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Chapter I

INTRODUCTION

Background of the Study

The technology progress at a fast pace and many more other things are created
throughout the years. Because of technology, new things are created that provide and lightens
human work or activities. Computers were created because of technology.As computer is
known for the most helpful thing that man created by itself and that's why computer plays an
important part in our lives. It made us to believe impossible to be possible as in this era most of
the things work through the help of computer and other possible technologies. And one of the
thing that computer created are online games.

IG GLOBAL DICTIONARY (2019) define online games as games that are played over some form
of computer network, most often the Internet. Online games can range from simple text-based
games to games incorporating complex graphics and virtual worlds populated by many players
simultaneously.

Online gaming is one of the widely used leisure activities by many people. For some people it is
said that playing video games has a number of reasons to be played, for it can be a stress
reliever, challenge and competition, relaxation, enjoyment, social interaction, and even mentally
escaping from the real world. Students' learning takes place unexpectedly, but the inappropriate
usage of playing online games also leads in some problems such as being distracted in school.
Further, it is where the attention of the child were divided that even their health and social life
is unknowingly affected(Dumrique & Castillo, 2017)

Meanwhile, there are several studies in psychology have found out that increased time
spent on the Internet can lead to negative impact on a person's ability to communicate
appropriately face-to-face with friends, peers, family members including parents. 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 with the generations today(Rock & Dave, 2009)

Nevertheless, It became a phenomenon in our surroundings especially in the group of the


students. Hence, the researchers felt the need to determine the impact of online games to the
students. The purpose of this study was to find out if there is a significant relationship between
the extent usage of playing online games and the students' intellectual capacity in relation to
their academic performance.
Statement of the Problem

This study aimed to discover the impacts of playing online games towards the
academic performance of the selected Senior High School students in Bentung-Sulit
National High School, Barangay Bentung, Polomolok, South Cotabato.
Specifically, it sought answers to the following sub-problems:

1. What is the percentage of students who play online games in terms of?

a. Mobile Legends

b. League of Legends

c. Rules of survival

d. Point Blank

e. DOTA 1 / DOTA 2

2. What is the extent usage of playing online games of selected SHS students

of BSNHS?

3. What is the level of academic performance of the students?

4.Is there a significant relationship between playing online games and the

academic performance of the students?

SCOPE AND DELIMITATION

This study will be conducted to determine the significant relationship between the
extent usage of playing online games and the academic performance of the selected Senior
High School students in Bentung-Sulit National High School of Barangay Bentung,
Polomolok, South Cotabato for school year 2019-2020. Specifically, the general
purpose of this study is to determine the extent usage of playing online games in terms
of moblie legends, league of legends, rules of survival, point blank and dota. Likewise,
the level of the academic performance of the students.
The respondents of this study are the students who belong to all the sections from
grade eleven to grade twelve students with a population of one hundred five (105) students but
only are selected using stratified random sampling.On the other hand, the researcher
started conducting on June 2019 and will end on October 2019.

SIGNIFICANCE OF THE STUDY

The researcher is hoping for the result and outcomes of this study at its best.

Hopefully this may be a great help and beneficial to the following persons.

To the students. This study may give information about how online games affect the

students. On the other hand it will promote awareness regarding the certain matter.

To the teachers.This study will be a keystone for the teachers to identify the random students

who are addicted to online games so that they will help the students to avoid the addiction.

To the parents. This study is very important to the parents to help them know whether their

children are addicted or engaged to online games.

To the future researchers. This study will help our future researchers who are conducting re-

investigation or parallel researches. They may utilize the results and recommendations at the

end of this study as reference for their respective researches.


To the researchers. This study may help the researcher to answer their curiosity regarding the

topic.

References:

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