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The Effects of Online Games of Grade 12 Students in Valencia National High School On Modular Learning System

This document summarizes a research study on the effects of online games on grade 12 students in Valencia National High School under the modular learning system. The study uses a qualitative research methodology including interviews with grade 12 students. The research questions examine students' profiles, social media usage, the effects of online games on learning, advantages and disadvantages of gaming, and impacts on academic performance. The study aims to understand how online gaming affects students' experiences with the modular learning system.
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0% found this document useful (0 votes)
380 views

The Effects of Online Games of Grade 12 Students in Valencia National High School On Modular Learning System

This document summarizes a research study on the effects of online games on grade 12 students in Valencia National High School under the modular learning system. The study uses a qualitative research methodology including interviews with grade 12 students. The research questions examine students' profiles, social media usage, the effects of online games on learning, advantages and disadvantages of gaming, and impacts on academic performance. The study aims to understand how online gaming affects students' experiences with the modular learning system.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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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

JESSIE JAMES C.IMBO

MARCH 07, 2022


ACKNOWLEDGEMENT

The researchers express their warm gratitude to the following that have made great contribution for the

success of their study.

First, they praise our Almighty God for giving them strength, wisdom, courage, and guidance to take

and finish the study.

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.

Mr. Abelardo Alviola, Practical Research 2 Teacher; and

Ms. Myrna S. Bengco Research Project Teacher, for guiding the researchers and sharing their ideas,

opinions, and suggestions.

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

answering the survey through Google Form honestly and sincerely.

To all of you, thank you so much.

                The Researchers
ABSTRACT

The Effects of Online Games of Grade 12 students in Valencia National High School on

Modular Learning System

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)

can contribute to the development of the effects of online games.


TABLE OF CONTENTS

   Page no.

TITLE PAGE  I

ACKNOWLEDGEMENT                                                               II                               

ABSTRACT    III

TABLE OF CONTENTS IV-V        

CHAPTER 

I INTRODUCTION 1

Statement of the Problem       2

Scope and Delimitation of the Study 2-3

Significance of the study 3

Operational Definition of Terms 4

II REVIEW OF RELATED LITERATURE 5

Literature Review 5-8                  .

III. RESEARCH METHODOLOGY 9

Role of the Researcher    9

Research Design 9

Participants 10

Setting 10

Sampling 10

Data Gathering Procedure  11-11

Data Collection 11

Data Analysis     11-12

Reflexibility 13
Data Saturation 13

Validality and Reliability 13

Ethical Considerations  .     13-14

IV RESULTS 14

Summary of Participants 14

Participant Narratives     14-15

Emerging Themes        16-17

Data Coding       17-18

Rigor of the Study        18-19

Exhaustive Description      19-20

Connection to the Research Questions    20-21

V SUMMARY, IMPLICATIONS, AND CONCLUSIONS 22

Connection to the Literature     22-23

Summary 23

Implications of the Findings for Practice 23-24

Recommendations for Further Research   24-25

Conclusion 25

References     26-27

Appendices 28

        A Letter Request to the Principal    29-30

        B Test Questionnaire for the Grade 12 – Learners of

Valencia National High. School

   C Significant Statement with Coded Formulated

Meanings 31

     D Themes with Coded Formulated

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

effects caused by online games among students. 


Statement of the Problem

This study focuses on knowing the effects of online games of grade 12 students in Valencia National

High School on modular learning system. It answers the following questions.

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,

1.2. Track or strand, and

1.3. Age

2. What is the profile of the social media usage of Valencia National High School Grade 12 Learners in terms

of:

2.1. Social media platform,

2.2. Number of hours spent using social media in a day, and

2.3. Purpose of using social media

3. What are the effects of online games on students while have modular learning system?

4. What are the advantages and disadvantage in playing online games?

5. Does it improve the academic performances of the students?


Scope and Delimitation 

            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

justified perception regarding on playing online games on modular learning system.


Significance of the Study

The findings of this study will benefit the following:

     Parents

          This will benefit the parents for they will be able to gain ideas on how they can guide and help their

children to adjust on their study.

     Students 

            The students will know more on their ways and limitations on how to scope with their time and

difficulties on their modular learning system.

      Teachers

               The teacher will be able to know in what aspect they to strengthen to help improve the difficulties of

the student with this online games.

      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

Review of Related Literature

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

for suit for him/her also a stress reliver.

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

easily influenced, the probability of him to get addicted is much higher.

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

number of benefits even not realizing actually that it happens.

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

student who are addicted to this games are highly increasing.


CHAPTER III
RESEARCH METHODOLOGY

Role of the Researcher

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

ethnography case, however the respondents are not baisly judged. 


In reality, mostly of the few accomplished research papers done by psychologist concerned in this field

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

population in this research is Valencia National High School – Grade 12 - Learners.

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.

Myrna S. Bengco to conduct this study.

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 

Data Gathering procedure

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

convience as an application of research etiquettes. 

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

collected are confidential.

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.

Validity and Reliability

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

questionnaires to the 25 respondents. Panel of examiners are also invited to critique.

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

the Learner’s academic performance.

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?

[2] How many hours do you usually play?

[3] Why do you lay online games?

[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?

[6] When do you play online games?

CHAPTER V
SUMMARY, IMPLICATIONS, AND CONCLUSIONS

This study utilized the phenomenological method and convenient sampling using the survey

questionnaire as the research instrument through Google Forms.

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

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

contribute to his/her behaviour as it affects their attitude.

Implications of the Findings for Practice

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

hypothesis about their research.

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

respondents during the data collection activity interview. 

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

Part I. Profile of the Participant

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?

1. How many hours do you play online games?

1. Why do you play online games?

1. When do you play online games?

Appendix C

Curriculum Vitae

Name: Jessie james C. Imbo


Age: 19 years old
Sex: Male
Birthdate: January 04, 2003
Birthplace: Negros Oriental Provincial Hospital 
Citizenship: Filipino
Religion: Roman Catholic
Address: Liptong Valencia Negros Oriental
PARENT’S INFORMATION
Father’s Name: Richard A. Imbo
Mother’s Name: Jellsie C. Imbo
Work Immersion Background:  Metro Dumaguete College, 240 hours

Name: Aler C. Catalbas


Age: 19 years old
Sex: Male
Birthdate: May 02, 2002
Birthplace: Laspinas, Manila
Citizenship: Filipino
Religion: Roman Catholic
Address: Liptong Valencia Negros Oriental
PARENT’S INFORMATION
Father’s Name: Santos M. Catalbas
Mother’s Name: Gina C. Catalbas
Work Immersion Background:  Metro Dumaguete College, 240 hours

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