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THE EFFECTS OF ONLINE GAMING TOWARDS THE GRADE 10 STUDENTS OF

TALAMBAN NATIONAL HIGH SCHOOL

A Research Study
Presented to the faculty of Talamban National High School
Talamban Cebu City, Philippines

In partial fulfilment of the

Requirements for English 10

By:

Zapanta, Fritzie Yvonne

Sumalpong, Gladwyn

Tejamo, Daphnie

Malabon, Rose Marie

Vicente, Alyssa Christymae

Dolloso, Roie

Rosellosa, Jessa

MRS. FE M. CAHAPON

English Teacher
INTRODUCTION

Rationale

Online games rather what we also called computer games are very popular in our today’s
modern society, in terms of entertainment which it targets most of the adolescents. Within the
internet, we can explore many activities such as: Facebook, Twitter, browsing Google for
information, internet for communication etc. Some claimed that playing online games is one way
to release stress and fill your free time. While some said that too much game can affect one's
mind and attitude. For example, people who play games are constantly feeling tired. When
someone is more likely to spend more time in playing online game, some of them may end up
with being addicted to it. It’s an interesting discovery about the reasons behind why young
people start to play online games as well as how playing such games affects the daily lives and
activities of them. The first computer games is generally assumed to be game Spacewar,
developed in 1962 at MIT (Stephen Russell a.o). As the games starts to widen, young people,
especially students, correspondingly get addicted to the online games. We researchers are
starting to make a conclusions that online games is becoming a growing phenomenon for those
you often plays it. An online game is a video played over some form of computer/mobile
network. This usually the internet or equivalent technology, but games have always used.

Usually, an online games was used for leisure time only, but because it was more time
spending than a television, players tend to immerse in the game that they were completely
separated from their surroundings. The excitement and rivalry within the challenges of the online
games, pushes the programmers and developers to recreate, upgrade rather most of the games.
But as the game became wider than before, it had covered a wide range of health and other
issues which also affect the human brain. Computer game has been considered as serious threat
to mental health in adolescents with extensive broadband usage.

21st century students are the learners that live with the use of technology. Technology,
internet to be distinct is very useful tool for everyone, notably students, it helps them gather data
which support them throughout their studies. But because of the broaden technology access –
sharing files, documents, and most specially playing online games which cause their goals and
achievements breakdown. Seems like their academic performance was affected logically. If that
continues, they may suffer from a long term different major problems. Because of this, we,
researcher was prompted and had a desires to know the effect of playing online games towards
the grade 10 students of TNHS. It could affect achievement breakdown due to the lack of
focused on their study, laziness, mental health etc. This study is trying to show the effects of
playing online games to the grade 10 students of TNHS.
Theoretical background

As the years past, many of the things today were invented by most of the talented and
smartest persons we ever known. Internet was its example, and within it we also have the online
games which widens and played by the adolescents, but together with the fun and fulfilling
moments while playing computer games was its benefits and hindrance.

About half of all adolescents are playing for two or more hours per day, spending more
time at home and less time out on socializing. There are well-documented risks to social
development, physiology, sleep, mental health and school performance. The lack of social skills
where an adolescent doesn’t have the proper manner in socializing with others and the different
possible health problems such as: worsening of blurred eye sight and improper way of gaining
weight, there are just few examples of the bad effects of online gaming.

Kuss and Griffiths (2012) stated in their research (A Qualitative Analysis of Online
Gaming) “Internet addiction has been considered as a serious threat to mental health and the
excessive use of the internet has been linked to a variety of negative psychosocial consequences,
regarding the neuroimaging studies which shows the similarities between different types of
addictions, specifically issues with the online gaming of the young people. Too much is bad, but
it can also help students enhancing their academic skills. Playing online games isn’t that bad for
the young people, in fact it can help adolescent to increase their academic performance in some
ways.”

In Dr. Alberto Posso’s (2016) article (Journal of Cyber Behavior, Psychology and
Learning), teenagers who regularly play online games seems to improve their school results.
Solving puzzles and moving onto the next level of the game involves using some of the general
knowledge and skills in math, reading, and science which the professors, teachers rather, taught
during days.
Statement of the Problem

This study aims to know the perceived effects of online games among the Grade 10 students in
Talamban National High School.
The research wanted to answer the following questions:

1. What is the profile of the respondents, in terms of:


1.1. Gender
1.2. Age
1.3. Address
2. What are the effects of online games?
2.1. Mental Health Problem
2.2. Laziness and Tardiness
2.3. Academic Function
3. What affects student’s life?
3.1. Nutrition
3.2. Relationship breakdown
3.3. Emotions
Significance of the study

This study will help the students have an insight on the impact of online games. It will help
them to know the different negative and positive effects upon playing online games. To the
Parents, it will serve as a basis to help share with other parents the information about certain
games or ideas to help each other in parenting. Also, it will help them understand the behaviour
and study habit of their children when they’re engaged into such activity.
To the Teachers, it will provide additional knowledge on what strategy to use to educate
students about the well-known effects of online gaming to students’ academic performance,
problem-solving strategy, decision-making and spatial visualization.
To the faculty they can lists a set of different learning principles which can be identified in
computer game playing and since mostly of the students are engaged into that activity, this
research is an idea to propose a new learning about computer gaming.

