Professional Documents
Culture Documents
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.
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
The term online can be referred to any activity that is taking place via use of
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
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
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.
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
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
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
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
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
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
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
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
Hypothesis
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
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
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
students performance in school and how it is affected by their exposure to online games,
Attitude. They are relatively enduring beliefs or opinions that predispose people to
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
Socialization. This pertains to when peer relationships become richer and more
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
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
This chapter presents the review of related literature and studies that are important
Related literature
A 2005 paper suggests that videogames are changing education and that games
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,
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
Attitudes are relatively enduring beliefs or opinions that predispose people to respond in
scientists study how people are led to change their attitudes-the process known as
behaviors include ctivities such as giving to charity, volunteering and overall helping
In the 2000s, online games became popular, while studies of Internet gaming
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
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,
The findings provide support for the current perspective of understanding Internet
gaming addiction from a disease framework. The benefits of an Internet gaming addiction
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
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
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
Related Studies
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
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.
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
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
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
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
According to the study of Maria Daisy S. Cortes because computer gaming poses
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
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.
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
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
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
Research Method
finding method. The descriptive normative method of investigation was used in this
gathered from questionnaire distributed to the grade 10 students of the selected schools in
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
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
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
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
In pursuing its vision, the ILS proposes the following statements to reflect its
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,
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
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
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
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
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
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
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
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.
(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
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
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
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
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
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 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: