
Negative Effects of Online Games on Grade 12 TVL - Track.
Introduction:. The rise of online games has become a global phenomenon, especially during the COVID-19 pandemic, where online games became a primary source of entertainment and socialization for many people. However, online gaming poses concerns about its impact on students' academic, social, and psychological well-being. Research indicates that excessive online gaming can lead to poor academic performance, addiction, and decreased social skills. Moreover, prolonged gaming may also cause physical health problems, such as obesity, poor vision, and sleep disorders. In the Philippines, students have become addicted to popular online games like Mobile Legends, Call of Duty, and Wild Rift. During the pandemic, many students spent most of their time on their personal electronics, causing their grades to drop and their behavior to alter significantly. According to a study by Adrales et al. (2020), the COVID-19 pandemic has made online gaming more popular, and students spent more time playing online games than before the pandemic. They found that 48.7% of the respondents reported playing online games for more than three hours a day, and 14.6% reported playing for more than six hours a day..
The negative impact of online gaming on students' mental health has also been a concern. According to a study by Chang et al. (2020), online gaming addiction is associated with depression, anxiety, and stress. The study found that Filipino students who were addicted to online gaming reported higher levels of depression, anxiety, and stress than those who were not addicted. Moreover, the study conducted by Fabito et al. (2019) revealed that excessive online gaming is significantly related to poor academic performance among Filipino students. They found that students who spent more time playing online games had lower grades than those who played less. In addition, the study found that students who played online games during school days had significantly lower grades than those who played only during weekends..
CHAPTER 2 REVIEW OF RELATED LITERATURE. Problem gambling can lead to a number of negative psychosocial consequences and mental health problems that affect available time, work, education, family, partnerships, friends, social life, psychosocial well-being, social competence, leisure activities, self-esteem, and loneliness. Difficulties may include professional and academic problems grades, academic failure, and financial problems. Many young people affected by IGD do Santinah, S., & Saluky, S. (2022) Online games can affect student achievement. For students who play online games excessively, it will be difficult to concentrate in lessons at school. This is because his mind always wants to play games and is curious about the game. There is no positive influence in playing online games, but it only has a negative impact or negative impact on students who are addicted to playing online games. Santinah, S., & Saluky, S. (2022).
Similar to other addiction and compulsive behaviour such as substance abuse, gambling, and sex, some individuals can be susceptible.The susceptibility can be due to risk factors including personal predispositions, psychological such as self-control and personality traits, unsafe environments, and the accessibility to online-gaming occasions and opportunities. Understanding the risk factors of IGD can be essential for predicting those who are vulnerable to developing the condition. Knowing the risk factors is vital in designing treatment protocols and intervention programs addressingthe challenging effects of IGD. Reyes, M. R. (2020). One of the most popular games in the Philippines which Filipinos are drawn to playing mobile game is the Mobile Legends: Bang Bang. According to the official website of the game mobile legends, the game was published by Moonton on July 14, 2016 Esports is already in the Southeast Asian Games (SEA). According to the report of CNN, the Philippines won in Esports against Indonesia with the score of 3-2 and it is the first time they got a gold medal in this type of competition Through this event, we can say that Filipinos are now interested in playing mobile games and it is now considered as part of the sports that is, Esports. Kishimoto, R. T., Prasetyo, Y. T., Persada, S. F., & Redi, A. A. (2021).
The passage discusses the popularity of the mobile game Mobile Legends: Bang Bang in the Philippines. The game was published by Moonton in 2016 and has gained a large following in the country. The passage also mentions the rise of esports in the Southeast Asian Games, where the Philippines recently won a gold medal in esports against Indonesia with a score of 3-2. This event indicates the growing interest of Filipinos in mobile games and their recognition as a form of sports or esports. Addictive game playing may be labeled as computer games addiction and it is considered as a disorder. Internet gaming disorder is included in the Diagnostic and Statistical Manual of Mental Disorders alongside Schizophrenia, Post Traumatic Stress Disorder, Manic and Depressive (Bipolar) Disorder and many more. Farillon, L. M. F., Farillon, K. S. F., & Farillon, E. F. (2022)..
Statement of the Problem. The problem of online gaming on students revolves around its potential negative effects on their academic, social, and psychological well-being. Excessive online gaming can lead to addiction, poor academic performance, decreased social skills, and physical health problems such as obesity, poor vision, and sleep disorders.
Research Questions. 1. What is the profile of the respondents in terms of: 1.1 Age 1.2 Gender 1.3 Educational level (specifically within the TVL track) 2. How does excessive engagement in online gaming affect the academic performance of Grade 12 ICT students, and what are the underlying mechanisms contributing to this relationship? 3. To what extent does the frequency and duration of online gaming among Grade 12 ICT students correlate with their academic performance, and what specific academic areas are most affected by excessive gaming?.
