SAN ISIDRO HIGH SCHOOL OF MALIPAYON, INC.
CORRELATION BETWEEN TIME PLAYING ONLINE GAMES AND ACADEMIC PERFORMANCE
OF GRADE 10 STUDENT IN SAN ISIDRO
HIGH SCHOOL OF MALIPAYON INC.
A Research paper presented to faculty of San Isidro High School of
Malipayon, Inc.
In partial fulfillment of the Subject Practical Research 2
By
JERICHO DELACRUZ
BEA ANGELINE GRUPO
ELBERT PERIODICO
MARCH 2024
1
SAN ISIDRO HIGH SCHOOL OF MALIPAYON, INC.
CHAPTER 1
THE PROBLEM AND ITS SETTING
Introduction
The contemporary landscape of education in intricately woven the
threads of technological advancements, presenting both opportunities and
challenges for students. One area of concern is the escalating engagement of
Junior High School students in online gaming and its potential repercussions
on academic performance. The increasing prevalence of online gaming among
students has sparked interest in understanding its potential impact on
academic performance. As defined by Chen and Gu, online gaming is one of
the widely used recreational activities by people. It is said that
playing online games has a number of reasons to be played, for it can
be a stress reliever, challenge and competition, relaxation,
enjoyment, social interaction, and even mentally escaping from the
real world. Students addicted to online games generally have lower
motivation for academic achievement because they lack precise academic
planning and learning motivation.
According to Kuss & Griffith stated that teens who play online
games are just having fun. They do not just actually play because of
some sort of seriousness, but also because they want to feel relief.
Thus, there might be a negative correlation between online game
addiction and academic achievement motivation among students.
2
Academic activities are an important one investing on human
growth and also economic growth. Many teachers and parent are
constantly gaining more stringent clamps for online games. The protest
mainly focused on the fact that the trend is the cause of the
distraction between student in the study. In fact, that most students
live in an information age lifestyle that everything is update, online
games have been one of the student needs. By exploring the
relationship, the study aims to provide valuable insights for
educators, parents, policymakers, fostering a nuanced understanding of
the delicate balance between recreational activities and academic
responsibilities in the lives of Junior High School students.
Statement of the Problem
This study aims to determine the relationship of time playing online
games and academic performance of Grade 10 student in San Isidro High
School of Malipayon, Inc.
Specifically, this aims to answer the following questions:
1. How often does a Grade 10 Junior High School students play online
game?
2. How does playing online games affect the academic performance of
student in terms of:
2.1. Interest
2.2. Behavior in class
2.3. Health
2.4. School Activities
3
2.5. Grades
3. Is there a significant relationship between length of using gadgets
and academic performance?
Objectives of the Study
The general intent of the study is to determine the relationship
between time of playing online games to the academic performance of
Junior High School students.
Specifically, this aims to answer the following objectives:
1. To determine how often Junior High School Student play online
games.
2. To determine how does playing online games affect the academic
performance of students interns of:
2.1. Interest
2.2. Behavior in class
2.3. Health
2.4. School Activities
2.5. Grades
3. To determine the significant relationship between length of
using gadgets and academic performance.
Significance of the Study
4
This study may be of great benefit to the following:
For school Administrator. This study holds paramount significance as
it provides insights into the potential influence of online gaming on
the academic performance of Senior High School students within the
institution. It also allows administrators to tailor policies and
guidelines that address the specific challenges posed by excessive
gaming, fostering a conducive learning environment.
For School Disciplinarian. This study can serve as guide for
disciplining a student in terms of the behaviors, attitudes the
students and for developing programs aimed at helping students cope
with time management.
For School Guidance Counselors. This study offers valuable insights
into potential impact of online gaming on the academic performance of
Junior High School students. It allows counselors to identify students
who may be facing challenges related to excessive gaming and offer
personalized guidance and support. It also enabling counselors to
address time management skills, stress management, and the development
of healthy leisure habits.
