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Chapter 1

The document investigates the effects of online gaming on the academic performance of Senior High School students at AMA Computer Learning Center-Naga during the school year 2021-2022. It highlights the dual nature of online gaming, noting both its potential negative impacts, such as addiction and distraction from studies, and its possible benefits, such as enhancing problem-solving skills. The study aims to provide insights for students, teachers, parents, and researchers regarding the relationship between online gaming and academic performance.
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0% found this document useful (0 votes)
7 views

Chapter 1

The document investigates the effects of online gaming on the academic performance of Senior High School students at AMA Computer Learning Center-Naga during the school year 2021-2022. It highlights the dual nature of online gaming, noting both its potential negative impacts, such as addiction and distraction from studies, and its possible benefits, such as enhancing problem-solving skills. The study aims to provide insights for students, teachers, parents, and researchers regarding the relationship between online gaming and academic performance.
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 Online Games to the Academic Performance of SHS students in ACLC-NAGA

SY 2021-2022

Vibal, Graciella Gail M.

AMA Computer Learning Center- Naga

MAY 2022
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CHAPTER 1

INTRODUCTION

Modernization had taken its toll on countries especially on growing ones as observed

with the growth of internet users. The internet acts not only as an entertainment but also an

essential professional resource for work, communication, and education. It is a creation that

gives everyone in the world instant access to an endless supply of knowledge. For some, the

internet has been used to have unlimited access to entertainment – watching videos, movies,

listening to music, and even online gaming.

The Internet is a global communication system which uses TCP/IP to transmit via

different types of media It is an interconnected network across different organizations like the

business, academe, private, and even government entity. It can send and receive all kinds of

information in the form of videos, graphics, texts, voice, and even computer programs.

This technology is worthy of attention to humanity especially the millennials, and one

example is online games. Online gaming can refer to a video game played through the internet.

The design architecture varies from text-based, sophisticated graphics and even virtual worlds

environments where players played in single, or multiple form different locations around the

world. Gamers can easily find opponents of a similar skill level when playing a head-to-head

game over the internet. Players also can compete in massively multiplayer games, where dozens

of players play an ongoing game in a virtual world. Moreover, despite its inherent advantages,

then Internet also has its drawbacks. Increasing numbers of individuals are getting hooked on

this technology and even to the point of being addicted.


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According to a concerned Internet Café entrepreneur, “Internet Café’s are seducing

youths to a new form of addiction, one which may not destroy their bodies as drugs do, but

which is certainly twisting their minds. Those who are mostly addicted in online gaming are

students. They sacrifice their allowances just to save for their bets on online gaming. In fact,

students already fail to remember their commitment in school and in their home. Accordingly,

video games have an immense impact in the lives of their family, it also distracting students and

compromise one’s jobs. This can be seen through their attitudes and worse in their absences in

their classes and workplace. J. Fieror (2019) said that he can't concentrate on what he is doing.

He added that most of the time his mind is not working for he is pre-occupied of the online

games he is addictive to. Although no definitive definition of addiction was given, aa study

found that those addicted to gaming consistently performed negatively in the academic setting,

while there was no negative correlation between time spent playing or engagement and academic

performance. Shao-I, Jie-Zhi, and Der-Hsiang (2017) also studied addiction (once again no

definitive definition was given) and noted a decrease in school performance when the student

was addicted to gaming. They found that gaming addiction physically impacts academic

achievement because the student is too involved in the game to do homework or prepare

academically. However, there is also plenty of research to suggest that interactive video games

can lead to increased academic performance (Anand, 2019). Smyth (2017) suggested that

complex games may lead to academic success by engaging players in problem solving, critical

thinking, and creativity. Skoric, et.al (2019) found that while game addiction leads to negative

academic performance, moderate engagement in gaming can lead to improved performance in an

academic setting. To sum up this overview of the recent literature on the relationship between the

usage of video games and academic performance, Anderson and Dill (2019, pg 17) quite aptly
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state the predicament in researching this topic: "There is no definitive answer to the question of

whether video games disrupt academic performance." As the literature review shows, much has

been said to support every aspect of the topic, both positive and negative. This study seeks to

answer the question: Does online gaming have an effect on academic performance of the

students?

