Beruflich Dokumente
Kultur Dokumente
A Research Study
Presented to:
In Partial Fulfillment
(Practical Research 1)
By:
BALDONADO, ANDREW
BIAG, RIVA
ALINSUB, MARYJOY
VILLA, NICOLE ANGELINE
ABIÑION, FRENA MAE
March 2018
APPROVAL SHEET
SCNHS” prepared and submitted by Andrew Baldonado, Riva Biag, Maryjoy Alinsub, Nicole
Angeline Villa and Frena Mae Abinon in partial fulfillment of the subject requirement in Practical
Research 1 - General Academic Strand in SCNHS, Maujo, Malitbog, Southern Leyte is hereby
Accepted and approved in partial fulfillment of the subject requirements in Practical Research 1-
The researchers would like to express their sincere gratitude to the following who contributed
To our school head, Mrs. Cresencia Piñero, for allowing us to conduct a survey for our
To our research adviser, Ms. Donna Oben, for her time in answering all our queries about
To our Practical Research 1 subject teacher, Ma'am Aster Castro, her patience and
To the respondents, who willingly participate and answer the questionnaire veraciously;
To our friends who believe in our capabilities, inspire us and make our weary days lighter;
To those who criticized our work, you ignite more our spirits to accomplish what we have
started;
To the Almighty One, whose ways are better than ours and never let go of our hands in
times of need.
DEDICATION
First of all, we dedicate this study to our Almighty God that no matter how full life of struggles
that we have to comply this project, He is always there to guide us always and make us strong to
Second, we dedicate this research to our self because no matter how difficult this project is, we
We also dedicate this research project to our Alma Mater Sta. Cruz National High School that
this can be able to help this institution to solve the issue about online gaming.
Lastly we dedicate this study to our parents who support us emotionally and financially, even
though it’s a waste of money for them still they don’t give up on supporting us.
TABLE OF CONTENTS
Table of Contents ii
Approval Sheet iii
Acknowledgement iv
Dedication v
I INTRODUCTION
Rationale 1
Statement of the Problem 2
Significance of the Study 3
Scope and Delimitation 4
REFERENCES
APPENDICES
Appendix A Letter Of Request
Appendix B Research Instrument
Curriculum Vitae
Chapter I
INTRODUCTION
Rationale
The extent use of the internet has brought to many changes in our daily life. In particular,
this extent has also led to the rise of online gaming. On which every student is now engaging that
game. Online gaming can refer to any type of game that someone can play through the internet or
over a computer network. Most of the time, online gaming refers to the video games played over
Commented [1]:
the internet, where multiple players are in different locations around the world. In that new way of
gaming, children particularly the students are being addicted. And in that case online gaming
addiction is present. Online gaming addiction is the excessive and unhealthy amount or way that
gamers play. Rather that engaging in real world. Online gamers devotes the majority of the time
in playing games over the internet. And they just ignore their major responsibilities just to obtain
higher ranks in their game. Online gaming addiction is the most crucial issue of nowadays that
every school faculties are dealing. This issue is now widely spreading and uncontrollable. Because
Gamers or players are addicted to online games because they love the beauty behind the game.
They love the way that online games provide every player a different world. A world that they are
not bounded by anything and there is no limit for them. And they can be whoever they want and
accomplish certain things that they never do in real life. A world behind the screen that even who
you are, no one will ever know you. And players are also addicted to online games because it gives
them satisfaction by the challenge it portrait on which you are pitting for skill.
According to Charlton & Danforth, 2010; Huh & Bowman, 2008 one of the prominent and
worrisome technology related addictions is online game addiction. Building on our definition of
general technology addictions, online game addiction is defined as a state of dependency on online
games which is manifested through the compulsive pattern of seeking and use behaviors that take
place at the expense of other important activities. Online video games have become a popular form
of electronic entertainment, especially among children and adolescents (Choi & Kim, 2004;
Griffiths et al., 2003; Griffiths et al., 2004). According to Barnett & Coulson, 2010; Liu & Peng,
2009, while not all online games are addictive or harmful, some games, such as “EverQuest”, and
the “Dark Age of Camelot”, and many massively multiplayer online games can be addiction-prone
due to their interactive and collaborative/competitive nature. These features give such games a
social aspect which may be missing from offline activities, and make it difficult to stop playing
(Young, 2010b).
Everyone who plays video games has a different reason for playing, and the usage of the game
leads to different effects for each individual. Childhood upbringings, peer influences, pressures at
school and family issues are all factors that have a strong connection with the effects of gaming
on individuals. Video games maybe therapeutic for some people, but the small amount of people
who are negatively affected by gaming impact are many. And what happen now in our research
locale is that the extent playing of online games brings a burden to every faculties in our school.
On which every players skip classes, others are spending their money for their gaming and gamer
tends to gain lower grade. And that what every teachers are worrying because they cannot control
their students. And also the access of playing station is easy due to the location of internet cafe
which is near the school base. And that make sense why addiction of online games is present in
Gaming addiction is still the mysterious problem, more terrifying than alcohol or drugs
addiction. , they are powerless over their addiction. But these addicts aren't hooked on drugs or
alcohol. They are addicted to online games. That’s why we researchers make this study for us to
lighten the minds of others especially the gamers and also to investigate the issue about online
gaming. And we choose this topic because this what the locale needed to be talk. Because the
future of children is at stake here. And we want to know as a researchers and a students, what are
the reasons, the effect and the things that can lessen or prevent the spreading. According to a
report of Syracuse University on the Science Daily website (2007), online games may have
significantly negative consequences, especially in the lives of students, through causing distraction
and interfering with important reaction of out-game life actions, such as academic performance,
health and social life. And this is the problem we must respond seriously.
The main goal of this study is to determine the effect of online gaming addiction to the
academic performance of the JHS students in SCNHS. Specifically, this study well seek to answer
1.1 Age
1.2 Gender
1.4 Length of time the respondents play online games (per hour)
1.5 Length of time the respondents play online games in a week (per day)
1.6 Amount of money the respondents spend for online gaming in a week (per day)
2. What are the effects of online gaming addiction to the JHS student’s academic performance?
3. What are the intervention strategies can be suggested to prevent students from online
gaming addiction?
We researcher expect a successful outcomes for our study for us to help every readers and
people minds especially the children who are in online games. We expect that this study can be
used as a way for them to stop their action. This study can be use a as a basis for the future problem
about the addiction of online games. And this study can help groups of people to understands what
works and why, what are the short and long-term implication, provide a justification and rationale
for decisions and actions, help to build a repertoire to help deal with unexpected, identify problems
the results, students particularly the children who are addicted in playing online games will have
an idea of what their action brings to their education. They will learn how to analyze the destruction.
Finally the groups of people that can benefit this study are the children, parent, readers,
guidance counselor, future researchers and community. Children, this study is primarily important
to children, for it will give them information about the impacts they may get from online gaming.
Parent, this study will help the parents to have enough knowledge about the impacts of online
gaming among their children. Readers, this study will help the readers to have the understanding
about the impact of online gaming. Guidance Counselors, this study will help to the guidance
counselor to have an idea how to manage their student. Future Researchers, this may serve as a
basis for future research that they will conduct. Community, this study will help community to be
This study was focused on the effects of online gaming addiction among the high school
In order to adequately accomplish the research purpose we decided to investigate the nature
of the effects of online gaming addiction. To do this we searched for scientific journals, reports
and doctorate papers related to the topic of our study. Related information that we gathered from
Related Literature
According to Diao (2003), everyone needs to express their feelings and thoughts. As such,
when a person cannot express himself or herself adequately he (or she) may get depressed.
Therefore, one way to release this depression or pressure would be through playing online games,
which enables gamers to chat and play with other friends and players on the internet. Another
explanation of why young people become addicted to the internet was proposed in that they were
trying to avoid societal pressure. Diao also said that some young people are naturally too shy to
talk to strangers face to face in reality, but when surfing the Internet or playing online games, they
can be whoever they want to be. As such, they can chat with the people they met online without
feeling any of the regular social pressures that come with physical meetings.
Kimberli Young (2009, p.12) stated that not only are children, teenagers, and college students
effected by online gaming addiction, but a growing number of adults are becoming hooked to
online gaming. While such cases are rare mental-health professionals say the fantasy worlds
offered by computer and video games can become the stuff of very real addictions that destroy
marriages and careers. People of all ages are quickly becoming immersed in this virtual fantasy
According to Kuss & Griffiths (2012a), gaming is a pleasurable pastime activity. However,
research suggests that excessive online gaming may in extreme cases lead to symptoms commonly
experienced by substance addicts, namely salience, mood modification, craving, and tolerance.
Particularly excessive engagement with both online and offline games appears to lead to addiction
in a small minority of players. Since video gaming is particularly appealing to children and
adolescents, it appears reasonable to suggest that these groups may be particularly at risk (i.e.,
more vulnerable and susceptible) of developing gaming addiction. Furthermore, it has been argued
that because of the 24/7 nature and almost mandatory excessive play required in playing online
games (such as World of Warcraft and Everquest), online gaming may be more problematic for 'at
Carey (2012) found out that the history of online gaming included contributions by many
different companies and entities. Online gaming began as multiplayer gaming, but has evolved to
Stated by Hassan (2011), online gaming is good and bad. Good for those who know their limits
and bad for those who fix themselves in the seats for long hours and cut off the interaction with
Rheingold (1993) stated that the one reason for the popularity of online games was that they
meld the fun and challenge of video games with the rewarding social aspects of online community.
Participation in online communities allows us to stay in touch with old friends, meet new people,
Related Studies
In the study conducted by Wood, Gupta, Devevensky & Griffiths (2004), online gaming can
be addictive. The research has tended to concentrate on negative aspects, such as excessive play
and addiction. Instead of spending their hours on studying and doing their homework, children
According to the DSM-IV (the current manual for classifying emotional, psychological, and
mental disorders), no. Although there have been calls from some mental health professionals (and
parents) to recognize computer game addiction as a "real" disorder, it has not been granted official
diagnostic status. As more research on the effects of excessive gaming is conducted, many believe
that it is only a matter of time before computer game addiction is classified as a compulsive
The study of Carrasco (2001) stated that computers have become a part of man’s life. Almost
all the things around us were made by computers with the aid of modern machines. Associated
with the computers is the internet where we can find online games. Online game has a big impact
Research Design
The method to be used in the study is descriptive method. This method aims to know effect
of online gaming addiction to the academic performance of the JHS students of SCNHS. The
researcher will use researcher-made questionnaire to collect the data to answer the problem of the
study. The researcher will conduct interviews to prove the information gathered.
Research Locale
The research locale of the study comprises of the places where the study took place. The
researchers focused on the JHS students of Sta. Cruz National High School located at Maujo,
The respondents of the study were the 20 randomly chosen JHS students of Sta. Cruz
National High School and 8 teachers from SCNHS also. The respondents of the study were chosen
Data Gathering
At first, the researchers looked for necessary resources that could help the study. They did an
intensive reading from the internet and asked opinions from research papers adviser. From these,
they were able to construct ideas and questions necessary for the questionnaire. After that, the
researcher roam around the school to hand in the survey questionnaire to the randomly picked
students of SCNHS. After a day, the researcher collect the questionnaire from the respondents of
the study. After the questionnaire was sent back to the researchers, the responses were analyzed
Research Instruments
Researcher-made questionnaire was used as the main instrument of the study to determine
the effects of online gaming addiction among the children JHS students of SCNHS. The designed
Percentage and ranking were used by the researchers to convert the numerical data
gathered from the questionnaire. Only tallying, getting of percentage, and getting of ranking were
the methods needed to come up with a conclusion on this study. Descriptive statistics which include
basic summary of the data gathered was used to explain further the result of the study. The
descriptive statistics used frequency, percentage, and ranking. These things would be explained
a. Frequency - pertains to the number of respondents that have the same answer in a
specific question.
b. Percentage - used to determine the ratio of respondents that have same answers with
Formula:
%= f X 100
n
c. Ranking – used to determine the order of the results according to their percentage.
Chapter IV
This chapter presents the discussion of the analysis and interpretation of data gathered from the
The study included several profile variables to gain the information about the respondents of the
10-12 0 0%
13-15 11 55%
16-18 9 45%
TOTAL 20 100%
Results indicate that out of 20 respondents, the age 13-15 has the frequency of 11 with a
percentage of 55% of the respondents and it means that most of the players have the age of 13-15.
And followed by the age 16-18 with a frequency of 9 and percentage of 45% of the total 20
respondents.
Table 2. Gender Distribution of the Respondents
Male 20 100%
Female 0 0%
TOTAL 20 100%
Out of 20 respondents, all of players are male which is in frequency of 20 at the percentage
of 100 percent. The findings revealed that majority of the respondents who are playing online
DOTA 2 10 1
RULES OF SURVIVAL 8 2
LEAGUE OF LEGENDS 3 4
WORLD OF WARCRAFTS 4 3
COUNTER STRIKE: 4 3
GLOBAL OFFENSIVE
HEARTSTONE 2 5
CROSSFIRE 4 3
Table 3 shows the online games commonly played by the respondents. The table indicates that
the most played online game is the DOTA 2 which has a frequency of 10 out of 20. The game
RULES OF SURVIVAL got a frequency of 8 which is being ranked as the second game that
GLOBAL OFFENSIVE AND CROSSFIRE got the ranked of 3 because they have the frequency
of 4 means that they play also that game. While the League of legends got a frequency of 4 and
HEARTSTONE GOT 2.
Table 4 .Length of Time the Respondents Play Online Games in a Day (per hour)
TOTAL 20 100%
Table 4 shows the length of time the respondents play online games (in terms of hour). It
shows that 11 out of 20 respondents are spending 1-3 hours for playing online games which is
equivalent to 55.5%; five of them are spending 4-6 hours for playing online games which is
equivalent to 25%; two of them are spending 10-12 hours for playing online games and 2 for 11-
13 hours equivalent to both 10%. This table indicates that most of the respondents are spending 1-
Table 5. Length of Time the Respondents Play Online Games in a Week (per day)
TOTAL 20 100%
Table 7 shows the length of time the respondents play online games (in terms of day). It shows
that 8 out of 20 respondents are spending 1-2 days in a week for playing online games which is
equivalent to 40 %: 9 out of 20 respondents are spending 3-5 day in a week for playing online
games which is equivalent to 45%; three of them are spending 6-7 days in a week for playing
online games which is equivalent to 15%. It indicates that almost all of the respondents are
10-30 7 35%
40-60 8 40%
70-100 3 15%
100-150 1 5%
160-200 1 5%
TOTAL 20 100%
This table shows the amount money that each respondents spend in their online gaming per
day. It shows that 10 students out of 20 respondents spend 10-30 pesos in their gaming
equivalent to 35% of the total respondents. 8 respondents spend 40 -60 pesos just to play
online games which is the percentage of 40%. 3 out of 20 respondents spend 70-100 pesos
in playing online games and both 1 respondents that spend their money 100-150 and 160-
200 pesos. With a percentage of 5%. By this, it indicates that most of the respondents spend
Challenge 6 5
Boredom 11 2
Connectedness 3 6
Emotional satisfaction 9 3
Alternative to negative 3 6
behaviors
Escapism 8 4
Table 7 shows the reason why respondents play online games. It indicates that all of the
respondents play online games just to have entertainment and fun, because it has the frequency of
20 out of 20 respondents. Followed by the reason boredom as rank 2 with a frequency of 11.
Emotional satisfaction reason got the 3rd rank having the 9 out of 20 frequency. One of the reason
why they play online games is escapism, which been rank as 4 because it got 8 out of 20
respondents. 6 of the respondents play online games because they want the challenge it offer, and
that reason is on rank 5. Lastly the reason connected and alternative to negative behaviors got the
last rank because both get 3 out of 20. This table shows that every respondents play online games
Table 8 . Effects
Yes No
to online games?
This table shows the effects of online gaming addiction. 11 out of 20 or 55% of the total
respondents say yes that their parents/guardians scold them because they play online games while
9 or 45% of the respondents says no or their parents doesn’t scold them because they play online
games. 11 out of 20 or 55% say yes that their parent ask them to stop playing online games while
9 or 45% say no that their parent doesn’t ask or beg them to stop playing online games. 13 or 65%
of the respondents say yes that they got lower grades as the effect of playing online games while
7 or 35% say no that they don’t get lower grade because of online gaming addiction. One of the
effects of playing online games is they tend to forget making project which 14 or 70% of the
respondents agree that they forget making projects because of online games while 6 or 30% says
no. 10 or 50% say yes that they feel frustrated if they cannot play online games during class hour
while the other half 10 or 50% say no. 11 out of 20 or 55% of the respondents says they cut classes
just to play online games while the other 9 or 45% says no. This indicates that there are few
respondents still know their limitation and few of them take their action safely to get rid of the
effects of online gaming addiction. But there are some parents let their children do freely and not
Summary of Findings
This research or study was conducted to determine the effects of online gaming addiction
to the academic performance of Junior High Students in Scnhs. This research was conducted
during the year 2018. Specifically, the study attempted to answer the following questions:
After the data were tabulated, analyzed and interpreted the following findings emerged:
1.1 Age
Out of 20 respondents, the age 13-15 has the frequency of 11 with a percentage of
55% of the respondents. And followed by the age 16-18 with a frequency of 9 and
1.2 Gender
Most played online game is the DOTA 2 which has a frequency of 10 out of 20. The
game RULES OF SURVIVAL got a frequency of 8 which is being ranked as the second
game that respondents commonly played and the WORLD OF WARCRAFT, COUNTER
STRIKE: GLOBAL OFFENSIVE AND CROSSFIRE got the ranked of 3 because theu
have the frequency of 4 means that they play also that game. While the League of legends
1.4 Length of time the respondents play online games (per hour)
There were 11 out of 20 respondents are spending 1-3 hours for playing online games
which is equivalent to 55.5%; five of them are spending 4-6 hours for playing online
games which is equivalent to 25%; two of them are spending 10-12 hours for playing
1.5 Length of time the respondents play online games in a week (per day)
There were 8 out of 20 respondents are spending 1-2 days in a week for playing online
week for playing online games which is equivalent to 45%; three of them are spending 6-
1.6 Amount of money the respondents spend for online gaming (per day)
There were 10 students out of 20 respondents spend 10-30 pesos in their gaming
equivalent to 35% of the total respondents. 8 respondents spend 40 -60 pesos just to play
online games which is the percentage of 40%. 3 out of 20 respondents spend 70-100 pesos
in playing online games and both 1 respondents that spend their money 100-150 and 160-
All of the respondents play online games just to have entertainment and fun, because
it has the frequency of 20 out of 20 respondents. Followed by the reason boredom as rank
2 with a frequency of 11. Emotional satisfaction reason got the 3rd rank having the 9 out
of 20 frequency. One of the reason why they play online games is escapism, which been
rank as 4 because it got 8 out of 20 respondents. 6 of the respondents play online games
because they want the challenge it offer, and that reason is on rank 5. Lastly the reason
connected and alternative to negative behaviors got the last rank because both get 3 out
of 20.
2. What are the effects of online gaming addiction to the JHS student’s academic
performance?
Being scold by parent, having lower grade, forgetting the project, feeling frustrated if cannot
play during class hours and skipping classes are the effects of online gaming addiction. 11 out of
20 or 55% of the total respondents say yes that thier parents/guardians scold them because they
play online games while 9 or 45% of the respondents says no or their parents doesn’t scold them
because they play online games. 13 or 65% of the respondents say yes that they got lower grades
as the effect of playing online games while 7 or 35% say no that they don’t get lower grade because
of online gaming addiction. 14 or 70% of the respondents agree that they forget making projects
because of online games while 6 or 30% says no. 10 or 50% say yes that they feel frustrated if they
cannot play online games during class hour while the other half 10 or 50% say no. 11 out of 20 or
55% of the respondents says they cut classes just to play online games while the other 9 or 45%
says no.
3. What are the intervention strategies can be suggested to prevent students from online
gaming addiction?
There were 8 out of 8 respondents which are the teacher, says that that online gaming addiction
can be prevented because it only needs a cooperation and discipline and addiction is just a
psychological disorder. The intervention strategies that teacher suggest are this following; 1.
Implement the non-gaming policy of students and law for the internet cafe/centers to prohibit
students from using or logging in to online games during school days and a punishment for them.
2. Students should be encouraged to join sport and religious activities and schools should provide
a student center in the school campus for the students to standby and to have another thing they
can do.3 Internet cafe owners should increase their rental pay of the computer so that students
can’t afford. 4. Lastly, parents should follow up their children, provide them guidance, monitor the
action of their children at school and control their children to avoid them from playing online
Conclusion
Online gaming addiction is something we must come to terms with as a society. Whether it is
decided to be a read full- fledged addiction, or just a compulsive behavior, it can still cause trouble
in people's lives. The problem will not go away either, it will probably only get worse, as designers
get a better understanding of what makes consumers want their games. We know that the effects
of online gaming will get worst also if we don’t think the possibilities of that action. Remember
that it takes a village to educate a child. Therefore everybody must cooperate towards the success
of the performance of each of us. The lack of attention from the side of their parents and school
teachers. And that social interaction problem should be solved. Young people should be provided
with the choice and the opportunity to read books and do some sports. They should be fairly
communicated and inspired to live real lives. Right words should be found to persuade them to
check on practice that real world and experiences of real life cannot be substituted with computer
fantasies. Young people should be aware that they carry the total responsibility for their lives and
they should live their lives the best they can, and do everything not to feel sorry for wasted hours
in front of the monitor. Our actions are the reason why we are today.
Recommendation
3. Students must learn to set aside their enjoyment and practice recreational
activities.
PERSONAL DATA
AGE: 16
SEX: LALAKI
CITIZENSHIP: FILIPINO
EDUCATIONAL BACKGROUND:
PERSONAL DATA
AGE: 17
SEX: BABAE
CITIZENSHIP: FILIPINO
EDUCATIONAL BACKGROUND:
PERSONAL DATA
AGE: 18
SEX: BABAE
BIRTHPLACE: MANILA
CITIZENSHIP: FILIPINO
EDUCATIONAL BACKGROUND:
PERSONAL DATA
AGE: 16
SEX: BABAE
BIRTHPLACE: MANILAHOSPITAL
CITIZENSHIP: FILIPINO
EDUCATIONAL BACKGROUND:
PERSONAL DATA
AGE: 18
SEX: BABAE
CITIZENSHIP: FILIPINO
EDUCATIONAL BACKGROUND: