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CHAPTER 1

THE PROBLEM AND ITS SCOPE

Introduction

Technology is made for us to do our jobs or tasks easier and better. Computer is

considered as one of the most beautiful inventions that had been created by man on earth

that is because it is one of the most powerful machines that run almost all over the world.

Computer is a big help in humans life especially in businessmens, in researchers,

and/or in students life. When computers arisen different activities or games continuously

arising at the same time. In the discovery of computers, everywhere you turn, people are

talking about the internet its either what is trending on the social networking sites or what

is the latest online game.

The term online can be referred to any activity that is taking place via use of

internet. According to the Oxford dictionary 2012, game is defined as an activity or

pastime that generates amusement. Online game generates activity that is played over

some form of computer network, using a personal computer, video game console or hand

held console. This network is usually the internet or equivalent technology, but games

have always used. Whatever technology was current; modems before the internet, and

hard wired terminals before modems.


Online games become extremely popular among the young generation; these are

one of the medium of entertainment especially of the elementary, high school, or even

college students. In online games it let you feel how to be a superhero, a saviour, a

warrior, a wizard, a doctor, and/or a chemist depending on the game you are playing.

Gamers are too much hooked with these games especially students because they are

hooked with its animations and they are having fun playing those games without them

knowing that it have after effects on them both good and bad, especially in their academic

performances.

Online games are reputable for satisfying leisure requirements as they are usually

free, easily accessible and formulate amusement through the effective use of animation

and other graphical features overall. In addition to that, a researcher who looked into

motivations in online gaming addiction said that video games are built to exploit a part of

our brain. Complete the level, get happy music wins the game, and feel satisfied. We

react the same way everything from food to education, our relationship to our parents,

who scold us if were showing a bad behaviour and gives us rewards if we did good.

(Joseph Hilgard 2007). Psychologists called this PRE or Partial Reinforcement Effect, in

which the reward is only offered randomly, some of the time. This then leaves the players

hoping that just round the corner lies some rewards they have waiting for. That reward

plays a part in the psychology of addiction. (Macmod, 2015)

In 2007, complaints have been received from schools all over Manila, Philippines

capital city regarding students getting more and more addicted to online computer
gaming. This is in spite of the fact that the governments Department of Education

(DepEd) values how online computer gaming also helps sharpen the young generation

into highly proficient individuals in new technologies and digital trends. DepEd also

recognizes that internet and computer shops cater to the research needs of students,

especially those without internet access at home. In addition, it is viewed that computer

gaming is a shift from the usual vices of young students today, such as drinking and

smoking. Apparently, computer game critics are clamoring that many internet and

computer shop owners could not care less since it meant more income for the business.

The effects of computer games on students academic performance can be both

advantageous and disadvantageous. With the boom of computer games, income of

computer shop owners and operators are expected to increase. This will mean higher

revenue for the local town economy. However, additional revenues from computer shops

are generated at the expense of future potential human capital through education.

Estimates show that in the Philippines, online computer gaming makes up around 80% of

the total usage of Internet in the Philippines. Also, computer gaming constitutes to a

quarter of the entire business. The researchers felt the need to determine the effects of

online gaming to students academic performance in terms of quick thinking,

perseverance, team work, addicted to online game, socially isolated and physical

consequences.

Theoretical Background

The researchers were interested to know the effects both good and bad, of online

games to the students specifically of Mindanao State University in terms of their

academic performances.
Online games have many positive and negative effects, but the researchers chose

only the effects which are related on the academic performance of the students.

