used habitually by millions of people. At present there are millions of SNS and Online Games operating in the Internet. The foundation of SNS and Online game is that they start from small and then grow exponentially.
They provide satisfaction and at the same time users can make new friends. SNS allow users to create a profile describing themselves and to exchange messages to other users. Online games allow users to battle with other players using the Internet. A poll conducted by Wikipedia early in 2013 there are approximately 1.2 billion people uses Facebook in their everyday lives.
There are 98 % adults , 25 % are youth. Individuals who spends two or more hours playing games on a daily basis score lower in every subject than their non gaming counterparts Australian Journal of Educational Technology These advances in technology consequently affect the lives of the people, and a chunk of these are students. As an aspiring teacher it is very important to analyze the adverse effect of these social media to students and propose several solutions to this phenomena. 1. What is the profile of the respondents in terms of: 1.1 Age 1.2 Sex 1.3 Combined family income 1.4 Time allotted for using SNS and Online games 1.5 Time allotted for studying 1.6 Study habits
2. Is there a significant difference on the perceived effects of social networking site to the sex of the respondents?
3. What is the adverse effect of Social Networking Sites and online gaming to the study habits and academic performance of grade six elementary students?
The study used the survey method of research and questionnaires from Singh, Vikram entitled A Questionnaire for Examining the Impact of the use of Social Networking Sites and from Banquil, Kimberly., et al entitled Social Networking Site affect Ones Academic Performance Adversely. The study was conducted in Danao City Central School near Sto.Tomas de Villanueva Parish Church. The respondents were the grade six pupils who has SNS and online game accounts. Out of 480 grade six pupils 97 were were randomly selected as participants in the study. Grade Six Pupils of Danao City Central School Profile Online Games
Social Networking Sites Needs and Gratifications Social Learning Theory
Multitasking Procrastination
Pleasure Principle
Diversion Personal relationships Personal identity Surveillance
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Less Study Time Poor Academic Performance The Social Learning Theory known as observational learning (modelling).
In this theory, every person can learn new things by watching other people. The he will do what others are doing for him to fit in.
(1) Diversion: escape from routine or problems; emotional release (2) Personal relationships: companionship; social utility (3) Personal identity: self-reference; reality exploration; value reinforces (4) Surveillance (forms of information seeking).
The act of replacing more urgent actions with tasks less urgent, or doing something from which one derives enjoyment, and thus putting off impending tasks to a later time (Wikipedia). The instinctual seeking of pleasure and avoiding of pain in order to satisfy biological and psychological needs (Wikipedia). The concept that humans work best under pressure provides additional enjoyment and motivation to postponing a task. This chapter includes the presentation, analysis and interpretation of data gathered by the researchers in connection to the questions in the statement of the problem.
Age Frequency (f) Percentage % 11 29 30 % 12 60 63 % 13 and Above 7 7 % Total 96 100 % Sex Frequency (f) Percentage % Male 47 49% Female 49 51% Total 96 100% Family Income Frequency (f) Percentage % 2,000-5,000/month 26 27% 6,000-10,000/month 18 19% 11,000 and above/month 11 11% No answer 41 43% Total 96 100% Time Frequency (f) Percentage % Constantly logged on 11 11% Several times a day 31 32% Once a day 30 31% Once a week 18 18% Occasionally 8 8% Total 98 100% Time Frequency (f) Percentage % Half hour 24 25% 1 hour 34 35% 2 hours and above 38 40% Total 96 100 Sex SNSs and Online Games Affect Academic Performance Negatively Chi- Square Test Statistic P value Decision Yes No Total Male 37 10 47 2.14 0.14 Expected Assumption is met. Female 32 17 49 Total 69 27 96 Sex SNS and Online Games Affect Time allotted for Studying Chi- Square Test Statistic P value Decision Yes No Total Male 37 10 47 2.77 0.10 Expected Assumption is met. Female 31 18 49 Total 68 28 96 Sex Do you think you are addicted to these Online Games or SNSs? Chi- Square Test Statistic P value Decision Yes No Total Male 38 9 47 1.68 0.19 Expected Assumption is met. Female 34 15 49 Total 72 24 96 72% 28% Yes No 71% 29% Yes No 75% 25% Yes No 1. There are 96 respondents and there are a lot more of female respondents (49) than male (47).
2. The respondents age ranges from 11 to 13 and above. Majority (63 %) of the respondents age is 12 years old, while the minority (7%) of the respondents age ranges between 13 and above.
3. The combined family income of the respondents ranges from 2,000 to 11,000 and above. Majority (43 %) of the respondents leave this question unanswered. This is followed by 2,000- 5,000/month with 27%, and 6,000- 10,000/month with 19%. While the minority (11%) of the respondents combined family income ranges between 11,000 and above/month.
4. Majority (32%) of the respondents use SNS and Online games several times a day, 31% are logged on once a day, 18% of the respondents use them once a week, 11% of the respondents are constantly logged on. Then the minority (8%) of the respondents uses SNS and Online games occasionally.
5. Majority (40%) of the respondents allotted 2 hours and above for studying, 35% allotted one hour. The minority (25%) of the respondents study for half an hour.
6. Majority (72%) of the respondents answered that social networking sites and online games affect their academic performance negatively while 28% answered no. The majority of the respondents is composed of 37 males and 32 females. On the other hand, the remaining 28% is composed of10 male respondents and 17 female respondents.
7. Majority (71%) of the respondents answered that social networking sites and online games affect their study time while 29% answered no. The majority of the respondents is composed of 37 males and 32 females. On the other hand, the remaining 28% is composed of10 male respondents and 17 female respondents.
8. Majority (75%) of the respondents that they are addicted to SNSs and Online Games while 29% answered no. The majority of the respondents is composed of 38 males and 34 females. On the other hand, the remaining 29% is composed of 9 male respondents and 15 female respondents.
1. The respondents with the age of 12 are actively engaged in social networking sites and online games rather than the respondents with the age of 13 and above, most of them were female.
2. There is no significant difference between the counts of male and female respondents whose study time and academic performance were affected by SNS and online games.
3. Most of the respondents use social networking sites and online games several times a day which make them affect the respondents study time that leads to a poor academic performance.
4. Therefore, majority of the respondents are addicted to SNSs and online games.