Beruflich Dokumente
Kultur Dokumente
PNTC Colleges
TVL 11- B1
Joemari Cordon
Danzhel Alcober
Jewel Fortez
Cedric De Roxas
Chapter I
Introduction
Every student has his own way to relieve his stress by doing different things like
reading books, researching for additional information and doing his assignments. The
problem focused on in this study is the fast modernization of our technology and because
of this, students are spending more and more time in playing online games.
According to Robinson (2016) that the online gaming is one of the widely used
leisure activities by many people. Teenagers who are playing these online games said that
they are playing these games just for fun, to keep away from the heat of the sun, without
knowing that there are a lot of effects of playing these games that are more than what
they think. Playing online games, according to some research is beneficial. It enables the
mind of the players to be more active, especially those puzzle-based games. It helps the
player to come up with decisions in tight situations, especially those adventure games that
keep the players to be alert, active and strategic. Playing these types of games makes the
player experienced different feelings because it is as if the player is really the one taking
the challenges. Despite those benefits, playing these games also bring negative effects. It
requires much of the player’s time, leaving school activities and home works unattended.
Gaming addiction is associated with higher rates of anxiety and depression, and
diagnostic criteria for gaming addiction. These adolescents were mostly male and had
associated with academic achievement. So far there are no studies conducted as to the
percentage of senior high school students who are hooked to online games, thus, this
study would like to find out factors why senior high school students are addicted to
online games.
The researcher asked some student of PNTC about their experienced in playing
online games. According to the bravo student of Grade 11, They experienced that playing
online games can affect their academic performance. The addiction to online games can
lead to procastination and laziness of the students and can affect how they do or finish
The researchers and the observers would like to know the reasons and effects in
exposing online games. There are many ways to spend their vecant hours, but why a lot
of student choosing to play online games. The research problem that we are going to
solve needs a lot of attention and studies in order to understand and answer this kind of
problem.
The main objective of this study is to give attention to the student who are
addicted in online games and change their mindset that online games is one of the reason
why their academic performaces are affected. Based on the researcher’s opinion and
experiences, online games really affect the academic performances that will lead to poor
academic performance of the student. So that the researcher will do their best to find an
The goal of this study (Cohort Design) is to identify the possible Effects Of
2. What are the effects of online games exposure on the selected Grade 11 student in
their academic performance?
3. What is the reason why the selected Grade 11 student of PNTC over exposed in
online games?
The focus of this study are the student of PNTC Colleges Damarinas. In this
study, the researcher will gather data and information in the said school. The researcher
will only focus in this particular school and by not gathering data and information in
other institutions. The reseacher will use the Cohort Design in this study.
The researcher should be use simple method and sampling procedure and accept
The respondents of this research are the selected Grade 11 student of PNTC. The
research will be carried through within the campus of PNTC. The research will be
In this study, the beneficiaries are not only the researcher but also the student,
parents, administrator and the teacher. And when the research is done, there are many
benefits that can be absorb by knowing and understanding the effects of online games on
the students. After this study, there will action that will be done by the school to change
the mindset of the student about playing online games. So that the student that will
Administrator – the findings of the study will help the Administrator to be inform in the
situation of the student and think a possible way that there are going to do like different
programs so that the student spend their time in this kind of activities.
Teacher – the findings of the study will help the teacher to know what is the reason why
some student are not focusing on their academic performance that will lead to the student
learning of difficulties and think a possible activities that every student will enjoy and
participate.
Parents – the findings of the study will help the parents to be alert that their children is
having a difficulties in class and to guide them to change the student’s mindset in terms
Students – The findings of the study will help the student to identify its effects on their
academic performances and realize that this effects may affect the student learning of
dificculties.
Researcher – the findings of the study will help the reasercher to know what are the
Future Reseacher – the findings of the study will help the future reseacher to know
about this study and to give some information that they can help them to conduct a
research.
Chapter II
This chapter discusses different literature and studies related to the present study
which reviewed and applied to develop and construct the concept of the research.
These researches we study about the psychological factor, whether that is factor to
the online game addiction among students. Unlike with substance abuse, the biological
dopamine, but there’s more to addiction than brain chemistry (Rooij, Online video game
component to the addiction. Online gaming allows a person to escape the real world and
change the perception of self-worth (Rooij, Online video game addiction: identification
of addicted, 2010).
An online gaming addiction is not that far from drug addiction. Both are searching
for a way to make they feel better. The lure of a fantasy world is especially pertinent to
online role-playing games. These are games in which a player assumes the role of a
fictional character and interacts with other players in a virtual world. An intelligent child
who is unpopular at school can feel dominant in the game. The virtual life becomes more
appealing than real life. Too much gaming may seem relatively harmless compared with
the dangers of a drug overdose, but experts say video game addiction can ruin lives.
Children who play four to five hours per day have no time for socializing, doing
homework, or playing sports leaving little time for normal social development.
According to Lan Ying Huang (2010), by playing the online game features online
gamer participants may view the games as source of providing diversion and filling time.
“The biggest risk factor for pathological video game useseems to be playing games to
escape from daily life,” said Joe Hilgard, lead author of the study and a doctoral
play games to get away from their lives or to pretend to be other people seem to be those
most at-risk for becoming part of a vicious cycle. These gamers avoid their problems by
playing games, which in turn interferes with their lives because they’re so busy playing
Internet addiction gives the gamer to the unique psychological properties which is
the users increase their use of these internet services, the utility they gain from each usage
does not diminish, leading not only to self-destructive addiction but also to social ills.
When a problem, playing video games can interfere with real-life obligations such as
work, and players can end up lying about playing video games. The study found that
“problematic” video game use can have similar effects as other addictive activities, such
as abusing alcohol (Inwon Kang,2011). Games addiction shows the bad effect among the
people nowadays.
and has been shown to lead to consequences such as failing school, family and
relationship problem. It can make the people who has addicted will feel that the games
can provide opportunities for achievement, freedom and even a connection to the players.
Those benefits trumped a shallow sense of fun, which doesn’t keep gamers as interested
(online gamers anonymous, 2010). The role of media in advertising the games also make
more cause why the games addicted will be more interested with those games.The
advertiser spent $80 million to reach game players, this spending is expected to top $400
psychologists are unaware of and are thus unprepared to treat at present. Mu (2010)
points out that some of the main symptoms of Internet and online game addictions,
including the decrease in friend and face-to-face interactions with others, become
infrequent while the member of friends in the virtual world exponentially increases.
Ultimately, the psychokinesis becomes weaker and weaker over time. This means that
after a long time of playing online games, the players begin to realize the dangers of
online gaming. At this point players generally try to play less as they try to orient
Some ofthem say that they are co-related when some say that they are not. According
to Anderson and Dill (2009), 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 sayin g
thatthey 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
another paper claims that these games are not just for entertainment (Shaffer,
male because the culture is idealized hyper-masculine gender ideal. Violence is percei-
ved as manly. Hyper-male ideology believes in socioevolutionary theory says that only
the strong will survive. Destruction on vir-tual world can be beneficial if it is used pro-
perly like a channel to safely release anger and aggression. There will be no one har-med
because blood, fire and debris in onli-ne video games are only pixelwork, and all
experiences are simulated and virtual. The negative thing will occur if a player apply vi-
olent experience in virtual world to the rea-lity. In this case Klimnt suggests that heavy
users of violent video games should posses a higher cognitive ‘preparedness’ for over ri-
ding moral concerns as well as for avoiding violent behaviours in real life
addiction includes the Carpel tunnel syndrome in which the main nerve between the
forearm and hand is squeezed or pressed. Migraine headaches that normally begins in a
small spot and slowly spreads and giving you more pain that can cause you to vomit.
Sleep disturbance which includes insomnia, narcolepsy and etc. Backache, because the
gamer stays on one position for a long period of time. Lack of movement that can cause
According to Kuss & Griffiths, 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
just want to feel relief. During school hours, students tend to feel stressed due to loads of
school works and through playing it will relive their stress. Several studies in psychology
have found out that increased time spent on the Internet can lead to negative impact on a
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 with the
generations today.
This chapter discusses different literature and studies related to the present study
which reviewed and applied to develop and construct the concept of the research.
These researches we study about the psychological factor, whether that is factor to
the online game addiction among students. Unlike with substance abuse, the biological
Castillo. This article is distributed under the terms of the Creative Commons Attribution
License, which permits unrestricted use and redistribution provided that the original
author and source are credited. This study was conducted to assess and find out the
impact of online gaming on the academic performance and social behavior of the students
they play online games, they know how to socialize well and they can perform very well
These researches we study about the psychological factor, whether that is factor to
the online game addiction among students. Unlike with substance abuse, the biological
dopamine, but there’s more to addiction than brain chemistry (Rooij, Online video game
component to the addiction. Online gaming allows a person to escape the real world and
change the perception of self-worth (Rooij, Online video game addiction: identification
of addicted, 2010). An online gaming addiction is not that far from drug addiction.
Online Game as Addiction among Senior High School Students of Southern City
Colleges
McLean and Mark Griffiths (2013), the study sought to determine (a) the role and impact
of video games in the lives of young people within a technological society, and how this
impact can occur (b) The exposure of young people to violent video games may viewed
within the context of risk factors for the development of aggression and as such an
understanding of the research within this area, 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,
Online games can be addictive and that some online games have been associated
with aggressive behavior. However these studies have been relatively controversial as
they examine these factors using self-report methods and artificial scenarios. This type of
research is fraught with problems and criticism. Stated the 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 to children especially to teenagers. They tend to be
hook by the computer. On the other hand, online gamers can also benefit on playing
online games. A great variety of forms have been developed and put into practice to
enhance learning, offer solace, to drive away boredom, and/or to persuade players to
adopt certain actions and opinions. The game play improve various thinking skills but
that it can also boost cognitive speed for those who play action games and can also
improve cognitive accuracy for players who solve puzzle and strategy games Bushman
(2013) The more you play, the more aggressive you become: a long-term experimental
study of cumulative violent video game effects on hostile expectations and aggressive
Violent video games cause aggression in young females that young female adults
with the mean age 22, with no prior experience of playing video games, were asked to fill
in the Buss Perry Aggression Questionnaire before and after playing violent video game,
last stand and non-violent video game tetris. Tracy Miller (2013) add because computer
game addiction is a new development in the world of mental health, treatments are not as
well established as those for depression, anxiety, anger, etc. Most interventions take a
cognitive-behavioral approach which involve changing how the addict thinks about the
addiction Lojo (2009) conducted a study on the effects of playing computer games on the
academic performance and behavior of high school students. The results of her study
disclosed that to maintain the good academic performance of students, parents should set
limits on how often and how long their child is allowed to play video games.
The effects of electronic games and other factors in the grade five pupils’
academic performance at A. Quezon elementary school, DEPED, Manila was looked into
by Dorol (2009). Dorol concluded that electronic games were related significantly to
pupils’ academic performance with correlation of .194 significant .o21 levels. This means
that the computer games played by the pupils before going to sleep, after taking lunch or
supper, and during recess significantly related to their performance in school. Mandanas
(2009) conducted a study on the effects of playing computer games and students’ profile
National High School, Canlubang, Calamba City. The study concluded that 18 most of
the students playing computer games and the students’ profile both have a significant
effect on the socialization on the students but no significant effect on the academic
Laguna, Philippines
Studies indicate that children who play computer games can improve visual
intelligence skills. Parents believed that computer use is related to better academic
performance of the children. It was found that high school students who used educational
software at home scored significantly higher on computer literacy tests than other
academic performance. Other studies also found that students who own computers at
home had higher over-all grades, particularly in Math and English, than those without
home computers. On the other hand, a study done in Taiwan by Chuang and Chen (2009)
investigated and discovered that digital games improve children’s cognitive achievement
and can facilitate student’s cognitive learning process. Moreover, the findings indicated
that digital game playing not only improves participants’ fact/recall processes, but also
question on which type of digital games works best for students was not discussed in the
study.
According to The academic research, playing computer games may not be all that
bad for your children. Jeng wei states that educational games can be effective assisting
tools in the educational areas of management, medicine and science. If you choose the
right educational computer games, your child may learn better problem "solving skills
and eye" hand coordination. your child may also get the ability to thing fast and thing of
multiple things all at once. skiills obtained from playing computer games may help your
child learn unlikely when it comes to his studies. if your child is struggling in one of his
school subjects, there are many educational computer games available for him. There are
math and reading related games that may help boost your childres skills. These games
can be both fun and educational for your children some studies have found that video
games are similar to addictions such as gambling which create negative social effects.
massively multiplayer online role playing games have been called heroinwarel because
they are simultaneously competitive and highly social and other studies have noted
positive aspects of the games such as the ability to experiment with aspects of individual
Causes and Effects of Online Video Game Playing among Junior-Senior High
School Students
According to the Students that Addiction to the internet shares some of negative
aspects of substance addiction and has been shown to lead to consequences such as
failing school, family and relationship problem (Brian. D. NG, M.S & Peter. W. H,
2010). It can make the people who has addicted will feel that the games can provide
opportunities for achievement, freedom and even a connection to the players. Smyth's
research found that online games create greater negative consenquences in health , well
being, sleep, socialization and academic performance of a person but also gives positive
Playing video games can give some positive benefits, such as improved hand-eye
coordination and the potential fot improved academic skills (as when “educational”
games are played) (Charles, 2011). According to Raise Smart Kids: “The Good and Bad
effects of video games”. Certain type of video games can help train kid to follow
instruction as well as helping them develop their problem solving and logical thought
processes. Kid can also learn inductive reasoning and hypothesis testing.
