FINAL Pr2 Edited 2
FINAL Pr2 Edited 2
FINAL Pr2 Edited 2
In Partial Fulfillment
SUITADO, JEAN
BUENAVISTA, JERO
LACIBAL, MARJORY
Republic of the Philippines
CHAPTER I
to create
SUITADO, JEAN
PARREÑO, HANZ JOSEP something
BUENAVISTA, JERO
PARANTAR, MATT ANDRE useful for
MORALES, KEVIN KARL
LACIBAL, MARJORY himself and
world. Man,
however, is
blind to the
drawbacks of those inventions since we are preoccupied with making money. The
Researchers
computer is one of the most widely used and well-liked technologies
in use today. Computers are now ingrained in every aspect of our lives as a social and
economic necessity. Therefore, it is imperative to exercise caution while investigating all
of the applications for computers and the drawbacks of routine use Computer games
are one method to pass the time when we're bored, but due to a lack of self-control,
they can also become addictive. Addiction to video games is a concerning trend among
Many students spend hours each day on computers to the point where it has replaced
other forms of enjoyment for them, making them forget what it means to be a student.
On the other hand, attitude governs every life; it is a secret force that operates around-
the-clock, whether for good or bad. It is crucial that people understand how to harness
and control this powerful force (Simmons, 2005). When an attitude forms, a habit
follows, and eventually addiction sets in. As gaming's influence increases, the number
of addicted gamers rises. In the 2000s, online gaming grew in popularity, and studies of
internet
gaming addiction also appeared, highlighting the drawbacks of excessive gaming, its
prevalence, and related risk factors, according to Kuss (2013). The industry for online
gaming, its context, and neurobiological correlates can the phenomenon of Internet
gaming addiction be understood thoroughly. In 2012, more than one billion people
played computer game Internet gaming addiction has been the subject of more and
addiction have prompted governments and health care providers in South-East Asian
nations to take the issue seriously and establish a series of programs to stop and lessen
it.
along with Internet penetration and social acceptance of gaming, which helps to explain
why South-East Asian nations have greater prevalence rates than other regions.
Additionally, there is good evidence to support the hypothesis that gamers experience
greater distress (rather than less distress) while engaged in excessive gaming, which
which fueled the 8% growth of the computer gaming industry in the same year. Internet
gaming addiction has been the subject of more and better-quality research in recent
years. The detrimental effects of Internet gaming addiction have prompted governments
and health care providers in South-East Asian nations to take the issue seriously and
According to King et al. (2012), the prevalence of gaming disorders increases along
with Internet penetration and social acceptance of gaming, which helps to explain
why South-East Asian nations have greater prevalence rates than other regions.
Additionally, there is good evidence to support the hypothesis that gamers experience
greater distress (rather than less distress) while engaged in excessive gaming, which
socializing, and relationships; and an obsession with gaming as well as a lack of actual
coping, poorer academic performance, issues with verbal memory, low wellbeing, and
These included sleep issues, seizures, and psychosomatic difficulties (Allison et al.,
2006), among others. (2009) (Batthyány). This extensive list serves as evidence that
Internet gaming issues require serious consideration because they may negatively
Health Organization. With 29.9 million gamers registered in the Philippines, excessive
internet gaming is on the increase. The prevalence of depression is rising across the
nation as well. The current correlational analysis assessed the relationship between
and attitudes appear to have a considerable influence on the amount to which problems
lens through which individuals and those around them view and interpret actions and
their results. It's important to place gaming issues into the larger context of the game,
the player, and their attitudes in order to better comprehend them. Understanding
playing on-line games and academic performance of grade 11 stem student of SNNHS.
Specially, they want to find out: What is the level of online games habit and academic
stem student? Is there a significant relationship between the level of online games habit
and its effect on their academic performance? The researchers also want to test the
Conceptual Framework
the independent variable of the study is the online gaming habits of GRADE 11 STEM
senior high school students at Sto, Niño National High School. The dependent variable
of the study is the student's academic performance. This study will test if online gaming
Theorical Framework
of playing computer games. Addicts do not participate in their world. Conrad (2011)
defines a gamer as someone who spends the majority of his or her time playing video
addiction became a more terrifying than alcohol, a mysterious problem which is still
(2009), The school said popular online video games warn players not to overuse their
messages also suggest that the online video game industry might. I know how high the
percentage of over-users is. How much time do gamers spend playing? and what
specific features make a particular game more addictive other (Yousafzai, 2009). On the
other hand, cyber psychologist, Dr. Zaheer Hussain, from the University of Derby, said
warning messages were not enough. Asa first step online Game developers and
publishers need to look into the structural features of games for example, the character
development, rapid absorption rate, and multi-player features that may be addictive or
problematic for some gamers. (Hussain,2008). Parents across the globe are
Games Habit and Academic Performance of Grade 11 Stem Senior High School
1.What is the level of online games habit and academic performance of grade 11 stem
student?
3.Is there a significant relationship between the level of online games habit and its effect
Hypothesis
Alternative Hypothesis:
The Online Games Habit has a significant relationship to Academic Performance of
Null Hypothesis
To the future researcher, this study further open door for the feature researcher
Grade 11 STEM Senior High School Student. It focused on students who are identified
of the student who is influence in online games for the first semester of the school year
2022-2023. In addition, the respondent will answer through the survey using
Definition of Terms
enrolled in a school or college pupil. Conceptually, refers to those who are studying in
across various academic subject. Conceptually, refers to the numerical grade of student
player may progress, completing one stage in order to reach the next. Conceptually, A
Online Games- Operationally, video games that is either partially or primarily played
through the internet or any other computer available. Many online games create their
own online communities. While other games especially social games integrate the
players existing communities. Conceptually, Online gaming is not only a waste of time
that could be spent with friends and family, but it is also incredibly bad for the brain.
