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CHAPTER 1
THE PROBLEM AND ITS SCOPE
INTRODUCTION
Rationale
almost forgot that spending too much time with these technologies brought
that there are already so many computer games that are very entertaining.
Now that computer shops are everywhere, it makes computer easy to access
and this may also bring negative effects to students in their academic
challenges with the use of computer are confronting the senior high school
students of UC-METC not just in their health but also their academic issues.
solution for it. These challenges relate to the entire grade 12 students of UC-
METC most especially the senior high school students. The beneficiary of
this research study are the senior high school students of UC-METC, and
their parents. This study will help the students to avoid the excessive use of
computers, and to know the effects of computer addiction. This also helps
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the parents to guide their children in order for them to limit the computer
If you regularly spend more time on the computer than you intend to,
problem, there are effective treatments that can help people who are addicted
Theoretical Background
incentive theory proposes that people are pulled toward behaviors that lead
to rewards and pushed away from actions that might lead to negative
punishment. Perhaps you studied for an exam in order to get a good grade,
incentive to gain something in return for your efforts. incentive theory states
What type of rewards? Think about what type of things motivate you to
study hard and do well in school. Good grades are one type of incentive.
Gaining esteem and accolades from your teachers and parents might be
motivates behavior. In many cases, these external rewards can motivate you
to do things that you might otherwise avoid such as chores, work, and other
It is the same in playing online games, where students are addicted to online
can, get cool items that you can boast of and to and to motivate yourself
THE PROBLEM
addiction among Senior High School students in UC-METC. This study will
will be aware of the possible outcomes that will affect their physical, mental,
and social health that the cause is using too much computer and to help them
prevent from being sick or to have an IAD (Internet Addiction Disorder) and
other negative health effects that may come. This also helps them to identify
if they are computer addicts, to limit their usage of computers, and to help
Parents- this will also benefit the parents to help them identify if their child
is a computer addict, to help them guide and forbid their child to have an
DEFINITION OF TERMS
Academic Issues- Are issues that affects the learning of once student.
It causes the students career to fail due to lack of attention from teachers,
bullying, fatigue, stress, depression and other issues that are great threat to
G12 Senior High School Students- They are the Respondents that
reduce hunger or enroll in college to earn a degree. The forces that lie
nature.
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CHAPTER 2
REVIEW OF RELATED LITERATURE
time spent playing video games and the GPA and SAT scores of students.
This means that GPA and SAT scores decreased as time spent playing
increased.
Disorder). They may not be able to know that they have this disorder until
they realized that playing or using computer is more prioritized than doing
school works. Students get so obsessed with online gaming like Defense of
the Ancient, left for Dead, Cabal, etc. that they tend to sacrifice their
academic sides just to go to computer shops and play, not noticing the time
they spend too much time on the Internet rather than on their studies Chou et
al. (2005).
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lying or hiding the extent or nature of your online behavior, and an inability
to control or curb your online behavior. If your Internet use pattern interferes
with your life in any way shape or form, (e.g. does it impact your work,
family life, relationships, school, etc.) you may have a problem. In addition,
if you find that you are using the Internet as a means to regularly alter your
the actual time spent online that determines if you have a problem, but rather
According to Dr. Brent Conrad (2018), Children and teens who are
studying for tests, and efforts during school become very low priorities.
during class hours. Valisno said the DepEd has received many reports of
students cutting classes and spending their time online instead, playing
Friendster. More worrisome, she noted, are the students who would visit
with efforts by local government units to regulate Internet shops in time for
to prepare a test that can identify whether they are addicted before we started
the interview. The test itself is based on Young’s internet addiction test
excessive playing of video games (five hours or more per session) resulted
in school grades that were below a 3.00 average, and that time spent playing
academic achievement.
work each day for the monetary reward of being paid. Behavioral learning
theory of motivation.
Technology (2009), 9 out of 16 students are at risk of being hooked with the
computer games and have academic failure for the first quarter of school
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year 2009-2010. They make conscious efforts just to be with their computers
Mu (2006) points out that some of the man symptoms of internet and
online games addiction, including the decrease in friend and face to face
(2006).
2010)
Raz (2008), states that, the dropout rate of students during the school
year (20016-2007) is a total of 1071 and for the last school year (2007-2008)
they have gathered 1121 students dropped out of the institute is because of
on computers, the number of students who became computer addicts and the
one of the problems why students get easily addicted in computer games and
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software, which can ruin their entire school career which will lead them to
The FCC has specially accused World of Warcraft, one of the most
social life. For purposes of clarity, in the rest of this thesis online games will
have set up outpatient clinics, programs and campus support groups to help
Zhang (2007) and Zhou (2007), who also research the same topic,
reported different results on the online game addiction and the finding
were addicted to the internet or online games, Zhang indicated that most of
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these students had bad grades in their universities. Moreover, Zhuo stated
that the physical symptoms of internet and online game addiction were
injury which results from keeping the same sitting position for hours while
playing games. This situation is more often than not leads to injurie to the
neurological disorder that results from when players engaged in hours and
though players may end up playing games for a long time before going to
sleep, their brains still keep running and experiencing phantom excitement
from playing games even they are asleep. This causes sleep sensitivity and
the night and as such this leads them suffering from insomnia which can
general tiredness.
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CHAPTER 3
REASEARCH METHODOLOGY
Research Design
Figure 1
RESEARCH FLOW
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Research Setting
Mambaling Cebu City house varied course. The UC-METC has maritime
Maritime Education and Training Center also has Elementary and High
School Department following the Senior High School Department that has a
Research Respondent
Formula. The sample will be identified using sampling method. The grade
12 students are chosen to be the respondents, because they are the identified
Research Instrument
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Data Gathering
15 minute’s time to answer the given questions. After the answering of the
respondents were then tallied. Then the data gathered in this survey was
Statistical Treatment
researchers will be using the formula, Percentage (%) = F/N * 100 where F-
stands for the frequency of responses and N- stands for the participants.
N = Number of respondents
P = Percentage
FORMULA %=(F/N)X100
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%= Percent
F= Frequency
N= Number cases
REFERENCES
https://scholar.utc.edu/cgi/viewcontent.cgi?
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chou et al. (2005) the effects of Internet Addiction in the educational arena.
Retrieved from
https://files.eric.ed.gov/fulltext/EJ1137201.pdfCroft (2016)
InternetAddiction FAQs Retrieved from.
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https://www.healthyplace.com/addictions/center-for-internet-addiction-
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https://www.verywellmind.com/the-incentive-theory-of-motivation-2795382
dzBB Radio (2010) Deped to watch Internet shops for class-cutting pupils.
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CHAPTER 4
PRESENTATION, ANALYSIS AND INTERPRETATION OF DATA
This chapter presents the data gathered by the researchers about the
the study.
Table 1
ACADEMIC ISSUES FREQUENCY PERCENTAGE (%) RANK
The first column in the table is the Academic Issues of students which are
5……17.
corresponding question.
The third column is the percentage of the students who answered yes to each
corresponding questions.
The fourth column is the total percentage of the students who agrees the
The fifth column is the rank which helps to identify the questions from
CHAPTER 5
RECOMMENDATIONS
This chapter presents the summary of the study, the findings based on
SUMMARY
basically by the use of research tool. Data were gathered and analyzed using
FINDINGS
1.1 The students are playing computer games with an increasing amount
1.2 The students prioritized playing or using computer than school works.
1.4 The students do not notice the time when playing computer games.
1.5 The students are preoccupied with gaming (Thinking about it when
1.7 The students spend a large amount of time using the computer doing
1.8 The students lied to their friends and family members to conceal
1.10 The students have failed grades due to their online addiction.
addiction.
addiction.
2. The topmost academic issue why students are being addicted to computer
3. The action plan can be proposed to this is that. The school must lessen
the number of projects, assignments, and other activities that the students
CONCLUSION
Based on the findings of the study, the following conclusion were drawn:
games, they gain rewards by leveling up, completing every quest and
feel rewarded and it is a way for them to relax, because of too much
activities and projects that are keeping them busy in the school.
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RECOMMENDATION