For the Teachers. This study holds significance as it provides
valuable insights into the potential relationship between students’
time spent on online gaming and their academic performance in Senior
High School. It enables teachers to identify students who may be
facing challenges due to excessive gaming and implement targeted
interventions to support their academic development.
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For School Teachers Advisers. This study will gain an understanding of
the School Performance of their students, enabling them to make
necessary adjustments and support students in reducing their time
playing online games and managing their school works.
Parents. The result of this study will enable families to understand
how stress affects their children's Academic performance; so that they
may better help their children in their daily academic endeavors using
the insight they would learn from this study, with the right
information and insight.
For parents. The study offers a significant understanding of the
potential correlation between their child’s time spent playing online
games and their academic performance in Senior High School. The
findings can guide parents in setting reasonable limits on screen time
and fostering a balanced approach to leisure activities, promoting
healthier study habits and academic engagement.
For the Students. This study can empower to make informed decisions
about their leisure activities and time management, fostering a
balanced approach to both academic responsibilities and recreational
pursuits. This also serve as a reminder that moderation in online
gaming can positively impact success, encouraging students to
prioritize their studies while still enjoying leisure activities.
To the future researchers. This study will open avenues for further
exploration, encouraging researchers to look deeper into specific
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aspects such as types of games played, the role of parental guidance,
or the impact of gaming on specific academic subjects.
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Scope and Delimitation of the study
This study focuses on the correlation between the time spent
playing online games and the academic performance of Grade 10
students. It encompasses data collection from a specific age group
within the Junior High School level, ensuring relevance to this
particular educational stage. The study incorporates quantitative
methods to analyze the data, providing a statistical understanding of
the observed correlation.
The study acknowledges the potential influence of external
factors, such as interest, behavior in class, health and school
activities., which may also impact academic performance but are not
primary focus on this research. The findings are context-specific to
educational system and cultural environment under investigation and
may not be universally applicable.
Definition of Terms
The following terms are crucial in this study and are therefore
defined operationally to facilitate understanding to the readers.
Academic Performance. Refers to the achievements and performance of
the Junior High School students for school year 2023-2024.
Online Gaming. Refers to a video gaming that is either partially or
primarily played through the internet or any other computer network
available.
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Hypothesis
At 0.05 level of significance, the following hypotheses will be
tested for guidance in the analysis of finding of the study and for
statistical testing:
H0 : There is no significant relationship between time playing of
online games and academic performance of Junior High School students.
Ha: There is significant relationship between time playing of
online games and academic performance of Junior High School students.
SAN ISIDRO HIGH SCHOOL OF MALIPAYON, INC.
9
CHAPTER 2
REVIEW RELATED LITERATURE
This chapter presents writings, both local and foreign found by
the researchers to be very relevant and significant to the present
study, conceptual framework, and research paradigm. It also includes
studies reviewed that helped the researchers decide on the study, in
form, content and methodology.
Local Literature
Online games results to a positive effect in the social behavior
of the respondents. Even if the respondents play online games still
the personal interaction with others are not affected. They still do
have their friends personally and are able to socialize effectively.
The academic performance of the respondents is not affected even if
they play online games. Their grades are still good enough even if
they spent time for playing. To sum up with the result, the
respondents have a good academic performance despite their involvement
in playing online games (Dominque) and (Castillo).
The use of computers and the internet can aid communities’ by
supporting communication and access to information, thereby building
social capital and community capacity. Using computers can assist the
community planning process, community participation, and information
sharing. Computer-mediated communication can build community
10
awareness, encourage local decision making and dialogue between
groups, and support disadvantaged communities. Status barriers can be
reduced, and online communication with disenfranchised groups, such as
women, people of color, and those with disabilities, can be promoted
(Valaitis 2005).