According to study, those who are addicted to playing online games perform worse in
Chapter 2
Review of Related Literature
This chapter includes literature and studies that are related to the problem,
these focuses on the ideas that support the study.
Computer Addiction
Video gaming is a billion-dollar global industry which continues to expand and
display innovations around the world from one year to the next (King, Koster, & Billieux,
2019). The popularity of online gaming reflects a major cultural shift in leisure and
of all ages play games daily for enjoyment and socialization, and some people report
finding deeper personal satisfaction and meaning in their virtual experiences than in the
real world. Gaming provides an endless and constantly changing play experience, often
in a social context, and there are new gaming products and innovative technologies
continually entering the consumer market. Many new games include features that make
them more immersive, socially integrated, and monetized than those before them.
However, while there can be many benefits associated with gaming, there is also
growing recognition that unrestricted screen time, particularly in younger people, can
lead to harm and that gaming can be highly time-consuming and addictive for some
vulnerable individuals.
Game Player
Many people, including kids, teenagers, and adults, prefer playing computer
Association in 2012, 32% of gamers are under the age of 18, while the typical gamer is
30 years old.
(Griffiths & Hunt, 1995; Kuss & Griffiths, 2012), stress relief (Grusser, Thalemann,
Albrecht, & Thalemann, 2005; Wood & Griffiths, 2007), social interaction and status-
seeking (Hellström, Nilsson, Leppert, & Aslund, 2012), and escape from reality (Wan &
Chiou, 2006; Wood, Griffiths, & Perke, 2007). Both positive and negative effects on
players have been reported in research on video and computer gaming literature. 52
percent of the parents emphasized that playing video games is healthy and significant in
The popularity of gaming among teenagers has already been increasing over
the last couple of years.72% of all teenagers, according to a 2015 Pew Research
survey, engage in video game play on a computer, gaming system, or portable device
such a cellphone.
Video games are usually one of the best leisure activities for teenagers, and
they are played for extended periods of time. The majority of youngsters today prefer
playing video
games over any outside games since playing video games is now easier thanks to
However, if a serious addiction occurs, playing these video games can he ava
The benefits of playing video games for an individual are up for debate. We will list
and detail each of those beneficial and negative consequences of video games in order
Online games come in a variety of genres in today's globe. The console games
come first. Videogames are the more frequent name for console games. They are
console. Through a controller, a small handheld device featuring buttons, joysticks, and
pads, the player interacts with the game. The gamer watches a television to obtain both
sound and video. Microsoft Xbox, Sony Playstation, Nintendo GameCube, and Nintendo
Wii are a few examples of consoles. The real-time strategy game comes in second. In
this kind of video game, players use strategy to navigate the environment, defeat
adversaries, and decide which paths to pursue and what needs to be done. as opposed
to first-person shooters. Online games that are cross-platform come in third. creating
software for, or utilizing software on, many hardware platforms. The web browser is the
most versatile cross-platform program. Web browsers render web pages "nearly"
identically on every desktop and mobile platform out of ten, regardless of the computer
Most individuals currently associate playing internet games with poor academic
performance. Studies over the years have shown varying results. Some of them claim
to be connected, whilst others claim they are not. Anderson and Dill (2000) found that
there is a bad association between the two. In other words, there is no connection
between a player's playing time and his academic performance. On occasion, kids will
defend the games they are playing by claiming that they are teaching them something.
These students are supported by a report from EDUCAUSE, which suggests that faculty
members learn about these games in order to improve students' in-class learning
games aren't simply for fun (Shaffer, squire, halverson, and gee, 2005). They assert that
these games can be used to discover new things, engage with others, and become a
part of an online community. Addicts who play too much neglect their personal
connections and occasionally stop trying altogether because they spend so much time
playing. Up to 50% of married gamers who are hooked indicate that their addiction has
put strain on their relationships. The obligations of daily life, such as job and school, are
study, determination of the sample, research instrument, and statistical tool of the data.
Research Instruments
Mean
Is Online Habit having a significant
relationship to the Academic
Performance of Grade 11 Stem Statistical tool
student of SNNHS?
This study will determine the relationship of Online Games Habit and Academic
Performance of Grade 11 Stem Students of SNNHS. Thus, the researcher will use
The study will be conducted at Sto. Niño National High School Located at Purok.
Lapu-Lapu Village, Población Sto Niño South Cotabato. The chosen locale of the study
is a public secondary school which offers complete junior high school and senior high
school program with the following tracks, STEM, ABM, HUMMS, TVL-HE, TVL-ICT AND
TVL-EPAS.
The Grade 11 Stem student in Sto. Niño National High School will serve as a
respondent of the study who are enrolled for the school year 2022-2023.
Sampling Technique
Games Habit and Academic Performance of Grade 11 Senior High School students in
Games Habit and Academic Performance of Grade 11 Stem Senior High School
Students. The questionnaire made in a way that respondents can answer it easily.
Thus, the set of question will be structure in a form of a checklist. The survey
questionnaire subjected for validation to ensure that the content would surely answer
The researchers will ask permission from SNNHS principal to allow them to
conduct their study by letting him sign the letter for approval.
performance, Next, they will examine the effect of the result to the general average of
their grades in first semester. Lastly, they will interpret the result.
The statistical with use was the Pearson Correlation Coefficient. In statistics,
the Pearson Correlation Coefficient also referred to as the Pearson’s r. Pearson product
moment correlation between two variables X and Y, It has a value between +1 and -1 ,
Where: