The Effect of Online Games To The Accademic Performance of Junior High School Students in Mahongkog National High School
The Effect of Online Games To The Accademic Performance of Junior High School Students in Mahongkog National High School
The Effect of Online Games To The Accademic Performance of Junior High School Students in Mahongkog National High School
DEPARTMENT OF EDUCATION
REGION XII
COTABATO DIVISION
THE EFFECT OF ONLINE GAMES TO THE ACCADEMIC PERFORMANCE OF JUNIOR HIGH SCHOOL
STUDENTS IN MAHONGKOG NATIONAL HIGH SCHOOL
INTRODUCTION
The academic performance of the respondents is not affected even if they play, game. Their grades are
still good enough even if they spent time in playing online. There is a significant relationship between
the academic performance of the respondents and playing online games in weekend.
Internet as a source plays as important role in developing ones, mind and life experiences by creating
productive work in of information school and even at home. Nowadays this can be a person most
efficient strategic tools for enabling himself to take charge and cope with the fast growing of technology.
Online gaming is one of the widely used leisure activities by many people. For some people it is said that
playing online games has a number of reason 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.
For most people playing online game is one of the best past time that they acquire especially for
teenagers, youngster and students. According to Kuss & Griffiths, teen who play online are just having
fun. They do not just actually play because of some sort of seriousness, but also because they just want
to feel relief. During school hours, tends to feel stressed due to many school work and through paying
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.
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,
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
The researcher felt the need to determine the impact of online gaming to students’ academic
performance and their social behavior. The purpose of the study to find out the implications of on-line
the purpose of the study aimed to correlate the impact of playing an online gaming in the academic
performance of junior high school students of Mahongkog National High School students. Basis
1.1 Age
1.2 Gender
3. How are the school performance of the respondents described in terms the grades of the
students?
4. What is the significant relationship between impact of playing online gaming and the student
5. What is the perceived action to reduce the effect of online games on the academic performance
of the students
Theory
This study was also founded on the theories of Young (2009) which states that online
gaming addiction process begin with a preoccupation and obsession with gaming. Most of the
gamers think about the game even there were offline and often fantasize about playing when
they should be concentrated on other things. Instead of thinking about the paper that needs to
be completed for school, or ongoing to class, or studying, the gamer becomes completely
focused on playing the game. Gamers start to miss deadlines, neglect work activities and playing
According to Wang (2011) gamers who play online games compulsively, resulted to
isolating themselves from social contact and focusing almost entirely on in-game achievements
rather than out-game life events such as academia. Players see the in-game life as more
important than out-life. This means they spent play almost all the time to online games.
REVIEW RELATED LITERATURE
As of today, most people relate online games to low academic performance. Through the years,
studies have yielded different results. Some of them say that they are co-related when some say
According to Anderson and Dill (2000), they is a negative correlation between the two. Thus,
meaning that there is no relation between the number of hours played by a player and his
grades.
At times, the students defend the games they are playing by saying that they do learn
something from it. A paper from EDUCAUSE backs these students up by suggesting that the
faculty learn and know about these games so as to help student in class learning experience
Furthermore, another paper claims that these games are not just for entertainment
(Shaffer, Squire, Halverson, & Gee,2005). They claim that these games may be used to learn and
experience different things and interact with other people and belong to a virtual community.
Online games have both positive and negative effect on people, specially students
One of the negatives is this. Many cases among students are addiction. And this addiction may
lead to worse problems. The students might steal money. They may become lazy when it comes
to studying and prefer playing the whole day long. Some may even skip school in order to have
Addicted gamers spend so much time playing that their personal relationship get neglected
and sometimes disappear altogether. Addicted gamers also neglect the responsibilities of
Console games are more commonly referred to as video games. They are played on a device
specially made for game play called a video game console. The player interacts with the game
through a controller, a hand-help device with buttons and joystick or pads. Video an sounds are
Second are the real-time strategy games. This is a type of video game in which players
exercise strategy along the way, what needs to be done and how to do it. Contrast with first
person shooter.
Third are the cross-platform online games. Developing software for, or running software on,
more than one type of hardware platform. The most universal cross platform application is the
web browser. Written for everyday desktop computer and mobile platform, web browsers
render web pages ‘’almost ‘’ the same no matter which computer they run on.
History of Online Gaming According to Aradhana Gupta, online games really blossomed after
the year 1995 when the restrictions imparted by the NFSNET (National Science Foundation
Network) were removed. This resulted in the access to the complete domain of the internet and
hence multi-player games became online ‘literally’ to the maximum possible degree of realism.
The right
Today, most of the online games that are present are also free and hence they are able to
provide ample resources of enjoyment without the need to spend a single penny. According to
Dachary Carey, the history of online gaming includes contributions by many different companies
and entities. Online gaming began as multiplayer gaming, but has evolved to include online
high school students. Peng Wei states that educational games can be affective assisting tools in the
educational areas of management if you choose the right educational online games. The skills obtained
from playing an online game may help the students to learn quickly when it comes to his studies. If one
of the students struggling in one of his subjects, there are so many online games available for him. There
is math and reading related games that may help boost the skills of the students.
Games addiction shows the bad effect among the people nowadays. Addiction to the internet
shares some of negative aspects of substance addiction and has been shows to lead to consequences
such as failing school, family and relationship problem (Brian. D.NG, M.S & Peter. W H, 2005). It can
make the people who has addicted will feel that the games can provide opportunities for achievements,
freedom and even a connection to the players. Those benefits trumped a shallow sense of fun, which
Internet addiction is a relatively new phenomenon in which social workers and psychologists are
unaware of and are thus unprepared to treat as present. Mu(2006) points out that some of the
main symptoms of Internet and online game addictions, including the decrease in friend and
face-to-face interactions with others, become infrequent while the member of friends in the
virtual world exponentially increases. Ultimately, the psychokinesis becomes weaker and
weaker over time. This means that after a long time of playing online games, the player begins
to realize the dangers of online gaming. At this point players generally try to play less as they try
to orient themselves back to the demands of society. However this is mostly unsuccessful as it
almost always ends up failing. Zhang (2007) and Zhou (2007), who also researched on the same
topic, reported different results on the online game addiction and the finding supported the
same symptoms. With regards to undergraduate students who where addicted to the Internet
or online games, Zhang (2007) indicated that most of these students had bad grades in their
universities. Moreover, Zhou (2007) stated that the physical symptoms of Internet and online
game addiction were cervical spondylitis, neurasthenia and insomnia. Cervical spondylitis, a
fairly common symptom of many MMOG players, is essentially a spinal injury which results from
keeping the same sitting position for hours while playing games. This situation is more often
than not leads to injuries to the cervical vertebra on the spinal. Neurasthenia on the other hands
is a neurological disorder that results from when players engage in hours and hours of game
playing with no virtually sleep intervals in between. Even though players may end up playing
games for a long time before going to sleep, there brains still keep running and experiencing
phantom excitement from playing games even when they are asleep. This causes sleep
sensitivity and disorders which induce addicted players to wake up several times during the
night and as such this leads them suffering from insomnia which can cause mental anxiety and
eventually results in nervous breakdowns and general tiredness. Once the nature of physical and
mental symptoms that manifest in MMOG addicts had been determined, we perused inn
various literatures on this topic to discover the ways through thes addiction could be evaluated.
One of the useful information sources was obtained from Young (1999), who conducted a study
aimed at enabling social workers to better understand, detect and treat internet addiction.