Foreign Literature
As of today, most people relate online games to low academic
performance. Through the years, studies have yielded different
results. Some of them say that they are co-related when some say that
they are not. According to (Anderson and Dill 2000), there is a
negative correlation between the two. Thus, meaning that there is no
relation between the number of hours played by a player and his
grades. At times, the students defend the games they are playing by
saying that they do learn something from it. A paper from EDUCAUSE
backs these students up by suggesting that the faculty learn and know
about these games so as to help students in in class learning
experience (Hitch and Duncan, 2005). Furthermore, another paper claims
that these games are not just for entertainment (Shaffer, Squire,
Halverson, & Gee, 2005). They claim that these games may be used to
learn and experience different things and interact with other people
and belong to a virtual community. Online games have both positive and
negative effects on people, especially students. One of the negatives
is this. Many cases among students are addiction. Wack and Tantleff-
11
Dunn 2009, discovered a negative correlation as well, though the
relationship between GPA and academic performance was not significant
in their study.
According to Jackson et. al., (2008), time spent playing games
was a negative predictor of academic performance, and those who played
online games more frequently had lower grades than those who
played less. (Wood, Griffith’s, and Park 2007) conducted a
study that included open-ended questions that encouraged participants
to report various feelings about playing online games. Some of the
negative consequences were related to school performance in
the sense that participants frequently missed lectures,
skipped homework, and so on. They also discovered that males were more
likely to suffer from these consequences because they played more
frequently and were more likely to report losing track of time playing
online games.
Local Studies
An envisioned as based on the facts of Justin Visda, Heinson Tan
and Bryan Yaranon, online games are hard to resist, particularly if it
12
is only around our environment. Students find it happy and enjoyable
and they eventually forget their tasks and problems, but it does a bad
effect to them, which is called addiction. According to them,
addiction is too much playing, and it cannot be resisted because most
of the youth says that they are bored with their everyday lives,
especially to their studies
According legends help students to improve their problem-solving
skills. It was a strategy that must recognized the player to win the
game. It enables their mind to more active and helps them came up with
decision in tights situation. In many cases there is a time pressure,
which develops speed and decisions making skills.
According to Joel Yuvienco a blogger and Technology, Economics
and Society mentor at De La Salle-Canlubang School, sees the potential
of these games to enhance the learning experience, given the fact that
there are already a huge number of student-gamer. This is supported by
a 2007 study of the International Data Corp. on the Philippines.
Online gaming user preference, saying, “The majority of the online
games are male, under 23 years old, and students.” In his blog,
Yuvienco posed a challenge to educators: “There’s got to be a way to
harness the power of this wave to enhance formal learning. Now
thinking aloud: Perhaps schools can enter into arrangements with
Internet cafes for collaborative education? Could become win-win.” The
technologies used in online gaming are not new to Philippine schools.
13
In fact, some schools use virtual classrooms and e-learning techniques
to teach students. Psychologists point out that both genders can
improve spatial skills by practicing video games. Many imply that
girls are disadvantaged in the long run by playing far less games
(SWS,2007; AMA Poll, 2008). Regardless of the element of violence,
online games have been potentially effective tools for learning.
Furthermore, researchers believe that online gaming opens a door to
computer literacy leading to potential technology careers (SWS,2007;
AMA Poll, 2008)
Foreign Studies
Inhibitions from their parents over the time spent on the
Internet or Online games are criticized by educators because many
students invest a lot of time, money, and energy into games, which
seriously affects their academic studies, social interaction, and
physical and mental health, and ultimately leads to the tragedy of
online game addiction (Freeman, 2008; Kuss and Griffiths, 2012; Blinka
and Mikuška 2014). Online game addiction, as one of the most serious
behavioral addictions (Lopez-Fernandez 2018), could cause a series of
physical and mental problems, such as poor sleep, depression, anxiety,
or even death (Kuss and Griffiths, 2012). Meanwhile, parents’
opposition to online games can also be observed in family education.
Studies have shown that the more addicted adolescents are to online
games, the worse their parents’ attitude toward online games (Jeong
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and Kim, 2011). Many adolescents who love playing online games face
restrictions or other ways. For example, in a study of adolescents,
parental restrictions were 1.9 times higher among adolescents who were
overly addicted to online games than among other adolescents. Parents
who do not show enough attention to their children promptly can lead
to children using online games to divert negative family-related
emotions (Xu et al., 2021).
