Chapter 1
Chapter 1
Chapter 1
CHAPTER 1
THE PROBLEM AND ITS SCOPE
INTRODUCTION
Rationale
for every student or teenager. They always use it every day and has become
a regular cycle of their life to spend time browsing social media. Some
considers social media a stress reliever whenever they are down, while
others like to be involved and be noticed in social media and the gaming
world. Most of the students are fond of using social media and gaming
platforms; most of the time, they forget that they had more important things
to do and are still students and need to study to achieve high academic
are more involved in the gaming world and social media because most of its
social media than studying and making outputs. In online learning, they only
had to use their phones with applications installed. Almost all maritime
students are males. Some are driven by the temptation to play rather than
study because they are only in their homes, carrying a tool for connecting in
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the social media world, the android devices. Some of them spent most of
their time playing rather than studying and making outputs; that is why only
Theory, students who used social media for school-related purposes can
However, those students who overused social media, not for school-related
They would achieve good academic performance if they used social media
in self-learning.
synchronous sessions were limited, and there were many lessons in every
subject. Still, a majority of the maritime students were not spending their
time studying the topics provided. This would be the cause for them
study would help the maritime students know how social media affects their
academic performance.
Theoretical Background
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This study was anchored by the Social Learning Theory, which stated
that people build upon their skills through imitative response. In today's
world of social media, this is even believable, and the evidence was
overwhelming. Technology has now provided the perfect platform for this
vast content of information. Its content provided students with the ability to
obtain more information, connect with learning groups and other educational
educational purposes would help them acquire skills and knowledge to boost
performance.
effects showed that SNSs decreased students' study time and increased
terms of GPA of the First Semester School Year 2012-2013 showed that the
negatively correlated with its users' Grade Point Averages (GPAs). She
observed that the GPAs of non-users were relatively higher than the users of
these sites. The study also found that 68 per cent of students who used
Facebook had a significantly lower GPA than those who did not use the
SNSs. But the most surprising finding was that 79 per cent of Facebook
users denied having any adverse impact of this usage on their GPAs. It
means that they were not aware of the fact that networking habits affected
without losing sight of all the factors that can positively or negatively affect
impact on the amount of influence and increasingly had many school users.
A study conducted by QuantCast (2007) found out that 46 per cent of SNSs
users like Facebook are 18-34 years of age, which permeated to current
hand, 27 per cent are within the range of 12-17 years old, which belong to
undergraduates.
them, and sometimes it can lead to overuse and addiction to social media.
Generally, social media users are from the present generation, according to
the survey conducted by Pew Internet & American Life Project entitled
"Generations Online" (2009). They are the most likely groups to use the
internet for entertainment and communicate with friends and family. These
virtual worlds; they were also more likely to download music to listen to
later. Internet users aged 12-32 were more likely than older users to read
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other people's blogs and write their own; they were also considerably more
likely than older generations to use social networking sites and create
profiles on those sites. Younger internet users often used personal blogs to
update friends on their lives, and they used social networking sites to keep
track of and communicate with friends. Teen and Generation Y users are
activity is game playing; 78% of 12- 17-year-old internet users play games
online, four compared with 73% of online teens who email, the second most
popular activity age group. Online teens are also significantly more likely to
play games than any other generation, including Generation Y, only half
the present generation, the majority of the students tend to draw their
in their article titled "A Study on the Negative Effects of Social Networking
the decrease in the academic performance of the students. They said that
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related study, Indian researchers Sidiqui and Singh (2016) discussed both the
that to avoid addiction, its use must be limited. However, their study, which
complains about the lack of institutional support for the use of these tools.
Similarly, academics value social media since this where they share
academic environment.
learning, many students take this to their advantage to use social media and
engage themselves in gaming most of the time in their homes, leaving their
Mañugo (2007, 45-46) proved that the number of subjects that failed
gamers also tend to drop out of school; either repeat one academic year or
continues to grow, many students would lose interest in their studies. This
might mean that investment in higher education will lead to a lower rate of
return among students. Thus resources such as money, time, school inputs,
may put youth at higher risk for poor reading performance, perhaps because
kids replace reading time with the excitement of multiplayer games. This
adolescents aged 10 to 19: Kids who played video games spent 30% less
It has been said that engaging in either social media and gaming will
The majority of the population who use social media and gaming are usually
majority of their respondents who engaged in social media and gaming are
males.
to acquire textbooks and other reference material useful for their study, and
the detriment of their studies. To support these points, she cited, Oyensusi
(2008), who indicated that most students in this generation are frivolous in
their learning approach. They are just not as interested in having a sound
education as listening to the latest pop album or watching the latest movies
from Hollywood". Also commenting on this, Abdul (2004) noted that many
students are not interested in education because they did not see the need for
Gaming and social media had caused many problems. For instance,
many students have lost interest in their school lessons as they spent most of
their time playing and involving themselves in the online world. Boyd
(2007) stated that that which started as a hobby for some computer literates
had become a social norm and way of life for people worldwide. Banquil &
Chua (2009) concluded that social networking sites adversely affect one's
academic performance. The areas directly cause a gradual drop in the grades
invest their time in social networking sites instead of their studies. Paul et al.
Specifically, they disclosed that the higher the attention span, the lower the
time spent on online social networks. Furthermore, attention span was highly
likes and dislikes of online social networks, ease of use of Online social
networks, etc.
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The previous theories, related literature, and studies have provided the
Training Center.
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THE PROBLEM
Education and Training Center for the first semester of school year S.Y.
2020-2021.
2.1 GPA;
Hₒ: Student's engaged in social media are more likely to have poor
academic performance
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Parents. This study guides the parents to watch their children not be
students.
RESEARCH METHODOLOGY
Research Design
1. Approval Letter
2. Input Analysis
with the use of:
Student's Lay-out and
content
frequency of checklist
Feedback Recomme
engaging in Instrument
ndations
Questionnaire
social media or 3. Data and lived
experiences
gaming. solicitation
4. Data Analysis and
Interpretation
Research Environment
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Cebu. While other campuses such as; UC-Banilad, UCLM, UC-Main house
varied courses, the UC-METC has only maritime courses like Bachelor of
role in creating healthy and well-trained cadets. Many maritime students has
been monitoring their health each year because of the upcoming medical
exams. With these standards and recognition, this research adheres to the
Research Respondents
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2020-2021, with a total population of 700. The sample size is 150 in gaming
and 150 in social media. The researchers used purposive sampling to choose
the respondents and get the total population needed for the study. The
respondents have social media accounts and are fond of gaming, and can
Research Instrument
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needed. The study was intended to determine the effects of social media
the results and suggest recommended action for the involved students to
overcome such a habit. The students answered the questions honestly and
answer. The researchers let the students identify how many hours they spend
browsing social media and gaming. Based on the results, the researchers can
identify the frequency of the students in both gaming and social media and
Research Procedure
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approval from the research Adviser, the Chairman of the Panel, and the
gathering data. The researchers processed out for the sample population and
letter to the Dean asking permission to conduct the study at UC- METC.
and analyzed the result using Cronbach's Alpha. The researchers informed
the bsmar'e and bsmt students that they are the respondents in the study by
With the help of a statistician, the data were analyzed and interpreted
accurately. After the process, the researchers made an action plan based on
Weighted Mean. This was used to get the results after the sampling
method.
DEFINITION OF TERMS
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operationally defined.
Academic Performance
Academic Behavior
Gaming
This term refers to the use of gaming applications and different gaming
This term refers to how good or how bad the average scores in the