Objectives of the study


The main objective of this study is to identify the effects of online gaming towards the
students of the Grade 10 TNHS. Study the effects of playing online games of the students;
investigate the relation between exposure to computer games and of the students; and analyse
data collected from the questionnaire using statistical method to devise conclusions.
REVIEW OF RELATED LITERATURE

Playing video games is often associated in our society with poor academic performance.
This anecdotal idea is supported by some research. A 2000 study found a negative correlation
between GPA and time spent playing video games the correlation was relatively small. However,
several older studies contend that the results of research have been mixed.

The effect that interactive digital media has on the learning process is not completely
negative. It is not that the medium itself is inherently flawed, but much of the information that
gets transmitted through it may be. If the content being consumed is positive, then positive
results can be expected. If the content is negative, then negative results can be expected. The
study examined research from many sources in arriving at this conclusion. Research on the social
effects of video games is also mixed. Some studies have found that video games are similar to
addictions such as gambling which create negative social effects. Other studies have noted
positive aspects of the games such as the ability to experiment with aspects of individual identity
which do not come out in public. Playing Online Games have been criticized for hampering
academic and job performance. The FCC has specifically accused World of War craft, one of the
most popular games, as leading to college dropouts (Somalia, 2009). Students can become
obsessed with these games and become disengaged from schools, friends, and life in general.
Video games can also have positive social effects.

According to All Academic Research, playing computer games may not be all that bad for
your children. Peng Wei states that educational games can be effective assisting tools in the
educational areas of management, medicine and science (Online Journal of Educational
Technology). 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 think
fast and think of multiple things all at once. Skills obtained from playing computer games may
help your child learn quickly 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 child’s skills. These games can be both fun
and educational for your children. When your child plays video games, it gives his brain a real
workout. In many video games, the skills required to win involve abstract and high level
thinking. These skills are not even taught at school. Some of the mental skills enhanced by
video games include following instructions, Problem solving and logic (When a child plays a
game such as The DOTA , Mine Craft or Mobile Legends, he trains his brain to come up with
creative ways to solve puzzles and other problems in short bursts), Hand-eye coordination, fine
motor and spatial skills. In survival games, the character may be running and shooting at the
same time. This requires the real-world player to keep track of the position of the character,
where he/she is heading, his speed, where the gun is aiming, if the gunfire is hitting the enemy,
and so on. All these factors need to be taken into account, and then the player must then
coordinate the brain's interpretation and reaction with the movement in his hands and fingertips.
This process requires a great deal of eye-hand coordination and visual-spatial ability to be
successful.
Methodology

Descriptive associational research method has been used for this study. The aim of the
descriptive perspective is to determine related cases. This type of research is used to demonstrate
associations and relations between two and more variables

The population of this research involves grade 10 high school students in Talamban National
High School. The sample for the research consists of 25 females and 25 males’ total 50 high
school students. The sample was selected through sampling method of the purposive sampling.
Research Respondent

The respondents of this study came from the grade 10 students of Talamban National High
School. Random sampling is used to select randomly the respondents of the study
Research Environment

The location of this study is in Talamban National High School which is located in Gov. M.
Cuenco Ave, Cebu City, 6000 Cebu. This is a public secondary school located and has 6
buildings.
Research Procedure

This chapter briefly presents the different procedures used by the researchers in doing this
research investigation/survey. It includes the gathering of data, as well as the tools used in
analysing the data. It also consists of the research environment and the research respondents.
Interpretation of data

Effects of online gaming towards the grade 10 students of


TNHS

Laziness
Others
Academic
Mental Health
50% Laziness

Out of 100% Grade 10 students of TNHS playing online games there are 50% effected to
laziness, 20% Mental health, 15% to Academic Performance, and 15% effected to others like
obesity, depression, Happiness etc.
6

0
15 16 17 18 19

Age and Time Spent Survey in playing online games

During our survey we found out that in ages 15,16,17,18 and 19, the age 17 has the highest time
spent playing online games, while the age 19 has the lowest time spent playing online games.
Therefore we conclude that, that ages 17 years old are the most vulnerable.
Summary of Findings

The primary objective of this research was to know the effects of playing online games
towards the grade 10 students of Talamban National High School. What can the students,
teachers, faculties, parents and friends can do to control them in playing online games. For the
students, teachers and also parents to be aware of the effects of playing online games. The
information along with details on the rationale and the effects are presented in separate bond
paper. Upon conducting the research, we found out that playing online games does not only
gives you negative effects but also positive effects in terms Social, Educational, Hand-Eye
Coordination and many more. In terms of the negative effects it affected the brain, memory, and
vision, various dimensions of health and increases physical problems, anxiety and depression,
Laziness and Tardiness and academic function.
Bibliography

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Tally

50 Respondents

25 female respondents, 25 male respondents

1.There are 50 students who are playing online games

2.There are 6 students age 15 who are playing online games for 2 hrs.

There are 16 students age 16 who are playing online games for more than 4 hrs.

There are 23 students age 17 who are playing online games for more than 5 hrs.

There are 4 students age 18 who are playing online games for more than 2 hrs.

There is 1 student who is playing online games for 1 hr.

3 34 Students responded YES that playing online games is benefit able for a student to play
while 16 students responded NO.

3. 32 Students responded YES that online games are responsible for obesity in students while
there are 18 students responded NO.

4. There are 10 students responded YES that playing online games affected their mental health
while there are 40 students who responded NO.

5. There are 8 students who responded YES that playing online games affected their academic
function while there are 42 students who responded NO.

6. There are 25 students who responded YES that playing online games makes them lazy and
tardy while 25 students responded NO.

7. There are 50 students who responded that playing online games makes them feel happy.

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