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Online and Offline Games

The document discusses the impact of online and offline games on students' academic performance. It first reviews related literature which has found mixed results - some studies found negative impacts of excessive gaming or violent games, while others found no significant impact or positive impacts of moderate gaming or educational games. The theoretical framework is based on flow theory, which suggests motivation is highest when individuals experience above average challenges and perform at above average skill levels.

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Christine Joy
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0% found this document useful (0 votes)
1K views8 pages

Online and Offline Games

The document discusses the impact of online and offline games on students' academic performance. It first reviews related literature which has found mixed results - some studies found negative impacts of excessive gaming or violent games, while others found no significant impact or positive impacts of moderate gaming or educational games. The theoretical framework is based on flow theory, which suggests motivation is highest when individuals experience above average challenges and perform at above average skill levels.

Uploaded by

Christine Joy
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

Chapter 1

Introduction
Online gaming is one of the most commonly used recreational hobbies of many people
(Islam et al., 2020). Some people have said that playing online games has a variety of
reasons to play because it can be a stress reliever, a challenge and competition, relaxation,
fun, social interaction, and even a mental escape from the real world. For most people, online
gaming is one of the best past times that have to gain particularly in teenagers and students.
According to (Griffiths, 2011) Assessing online gaming addiction in children and
adolescents is relevant for several reasons. With regards to developmental
psychopathological findings, it appears that addictions tend to have precursors during
adolescence. Online gaming has become a very popular platform for entertainment,
especially among adolescents (Griffiths, Davies, & Chappell, 2004). Some adolescents have
even gone to the extent of confessing that without online gaming, their life would be boring
and dark (Wan & Chiou, 2006). Some showcased an unconscious need for power and
achievement, which resulted in them resorting to compulsive online gaming.

The purpose of this research is to examine the impact of online and offline games on the
academic performance of students with difficulties in academics. The study aims to explore
whether these games have positive or negative effects on learning, as well as to identify any
factors that may mediate or moderate these effects.

By understanding the impact of online and offline games on students’ academic


performance, educators and parents can make more informed decisions about the use of these
games as a tool for learning or leisure. This research can also contribute to the development
of educational interventions that incorporate gaming elements, which may be particularly
effective for students who struggle with traditional academic approaches.

Statement of the Problem

This study aim to assess the impact of the online and offline games to grade 11 students
with difficulty in their academic performance at Victor Bernal High School, in San Vicente
Ogbon, Nabua, Camarines Sur, year 2023. Specifically it seeks to answer the following
questions:

1. What are the profile of the students who are part of this study?

a. Age
b. Gender

1. How many hours in gaming (online and offline games)

2. Average in grade

2. What are the benefits of online and offline game?

3. Is this a significant difference on the students academic performance and online and offline
games?

Assumptions of the study

The following assumptions were advanced in this study.

The profile of the respondents varies in terms of their age, gender, how many hours in
gaming and the average grade of the respondent.

There is extent of the impact of online and offline games in the students of grade 11.

There is significant difference on the students academic performance.

Significance of the study

The result of the study will provide important information regarding to the Online
and Offline games: it’s impact to Grade 11 students with difficulty in Academic in Victor
Bernal High School s/y 2022-2023. Specifically, the study will benefits the following:

Students The result of the study are benefit to a student in order to aware about the
effect of online and offline games in academic performance.

Teachers This study provides teacher or other educators begin their guiding the
students to their academic performance.

Parents The result of this study will serve as the basis of the parents to guide their
children in facing the situation of the impact of online and offline games in their difficulty in
academic performance.

School. The result of these study be success the school can help many students on
how may them get over on playing online games not only on how but also on why they really
needs to stop on playing online games because of effect of there academic performance.

Community.

Researchers Themselves This study gives the researchers knowledge and understanding
about Online and Offline games: It’s Impact to Grade 11 students with Difficulty in
Academic. This also enables the researchers to help the students aware about online and
offline games that will affect their academic performance.

Future Researcher This study will serve as reference to future researchers; and it will
also encourage them to examine the problems of difficulties in their academics performance.

Definition of Terms

Academic

-" is measured by taking written and oral tests, performing presentations, turning in
homework & and participating in class activities and discussions. Teachers evaluate in the
form of letter or number grades and side notes, to describe how well a student has done.

Impact

- Research impact is variously defined but can be summarized as having an effect,


benefit, or contribution to economic, social, cultural, and other aspects of the lives of citizens
and society beyond contributions to academic research.

Technology

-Technological advancements have led to significant changes in society. The earliest


known technology is the stone tool, used during prehistoric times, followed by the control of
fire, which contributed to the growth of the human brain and the development
of language during the Ice Age.

Internet

-Internet is a network of networks, where two or more than two computers are
connected through a wired or wireless network for sending and receiving data - such as text,
video, songs , etc. In contrast, the Web is one of the services communicated via the Internet.