Quick thinking making fast analysis and decisions, the player does this almost every

second of the game giving the brain a real workout. According to Daphne Bavalier, a

cognitive scientist, games a simulating stressful events such those found in battle or

action games could be a training tools for real world situations. Video game can be used

to train soldiers and surgeons according to the study. Importantly, decisions made by

action-packed video game players are no less accurate. According to her Action Games

players make more correct decisions per unit time. If you are a surgeon or you are in a

middle of a battle field, it can make a difference. The study suggests that playing action

video games primes the brain to make quick decisions. Quick thinking and making fast

analysis is always important in everyday life of every individual. Furthermore quick

thinking can help the student to improve in their academic performance. (Daphne

Bavalier 2009)

Perseverance the quality that allows someone to continue trying to do something even

though it is difficult. Continued effort to do something despite of difficulties, failure or

oppositions. This quality is being used by the online game while they are playing online

games. In higher level of the game the player usually fails the first time around, but they

keep on trying until they succeeded and move on to the next level. Because the player

used this quality most of the time while they are playing, they also apply this in many

situations and one of those is in their studies. Despite the taunts that they could never

finish their studies because they wasnt smart enough they still worked hard and

persevered.
Teamwork means that people will try to cooperate, using their individual skills

providing feedback, despite any personal conflict between individuals. Games that

involve multiplayer encourage the players to work cooperatively. The player learns to

listen to the ideas of others, formulate plans with other players, and distribute the task

based on skills. The players can apply this skill in their academic performance in terms of

group activities because when the members of a group are cooperative then their output

will be great.

Socially Isolated playing so much online game can make the player socially isolated,

they spend less time talking to others. They ignore everything around them, talking to no

one and have no interaction with the outside world. When it comes to their studies they

may not recite because there is a tendency that they may develop shyness and it can lead

to low academic performance.

Physical Consequences physical consequences carpal tunnel syndrome, migraines,

sleep disturbances, backaches, eating disturbances, and poor personal hygiene, will occur

in varying degrees from one gamer to another. Though the severity of physical

consequences is often tied to the severity of the addiction, this is not always the case. A

gamer that is already in poor condition will be more susceptible to these effects early on.
Conceptual Framework

RESPONDENTS

PROFILE
Figure 1. Conceptual framework of the study.
Age

Sex This is the proposed conceptual framework of the


ACADEMIC
PEFORMANCE
Civil status study. This study will try to find out if there is a

Religion relationship between the academic performance of

the
Tribe respondents and the variables that will be used by

the
Monthly allowance researchers.

Parents occupation

EFFECT OF ONLINE

GAME TO THE

ACADEMIC

PERFORMANCE

Quick thinking

Perseverance

Team work

Addicted to online games

Socially isolated

Physical consequences
Statement of the Problem

The purpose of this study was to identify the effects of online games to the academic

performance of the grade 10 students of the selected schools in Marawi city. It seeks

answer to the following question;

1 What is the demographic profile of the respondents in terms;


1 Age
2 Sex
3 Religion
4 Tribe
5 Daily allowance
6 Parents occupation
2 What is the perceptions of the respondents as to the effects of online game to the

academic performance of the selected MSU- Marawi students in terms of;


1 Quick Thinking
2 Perseverance
3 Teamwork
4 Socially Isolated
5 Physical consequences
3 Is there a significant relationship between the effects of online games and the

Academic performance of the respondents?


4 Is there a relationship between the profile of the respondents and the effects of

online games to their academic performance?

Hypothesis

Ho 1: There is no significant relationship between the effects of online games and

the academic performance of the respondents.

Ho 2: There is no significant relationship between the profiles of the respondents

to the effects of online games to their academic performance.


Significance of the Study

This study will serve as a guide to the parents and instructor and/or teachers to

understand their children and/or students respectively that online game, still have a good

effects on them

To the parents or guardians. It can help them to know and understand the activities that

their children were doing and to know the causes, effects and even treatments of online

gaming.

To the instructor or teachers. Educators must also know how to use the computer

and/or internet since it is already the computer age, and use it as a tool in developing the

students learning skills.

To the students. It will help them understand that playing online games have after effects

on them both good and bad from their academic performance to their health and they

must learn to manage their time properly.

To the future researchers. It will guide them and it will widen their knowledge about

the effects of online games both good and bad to the academic performance of the

students.

Definition of Terms

The following terms, which will be used in this study, are defined in two ways,

operationally or conceptually:
Academic Performance. This refers to the effectiveness of the students in performing

well on their pursuits (Websters dictionary). In this study, it is referring to as the

students performance in school and how it is affected by their exposure to online games,

if they are greatly affected.

Attitude. They are relatively enduring beliefs or opinions that predispose people to

respond in a positive, negative, or ambivalent way to another person, object or idea. It

refers to how people are persuaded by other, since persuasion is an integral part of human

social life. In this study this pertains to the students are persuaded by their classmates or

friends to join them in a multi-player game, which oftentimes involve betting their school

allowance.

Game Addiction. It is an obsession with online games. In this study it refers to the great

interest of respondents to something, like online games, which they devote most of their

time to.

Health. The overall condition of someone`s body or mind. In this study it is the general

condition of the student`s body that is affected by an excessive use of online games.

Online Gaming. These refer to interactive games played on consoles and computer via

use of internet. In this study, it is referring to as the activity that the students are doing by

the use of computers via internet.

Socialization. This pertains to when peer relationships become richer and more

complicated in this stage. The nature of friendship changes in middle childhood to

incorporate psychological closeness as well as shared activities, and friendships thus

become more intense and exclusive. In this study this pertains to the interaction between

or among the players whenever they are inline and play games together.
Violence. It is the physical attack of another person. Activities that may legally violence

include hunting, law enforcement, sports, and war. Crime includes many illegal forms of

violence. In this study, this refers to the act of the students whenever they are around their

peers especially during gaming time.

Scope and Limitation

This study was mainly focused on the effects of online games to the academic

performance of the grade 10 students of the selected schools in Marawi city. It was

limited only to one hundred (100) respondents, and it was also limited to the experiences

of the grade 10 students of the selected schools in Marawi city who play online games.

The effects that were considered were only quick thinking, perseverance,

teamwork, socially isolated, and physical consequences. The respondents are entitled of

their own opinions, the researchers were not in control on how and what they choose to

answer the questions.


CHAPTER 2

REVIEW OF RELATED LITERATURE AND STUDIES

This chapter presents the review of related literature and studies that are important

and necessary in the analysis of the data in the study.

Related literature

A 2005 paper suggests that videogames are changing education and that games

are more than simple form of entertainment (Shaffer et al., 2005).

In Derek Burrils (2008) book Die Trying: Videogames, Masculinity, and Culture,

he suggests that modern videogames have borrowed much of their material from

Hollywood. The player character in many game referred to as Avatar is generally created

to be a Superhuman. Many games involve male characters that are portrayed as well-built

strong and tough; while female characters are physically attractive. As Burril puts it,

avatars are sexy. (Macmod, 2015)

Gamers have a number of advantages for learning environments. Primarily they

can effectively motivate learners. In some cases that mean encouraging learners to study

material they might not otherwise choose to study at all. In other cases it means that

learners will spend more time with the program than they would if it did not use the game

methodology. Learners may also invest more effort and process information more

intentionally that they would use other methodologies. Gamers are believed to enhance
intrinsic rather than extrinsic motivation. That is, games are used to make learning more

enjoyable, learning becomes more than something which is to obtain some reward, such

as a good grade. Why do students avail or play computer games? (Clark 1994)

Another benefit of online games was the attitude of the respondents, which was

significantly related to the aspects of online games. While many social psychologists

studied social influences on behaviour, others focused on the changing of attitudes.

Attitudes are relatively enduring beliefs or opinions that predispose people to respond in

a positive, negative, or ambivalent way to a person, object, or idea. In particular, social

scientists study how people are led to change their attitudes-the process known as

persuasion (Microsoft Encarta 2009).

