The Effects of Online Games of Grade 12 Students in Valencia National High School On Modular Learning System
The Effects of Online Games of Grade 12 Students in Valencia National High School On Modular Learning System
A QUALITATIVE RESEARCH
PRESENTED TO
THE FACULTY OF SENIOR HIGH SCHOOL DEPARTMENT
VALENCIA NATIONAL HIGH SCHOOL
IN PARTIAL FULFILLMENT
OF THE REQUIREMENT FOR
RESEARCH PROJECT
The researchers express their warm gratitude to the following that have made great contribution for the
First, they praise our Almighty God for giving them strength, wisdom, courage, and guidance to take
Mr. Arvin T. Ladion, Valencia National High School Principal II; and
Mrs. Tin Omaguing Valencia National High School Teacher – In – Charge, for their consent by
allowing the researchers to conduct the survey to the Grade - 12 Learners of Valencia National High School.
Ms. Myrna S. Bengco Research Project Teacher, for guiding the researchers and sharing their ideas,
The Imbo for letting the researchers make the study in their residence and preparing lunch and snacks.
The Researcher’s Parents for supporting financially, allowing the researchers complete the study
despite of the pandemic, and understanding the importance of conducting the study.
The Grade - 12 Learners of Valencia National High School for sharing their time and effort in
The Researchers
ABSTRACT
The Effects of Online Games of Grade 12 students in Valencia National High School on
This paper primarily aims to study the effects of online games of grade 12 students in Valencia National
High School on modular learning system. This study adopt a qualitative research and the data collection will be
done through an interview – letting the respondents answer a semi – structured questionnaire individually.
Moreover, the sample of the study were the Grade 12 students of Valencia National High School belong to the
age of 17 – 21 years old, respectively. The researchers will investigate the effects of online games. This study,
after a rigorous analysis has concluded that external and internal factors (behaviour, experiences, and attitudes)
Page no.
TITLE PAGE I
ACKNOWLEDGEMENT II
ABSTRACT III
CHAPTER
I INTRODUCTION 1
Research Design 9
Participants 10
Setting 10
Sampling 10
Data Collection 11
Reflexibility 13
Data Saturation 13
IV RESULTS 14
Summary of Participants 14
Summary 23
Conclusion 25
References 26-27
Appendices 28
Meanings 31
Meanings 33-36
F Curriculum Vitae 38-43
CHAPTER I
Introduction
As our population becomes bigger, there are also greater possibilities of problem about online
games. This problem has greatly affects the individual’s behaviour. This study conducts to answer
the most common causes of online games in students, the effect of this behaviour in culture
affiliation, and how it affects the social interaction of every individual of the society. Furthermore,
this study would greatly contribute in the improvement of the community in a way that people will
know how they can lessen the effect of online games in the society they belong. This is underpin by
following the proper etiquettes to ensure quality in rigorous combination of qualitative and
quantitative research. As there is increasing growth of population there is high tendency of occurring
This study focuses on knowing the effects of online games of grade 12 students in Valencia National
The questions below show the true underlying specific questions about the topic:
1. What is the profile of the Grade 12 Learners in Valencia National High School in terms of:
1.1. Gender,
1.3. Age
2. What is the profile of the social media usage of Valencia National High School Grade 12 Learners in terms
of:
3. What are the effects of online games on students while have modular learning system?
This study focuses on the judgment and point of view of the grade 12 students in Valencia National
High School with regards to online games on modular learning system. This research restrict its coverage only
to the grade 12 students in VNHS at the age of 17-20 years old. Each of the respondents is given the same
questionnaires to answer. The answers to be gathered from the survey will be the respondent's most honest and
Parents
This will benefit the parents for they will be able to gain ideas on how they can guide and help their
Students
The students will know more on their ways and limitations on how to scope with their time and
Teachers
The teacher will be able to know in what aspect they to strengthen to help improve the difficulties of
Researcher
This study will prove the answers to the respondents question and will expand the researcher’s
knowledge about the opinions of the parents, students and teachers about this topic.
Future Researcher
This study serves as one of aspirant researchers’ references to their future research study.
CHAPTER II
In the era of advanced technology, we all are spending more of our time in the digital world instead of the
real world. Our minds are now controlled by technology and it is ruling on our lives. At the same time, we are
also ignoring and not focusing on how much time our kids are spending on gadgets. Nowadays, our children
spend a lot of time on mobile games. Some addictive games such as GTA, Dota or Minceraft, etc video
games’. If children play longer than before they can learn from the games parts of what is good for them that
Moreover, gaming is a popular activity, so everyone seems to have strong opinions on the topic,
”According to some researches, video gaming can be addictive, a phenomenon known as “Internet gaming
disorder. ”One of the most serious problems connected with online games is an addiction. People become
obsessed with the virtual world, lose a sense of reality and spend all their time on playing. Most often it
concerns gambling, online casinos but simulations and other games may be dangerous too. If a person can be
Today technology can provide good intenstion of children and alduts that bring high by watching a
cartoon or anime every person will find anything to his taste. Students are also active players in online
games. There is nothing surprising in the fact that they may spend the whole day or night playing online.
However, such passion for online games may result for them both positively and negatively. Let’s see what
pros and cons for students online games have and if it is worth playing them.
Positive impact of online games. It may be astonishing for somebody to hear that online games may have
a positive impact on college students. That depends mostly on the type of games students prefer to play. There
are games that only encourage development and improve cognitive operations. Playing them students get a
Online games does not always conform to the thought that is always negative. The social functions of
online games are: as entertainment, friendship influence, motivation, improving problem solving skills and
enjoyment. In connection now days this pandemic influence the students to play online games, so that the
The researchers are belonging to Grade 12 - Learners of Valencia National High School. The researchers chose to
have a study on effects of online games wherein there is a rapid growth of users including the students and learners. The
topic focuses on the impact that would reflect on the learner's academic performances. The study will not only benefit the
other learners but also the Department of Education through the gathered data that will serve as their basis to establish a
program regarding on social media usage and its impact on learner's academic performances.
Beforehand, the researchers asked permission from the Research Project Teacher—Mrs. Myrna S. Bengco, School
Principal—Mr. Arvin T. Ladion thru Teacher – in – Charge—Mrs. Tin Omaguing. The researchers not only conducted the
study but also observing health protocols to avoid being infected and spreading the virus—COVID 19. Despite the
challenges during the research process such as lack of internet connection, limited time-framework, limited devices, lack
of budget, power interruption etc., the researcher eagerly did not gave up and successfully made the study.
Research Design
The research design used in this study is qualitative research in line with the study of phenomenology. This
research study concerning with the effects or factors that effects of online games is suitable for qualitative –
phenomenological design since the research aims to know the indepth understanding of the subjects, their live
experiences of the phenomenon and using observational data. In addition, the research study is trying to
understand the essence of a phenomenon existing and that is the effect of online games, by examining or
knowing the views of people involved in such case. One can perceived that this study is suitable for an
have adopted a qualitative research design. Some of them perceived that the future direction the field of this
study will have more sophisticated method to be used under a qualitative type of research study.
Participants
The research population is made up to 25 participants (12) Female and (13) Male. The area of the target
Setting
The setting of this study is a public secondary school in the District of Valencia. The school is located in the
Municipality of Valencia Negros Oriental known as Valencia National High School (VNHS). It has a principal and
teacher-in-charge for Junior High and Senior High School (Grade 7 to Grade 12). The researchers asked permission from
the school's principal, Mr. Arvin T. Ladion, Teacher – In – Charge, Mrs.Tin Omaguing and the research teacher, Ms.
Sampling Design
The sampling design in this research study was a random sampling. The researchers have a sample
framework of Valencia National High School grade 12 students. The researchers listed and get the ages that
range from 17- 21 years old respectively. After finding the frequency, the researchers get the
The respondents of this study are unbiasly chosen through a random sample from a sampling
framework. They are asked through a semi- structured questionnaires during one weekend at their own
Data Collection
The researchers asked permission to conduct the study from the Research Project Teacher – Mrs. Myrna S.
Bengco the School Principal – Mr. Arvin T. Ladion thru the TIC – SHS – Mrs. Tin Omaguing. Informed consent was
sought. The participants were the Grade 12 Learners of Valencia National High School for School Year 2021 – 2022
who are using social media. Only those participants who are willing were tested. The researchers prepared questions
ahead before sending it to the participants. The questions were open-ended. These were answered by the participants
based on their experiences. The interview was flexible and lasted for five minutes only. It was voluntary and the data
Data analysis
The data gathered in all questions asked all conform to the hypothesis tested that internal and external
factors of an individual can indeed affect and contribute to the development that affects the students of their
academic performance.
There is a great consensus that behaviour is the main reason to conduct research that followed by the
effects of online games to the students. As for the being straight -forward, the respondents clearly revealed that
the highest number of games that students usually play is Mobile Legend. Moreover, many students play online
games, especially Mobile Legend. Some students experience lack of sleep, always tired and stress.
Reflexibility
The researcher made sure that the threats to research reliability (which are participants’ error, participant bias, and
research error and researcher bias) did not occur during the research. The researchers simply say that they made sure the
threats were reduced to the barest minimum. The experiences of the Grade 12 - Learners of Valencia National High
School for School Year 2020 – 2021 are the basis of the themes that emerged.
Data Saturation
The researchers claim that they collected enough data to accomplish this study. The researchers continued in
sending the survey questionnaires until it reach the required sample size. The researchers didn’t stop even they know that
there is enough information or adequate data to replicate the study, and the ability to obtain additional new information
has been attained, and when further coding is no longer feasible. This serves as the basis for themes and conclusions.
The findings in a qualitative research may not be true to others because teachers may have different experiences
in different environment. The researcher’s respondents had a chance to review the transcribed survey questionnaires for
accuracy. The research teacher’s feedback helped reconstruct the interview questions before sending the survey
Ethical Consideration
The researchers requested for approval from the Research Teacher, Teacher – In – Charge in Senior High School
Department, and the School Principal in Valencia National High School for the gathering of data. Participants were
identified as well. In conducting the survey, biases were avoided in order to collect the appropriate data. Confidentiality
was highly observed in this research. Before conducting the survey, the participants were aware about the role as a
researcher and the rationale of the study. Participants of the study were informed about the purpose why this study was
conducted.
CHAPTER IV
RESULTS
Summary of Participants
Several variables have been analyzed related to social media usage among Grade 12 - Learners in
Valencia National High School for School Year 2021 – 2022. The main issues considered including a
description of the background characteristics of the respondents, their usage of online games and how it affects
Among the respondents tested, the number of respondents per track or strand shows that 14 are CSS
Learners, while 3 are HUMSS Learners, 3 are EIM Learners, and 5 are BARTENDING Learners.
This reveals that the CSS Grade 12 - Learners are the most users of online games in Valencia National
High School.
Participant Narratives
Qualitative research gave the researchers opportunity to meet these involved the Grade 12 Learners of Valencia
National High School as the researcher sent the survey questionnaire about the effects of online games to the grade 12
students. The following descriptions are designed to aid the reader understand the significant of their stories.
The survey questions that the researchers asked them are the following:
[1] What online games do you usually play?
[4] What are the effect of online games in your modular learning system?
[5] What are the disadvantages of online games during modular learning system?
CHAPTER V
SUMMARY, IMPLICATIONS, AND CONCLUSIONS
This study utilized the phenomenological method and convenient sampling using the survey
The study assessed the effect of online games to the academic performance of the Grade 12 - Learners of
Valencia National High School for School Year 2021 – 2022. Specifically, it directed to answers questions as to
the profile of the Grade 12 - Learners of Valencia National High School in terms of name, age, sex,
track/strand, and general average for the first quarter. It also sought the answer to the questions, are the Grade -
12 Learners of Valencia National High School fond of playing online games, social media platform they usually
use, length of time spent, purpose, advantages and disadvantages they have encountered, their appreciation, and
lastly, it aims to answer the question, what are the learner’s perspective about social media promoting
independent learning.
Connection to the Literature in Chapter I, the positive and negative effects of social media usage to
student’s academic performance are presented. Related literature was included to help develop meaning around
the themes that emerged in this study. As stated before, social media and students have a strong relationship
with one another. On the one hand, social media apps are a great way for them to get in touch with each other
and work together, but on the other, they can be a big distraction and can cause some serious long-term issues.
Those students need to find a balance between the use of social media and their academic performance, as both
seem to get more and more intertwined with one another as time goes by.
Summary
The data gathered are found out to strongly support the hypothesis. Comparing to the percentages of the
number of the students that are addicted to online games. Many have said that the main online games is the big
factors to the students and their grades and also can affects their behaviours this is the common causes that the
student have a low grades in their academic performance followed by insecurities and boredom, other reason
common cause of online games tiredness and lack of sleep, all ages mostly addicted to online games some of
them play because of boredom and enjoyment. All of ages involved in this study find it hard to be having a
percentage of 26.1% are (17 years old):39.1% are (18 years old):21.7% are (19 years old): 8.7% are (20 years
old): 4.3% are (21 years old). Mostly all the age bracket have experience effects of online games long before
this study is conducted. In contrast, all ages involve agreed that online games can contribute bad effects to the
students having the statistic of 26.1% (17 years old); 39.1% (18 years old); 21.7% (19 years old); 8.7% are (20
years old) and 43.3% are (21 years old), respectively. For the last question, mostly agreed every free time which
This study presented the stories of the experiences of the Grade 12 Learners with regards to the Effects
of Online Games of Grade 12 students in Valencia National High School on Modular Learning System.This
study would have relative implication for researchers, teachers, administrators, and students.
Conclusion
In conclusion, there are factors acquired by the students about their response to the effect of online
games to the study of the students in Valencia National High School. Firstly some students love to play online
games to avoid boredom and for enjoyment. Playing online games are their ways to escape their work at their
home. Second, a student can acquire the effects of online games to the study of the students in Valencia
National High School because of their experience and hypothesis about him/her research. lastly, students
experiences can help them to identify about the causes of online games to their study especially when the
students experienced it first hand through it also depends on the student's thinking if he/she decides to make
Recommendation
The research of the study suggest to further conduct a study about this intriguing issue to support the
conclusion of this paper and cover up the untouched area of this topic. Furthermore, it is highly recommended
that the future researchers will have large sample and follow the paradigm of psychoanalysis in observing the
References
https://en.m.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game
https://www.phoneworld.com.pk/5-adverse-effects-of-mobile-games-on-childs-brain/
https://blog.noplag.com/impact-of-online-games-on-college-students-pros-and-cons/
https://www.techbead.com/positive-and-negative-effects-of-online-gaming/#:~:text=Aggressive%20Behavior
%20%E2%80%93%20Every%20player%20would,hence%20they%20develop%20aggressive
%20behavior.&text=Bad%20Academic%20Performance%20%E2%80%93%20Playing%20online,the
%20sooner%20they%20fall%20asleep.
https://stayinformedgroup.com/negative-effects-of-online-games-to-students/
APPENDICES
Appendix B
Test Questionnaire for the Grade 12 - Learners of Valencia National High School
The effects of online games to the grade 12 student of Valencia National High School on modular learning
system
Name: Gender:
Age: Grade and Section:
Part II. Instructions: Answer the following questions honestly and sincerely.
1.What are the effect of online games in your modular learning system? Give at least 2
1. What are the disadvantages of online games during modular learning system? Give at least 2
1. What online games do you usually play?
Appendix C
Curriculum Vitae