Group 6 (Research)
Group 6 (Research)
A Research Project
October, 2022
CHAPTER I
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
In the contemporary era, playing video games online is very common. Students
majority of their time playing online games. Knowing that using technology excessively
one by one. When they kept talking about this staple, the researcher became curious
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,
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.
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
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.
1.3. Sex
1.1. Grade 12 students at the Philippine College of Advance Arts and Technology are
1.2. Grade 12 students at the Philippine College of Advance Arts and Technology
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.
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
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