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The Effects of Online Games To The Behavior of The Junior High School Students of Dingras Faith Academy, Incorporated

This document discusses a study on the effects of online games on the behavior of junior high school students at Dingras Faith Academy. The study aims to determine how online gaming affects students' behavior in their family/social lives, academic performance, and activities. It will examine how gaming can lead to addiction and changes in personality. The document provides background on the increasing popularity of online games and research showing both benefits and disadvantages. It establishes the problem, purpose, significance, and scope of the study.

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0% found this document useful (0 votes)
573 views13 pages

The Effects of Online Games To The Behavior of The Junior High School Students of Dingras Faith Academy, Incorporated

This document discusses a study on the effects of online games on the behavior of junior high school students at Dingras Faith Academy. The study aims to determine how online gaming affects students' behavior in their family/social lives, academic performance, and activities. It will examine how gaming can lead to addiction and changes in personality. The document provides background on the increasing popularity of online games and research showing both benefits and disadvantages. It establishes the problem, purpose, significance, and scope of the study.

Uploaded by

Jacob Baclig
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
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The Effects of Online Games to the Behavior of

The Junior High School Students of Dingras Faith

Academy, Incorporated
Chapter I

INTRODUCTION

Background of the study

One of the things that has revolutionized many facets of life is the advent of online

games. Online gaming in particular has expanded as a result of the expansion in internet

usage. It is crucial to investigate the consequences of online gaming on these pupils given

the growing number of Dingras Faith Academy Inc. (DFAI) students who become addicted

to it. This study aims to determine the causes of students' addiction to online games and any

potential effects on their behavior and activities.

Simone Vibert, Ali Bissoondath, and Stuart Wood (2023) perform some research

that the fact that many students' favorite pastimes include playing video games online.

Given its good effects as a superb mental workout, it demonstrates its own value. It involves

advancement in logical thinking. Online gaming does have certain disadvantages, too,

despite all of its inherent advantages. Online gaming may have significant negative effects,

especially on students' lives because it can distract them and interfere with important

responses to non-game life actions like academic performance, health, and social life.

Today, DFAI students, parents, and teachers are concerned about the number of students

who play online video games. Several studies that have high regard for internet gaming have

been done, but the number of students who are unable to stop playing online games are

uprising. A study by Griffiths, Kuss, and King (2012) looked at the addiction to massively

multiplayer online role-playing games, which is not just a problem for men. Online gaming

was found to be the most addicting internet activity by Wan and Chiu (2016). This study

aims to maintain the typical social habits of students while also enhancing their academic
achievement. One strategy to assist young people in reducing their addiction to online

games is by increasing awareness of the issue. People can now connect to the internet world

around-the-clock, no matter where they are. It would also be odd to observe a bunch of

adolescents playing internet games together.

This research draws attention to this issue by emphasizing the significance of

maintaining balance in one's life, specifically a balance between online and offline

interactions. Raising awareness among students about what they are missing out on as a

result of their excessive use of online games would aid in the reduction of their addiction.

Finding out what behaviors they acquire when playing online games is the aim of this

research. This study also looks into how playing online games affects students' behavior in

terms of academics. Students experience incidents as a result of their addiction to internet

gaming. According to Egli and Myers (2008), said that for instance, students may find it

difficult to stop playing online games if it becomes a habit. When someone wants to play the

game, there may not always be money available since they will go to whatever lengths to

satisfy their desire, which may include stealing from their parents or others.

Statement of the problem

The purpose of the study aimed to correlate the The Effects of Online Games to the

Behavior of The Junior High School Students of Dingras Faith Academy, Incorporated.

Specifically, the study aimed to answer the following questions:

1.How are the respondent described in terms of:

a. age

b. gender; and

c. grade level.
2. How would online gaming affect the student’s behavior in:

a. dealing with their families and friends

b. their performance at school

c. in their home

3. What are the perceived action of online games to student behavior?

a. when students play games excessively, it may lead to addiction.

b. constantly changing positively or negatively in their personality

4. What are the significant relationship between impacts of online gaming and the student

school academic performance?

5. How may online game affect student’s behavior?

a. It can be negative and positive actions

b. It can cause changes to their academic performance

Significance of the study


This study focuses on the effects of online games to the behaviour of students, most

significantly in this era where people are closer to the digital world more than ever due to

the current pandemic. The result of the study benefits the following:

STUDENTS. The primary recipients of this research are the students who are greatly

affected by the pandemic in which they were exposed to online games that resulted to

procrastination on school work wasting the time window they are given. This study should

offer strategies on how to overcome procrastination on their school works.

Teachers. This research would help the teachers provide solutions on the effects of online

games to the social behaviour of students. This could also offer them learning insights to

guide and provide more engaging tasks so that students' behaviour towards online games

would be evaded.

Parents. This research would help the parent guide their child since it is the responsibility

of the parents to monitor and to discipline their children. This could give them

understanding of the child’s mental health in the midst of a pandemic, school stress, and

balancing out every single thing in their lives in isolation.

Future Researchers. This research would help future researchers look into the more in-

depth issue that grows into the social behaviour of the students towards playing online

games. This paper may serve as a groundwork for future studies.

Scope and Delimitation of the Study

This study will highlight The Effects of Online Games to the Behavior of The Junior High

School Students of Dingras Faith Academy, Incorporated

Gathering of Data. Ninety (90) respondents from Junior High School from Dingras Faith

Academy INC. 2022 – 2023 will be chosen as respondents for this study. They will be
answering a survey form or questionnaire regarding of the research being conducted. The

researchers will make a letter that will be given to the respondents entailing that any

information being gathered will remain confidential and will be used only for research

purposes. After answering the questions, the researchers will gather and tally all the data

based on the answers provided by the respondents.

Definitions of Terms

The researchers defined the following terminologies based on the effects of online games

used in the study in order to provide further clarity about the content of the research being

conducted.

Addiction – the state or fact of being tied to a particular substance, item, or activity

Academic performance – refers to a student's performance in the classroom, including

their attendance, grades, and participation.

Effects – mention the overall effect that games have had on the students.

Gadgets – a small mechanical or electronic tool or device, especially one that is intelligent

or creative.

Internet – is a worldwide system of computer networks.

Online games – describes any video game that allows for online player interaction.
Social Interaction – the process by which people seek to impose interactional control over

one another during social interactions.

Technology – Technology, or as it is sometimes referred to, the changes and manipulation

of the human environment, is the application of scientific knowledge to the practical

objectives of human life.

Chapter II

REVIEW OF RELATED LITERATURE

This section reveals the relevant related literature that are helpful to this research which

gives substance to the study. International studies are included to enrich this section.

Review of Technology

Michael Elkan, (2017) Technology is used in all parts of modern life, including

education, agriculture, business sales, transportation, communication, healthcare, and

gaming.

AF themes, (2022) Online games would not be possible without the technological

advances of the late 1990s and early 2000s. The internet's capability had not been tapped

previous to this time, implying that it was not only in the general public's awareness.
Nowadays, the internet is an important part of our lives, and you can play all of the

videogames you commonly perform on the web.

Jovarie, (2020) if you enjoy playing online games you may have wondered how they

are created you’ve probably wondered why in the world like these characters can fly so

realistically. Games are developed and programmed so a unique scenario is created for the

world of gamers to enjoy and have fun with. The latest technologies are responsible for

creating high end and extremely creative games. The great sound and image effects may

appear realistic but this is all due to the creative ideas of game developers.

The same goes for the rest of the exciting entertainment figures. Technology plays a

role in all aspects of modern-day society, such as education, agriculture, business sales,

transportation, communication and healthcare. Technology allows for the replacement of

human and animal labor with automated labor, thus reducing production costs, decreasing

production time and increasing efficiency.

Technology is the application of knowledge to reach practical goals in a specifiable

and reproducible way. The word technology may also mean the product of such an

endeavor. The use of technology is widely prevalent in medicine, science, industry,

communication, transportation, and daily life. Technologies include physical objects like

utensils or machines and intangible tools such as software.

Many technological advancements have led to societal changes. The earliest known

technology is the stone tool, used in the prehistoric era, followed by fire use, which

contributed to the growth of the human brain and the development of language in the Ice

Age. The invention of the wheel in the Bronze Age enabled wider travel and the creation of

more complex machines. Recent technological developments, including the printing press,
the telephone, and the Internet have lowered communication barriers and ushered in the

knowledge economy.

Online games

Bassey James, (2022) Discussed online games tend to be played over a computer

network, most commonly the Internet. Many online games have linked online communities,

turning online gaming into a form of social activity that extends beyond playtime.

According to research, video games played online have negative impacts and have a

direct impact on the performance with some students. Andre Aviso, (2021) Say online

games have presented many challenges that include from students' academic behavior to

constantly changing their personality positively or negatively

The Positive and Negative Effects of Online games

Positive vibrations, (2019) online games teach students how to think logically by forcing

them to analyze a game problem and devise a solution they must think in steps to win a

specific game level which enhances their capacity to resolve issues academic problems in

the same way students who play online games on a regular basis become really expert at

computer management because they become familiar to an advanced screen on which they

are asked questions, asked to select from a list of responses, learn web surfing, login tasks,
skillfully use the mouse cursor to complete tasks, and so on. As a result, when they take to

the real computer monitor, they do so with confidence and ease.

Windriverhotelandcasino (2021) stated that Researcher has proven that online video games

have a bad effect, and on some students, their overall performance is directly

affected. Hansa Bhargava, (2021) said that a survey say almost 80% of respondents of

gamers say online games boost their entertainment, comfort, and improved mood, many

gamers, such like committed athlete who devote themselves to a game, can often struggle

with pressure, depression, and fear.

Researchers have discovered that playing violent games for long periods of time can quickly

become addictive, and that playing such games makes players less emotional and more

likely to engage in negative behavior in real life.

Chapter III
Questionnaire

Answer the following information:

Name (optional):______________________________________________________

Sex: Male or Female others: (Specify)_______________________________

What grade are you in: __________________________

Direction: Read the question first, then indicate your level of agreement or

disagreement with each statement. Put a check mark in the box of your answer.

Please be guided by the legend below:

4 – Strongly Agree

3 – Agree

2 – Disagree

1 – Strongly Disagree

Dealing with their families and friends Strongly Agree Disagree Strongly

Agree Disagree

1. Do you have time for family bonding?

2. Do you often fights with your friend, because of online

games?

3. Do you often play with family and friends?

4. Do you have time for hangouts with your friends?

5. Do you choose games rather than your family/friends?


Their performance at school Strongly Agree Disagree Strongly

Agree Disagree

1. Do you feel sleepy in class, because you played last night?

2. Do you get high scores in class?

3. Do you participate in class?

4. Do you want skip school because, you want to play

games?

5. Do you get scolded often by your teacher

In their home Strongly Agree Disagree Strongly

Agree Disagree

1. Do you finish your chores early?

2. Do you eat on time?

3. Do you sleep early?

4. Do you wake up early?

5. Do you have enough time to do your homework?

3. What are the significant relationship between impacts of online gaming and the student

school academic performance?

4. What are the perceived action of online games to student behavior?

5.
Bibliography

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