Impact of Online Gaming in Academic Performance of Students of Our Lady of Fatima University of Antipolo S.Y. 2021-2022

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Impact of Online Gaming in Academic Performance of Students of Our Lady of

Fatima University of Antipolo S.Y. 2021-2022

A Research Proposal
Presented to
the Faculty of Senior High School Department
Our Lady of Fatima University – Antipolo Campus

In Partial Fulfillment
of the Requirements for the
Senior High School

by:
Dalman, Flynn L.
Luneta, Ralph Noah A.
De Castro, Zyrus B.
Viloria, Tracy Arjel B.

February 2022
Table of Contents

1 INTRODUCTION .................................................................................................................................. 3

1.1 Background of the Studies ......................................................................................................... 3


1.2 Study Objective .......................................................................................................................... 4
1.3 Significance of the study ............................................................................................................ 5
2 PROJECT DESCRIPTION ......................................................................... Error! Bookmark not defined.

2.1 Problem Statement ...................................................................... Error! Bookmark not defined.


2.2 Proposed Research ....................................................................... Error! Bookmark not defined.
3 PROJECT MANAGEMENT ...................................................................... Error! Bookmark not defined.

3.1 Calendar of Activities ................................................................... Error! Bookmark not defined.


3.2 Resources...................................................................................... Error! Bookmark not defined.
4 APPENDIX ............................................................................................. Error! Bookmark not defined.

4.1 References .................................................................................... Error! Bookmark not defined.


4.2 Resource Person/s ........................................................................ Error! Bookmark not defined.
4.3 Personal Technical Vitae .............................................................. Error! Bookmark not defined.
INTRODUCTION

Many people consider online gaming to be one of their favorite pastimes. Some people feel that
playing video games serves a variety of purposes, including stress relief, challenge and competitiveness,
relaxation, enjoyment, social contact, and even mental escape from the actual world. Playing online
games is one of the most popular pastimes among most people, particularly among teens, young
people, and students. Teens that play online games, according to Kuss and Griffiths (2012) are just
having fun. They don't simply play because they're worried about something, but also because they
want to feel relieved. Students are anxious during school hours owing to the amount of schoolwork they
have and playing will help them relax.

It is obviously questionable that internet games provide them with something that no one else can
provide. It is advantageous, according to certain studies. It allows players' minds to be more engaged,
especially in puzzle-based games. It also aids the player in making quick judgments in stressful
situations, particularly in adventure games that need the player to be aware, active, and strategic. J.
Fiero (2016) said that he can't concentrate on what he is doing. He added that most of the time his mind
is not working for he is pre-occupied of the online games he is addictive to.

Lojo (2008) conducted a study on the effects of playing computer games on the academic performance
and behavior of high school students. The results of her study disclosed that to maintain the good
academic performance of students, parents should set limits on how often and how long their child is
allowed to play video games.

Janna and Lee Rainie (2012) Several psychological studies have discovered that spending more time on
the Internet has a serious effect on a person's capacity to interact correctly with friends, peers, and
family members, including parents.

The human brain is simple to destroy, according to studies, and one of the causes is the use of
technology. In order to keep things current for today's generations, the educational system tends to
adapt with the flow of society's ongoing development. The researchers were interested in looking into
how internet gaming affects students' academic performance The goal of this research is to determine
the effects of online gaming on students' academic performance.

Background of the Studies

Young people today are addicted to online games, what is online gaming? Ralph H. Baer, the man
widely acknowledged as the "father of home video games" for his pioneering work in electronics and
television engineering. Online gaming refers to any video game that allows players to interact with one
another over the internet. Previously, video games were classified by an Online Content PEGI descriptor
to indicate whether they were playable online or not. However, because most games now include online
interactions, this distinction is no longer relevant. It is also reported that individuals who play online
games are between the ages of 14 and 15 and are in the eighth grade. It is also said that more men play
online games than women. Online gaming is one of the most popular leisure activities among many
people. Some argue that playing video games can be used for a variety of purposes, including stress
relief, challenge and competition, relaxation, enjoyment, social interaction, and even mentally escaping
from the real world. According to some studies, it is advantageous. It allows players' minds to be more
active, especially in puzzle-based games. Students' learning occurs in unexpected ways, but
inappropriate use of online games causes some issues, such as being distracted in class.

Statement of the problem

This study focused on the Impact of Online Gaming in Academic Performance of Students of Our Lady of
Fatima University of Antipolo S.Y. 2021-2022

1. Profile of the students

-age
-gender
-section

2. What are the benefits to the students of playing online games?

3. How playing online games affecting the student's academic performance negatively?

4. How do students balance their gaming and study efficiently?

Study Objective

The goal is to determine the impact of online gaming in academic performance of the students of Grade
12 at Our Lady of Fatima University and in what way did the online gaming is affecting the performance
of the students when it comes to academic.

General problem

Specific problem
Student’s learning occurs in unexpected ways, but inappropriate use of online games causes some
issues, such as being distracted in class. Furthermore, where the child's attention is divided, their health
and social life are unknowingly impacted.
Objectives of the study

The goal is to determine the impact of online gaming in academic performance of the students of Grade
12 at Our Lady of Fatima University and in what way did the online gaming is affecting the performance
of the students when it comes to academic.

Scope and Limitations

This study focused on the Impact of Online Gaming in Academic Performance of Students of Our Lady of
Fatima University of Antipolo S.Y. 2021-2022. The study's final results will only be applicable to the
study's respondents, no effect will be measured on students who do not belong to or are not included in
the study. The researchers chose this study to analyze the Impact of Online Gaming in Academic
Performance of Students of Our Lady of Fatima University and how it can give information to the
students.

Significance of the study

This research will provide students with an understanding of the impact of online games on their
academic performance.

To the parents, it will serve as a foundation for sharing information about specific games or ideas for
parenting with other parents. It will also help them understand their children's behavior and study
habits when they are engaged in such an 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 on students' academic performance, problem-solving strategy,
decision-making, and spatial visualization.

Definition of terms

Online game is a video game that is either partially or primarily played through the Internet or any other
computer network available. Online games are ubiquitous on modern gaming platforms, including PCs,
consoles and mobile devices, and span many genres, including first-person shooters, strategy games,
and massively multiplayer online role-playing games (MMORPG). In 2019, revenue in the online games
segment reached $16.9 billion, with $4.2 billion generated by China and $3.5 billion in the United States.
Since 2010s, a common trend among online games has been operating them as games as a service,
using monetization schemes such as loot boxes and battle passes as purchasable items atop freely
offered games. Unlike purchased retail games, online games have the problem of not being permanently
playable, as they require special servers in order to function.
List of acronyms

Personal Technical Vitae

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