Chapter 1

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Chapter 1

THE PROBLEM AND IT’S SCOPE

RATIONALE

Internet gaming is common in the present-era. Students today are easily

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

as well as socialization is less in communities, these factors are evolving in a negative

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.

As the matter of fact, exposure to online games has a negative influence on a

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

well as using cursing word.

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

set limitations and boundaries are playing online games.


THEORETICAL AND CONCEPTUAL FRAMEWORK

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

negative effects on student’s academic performances.

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

boredom. Game addiction is somewhat comparable to drug addiction; once students

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.

Moreover, it has been acknowledged that some unfavorable outcomes of game

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

physical acceptability, and identify.

Gratification Theory focuses on the individual motivations for choosing certain

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

academic performance such as reduced study time, decreased motivation, and

increased distraction. More academically-oriented students maybe less likely to spend

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

academic performances among Senior High School Students.


Flow Theory
Gratification Theory
This is defined as a psychological
This is defined that
concept that describes the state of being
individuals seek out and
completely absorbed in a task or activity
use media ( in the case,
to the point where time seems to fly by
online gaming ) to satisfied.
and self-awareness disappears.

INFLUENCES OF ONLINE GAMES

AMONG SENIOR HIGH SCHOOL

STUDENTS
Overview of how online affects academic

performances

Online gaming can affect academic performance by reducing the time available for studying, homework, and

other academic activities, concentration memory, critical thinking skills.

Management Strategies

Establish clear guidelines for online Encourage students to practice healthy habits
game usage to ensure consequences. to improve cognitive function.

Parents should limit device usage and


Provide academic support to students
online game time.
struggling with online games
Figure 1. Theoretical and Conceptual Framework

STATEMENT OF THE PROBLEM

This study aims to investigate of online gaming on Senior High school Students

Academic performance and explore the possible outcomes to these influences.

Specifically, this study aims to answer the following questions;

1. What are the influences of online gaming in Senior High School Students in terms

of;

1.1 Academic performances

1.2 Relationship with parents and pairs and ;

1.3 Hobbies and Social related activities

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?

4. What strategies and recommendations maybe proposed an the finding of the

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

supplementary information and ideas for researchers to be conducted in the future.


SCOPE AND DELIMITATION

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

research will not provide recommendation or interventions related to the management of

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.

Academic Performance refers to the level of achievement or to success in academic

studies, often measured by graded; test scores, and overall academic standing.

Influences refers to the results that affect or influence an individual behavior, beliefs,

attitudes, and decisions.

Social Interaction refers to the process of communicating and interacting with others in

a social context, often through online gaming.

Time Management refers to the ability to use time effectively and efficiently to

accomplish tasks and goals.

Engagement refers to the level of interest, and participation in an activity such as online

gaming.

Addiction refers to compulsive and uncontrollable behavior or dependence on an

activity such as online gaming.

Distraction refers to a state of mental disturbance or interference cause by an

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

perform well academically, which can influence their behavior.

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