Video games have been found to decrease prosocial behaviors. Prosocial

behaviors include ctivities such as giving to charity, volunteering and overall helping

behaviors (Chambers and Ascione, 1987, Wiegman and Schie, 1998).

In the 2000s, online games became popular, while studies of Internet gaming

addiction emerged, outlining the negative consequences of excessive gaming, its

prevalence, and associated risk factors. The establishment of specialized treatment center

in South-East Asia, the US, and Europe reflects the growing need for professional help. It

is argued that only by understanding the appeal of Internet gaming, its context, and

neurobiologic correlates can the phenomenon of Internet gaming addiction be understood

comprehensively. The aim of this review is to provide an insight into current perspectives

on Internet gaming addiction using a holistic approach, taking into consideration the mass

appeal of online games, the context of Internet gaming addiction, and associated
neuroimaging findings, as well as the current diagnostic framework adopted by the

American Psychiatric Association. The cited research indicates that the individuals

context is a significant factor that marks the dividing line between excessive gaming and

gaming addiction, and the game context can gain particular importance for players,

depending on their life situation and gaming preferences. Moreover, the cultural context

is significant because it embeds the gamer in a community with shared beliefs and

practices, endowing their gaming with particular meaning. The cited neuroimaging

studies indicate that Internet gaming addiction shares similarities with other addictions,

including substance dependence, at the molecular, neurocircuitry, and behavioral levels.

The findings provide support for the current perspective of understanding Internet

gaming addiction from a disease framework. The benefits of an Internet gaming addiction

diagnosis include reliability across research, destigmatization of individuals, development

of efficacious treatments, and the creation of an incentive for public health care and

insurance providers. The holistic approach adopted here not only highlights empirical

research that evidences neurobiologic correlates of Internet gaming addiction and the

establishment of a preliminary diagnosis, but also emphasizes the necessity of an indepth

understanding of the meaning, context, and practices associated with gaming.(D. Kuss

2013).

Like any other compulsive disorder, video game addiction can have severe

negative consequences. Though most of the symptoms listed above have short-term

effects, they can lead to more severe long-term repercussions if not addressed properly.

For example, someone addicted to video games will often avoid sleeping or eating proper

meals in order to continue gaming. While the short-term effects of this may include
hunger and fatigue, it could eventually lead to a sleep disorder or diet-related health

issues. Similarly, those who isolate themselves from others in order to play video games

may miss out on family events, outings with friends, or other events in the short-term. If

this continues to be a pattern for a long period of time, however, addicts might find

themselves without any friends at all.

Other long-term effects of video game addiction to consider are the financial,

academic and occupational consequences involved. Video games and video game

equipment can be very expensive, especially when factoring in recurring costs such as the

high-speed Internet connection required for online multiplayer games. These games can

also be very time-consuming, leaving addicted gamers with less time to focus on their

education or career. (M. Adam)

Related Studies

According to the study of Rohanie M. Sultan (2008), many educators consider

games to be appropriate only for children. In fact, educational computer games are used

with two very different types of learners in quite different environments. They are

commonly used with younger children in elementary and middle schools, and they are

frequently used with college and professional students in business courses.

According to the study of Alyannah Mamailao Macmod (2015), playing online

games enables the mind of the players to be more active especially with those puzzled-

based games. It helps the player to come up with decisions in tight situations, particularly

those adventure games that keep them alert, active, and strategic.
In the study of Jenilyn E Sumaylo (2011), the players considered themselves as a

beginner type of player as most of them played DoTA for about 4-6 months.

Furthermore, the study revealed that elementary pupils would prefer to play DoTA rather

than to do their homework and study their lessons. It also shows that most of them started

to have lower grades since they started playing DoTA. Though most of the respondents

dont escape in their classes, the percentage of those who have cutting is still remarkable.

Further, their academic performance was affected as evidenced by their cramming

on exams and low grades. In addition, it is found out that the respondents feel continuous

excitement while they are at the midst the game. However, the respondents feel tired and

exhausted after they play. Also, most of the respondents complained about their red eyes,

carpal syndrome and back ache, and it is also found out that DoTA playing caused them

to lie to their parents.

When a gamer begins to play the online game more frequently and longer, it can

have some lasting effects on their life. Gamers have reported relationship failures and

divorce due to their online game addiction. Some gamers have become so addicted,

they've actually lost their job resulting in home foreclosure and bills so far behind that

electric, water and other services have been cut off. Long term online game addiction can

have lasting negative effects on the gamers health. Gamers become depressed because

the virtual world and real world don't match and they feel mixed about it. Gamers can

often have suicidal thoughts with the blurred line between real world and virtual world.

Gamers tend not to reach out for help because their ashamed. They are ashamed the game

has so much control over them. Maybe, ashamed of their weight gain caused by sitting at
a computer all day. Ashamed their life is out of control due to an online game.( Abdul

Azim bin Arshad 2013)

Online gaming is a process addiction, which is conceptually different than a

substance addiction. The studies of online game addiction should be kept apart from

biological and neurological explanation of addiction, and should focus more on mediating

and moderating processes between media use and corresponding effects like addiction. In

addition, this study suggested a possibility that online games do have different attributes

from traditional console games, by showing contrasting results to previous arguments

about game addiction. The next step for media scholars is to investigate why the

relationships exist, the power of the relationships, and the theoretical boundaries in which

they exist. (Nicholas David Bowman 2008).

According to the study of Maria Daisy S. Cortes because computer gaming poses

negative effect on students performance in school, there is a possibility that education in

high school would have a tendency to deteriorate. As computer gaming industry

continues to grow, bigger number of students will lose interest for studies. This might

mean that investment on higher education will lead to lower rate of return among

students. Thus resources such as money, time, school inputs, etc. are probably go to

waste. With higher allowance, students are most likely to become computer gamers. A

student with higher daily allowance tend to play more which leads to higher demand for

computer games. This will give wider market for computer shop owners and an

opportunity to increase revenues. Likewise, child/children from rich families, capable of


giving higher allowances to children, are more prone to computer gaming, and eventually

failing. (Cortes)

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 one another that can positively affect real life relationships.

According to the study of Chang (2009), online gaming was referred to as

Internet Gaming or Electronic Gaming. It was a gathering of players with a common

game using a local area network (LAN) where they could be on the same settings. The

players seem to be in a real situation that they use their mouse or keypads to move in the

monitor, their virtual world.

In the study conducted by Wood, Gupta, Devevensky & Griffiths (2004), online

gaming can be addictive. The research has tended to concentrate on negative aspects,

such as excessive play and addiction. Instead of spending their hours on studying and

doing their homework, children spend their time on playing computer games.

Gentile, et al. (2004) said that the majority of these studies have shown that online

games can be addictive and that some online games have been associated with aggressive

behaviour. However these studies have been relatively controversial as they examine

these factors using self-report methods and artificial scenarios. This type of research is

fraught with problems and criticism.


The study of Carrasco (2001) stated that computers have become a part of mans

life. Almost all the things around us were made by computers with the aid of modern

machines. Associated with the computers is the internet where we can find online games.

Online game has a big impact to children especially to teenagers. They tend to be hook by

the computer.

On the other hand, online gamers can also benefit on playing online games. A

great variety of forms have been developed and put into practice to enhance learning,

offer solace, to drive away boredom, and/or to persuade players to adopt certain actions

and opinions. The game play improve various thinking skills but that it can also boost

cognitive speed for those who play action games and can also improve cognitive

accuracy for players who solve puzzle and strategy games (Klabber, 2001).
CHAPTER 3

METHODOLOGY

This chapter included a discussion of the data collection, the locale of the study,

respondents of the study, and the instrument of the study and its validity that will be used

in the data gathering and the statistical tools.