Scope and Delimitations. However, this study has several limitations and delimitations. First, the study will only include senior high school students in Bonifacio Camacho National High School, and the findings may not be applicable to other settings. Second, the study will only focus on the relationship between online gaming and academic performance, and will not examine other potential effects of online gaming, such as socialization or mental health. Third, the study will rely on self-reported data on gaming habits, which may be subject to recall bias or social desirability bias. Finally, the study will not address the issue of causality, as it is not possible to determine whether online gaming directly causes changes in academic performance or whether other factors are at play..
Definition of Terms:. Online Games: Interactive digital games that are played over the internet, often involving multiple players in real-time interactions, accessible through various platforms such as computers, gaming consoles, and mobile devices. Negative Effects: Adverse consequences or impacts resulting from engagement with online games, including but not limited to psychological distress, academic underachievement, social isolation, and physical health problems. Grade 12 ICT Students: High school students typically in their final year of secondary education, studying Information and Communication Technology (ICT) subjects, which may include courses related to computer science, programming, digital literacy, and information systems. Online Gaming Addiction: A behavioral addiction characterized by compulsive and excessive engagement with online games, leading to significant impairment in various areas of life, such as academic performance, social relationships, and mental well-being. Academic Performance: The level of achievement and success in educational endeavors, including grades, test scores, and overall academic progress, as measured by standardized assessments or coursework evaluations..
CHAPTER III METHODS OF RESEARCH. In my own study, we will utilize a case study design to investigate the implementation and impact of a new educational intervention in a specific school district. This design is justified for several reasons. Firstly, the intervention is relatively new and has not been widely studied or implemented, making it an ideal candidate for a case study approach. By focusing on a single case, we can delve deeply into the complexities and nuances of the implementation process and gain a comprehensive understanding of its effects. Secondly, a case study design allows us to examine the intervention within its unique context, taking into account the various factors and dynamics that may influence its outcomes. We can explore the specific characteristics of the school district, such as its resources, leadership, and community support, which may contribute to the success or challenges faced during the implementation..
Lastly, a case study design provides an opportunity for a detailed and holistic analysis of the intervention. We can employ multiple data collection methods, such as interviews, observations, and document analysis, to gather rich and diverse information. This approach allows us to capture the various perspectives of key stakeholders involved in the implementation process, including teachers, administrators, and students, and to gain insights into the complexities of the intervention's impact on teaching and learning..
Methods and Techniques of the Study. Convenience sampling is a non-probability sampling technique where participants are selected based on their easy accessibility and availability to the researcher. This sampling method is often used when time, resources, or logistical constraints limit the ability to access a broader population. While convenience sampling may not provide a representative sample of the population, there are situations where it can be justified..
Data Gathering Procedure. I believe that descriptive statistics are the best way to analyze the data that we have collected. They are relatively easy to understand and interpret, and they can be used to answer a variety of questions about the data. In addition to descriptive statistics, we will also be using inferential statistics to analyze our data. Inferential statistics are used to make inferences about a population based on a sample. For example, we might use inferential statistics to determine if there is a statistically significant difference between the average age of people who responded to our survey and the average age of the general population. We believe that using a combination of descriptive and inferential statistics will give us a comprehensive understanding of our data and allow us to make accurate and informed conclusions..
CHAPTER IV PRESENTATION, ANALYSIS AND INTERPRETATION OF DATA.
Forms response chart. Question title: 1. Online gaming negatively impacts my ability to focus on my studies.. Number of responses: 10 responses..
Forms response chart. Question title: 5. Online gaming has negatively affected my relationships with friends or family members.. Number of responses: 9 responses..
CHAPTER V SUMMARY, CONCLUSION AND RECOMMENDATIONS.
Conclusion: The allure of immersive virtual worlds and the addictive nature of gaming can lead to decreased academic performance, compromised focus on studies, disrupted sleep patterns, and diminished social interactions. Moreover, excessive gaming may contribute to heightened stress levels, mental health issues, and strained relationships with peers and family members. To mitigate these adverse effects, it's crucial for students, educators, and parents to foster a balanced approach to technology use, promoting healthy boundaries and encouraging alternative forms of recreation and academic engagement..
Recommendations: Implement Awareness Campaigns: Launch educational initiatives to raise awareness about the potential negative impacts of excessive gaming. These campaigns should educate students, parents, and educators about the importance of maintaining a healthy balance between online activities and academic responsibilities. Involve Parents and Guardians: Engage parents and guardians in discussions about responsible technology use and the importance of setting limits on screen time at home. Provide resources and guidance to help families establish healthy routines and boundaries around gaming and device usage..