Online games

- a video played over some form of computer network . (Mozee, 20140)

Scope and Delimitation

This study focused to determine the online and offline games impact to student with
difficulty at their academic performance at Victor Bernal High School (VBHS), San Vicente
Ogbon, Nabua, Camarines Sur, within the S/Y 2022-2023. As the venue of the study, this
study is for the VBHS students Grade 11 student to be specific.
Locale of the study

Victor Bernal High School was located South Western of the Nabua Municipality, the
Barangay San Vicente Ogbon, Nabua Cam. Sur specifically is established year 2000 at 29th
of August and was granted by Deped with the permit no. RV 0013 July 29 2005. VBHS is
consisting of the 29 regular teachers and 22 locally funded teachers, with 590 students from
Grade 7-12, under the administration of the current principal Sir Irvin Carlo A. Noble,
teacher II . ( Brief History of VBHS, students handbook).

This study was conducted in VBHS to determine students response according to study on
Online and Offline Games: It’s Impact to the Students with difficulty in Academic.
Chapter 2

Review of Related Literature

There is a significant body of literature on the impact of online and offline games on
academic performance, particularly among Senior high school students. Several studies have
explored the relationship between gaming and academic achievement, including the impact of
game addiction, time spent playing games, and the types of games played.

Gentile (2011) found that playing violent video games was associated with lower academic
achievement, particularly among boys. The study found that boys who played violent games
for more than two hours per day were more likely to have lower grades and more behavioral
problems. However, not all research has found a negative impact on academic achievement
associated with gaming.

Adachi and Willoughby (2013) found that playing video games for moderate amounts of
time (less than an hour per day) was actually associated with higher academic achievement
among high school students. Additionally, some studies have found that certain types of
games, such as educational games, can have a positive impact on academic performance.

Kebritchi, Hirumi, & Bai (2010) found that playing educational games improved student
learning outcomes in a chemistry course. Overall, the research on the impact of online and
offline games on academic achievement among Senior high school students is mixed. While
some studies have found a negative impact associated with excessive gaming or playing
violent games, others have found no significant impact or even a positive impact associated
with playing games in moderation or playing educational games. It is important for parents
and educators to monitor students' gaming habits and encourage them to play games in
moderation and choose games that are educational and age-appropriate.

Bavelier 2012 Green & Bavelier, 2012. Positive effects of video games on academic
achievement: Some studies have found a positive correlation between video game play and
academic achievement, particularly in subjects such as math and science.

Theoretical Framework

The theoretical framework of this study is based on the constructivist theory; which
suggest that,

Flow Theory (Daniel J. Acland 2020) posits that motivation is highest when
individuals experience above average challenges and perform at above average skill. I use
data from a short, repetitive online game to test this hypothesis and to explore the role of
Flow Theory in motivation and game play. I also explore the relationship between Flow
Theory and demand for commitment. For each player, the Flow-Theory channel in which
they are most likely to continue playing the game is identified, and players are categorized
into types accordingly. Control, Boredom and Relaxation types are most common. Flow
types are among the least common, making up 12.6% of players. Flow types have the lowest
skill level, but challenge themselves the most, and are most likely to make use of self-control
devices available within the game. Control types play most frequently and over a longer
period of weeks. Apathy types are high skill but seek out low challenges and are least likely
to make use of self-control devices. Flow and control types are more likely to play during the
workday. Relaxation, boredom and apathy types are more likely to play during workday
evenings. I conclude that the principle hypothesis of Flow Theory does not explain my
findings, but other aspects of Flow Theory are relevant to an understanding of motivation
and self-control.

Conceptual Framework

The conceptual framework of the study was premised on the concepts, ideas, and
principle imparted by the researcher in the form of theory building. With these, the input-
process – output flow describes the paradigm of the study.

The input were legal bases such as the Under Senate Bill No. 1063

Likewise, the process included the following : determining the profile of the student who
are part of their study a. Age b. Gender c. How many hours in gaming? ( online and offline)
d. Average in grade; The benefits of online and offline games; If Is there a significant
difference on the students academic performance and online and offline games.

The output of this study is to conduct a counseling or assembly on how to handle gaming in
the right way that it will not be a reason to affect the student academic performances.

Conceptual Paradigm

INPUT PROCESS OUTPUT

1. What are the profile of


the student who are part The result of this
1. Legal bases
of their study? a. Age b. study is to conduct
Gender C. How many hours
 Under Senate in gaming?( online and a counseling or
Bill No. 1063 offline) d. Average in grade. assembly on how to
2. What are the benefits of handle gaming in
2. Theories
online and offline game. the right way that it
3 Related will not be a reason
3. Is there a significant
literature and
difference on the to affect the
studies. students academic student academic
performance and online
and offline games?
performances.
Theoretical Paradigm

Online and offline games: it’s impact to


grade 11 students with difficulty in
academics

Online Game
Value
Interactivity
Theory theory
Flow Theory

Chapter 1
                                                    Introduction
     Online gaming is one of the most commonly use
b. Gender
                1. How many hours in gaming (online and offline games)
                2. Average i
Academic. This also enables the researchers to help the students aware about online and 
offline games that will affect their
Locale of the study
    Victor Bernal High School was located South Western of the Nabua Municipality, the 
Barangay San Vice
Chapter 2
Review of Related Literature
               There is a significant body of literature on the impact of online and o
into types accordingly. Control, Boredom and Relaxation types are most common. Flow 
types are among the least common, making
Theoretical Paradigm 
Online Game
Interactivity
Theory
Value
theory
Flow Theory
Online and offline games: it’s impact to
grad

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