Theoretical Framework
Game theory is the study of human conflict and cooperation within a competitive
situation. In some respects, game theory is the science of strategy, or at least the optimal
pioneers of game theory were mathematicians John von Neumann and John Nash, as well
as economist Oskar Morgenstern. Systems theory has two branches, general systems
theory and ecological systems theory. Systems theory is about how the different parts put
up a whole and within the whole they interact with each other. It emphasizes on
p.142-143). Differences and values between systems theory and other theories are that
systems theory focuses and deals with ‘whole’ and while other theories only analyze
parts of the whole (Hanson cited in Payne 2005, p.142-143). However, the parts of the
systems interact in many different ways, which explains that systems have both
equifinality and multifinality. Equifinality is about how different methods can lead to the
same results i.e., there are many factors that can lead a person to become addict to online
games. For instance the friends or relatives of a person may play online games a lot,
which can influence the person to start playing games and later to get addicted to it. The
other example may concern the competition and challenge among these students who are
full of ambition to play online games. They are eager for more success and higher score
than others and therefore have to pay more time on playing games. Research carried out
by the center for Internet Addiction Recovery (Young, 2010, p.357) revealed that some of
the younger hardcore gamers suffered from emotional disorders that prevent them 14
from properly socializing with others and they thus turned to MMOGs as an outlet to
experiment with various aspects of their personality, or it can simply be influenced by the
environment that gamer is in. One of the commonly stated factors in that psychologists
blame for online game addiction is the rapid development of technology. Young (2010)
states that the evolution of the video game from a single player game to an interactive
multi-player world induces the players to has the ability to control and alter the universe
where they are in and via their character they transform these games into “self-contained,
three dimensional societies” (Yong, 2010, p. 357). Over time as the player continues to
transform this new world of their online, player’s character begins to seep into their out-
game life and the brain begins to identify this character as being the true reality. On the
contrary, multifinality concerns that the same situation can have different outcomes, e.g.,
two people have the same group of friends who play online games a lot, one of them may
start playing with their friends, and another may go finding some other interesting things
instead of playing games (Payne, 2005, p.145). Systems and ecological perspectives
focus on the effects of one individual on another and the interrelated and interacted
connections between each other. It presumes that every part in the system is necessary
and interrelated in order to maintain the system itself (Payne, 2005 pp.157-158). Our
research focuses on the relationship between gamers and their families, the health of the
persons as well as the individuals’ achievements in school. There are three major systems
around an individual from these perspectives, in which the individual and its closest
the community and local environment are being seen on the meso-level (Healy 2005,
ch.7).
Conceptual Framework
The input of this study are The analysis of data through The output of this study is
the possible effects of the use of questionaire and to determine and understand
online games to the Grade informal interviews. how online games affect the
11 student of PNTC in academic performance of
Dasmarinas Campus and the student. By that, they
how it affect the students will be informed about the
when it comes to the consequences of excessive
academic performance. play.
a. Age
b. Sex
This diagram aims to summarize the whole study. There are three boxes. The first
box indicates the input, it contains the variables and the respondents of this study. The
second box indicates the process, it contains the methodology and instruments used in
this study. The third box indicates the output, it contains the possible outcome of the
study.
Chapter III
Research Methodology
Research Design
description of things and not to their counts or measures. This research answers how and
when a certain phenomenon occurs. Qualitative research approaches are employed across
the social and natural sciences; in less academic contexts, areas of application include
and journalism. The reseachers used the Cohort Design as this is the most applicable
study that samples a cohort (a group of people who share a defining characteristic,
typically those who experienced a common event in a selected period, such as birth or
a panel study, a panel study is not always a cohort study as individuals in a panel study
The research will be carried through within the campus of PNTC Dasmarinas.
Training Education (MET) provider in the Philippines. As an HEI, PNTC Colleges offers
courses pursuant to the 1978 IMO Convention on the Standards of Training, Certification
approximately 4,500 students and tens of thousands of trainees per year, and four major
sites in Intramuros, Manila, Tanza and Dasmariñas, Cavite, and in Aurora Boulevard, it is
The target population for this research defined to include the student of PNTC.
The respondents for this research are Grade 11 student who are part of ABM, STEM and
TVL-Maritime courses. For some studies, the population may be small enough to warrant
the inclusion of all of them in the study. But a study may entail a large population which
cannot all be studied. That portion of the population that is studied is called a sample of
the population (Nworgu 1991:69). A sample in this study is, therefore, a smaller group of
elements drawn through a definite procedure from an accessible population. The elements
Research Instruments
instrument for this study. The selected Grade 11 student of PNTC were interviewed. The
interview questions were aimed to know the effects of online games on the academic
A semi-structured interview is a meeting in which the interviewer does not strictly follow
a formalized list of questions. They will ask more open-ended questions, allowing for a
discussion with the interviewee rather than a straightforward question and answer format.
After the pilot testing and all necessary modifications, the questionnaires were
administered directly to the chosen sample for the study. One hundred copies of the
questionnaire given out were successfully completed and returned. The possibility of
retrieving back all the questionnaire was as a result of the researchers colleagues who
offered a helping hand. The opposite could have been the case if the researcher had taken
the lonely task of going round the schools to collect the questionnaire.