Research Paner
Research Paner
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.
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
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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-
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