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Research Paner

This study investigates the impact of online gaming on the behavior of Grade 10 students at Calamba Bayside Integrated School during the 2023-2024 academic year. It aims to analyze students' profiles, aggressive behaviors, and the relationship between gaming and behavior, while providing insights for parents, teachers, and future researchers. The research employs a descriptive survey design and will involve 45 students to gather and analyze data on the effects of online gaming.

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Nel Abe Rana
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0% found this document useful (0 votes)
17 views4 pages

Research Paner

This study investigates the impact of online gaming on the behavior of Grade 10 students at Calamba Bayside Integrated School during the 2023-2024 academic year. It aims to analyze students' profiles, aggressive behaviors, and the relationship between gaming and behavior, while providing insights for parents, teachers, and future researchers. The research employs a descriptive survey design and will involve 45 students to gather and analyze data on the effects of online gaming.

Uploaded by

Nel Abe Rana
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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Introduction

Online gaming is the practice of playing video games with friends while
connected to the internet. is "therefore, a wide range of devices, including PCs, laptops,
mobile phones, and specialized video game a consoles like Play Station, X Box, and
Nintendo Switch, can be used to play online games.
There were about 2.2 billion gamers worldwide as of July 201 8 Nearly a third of
the world's 9 population, or about 7.6 billion people, are estimated to be gamers. There
are 2.2 billion gamers 7. worldwide, and 1.2 billion of them use PCs to play their
games(Gaimin,2018). Online games have presented a variety of difficulties, from
student behaviors that have a negative impact on their academic 9 performance to
constant personality changes for the better or worse.
The effects of violent video games on students' behavior in the classroom,
according to Farhana (2019). Semi-structured interviews with five secondary school
teachers were conducted to learn more about the opinions of the teachers regarding
student behavior in in the classroom. The main goal of the interviews was to find out
what the parents' main concerns were regarding their children's behavior in class and
during parent-teacher conferences.
This study's primary objective was to investigate how playing online games
affected students' conduct. investigating the potential behavioral effects of online
games.

Statement of the Problem


This study will determine the impact of online gaming in the behavior of the
Grade 10 students of Calamba Bayside Integrated School during the academic year
2023-2024.
1. What is the profile of the students in terms of.
1.1 age.
1.2 sex.
1:3 no of hours of playing.
2. What is the aggressive behavior of the students in terms of,
2.1 kicking.
2.2 teasing.
2.3 ignoring someone.
3. Is there any significant difference in the behavior of the students when group to
profile of the students?
4.Is there any significant relationship between the behavior of the students and them
playing Online games

Significance of the Study


The following will gain from this research:
Future Researchers
The outcomes will serve as a guide or inspiration for future research. Additionally,
the outcomes can be repeated in different contexts by including a different variable.
Parents
They will learn more about their gamer child's conduct from the findings.
Encourage them as well to be more aware of the risks associated with allowing their
children to play online games and to keep an eye on how much time their kids spend
playing.
Students
The findings of this study will encourage them to learn more about the impact of
online gaming on daily life. Additionally, students will receive information about their
social and psychological behavior to help them learn more effective strategies to control
the amount of time they spend playing to. online games.
Teachers
As the students' second parents, they become aware of the impact that online
games have on their own children thanks to this study, and they can cope with their
behavior and inform their children about the advantages and disadvantages of gaming.

Hypothesis
1. There is no significant difference in the behavior of the students when group
profile.
2. There is no significant relationship between the behavior of the students and
them playing online games.
Research Methodology
The methods will employ to gather information and data from the issue is
covered in in this chapter along with the procedures followed to support the study. The
impact of internet gaming on students' behavior will be ascertained using the study
survey approach. The goal of the survey tool, which takes the form of a questionnaire, is
to find out what respondents think about playing online games. This chapter will also
describe the statistical analysis of the data collection techniques.
Research Design
Researcher will used a descriptive survey design to create this study. The
researcher will try to t find a solution to the issue as well as justify and categorize the
study's goals Additionally, it will try to understand the various effects on their way of life.
To give you to accurate and pertinent information, descriptive survey research uses a
combination of quantitative and qualitative data. Descriptive survey design, a quick
research technique, engages the subjects who are the focus of the study's goal.
Population and Sampling
The study's participants would be the Grade 10 students at Calamba Bayside
Integrated School, this study will examine how high school students' online gaming habit
affects their capacity to do well in class. Only 45 Students of Grade 10 will be the target
population- as determined by a sample size calculation made using the quantitative
technique will be polled.

Data Analysis
The researcher will manually tabulate and process the data after reconciling
acquired data to get the specific way of analyzing and interpreting the results. In treating
the gathered data, the following instruments will apply:
1. Frequency and Percentage Distribution

f
Formula : P= × 100
N

Where:
P= percentage
f= frequency
N= total number of respondents
References
 https://pointguardsite.wordpress.com/2017/03/10/effects-of- online-game-
addiction-to-the-students-of-the-senior-high- school-students-of-southern-
christian-college/
 https://group1textandbeyond.wordpress.com/2017/03/09/effe ts-of-online-
gaming-on-the-academic-performance-of-grade- 11-students-in-sou thern-
christian-college-research-report/
 Rock, Dave. (2009, October 4). Easily distracted: why it's hard to focus, and what
to do about it(Blog Post). Retrieved from:
https://www.psychologytoday.com/blog/your- brainwork/200910/easily-
distracted-why-its-hard-focus-and- what-do-about-it
 Kuss, Daria J. and Mark D. Griffiths. (2012). Adolescent online J. gaming
addiction. Education and Health, 30 (1), 15-17. Retrieved from:
https://owl.english.purdue.edu/owi/resource/560/07/
 Anderson, Janna and Lee Rainie. (2012, February 29). Main findings: Teens,
technology, and human potential in 2020

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