Research Method

In gathering data this study used a descriptive method of a research as a fact

finding method. The descriptive normative method of investigation was used in this

study. It was a method of describing a phenomena based on the collection of data

gathered from questionnaire distributed to the grade 10 students of the selected schools in

Marawi city who were engaged in online gaming.

Research locale

The study was done in Marawi City which was once a municipality named

Dansalan, the capital of defunct Lanao Province from 1907 to 1940. Dansalan was

created pursuant to the provisions of the Revised Administrative Code particularly the

portion of the law that has relation to the Administration of Mindanao and Sulu. In

accordance with the provision of the said law, the Department of Mindanao and Sulu was

created. The term Marawi, as applied to the City, reportedly originated from the word
Maranao. In Basa Iranon, it means place where things are inclined or centered (Saber,

1980).

The changing of the official name of Dansalan to Marawi was made possible

through of the sponsorship by former Congressman Domocao Alonto in 1956. The City

of Marawi was formally inaugurated on September 30, 1956.

Marawi City is located within the territorial boundaries of Lanao Del Sur. It

covers a total area of 5,836 hectares with an elevation of 2, 350 feet above sea level and

measures 18 by 16 miles. It has a total population of 78,000. It is bounded by the

municipality of Bubong, on the east, by the Municipality of Marantao, on the west, and

by Lake Lanao on the south. This study has specifically considered MSU Campus high

schools which are located in site the campus in Marawi City. The following are the

descriptive information of the secondary schools of MSU in Marawi City.

MSU- Integrated Laboratory School (ILS)

MSU-ILS operated in the pursuit of the University Vision to be the premier-

supra regional University in Mindanao Sulu Palawan region with the College of

Education as the leading teacher training. The ILS being the laboratory school envisions

academic excellence and the development of a well-rounded person

In pursuing its vision, the ILS proposes the following statements to reflect its

mission; 1. To pursue relevant; 2. To prepare the students/pupils academically, physically,

spiritually, emotionally, socially, and morally to whatever course they may pursue at high
school. 3. To top the students/pupils inherent potentials to be able to serve the community

and be an asset to the society. 4. To inculcate the Filipino values, among others loyalty,

commitment, industry, self-reliance, honesty and love of country.

The main goal is the following to provide and equip the pupils and students with

the basic knowledge, skills and values needed to grow academically, spiritually, socially

and economically for the total development of a well-rounded personality. The following

are its objectives: 1.To provide opportunities for student to gain learning experiences and

develop proper skills, attitudes and values essential to personal development and

responsible involvement in society. 2. To promote opportunities for the students to gain

experiences in order to instill in them the True Filipino Values. 3. To develop the

individual students interest and attitudes in order to prepare them for appropriate

specialization in one Tertiary level.

MSU- Institute of Science Education (ISED)

Brief History of SHS

The MSU Science Training Center (STC) was established on March 28, 1974.

The STC Director, cognizant of the poor preparation of high school graduates in Marawi

City and Lanao del Sur that are admitted into various colleges in the MSU Campus,

Marawi City, proposed the establishment of the MSU-STC Science High School as a

feeder school for the university and laboratory training of the STC programs for

elementary and secondary science and mathematics teachers. A four-year science


curriculum was approved by the University Council for consideration by the MSU Board

of Regents, which was implemented during the SY 1975-76.

Formally, the MSU-STC Science high School curriculum was approved on June

1979 and implemented during SY 1980-81. It started with the first year curriculum, and

every year thereafter, until the four-year science curriculum was fully implemented. The

MSU-STC Science High School turned out its first graduates in April 1984, and from

there on to the present.

RC-AL KHWARIZMI INTERNATIONAL COLLEGE (AKIC)

RC-Al Khwarizmi International College is a newly-established institution of

higher learning committed in its efforts to provide quality education to the Muslim

populace.