However, it is worth noting that the majority of studies focus on
the negative effects of online games (Li and Wang, 2013), while
positive effects are neglected. In fact, playing online games at a
moderate level could be beneficial to players’ personal psychological
growth and interpersonal relationships (Granic et al., 2014). In terms
of emotional experience, existing research on the emotional impact of
online games suggests that they have the potential to reduce
depression, stress and obtain happiness (Wu and Liu, 2007). In the
process of psychological development, college students’ cognitive,
memory, and other mental skills are proved to be enhanced by online
games (Oei and Patterson, 2013). There is evidence that games have the
potential to provoke thought about the player’s personal development
and ideals and increase the sense of self-realization if the players
have strong ability in online games (Mora-Cantallops and Sicilia,
2018). In social life, online games also establish the value of social
connectedness and enhance the sense of interaction (Oliver et al.,
2016), Argue that through online games “socialization may just shift
15
in focus: while real-world relationships eroded for some players.” It
is further proposed that intimacy in games will also extend to offline
real life, and shared game experience will reinforce offline
communication (Lai and Fung, 2019). MOBA games focus on personality
development and teamwork in battle. In other words, electronic space
expands social communication to the virtual field (Yee, 2006) and
increases the team cooperation consciousness, leading to diverse
communication ways. Besides, in terms of learning, online games are
proven to help students engage in learning activities (Calvo-Ferrer
and Belda-Medina, 2021).
Relationship of Related Study to the Present Study
The present study ‘correlation between time playing online games
and academic performance’ behavior in class, interest, and school
activities of Grade 10 students of San Isidro High school of Malipayon
Inc. and it is related regarding the number of online games to the
study of SY, (2022). The presentation study understands the
correlation of time playing online games to the academic performance
of the students and how their grades got affected by using it. This
study may have the same topic to those related past studies, but it is
different in terms of setting and data gathering Procedures.
As of today, most people relate online games to low academic
performance. Through the years, studies have yielded different
results. Some of them say that they are co-related when some say that
16
they are not. According to (Anderson and Dill 2000), there is a
negative correlation between the two. Thus, meaning that there is no
relation between the number of hours played by a player and his
grades. At times, the students defend the games they are playing by
saying that they do learn something from it. A paper from EDUCAUSE
backs these students up
Conceptual Framework
This study shows the relationships between variables. In an ideal
situation, the relationship between time playing online games and
academic performance of senior high students in San Isidro High School
of Malipayon, Inc. In practical situations the student's academic
performance will be influenced by various factors which include,
friendships and relationships, exams and deadlines, poor time
management, social media, financial stability, ideas about future
careers, depression, anxiety, and many more. Because of the intense
competition in educational settings, students must be able to manage
the online gaming associated with their studies by using their coping
mechanisms. It also identifies how time playing online games affects
academic performance through negative attitudes towards school,
strained relationship with teachers, failed subjects, and lack of
confidence in their academic work. Additionally, it describes how time
playing online games impairs academic performance by causing students
to have a poor attitude toward learning, have strained relationships
17
with their teachers, fail classes, and lack confidence in their
academic work.
CONCEPTUAL PARADIGM
INDEPENDENT VARIABLE DEPENDENT VARIABLE
TIME PLAYING ONLINE ACADEMIC
GAMES PERFORMANCE
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Figure 1. Schematic Diagram
SAN ISIDRO HIGH SCHOOL OF MALIPAYON, INC.
CHAPTER 3
19
METHOD AND PROCEDURE
This chapter presented the overall methodology of the research
study. It consists of research design, locale of the study,
participant of the study, data gathering procedure, and research
instrument.
Research Design
The correlational method is employed in this study on what is the
relationship of time playing online games to the academic performance
of grade 10 students of San Isidro High school. It is descriptive
since it employed a survey to determine what is the correlation of
time playing online games to the academic performance of Grade 10
student of San Isidro high school. It then assistance researchers in
determining the correlation of time playing online games to the
academic performance of Grade 10 student.
