IMPACT OF ONLINE GAMES TO STUDENTS BEHAVIOR AMONG
GRADE-11 ACAD/HUMSS IN SANDOVAL NATIONAL HIGH SCHOOL
S.Y. 2022-2023
BELGADO,CLARISE D.
DAGOT,MARK KEVIN JAY B.
NAMUCO,RALPH ANGELO S.
TABLE OF CONTENTS
CHAPTER 1: INTRODUCTION
BACKGROUND OF THE STUDY
CONCEPTUAL FRAMEWORK
RESEARCH PARADIGM
OPERATIONAL DEFINITION OF TERMS
STATEMENT OF THE PROBLEM
OBJECTIVES OF THE STUDY
SCOPE AND DELIMITATION OF THE STUDY
SIGNIFICANCE OF THE STUDY
CHAPTER II: REVIEW OF RELATED LITERATURE
CHAPTER lll: METHODOLOGY
RESEARCH DESIGN
PROCEDURE AND TIME FRAME
POPULATION AND SAMPLING
INSTRUMENTATION
ANALYSIS PLAN
INTRODUCTION
CHAPTER I
BACKGROUND OF THE STUDY
Every element of life has change as a result of the usage of technology. From
communication and education to leisure and pleasure. Online games are among the
most widely used entertainment technologies. These games are becoming more and
more-well-liked among students, and now play them as a part of their daily routine.
Despite their widespread. But there is a rising worry about how internet games affect
students conduct and behavior.
Excessive games playing undoubtedly has both negative and positive impact.
The amount of time students spends on playing online games will have an impact on
their behavior. Due to the requirements that these online games must meet, the
advancement of computer technology and the computer network as a whole cannot be
separated from growth of online games. The “games” word in this context refers to a
digital game played on consoles or computer hand-ware. But these days, you can play
at home or we are in internet cafe’s.
Also, the gaming industry has expanded into number of other nation, the global
game began with the success of various games in America in 1970’s, and it has since
spread to a number of other nation.
CONCEPTUAL FRAMEWORK
The conceptual framework of this study shows the independent variable of their
study includes the demographic of the respondents in term of A. Name(optional), B.
Gender, C. Age, and D daily allowance while dependent variable of this study is the
impact of online games to students behavior.
RESEARCH PARADIGM
Independent variable Dependent variable
Demographic profile of the
Respondents in term of:
A. Name(optional)
B. Gender Impact of online games to students
C. AGE behaviour
D. Daily allowance
Relation of students behavior
OPERATIONAL DEFINITION OF TERMS
Online games Is a video games that is either partially or primarily
played through the internet and
other computer network available.
Behavior Is defined as the way one acts or conducts
oneself, especially towards other. It often
a response to a particular situation or stimulus
Demographic profile A description of a particular type of costumers,
including their sex, age, income, etc…
STATEMENT OF THE PROBLEM
This study (the researchers) aims to find out the impact of online games in students
behavior among Grade-11 ACAD/HUMSS in Sandoval National High School.
Particularly, this study seeks to answer the following question:
1. What is the demographic profile of the respondents in terms of:
a. Name(optional)
b. Gender
c. Age
d. Daily allowance
2. What is the impact of online games to students behavior?
3. What are the relationship between the impact of online games and the students
behavior?
OBJECTIVE OF THE STUDY
The overall objective of the study is to find out the impact of online games in
students behavior among Grade-11 ACAD/HUMSS
Particularly, this aims to:
1. Determine the demographic profile of the respondents in terms of:
A. Name:(optional)
B. Gender:
C. Age:
D. Daily allowance:
2. Find out the impact of online games in students behavior.
3. Determine the relationship between the impact of online games and students
behavior.
SCOPE AND DELIMITATION
The study mainly focused on the impact of online games to students behavior
among Grade-11 ACAD/HUMSS in Sandoval National High school at Sandoval
Narra, Palawan S.Y. 2022-2023
SIGNIFICANCE OF THE STUDY
This research will be significant to provide insight into the ways in which online
games affects the students behavior and identity the risks associated with online
games . Additionally, this research can help parents, educators, and policy makers
develop strategies to minimize the negative impact of online games. This research can
also contribute to the broader understanding of how online games affect the younger
generation in other words it is a crucial understanding the impact of online games on
individuals behavior particularly those who are must vulnerable to its impact.
