Chapter 1
Chapter 1
Chapter 1
RATIONALE
attached to the enormous impact of technology. Some focuses more on online gaming
that their academic related achievement in school in effected. Online gaming affects the
academic performances of student politely and negatively. Thus, learners possess this
habit for some sought their boredom, without knowing the consequences. Being
involved in online gaming has brought disturbances for every learner specifically on
their academic performances attitude, health condition, lack of sleep, time management
way.
On the other hand, enticing youths to a new form of addiction may experience
health problems same as what drugs do which is certainly twisting their minds. Most
students are addicted to online game sacrificed their allowances jus to save their bets.
This could to students to remember their commitments at home and school. Since their
goals are replaced with gambling online video games that could lead learners into
misery.
variety source. It also indicates that playing violent game can increase of
aggressiveness in behavior, Anderson and Bushman [ 2006] stated. This also means
that learners change their behavior that could cause others harm due to violent
engagement and being manipulated with online games cause a negative influence on a
student thinking which becomes violent. There is possibility that being a violent student
can harm others. The attitude is uncontrollable which is the main cause of being
irritable. An aggressive behavior constantly emerged in the way that student mock as
In addition, online gaming takes into another level, where the learners are
participating, in being vicious in the video games in which they opt to steal and commit
crimes, according to Koss and Griffins ( 2011); young adults who play online games are
having fun. Learners may no longer just actually play because of some sort of
seriousness, due to the reality that students simply want to feel comfort especially when
being pressured, carried out school activities and studying. Furthermore, learners may
play online games, to avoid peer pressure and family problems. A way to relief, forget all
negativities, emotions been carried and use it as an escaped of their problem, stress or
even loneliness sort of students find online gaming a big beneficial to their lives.
The main goal of this is to inform the students about the negative influences of
online gaming in their lives. This will conclude to the possible outcomes of the
influences mentioned and how they are going to cope up with such outcomes. For them
This study is anchored in two theories, namely; Flow Theory and Gratification
Theory. Flow Theory studies the behavior of the students that involve in online gaming
and helps pinpoint the positive and negative outcomes. There are two components of
Flow Theory, Cognitive and Emotional Flow. Cognitive Flow challenge skill balance,
clear goals, and unambiguous feedback of students towards online gaming. Emotional
Flow states the action awareness, concentration of study of consciousness, and health
condition. Playing online games has significant causes that might have positive and
Also, the development of various games has an influence on daily life in the
areas of communications, education as well as the physical and mental health of the
students. Students play online games as an escape from negatively and a way to deal
with their problems. Through playing online games, students sought to relieve their
started to get involved in online gaming, their minds manipulated easily. Students may
experience excessive harm as well as neglect their own needs and commitments as
students.
addiction may effects students academic success. Playing online games can increase
intelligence, critical thinking, decision problem, self-esteem, and also sense of freedom.
As a result, playing is a choice that allows students to satisfy basic wants including
media and the gratifications that it provides. In cases of online gaming, Senior High
School Students might have varying reason for playing online games such as
entertainment, social interaction, and competition with other players. The gratifications
could be related to emotional, tangible, or social rewards like excitement, stress relief,
and gaining new friends. However, excessive gaming can have negative outcomes on
excessive amounts of time on gaming and vice versa. This may partially explain the
mixed results of studies examining the relationship between online gaming and
STUDENTS
Overview of how online affects academic
performances
Online gaming can affect academic performance by reducing the time available for studying, homework, and
Management Strategies
Establish clear guidelines for online Encourage students to practice healthy habits
game usage to ensure consequences. to improve cognitive function.
This study aims to investigate of online gaming on Senior High school Students
1. What are the influences of online gaming in Senior High School Students in terms
of;
2. What are the factors why these students resort to playing online games?
3. What are the students emotions and feelings in playing online games?
study?
SIGNIFICANCE OF THE STUDY
Student – This study will help every students about the awareness on the significant of
online games in academic performance among Senior High School Students of Balud
National High School. They will be informed enough to lessen and prevent online
gaming.
Teachers – This will provide facts of concerning the status of the academic
performance engaging online games, that would be embolden them to help the students
by giving apt, explicit and useful feedback regarding the results of this matter.
Future Researcher – The result of this study will serve as a basis and as a resource for
The study will focus on the experiences and perspective of the students reading
their online gaming habits and how they effects their academic performance. It will also
explore the types of online games that students usually engage in and the frequency
and duration of their game sessions. Moreover, the research will investigate the factors
that plush students to play students to play online games, such as peer pressure and
emotional.
This qualitative research is limited to the Senior High School of a specific school in
a location. The research will also be limited to use of self-reported data, and the
accuracy of the information provided by participants cannot be fully verified. Finally, the
online gambling habits, and the interpretation of the results will be limited to the specific
context of.
DEFINITION OF TERMS
Online Gaming refers to playing games over the internet or a computer network.
Senior High School Students refers to a student who are in their final two years of
secondary.
studies, often measured by graded; test scores, and overall academic standing.
Influences refers to the results that affect or influence an individual behavior, beliefs,
Social Interaction refers to the process of communicating and interacting with others in
Time Management refers to the ability to use time effectively and efficiently to
Engagement refers to the level of interest, and participation in an activity such as online
gaming.
external stimulus or activity, such as online gaming, which can affect academic
performance.
Academic Pressure refers to the stress and expectations placed on students to