Research Respondents
The primary respondents of the study are the twenty (20) Grade 10
student of San Isidro high school of Malipayon Inc, which was
conducted in the academic year 2023-2024. The selection of the
respondents ensures a diverse representation of students from the
specific year level.
Instrumentation
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The researchers made used of the questionnaires. The
questionnaires are the same for the twenty (20) selected student. The
questionnaires were distributed to the respondent directly. The
researchers then guide them in the case that they have any question.
The section contains 5 Likert scale with the response ranging
from “strongly agree” “neither” for the time playing online games. The
mean was interpreted as follows strongly disagree in the point range
of 1.00- 1.80- 2.60 neither 2.62 - 3.40, agree 3.41-4.20, and strongly
agree 4.21 - 5.00
Rating Mean Score Descriptive Level
Scale
5 4.21-5.00 Strongly Agree
4 3.41-4.20 Agree
3 2.61-3.40 Neither
2 1.81-2.60 Disagree
1 1.00-1.80 Strongly Disagree
The test questionnaires will be content validated by local
experts in mathematics and will be subjected to reliability test
analysis. To measure the academic achievement of the student the
following scale is to be use in the interpretation of data adapted
from DepEd order No. 8, series of 2015.
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Descriptive Rating Qualitative interpretation
Did not meet the expectation
Below 75
75-79 Fairly Satisfactory
80-84 Satisfactory
85-89 Very Satisfactory
90-100 Outstanding
The researchers made used of the questionnaires. The
questionnaires are the same for the twenty (20) selected student. The
questionnaires were distributed to the respondent directly. The
researchers then guide them in the case that they have any question.
This section contains 5 Likert scale with the response ranging from
“strongly agree” “neither” for the time playing online games. The mean
was interpreted as follows strongly disagree in the point range of
1.00- 1.80- 2.60 neither 2.62 - 3.40, agree 3.41-4.20, and strongly
agree 4.21 - 5.00
22
Research Locale
This study will be conducted in San Isidro High School of
Malipayon, Inc. Located at Purok 1 Malipayon, Pangantucan, Bukidnon,
Philippines. Presently, it has 12 faculty staff and 200 students
coming from the barangay itself and the neighboring barangays as well.
This institution is under the division of Bukidnon and is headed by a
school Teachers in Charge. This study will be investigating the
relationship between time playing online games and academic
performance of Grade 10 student in San Isidro High School Malipayon,
Inc.
23
Figure 2. Map of San Isidro High School of Malipayon, Inc.
Data Gathering Procedure
In order to perform this study, survey and questionnaire are
used. The researchers provide a letter of authorization to the school
Teacher in charge and adviser teachers to conduct a survey as part of
the data collection process. The respondents are from grade 10
students of Junior High School student of San Isidro High School of
Malipayon Incorporated. Next, after assuring them that the information
acquired will be kept private, the researchers handed them the
questionnaire.
Statistical Tool
Descriptive statistics such means, percentages and standard
deviation will be employed to determine the students time plying
online games and academic performance for the first semester of
Academic Year 2023-2024. In this study the researchers are to
investigate the relationship of time playing online games and academic
performance of grade 11 students in San Isidro high school of
Malipayon, Inc. Quantitative measures such as statistical package for
the social sciences (SPSS)test are run to determine if a statistically
significant relationship between the time playing online games and
academic performance in San Isidro High school.
24
Ethical Consideration
Ethical issues were considered to very important in
conducting research of this kind. For this reason, the researcher took
into consideration to the ethical issue in the study. This study was
done in an ethical manner, and was in line with both moral and
practical issues in research. The consent of the respondents was
sought before the study was carried out. In gathering data for the
study, the respondents were aware about the purpose of the research
and the objective it meant to achieve. The respondents were also
encouraged to feel free and be objective as possible in giving out
their responses as outmost anonymity and confidentiality is assured in
terms of how the findings were revealed. Participants were also
assured that names would not use and specific reference would not be
made to individual to allow anyone to discern the real persons being
referred to the study.