The college is another project of the Ranao Council aimed at helping alleviate the

living conditions of the Muslim Filipinos, Maranaos in particular, by providing them

quality and relevant education. Another project made earlier in 1995 in partnership with

the Markazuz Sabab is the establishment of the Ibn Siena Integrated School Foundation

(ISISF).

Still a fledgling, the College does not lay claim to excellence in its various

academic programs but its visionaries look forward to a near future when it can rightly
claim to be among the best whose graduates can compete locally and globally. The AKIC

has just been inspected by a team from the Commission on Higher Education (CHED) as

required under Philippine Law and received full approval from the Commission. A

document was subsequently issued certifying that that AKIC meets all the requirements

and the standard set by the Commission for a college to operate. Our programs are now

fully accredited by the CHED.

The RC-Al Khwarizmi International College boasts a modest number of quality

faculty members recruited on the basis of high academic records and experience. It also

utilizes some of the best instructors and professors of the Mindanao State University at

Marawi City as lecturers or visiting professors, the latest computer equipment, and the

most up-to-date training material and equipment for our students.

The AKIC is a unique college with unique features; some faculty members are IT

engineers and programmers and possess excellent communications skills. We strive hard

to ensure our graduates lands into good-paying jobs after graduation and, thus, become

productive members of the society. That's why our courses are career oriented and

practical in nature. The AKIC follows a tri-semester program with unique academic

programs that make it different from other colleges in and around Lanao Del Sur and

Marawi City.

Research Subject
The subject of this study will be the effects of online games and the target

respondents will be the grade 10 students of different schools in Marawi city who are

engaged in playing online games. The researchers believed that these people were the

primary respondents because they were credible to provide a relevant answer to the given

questionnaire.

Research Instrument and its Validity

The researchers utilized a modified questionnaire which was composed of three

(3) parts. Part (1) one was the demographic profile of the respondents regarding their age,

sex, daily allowance, religion, tribe and their parents occupation, part (2) two was the

evaluation of the respondents towards the effects of online games to the academic

performance of the grade 10 students of the selected schools in Marawi city according to

the following variables: (1) quick thinking (2) perseverance (3) teamwork (4) socially

isolated (5) physical consequences while the part (3) of the questionnaire was used to

draw information about the latest average grade.

To test the viability and validity of the questionnaire the researchers conducted a

test. They selected 20 respondents to answer the questionnaire and ask feedback from

them if the questionnaire was understandable and appropriate.

Data Collection
The researchers used survey method by distributing questionnaires. They gathered

the necessary data and information from the respondents. Since their goal was to identify

the effects of online games to the academic performance of the grade 10 students of the

selected schools in Marawi city.

Sampling Procedure

The data and various facts of the study will be collected from the following

sources; library researches, internet researches and the questionnaire that will be

distributed to and collected from the respondents, generally the Mindanao State

University students.

Statistical Treatment

After the collection of questionnaires, the data will be computed, sorted,

organized and tabulated to yield significant information using the following formula:

1 Frequency and Percentage Distribution. It was used to obtain the profile of the

respondents on the part I of the questionnaire.

Formula:

f
Percentage= 100
N
Where:
f=frequency
N=total number of respondents
2 Weighted Mean. It was used to evaluate the effects of playing online games to

the academic performance of MSU student.


Formula:
w=
Fx
n
Where:
w=weighted mean
F= Frequency of each score
Fx= sum of all products of F and x
n = no. of categories

3. Pearsons Correlation Formula. It was used to evaluate the relationship between

the respondents grades and the effects of online games to the academic performance of

the students.

4. For the interpretation of the performances of the students, the following categories

will be used:

Numerical Rating Descriptive Rating


4 Strongly Agree
3 Agree
2 Disagree
1 Strongly Disagree

With regards to the perception, the scaling method is as follows:

Score Point Weighted Mean Verbal Interpretation


4 3.28-4.00 Strongly Agree
3 2.52-3.27 Agree
2 1.76-2.51 Disagree
1 1.00-1.75 Strongly Disagree

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