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Online Games is broadly known globally through

the use of internet. In Cataingan National High


School, Playing online games has been one of the
problems of the students knowing that online
games are emerging in the Philippines. Students
need to be aware what are the effects of online
games to be able to manage their time. The
Research Title is “Effects Of Playing Online Games
To The Academic Performance Of the Grade 11
Students”. The main problem of this study is. “
Does Playing Online Games can become a threat to
the academic performance of Grade 11 students of
Cataingan National High School”.
In this new era of technology, internet
as a global computer network was
developed and became one of the
demand of human being where
everything now is updated. In line with
this development, online gaming was
created that greatly affects the
academic performance of students
who participate in this field.
Though playing online games has a
number of reasons to be played such
as stress reliever, enjoyment, social
interaction and even mentally escape
from the real world, several studies in
psychology shows that it has negative
impact on the school students. The
popularity of it makes students prefer
to spend their time playing online
video games than doing school
activities, because nowadays it is
considered more modern, practical,
realistic and varied.
.
This will directly impair their
performances and achievements in
school academically. Increased time
spent on playing online games give
way to low performances of students
an decreasing the student priorities in
accomplishing activities in school.
Research design
The researcher made use of the
correlational research method in
conducting the research. Considering
the nature of this research method, the
researchers use it in order to describe
or explain the present status or
condition of the students in Cataingan
National High School who experiences
the effects of playing online games.
The participants of this study are the
students of Cataingan National High
School particularly the Grade 11 Senior
High School Students enrolled in
semester 2018-2019 with 60
respondents.
Sampling Method
This study will use random sampling method.

Data Collection Procedure


This study will use random survey method
because it will determine the respondents who are
addicted and not addicted to online games. The
researcher used questionnaire as the data gathering
instrument that will allow the respondents to
personally describe their experience about the effects
of playing online games.
This study made use of correlation
research to test the extent of the
relationship between the variables
that affect the academic performance
of Grade 11 students. Questionnaire
was used as a main data gathering
instrument. Through this the answers
to the research questions we sought.
How playing online games affects the
academic performance of the grade 11
students?
For overall result of the interpretation from the data
gathered, there is no effect on academic performance
of the grade 11 students of Cataingan National High
School because they can manage their time.
What is the most common reason why the grade 11
students played Mobile Legends- as it is the most
played online game?
Based on the data we gathered, the grade 11 students
played mobile legends just for fun.
In what particular time does grade 11 students played
online games?
Based on the data we gathered, the grade 11 students
usually play at night.
Based on the data we gathered,
there’s a lot of students who played
online games but the academic
performance of grade 11 students is
not affected just by playing online
games. It is because they only played
in their free time and also they can
manage their time thoroughly.
For further research the proponents
would like to imply that time
management is a must for all the
students to have a very good
academic performance even if they
played online games. Also, the
researcher suggests to try the other
grade level as a respondents to have a
correspondence in terms of academic
performance.
http://www.tandfonline.com
https://prezi.com>effects-of-
playing-online-games
(Brian. D. NG, M.S & Peter. W. H, 2005)
(Anand, 2007)
(Lemmens et al., 2009)
Lan Ying Huang (2003)
(Boyle, Connolly, & Hainey, 2011;
Gonzalez-Gonzalez,
Toledo-Delgado, Collazos-
Ordonez, & Gonzalez-Sanchez, 2014)

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