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Group 6 (Research)

The document summarizes a research study on the effects of mobile games on Grade 12 students at the Philippine College of Advanced Arts and Technology. It discusses how online gaming has increased significantly in recent years. The study aims to determine how online gaming affects students' academic performance and why many students are engaged with mobile games. It focuses on surveying 50 male and 50 female Grade 12 students about their gaming habits and perceptions of how gaming impacts their studies. The study's scope is limited to assessing the specific effects of gaming on the academic performance of students included in the research.

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0% found this document useful (0 votes)
80 views6 pages

Group 6 (Research)

The document summarizes a research study on the effects of mobile games on Grade 12 students at the Philippine College of Advanced Arts and Technology. It discusses how online gaming has increased significantly in recent years. The study aims to determine how online gaming affects students' academic performance and why many students are engaged with mobile games. It focuses on surveying 50 male and 50 female Grade 12 students about their gaming habits and perceptions of how gaming impacts their studies. The study's scope is limited to assessing the specific effects of gaming on the academic performance of students included in the research.

Uploaded by

Rhialyn Valdez
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 MOBILE GAMES TO THE GRADE 12 STUDENTS AT THE

PHILIPPINE COLLEGE OF ADVANCED ARTS AND TECHNOLOGY

A Research Project

Presented to the Senior High School Department

Philippine College of Advanced Arts and Technology, Quiapo Manila

In Partial Fulfillment of the Requirements for the

Senior High School Program, Academic Track –

Technical Vocational Livelihood Strand

Prepared and Submitted by:

Pan, Kristine Ann D.


Piquero, Adeline
Ramos, Angeline Mae L.
Rebucas, Rebecca Bagtong
Santos, Angel Simbajon
Sumayan, Angel Mae B.
Tanio, Jennlyn Marvella
Toner, Baby Jean
Tuason, Janelle Aydalla
Valdez, Rhialyn

October, 2022
CHAPTER I

Background of the Study

The purpose of this research is to know the online gaming's impact on the Philippine

College of Advanced Arts and Technology’ students. The only factor driving Grade 12

PCAAT participants' interest in this subject is online gaming. Since the early 2000s,

there has been a significant increase in the amount of empirical studies looking at

various facets of problematic online gaming addiction.

In the contemporary era, playing video games online is very common. Students

today are particularly susceptible to the enormous impact of technology. Instead of

focusing on their academic or academic-related achievement in school, they spend the

majority of their time playing online games. Knowing that using technology excessively

negatively affects academic achievement, epidemics are continuously affecting pupils

one by one. When they kept talking about this staple, the researcher became curious

about where the pupils were.

Investments in human and economic progress should include education as a key

component. Many educators, parents, and internet users are persistent in calling for a

greater control over online gaming. The main point of contention was how the fashion is

causing pupils to lose concentration on their studies. Online games have become a

necessity for students due to the fact that the majority of them live an information-based

lifestyle where everything is constantly updated. Online gaming has become a necessity

for students because the majority of them live informed lives where everything is
current. Certain ideas, such as those of the Mount Carmel School of Students from

Philippine College of Advanced Arts and Technology playing mobile Games like Dota,

Clash of Clans, Rules of Survival, and Legends

There is little doubt that the benefits of playing online games are debatable.

Nobody can donate. According to studies, the human brain is one of the easiest organs

to destroy. The use of technology is the reason. The educational system frequently

follows trends with this ongoing social transformation is being done to make things more

age-appropriate.

Today, the negative aspects of internet gaming become a topic of discussion in

schools and the whole Education Department. Consequently, this investigation is

carried out to ascertain the connections between playing internet games and academic

performance.

The author of this study felt compelled to investigate the true effects of online

games. the in terms of them to Philippine College of Advance Arts and Technology

academic standing. This study's goal is to ascertain the implications of offering the

students online gaming. It seeks to ascertain the impact of internet games on academic

achievement in proportion to students' intellectual capacity.


Statement of the Problem

Finding the impact of mobile games on Grade 12 students at the Philippine College

of Advance Arts and Technology is the main goal of this study. This specifically aimed

to provide answers.

1. What are the respondents' characteristics in terms of:

1.1. Name (Optional)

1.2. Age (Optional)

1.3. Sex

2. How do internet gaming affect pupils in Grade 12?

3. Why were so many Grade 12 students hooked on internet games?

1.1. Grade 12 students at the Philippine College of Advance Arts and Technology are

impacted by online games.

1.2. Grade 12 students at the Philippine College of Advance Arts and Technology

couldn't be impacted by online games.


Conceptual Framework

PROCESS
INPUT
Data and
1.What are the
analysis
respondents'
characteristics in assembling and
Assessment of OUTPUT
terms of:
I. Name (Optional) reactions of the
II. Age (Optional) respondents Online gaming's
III. Sex regarding impact on the
the Results of Philippine
2. How do internet College of
gaming affect pupils The Philippine
in Grade 12? College of Advanced Arts
Advance Arts and Technology
3. Why were so and
many Grade 12 Technology's
students hooked on
internet games?
online gaming
program

Figure 1. The "Effect of Online Games to the Philippine College of Advance Arts and Technology" research paradigm.

Scope and Delimitation of the Study

The impact of internet gaming on Grade 12 PCAAT students is the main topic of

this study. It discusses the proper or right use of internet games as people's pastime

habits and the impacts of playing online games. This study focuses on the detrimental

effects of internet gaming when it interferes with education and also discusses the

potential outcomes of playing online games even when in school.

Only 50 students from Grade 12—50 male students and 50 female students—at

the Philippine College of Advanced Arts and Technology (PCAAT) were included in the

researcher's study. Additionally, the researcher focused solely on how playing online
games affected students' academic performance. Its standard lifespan is 30 days. While

the generalizations and analysis were factually based on the study's findings, the

study's conclusion was extremely genuine only for the selected Grade 12 pupils.

Reference:

https://www.academia.edu/40726347/

Effects_Of_Online_Games_in_Academic_Performance_Among_Senior_High_School

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