Sampling Procedure
A Simple Random procedure was used for selecting the participants
in this study. This procedure was employed to insure fairly equal
representation of the variables in this study. The selection of Junior
high school students was by simple random sampling. This was achieved
25
by writing the names of junior high school students in a piece of
paper which was folded and put in a hat. After through reshuffling,
the researcher selects from the folded piece of paper as respondents
until the required respondents was obtained.
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SAN ISIDRO HIGH SCHOOL OF MALIPAYON, INC.
CHAPTER 4
PRESENTATION, ANALYSIS, AND INTERPRETATION OF DATA
The presentation, analysis and interpretation of data gathered
are presented in this chapter, this also contains the presentation of
data in table form along with their corresponding interpretation.
Table 2.1
The frequency and percentage distribution of respondent’s response in
terms of their Interest.
Statement SA D N A SD Total
Online games gave me an
excitement that I cannot 25% 20% 15% 15% 75%
explain.
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SAN ISIDRO HIGH SCHOOL OF MALIPAYON, INC.
CHAPTER 5
SUMMARY, CONCLUSION AND RECOMMENDATIONS
28
References
A. Journals
Kuss, D.J, and Griffith’s, (2012). Internet gaming addiction: A
systematic review of empirical research. International Journal of
Mental Health and Addiction, in press.
Kuss, D.J., & Griffiths, M.D. (2012). Online Gaming addiction in
children and adolescents: Journal of Behavioral Addiction in press.
Li, H. & Wang, S. (2013). The Role of cognitive distortion in online
game addiction adolescents, Journal article.
Wu, Jiming; Liu, De. Journal of Electronic Commerce Research; The
Effects of trust and enjoyment on intention to play online games.
B. INTERNET
Anand V. (2007). The correlation between video game usage and academic
Performance.
Anderson and Dill (2000). Negative correlation between hours played
and grades.
AC Oei and Patterson, (2013). Enhancing cognition with video games.
29
Calvo-Ferrer JR, Belda-Medina J. The Effect of Multiplayer of Video
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Dennis O. Dumrique. Effects of Online Games on the Social Behavior and
Academic Performance of Respondents.
Freeman D., Lucas Blinka, and Jakub Mikuska. The Role of Social
Motivation and Sociability of games in online game addiction.
Gina Lai and Fung (2019). Positive effects of online games on the
growth of students.
Granic, I et, al., (2014). The benefits of playing video games.
Hitch and Duncan (2005), Shaffer, Halverson, & Gee (2005). Faculty
should understand games for better in-class learning. Addiction and
Academic Performance:
International Data Corp. Majority of online gamers are students under
23 years old; there’s potential to harness online gaming for
collaborative education.
Jackson et, al. (2008). The Effects of Video game play on academic
performance.
Jennifer G. Castillo. The Role of Computers and Internet in Building
Social Capital and Community Capacity Negative Correlation;
Joel Yuvienco.Online games, viewed as a strategy, can improve problem-
solving skills and decision- making, particularly under time pressure.
30
Jeong and Kim (2011), Wu et al. (2016), Xu et al. (2021). Parents
often oppose online games, and restrictions are higher among
adolescents addicted to them.
Justin Visda, Heinson Tan, Bryan Yarano. Online games can lead to
addiction, causing students to neglect tasks and studies.
M.Mora- Cantallops (2018). Exploring player experience in ranked
league of Legends.
Oliver et, al. (2016). Video Games as Meaningful Entertainment
Experiences.
Olatz Lopez Fernandez (2018). Measuring Female Gaming; Gamer Profile,
Predictions, Prevalence, and characteristics from Psychological and
Gender Perspectives.
RK Valaitis (2005). Computers and the Internet: Tools for youth
empowerment.
SWS (2007), AMA Poll (2008). Both genders can improve spatial skills
through video games; potential technology careers may arise from
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and opportunities presented by online gaming in the context of
education.
Wack and Tantleff-Dunn (2008), Griffith’s, and Park (2007).
Negative Consequences, addiction, and potential impact on academic
Performance.
31
Wood R.T.A., Griffiths, M.D. and Parke, A.(2007). Experiences of time
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Yee (2006). Motivations for play in online games.
32