respondent, second is others it is different types of online
games which is not included to our questionnaire with 22.58%, third was the NBA2k20
with 12.90% it is basketball game through mobile phone, fourth is DOTA that got a
9.68% score from our respondent, fifth is Adorable Home with 6.45%, second to the last
is ROS with 1 and lastly is league of legend with 0 score no one is playing this type of
online game based from the outcome of our survey question. They prefer to Mobile
Legends because it is enjoyable and they can socialize with other people by other places
by joining clan.
2. When it comes to behaviors, the feeling of incomplete and lonely if they couldn’t
play online games has the highest score which is 74%, feeling moody and sleep less in
next gaming experience and playing online game than scanning their notes tied as the
highest score which is 45%, and the lowest is 26% which is prefer to playing online than
performance they spend a lot of time thinking their gaming experience and they play
more online games than scanning their notes at home because according to them playing
online games is more important than studying. Because all they know that playing online
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4. When it comes to social skills, getting angry when friends disturb them while
playing online games got the highest score with 61%, second is 26% which is they
choose to stay at home and play online games than attending youth seminars and the
lowest is 13% which is they’d rather play online games than hanging out with their
friends. According to them they’re getting angry if someone really disturbs them when
playing online games especially when they really focused on their game.
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REFERENCES/ BIBLIOGRAPHY
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https://www.scribd.com/the-effects-of-online-games
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