Background of the Study

Online gaming addiction is a topic of increasing research interest. Since the early 2000s,

there has been a significant increase in the number of empirical studies examining various

aspects of problematic online gaming and online gaming addiction.

Online game is very popular today. Students nowadays are very prone to then gigantic

influence of technology. They have most the major portion on the online gaming rather than their

school performance or academic matters. Knowing that there is a huge scratch to academic

performance when you become addicted on using technology, epidemics are continuously

touching students one by one.

Education is an important element of investment in human and economic growth. Many

teachers, parents and netizens are continuously clamored for a tighter clamp over online gaming.

Protest mainly focused on how the trend is becoming a cause of distraction among students in

their studies. The online gaming became one of the necessities of students for it can be a stress

reliever, challenge and competition, relaxation, enjoyment, social interaction, and even mentally

escaping from the real world. For most of the students, online gaming is one of the best past time

that they acquire.


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It is undeniably questionable that playing online games provide something that no one

can give. Studies revealed that the human brain is easy to destruct and one of the reasons is using

technology. The education system tends to go with the flow with this constant change in the

society in order to get things relevant to the generations today. The dark side of playing online

games became an issue of debate in school. Thus, this study is conducted to determine the effects

of playing online games towards students’ academic performance.

STATEMENT OF THE PROBLEM

This study aims to determine the effect of online games to the academic performance of

Senior High School students in AMA Computer Learning Center-Naga. Specifically, it aims to

answer the following questions:

1. What are the online games commonly played by the respondents?

2. How much time do they spend playing online games?

3. What are the effects of online gaming to their academic performance?

SIGNIFICANCE OF THE STUDY

This certain study which predominantly targets to determine the effects of online gaming

to the academic performance among Senior High School Students in ACLC-NAGA will give a

new insight to the following:

Students. This study will help the Senior High School students of ACLC-NAGA be aware of the

significant effect of paying online games to their academic performance.


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Teachers. This will provide facts concerning the status of the academic performance engaging

online games that would embolden them to help the students by giving insight and useful

feedback regarding the result of this matter.

Parents. This will raise an awareness to them about how online gaming becomes a reason of

their children to neglect their academic responsibilities.

Researcher. This will help them be aware and be cautious about playing online games as it may

be a factor for their academic performance to decline.

SCOPE AND DELIMITATION OF THE STUDY

The coverage of this study is all about determining the effects of online gaming to the

academic performance of Senior High School students of AMA Computer Learning Center -

Naga. This study targets the Senior High School students of ACLC-NAGA to keep them aware

how online gaming affects their academic performance.

DEFINITION OF TERMS

Effect – a change that us a result or consequence of an action or other cause.

Online game – a game played using an any gadget which can only be performed by connecting

through the internet.

Internet – a global computer network providing a variety of information and communication

facilities, consisting of interconnected networks using standardized communication protocols.

Academic Performance – how students deal with their studies and how they cope with different

tasks given by their teachers.

Player – a person taking part in a sport or game specifically in an online game.


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Student – a person who is studying at a school or college

REFERENCES

Valdez, F., Baylen, R., Bustamante, A., Cabiles, G., Vallente, A. M., & Ablen, D. A. (2020).

Effects of Online Gaming on Academic Performance of GAS Students at Bestlink

College of the Philippines. Ascenders Asia Singapore – Bestlink College of the

Philippines Journal of Multidisciplinary Research, 2(1). Retrieved from

https://ojs.aaresearchindex.com/index.php/aasgbcpjmra/article/view/1585.

Aldus, K. (2018). Computer gaming effects on academic performance. Retrieved from

www.ehow.com/list/howonlinegamingaffectstheacademicperformanceofstudents/viewe/

59083.

Lojo. (2017). Conducted a study on the effects of playing computer games on the academic

performance and behavior of Senior High School students. Retrieved from

www.effectsofcomputergamesonshsstudents/10987

Dwyer & Dwyer. (2019). Gaming as an instructional variable. Retrieved from

https./onlinelib.org/dot.com/asdfghjty

Jenkins, H. (2018). Fans, bloggers, and gamers: Exploring participatory culture. New York, New

York: University Press. Retrieved from www.unipress.com.nyc


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