CHAPTER II
RIVIEW RELATED LITERATURE
According to Bassey (2022), many students who play online games are so
influenced by the games they play online that they transfer their virtual characteristics
into the real world. They now get acquitted with solving problems like they are evil
heroes in the game and this aggressive game induced behavior becomes a habit for
them. These outbursts of aggressive must be suppressed immediately or can become a
habit. Also Fernandez (2078) stated on his research that online games addiction is one
of the most serious behavior addiction and could cause a series of physical and mental
health problems, such poor sleep, depression, anxiety, or even death.
In a related study of Jungo (2022), students use online games to relieve them of their
stresses nut the excessive use of online games may lead to worsened learning ability,
concentration problem, poor academic performance, and decreased interactions with
other people. One of the most common effect of online games is withdrawal from
social interactions. Instead of interacting with family or friends, students would prefer
to stay home or in internet cafe’s. The effect of isolation will leads to collapse of
interaction and communication. In addition, Nasution et al. (2022), stated the negative
impact of students who considered addicted to online games, of course, very diverse
including students sometimes speaks impolite and polite, some students also forget
time for school because of fun of playing, students also often spend time for playing
games at school. Stealing time during study hours so that it has an impact on behavior
and social change which often forgets the surrounding environment.
Furthermore, based on the social- cognitive information processing model of
aggression. The findings indicate that believing in the acceptability and tolerability of
cyber aggression in games helps to explain the cyber aggressive behavior. Niell et al.
(2022). Moreover, According to Mekarova, (2019), they conclude that cyber
victimization in online games is really urgent problem, today’s teenager and
adolescents cannot survive. Without gadget so they are unreliable to online threats,
intimidation manipulation, and other kinds of behavioral aggression caused by online
games. On the other hand Dahabiyeh (2020) highlighted than subjective norms,
curiosity and playfulness have a positive effect on the intention to play online games,
while critical mass has no effect on the intention decisions. Further among the three
significant construct playfulness turned out to be the only factor that affected by risk
levels. Also Utami et al.
(2022) stated that students habits and addictive behavior are due to the number of
games available on social media and the internet. This availability would likely
damage behaviors academic habits, culture and environment.
Moreover, in (2018) an analysis of 24 studies involving 1700 youngers from countries
including the U.S Canada Germany and played violent games such as “Grand Theft
Auto” “Call of Duty” and “Manhunt” were more libely to exhibit behavior such as
being sent to the principals office for fighting for hitting a non family member. In
addition according to Alagerel Key, (2021) the world of online gaming, an
environment is dangerous and toxic if it at least contains one of the following! Violet,
verbal, aggression or “trash talking”. Publishing personal information, flaming,
cyberbullying, stalking, and others. Trough own experience gaming has been more,
than toxic because instead of having the mindset to have fun and play to relax every
players has blinded in winning the game, and if losing for example because of other
players will result in them getting or discriminating other through violet, verbal
aggression and threats. Students spend most of their time watching videos, browsing
or surfing the internet or reading online books on articles while using mobile
technologies when relaxing or unwinding, and it is not uncommon for use to see that
those types of students who loves to play online games.
CHAPTER III
METHODOLOGY
Research design:
This research will use a qualitative approach and phenomenological method. This
research aims to find out information on the impact of online games to students
behavior among Grade-11 ACAD/HUMSS in Sandoval National High school.
Procedure and time frame
The researchers will seek permission from the school principal before starting the
study. Also, the researchers will personally distribute the survey questionnaire to the
participants at Sandoval National High school in Sandoval Narra, Palawan.
Population and Sampling
This study will use simple random sampling to eliminate bias and acquire reliable
participant data. By using this population sampling, all respondents have an equal
chance of being chosen. Also, this study require 15 respondents who are playing
online games selected by the researcher from Sandoval National High School among
GRADE-11 ACAD/HUMSS.
Instrumentation
In order to help the researcher to get the data necessary for this study. The
researcher will conduct an interview to the Grade-11 ACAD/HUMSS at Sandoval
National High School.
Analysis Plan
In the first objective, researcher will employ the frequency counts approach
together with frequency percent’s, to archive the first objective, which is to determine
the respondents demographic profile in terms of Name, Gender, Age, and daily
allowance
The analysis of variance will be used for the second objective, which is to find
out the impact of online games in students behavior.
On the third objective which is to determine the relationship between the impact
of online games and students behavior, the researcher will use the thematic analysis to
analyze the transcribe interview data.
REFERENCES
Mekarova et. Al. (2019) Aggressive Behavior in Online Games and Cyber
victimization of Teenagers and Adolescent.
https://eric.ed.gov/?id=EJ1240214
Bassey James (2022) Negative effects of online games to students.
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Lopez-Fernandez (2018) Specific internet use-related addiction problem.
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