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Title Page____________________________________________________________ I
Acknowledgement___________________________________________________ II
Abstract____________________________________________________________ III
Table of Contents____________________________________________________ IV
I. THE PROBLEM
Background of the Study_________________________________________ 5
Statements of the Problem_______________________________________ 6
Significance of the Study_________________________________________ 6-7
Scope and Delimitation__________________________________________ 7
Definition of Terms______________________________________________ 7
II. REVIEW OF RELATED LITERATURE AND STUDIES
Review and Related Literature_____________________________________ 8-9
Related Studies________________________________________________ 8-9
III. METHODOLOGY
Research Design________________________________________________ 10
Respondents of Study____________________________________________ 10
Sampling______________________________________________________ 10
Data Gathering Procedure_________________________________________ 10-11
Statistical Treatment of Data_______________________________________ 11
The research on " Effect of Online Game Addiction in the Rosales National High School" has
given to the researcher as part of their Practical Research. The researchers have tried their best
to present this study clearly as possible using basic terms. The researchers have recieved from
their towards fruitful and timely completion of this study. The researchers have completed this
study under the table guidance and supervesion of PANGALAN NI MAM ILAGAY MO. The
acknowledgement may not redeem the dept. but the researchers owe their parents for the
direct/indirect support during the entire course of this study. The researchers also want to thank
the past the thesis of the researchers for being the source of in this study.
Abstract
In the study, Effect of Online Game Addiction in the Rosales National High School was
examined. The objectives of present study were: A) to study the academic anxiety among the
students. To analyze stress among the students. C) to understand the coping strategies
adopted by the students. For this purpose a sample of 100, 11th class students from
government secondary schools located in Rosales National High School. For the purpose of
gathering information from respondents on personal data, coping strategies, stress and
academic anxiety, the stress and coping strategy questionnaire which was consists of a series
of question about stress and coping strategies was administered most of the students are
stressed. The find of the research showed that the top three rank of stressor among students
were written works performance task and quarterly examination. All of the stressors were
While the rest of the top three stressors were rated as causing moderate to high stress. The
finding of the study indicate the 11th grade students coped with difficult situations in a mature
manner, yet they tended to withdraw from the problems they faced in life.
EFFECTS OF ONLINE GAMES ON THE GRADE-12
STUDENTS IN
Jugil Lopez
Diego Calderon
July 2017
CHAPTER 1
BACKGROUND OF THE STUDY
The rise in the use of the internet has led to many changes in our daily life. In particular, the rise
has also led to the rise of online gaming. Online gaming can refer to any type of game that
someone can play through the internet or oura computer network. Most of the time, online
gaming refers to the video games played our the internet, where multiple games are in different
locations around the world. In most cases, online games are freeware programs that can be
A lot of researches is conducted to study it effect on lifestyle and behavior of the power
leveling gamer especially kids. Online game is the most sought leisure activity followed by kids
nowadays. Computers play a major role in shaping the future of the kids. Days are gone when
children loved to indulge in outdoor activities, rather than running or playing outside, children
spend most of their time playing games. Online games surely have an impact on minds of
students. Some research shows that the students who play online games are more active and
have sharper minds them their other counterparts. Everyone who plays video games online
games has a different reason for playing, and the usage of the games leads to different effect for
each individual. Childhood upbringings, peer influences, pressures at school and family issues
are all factors that have a strong connection with the effects of gaming individuals. Video games
maybe therapeutic for some people, but the small amount of people who are negatively affected
A lot of senior high students are addicted on online games. We need to manage our time to do
home works and to play an online games. Specially they need a guidance of their parents and
This study aimed to knows the impacts of online games among the Senior high student of
a. Age
b. Strands
c. Gender
1. What are the effects of online games to the students of Rosales National High School?
2. Which is the following factors of online games has the greatest effect to the Rosales
This study will be valuable and significance to substances parents readers and future researches:
School: This study will help the student to hobbies of the impacts of online gaming.
Teachers: This study will help the teachers to have enough knowledge about the impact
Students: This study primarily important to students, for it will give theme information
conduct.
This study of was mainly concerned and limited only with the impacts of online gaming the
This study conducted in Rosales National High School, which was a government school
for High School. This research is limited to find out the impact of online gaming among the
senior high school student of Rosales National High School. The respondents of the study
are the student of Senior High Student of Rosales National High School. Selected by
Definition of Terms
For clearer understanding of the work, the following terms were defined:
Impact: The powerful orb dramatic effect that something or somebody has.
Online game: Game that can be run from an internet browser and requires the internet
connection.
Related Literature
internet gaming or electronic gaming. It was a gathering of players with a common game
using a local area network (LAN) where they could be on the same settings. The players
seen to be in a real situation that they use their mouse or keypads to move in the monitor,
Stated by Hassan (2011), online gaming is good and bad. Good for those who
know their limits and bad for those who fix themselves in the seats for long hours and cut
Carrey (2012) found out that the history of online gaming include contributions
by many different companies and entities. Online gaming began as multiplayer gaming,
but has evolved to include online gaming serves, and massively multiplayer online games
settings.
Foreign Literature
French and Dwyer claimed that the online game players “ don’t have normal social
relationships, anymore” and play online games in order to cover feelings of Anger
Profile
A. Age
B.Gender
C.Strands
D.Socio-Economic Status
CHAPTER 3
METHODOLOGY
This chapter introduces the details of research design, respondents of the study, sampling, data
gathering procedures, data gathering instruments, and statistical treatment of data
Research Design
The researchers used the descriptive research to conduct this study entitled “Effects of online
Games Addiction on the Grade 12 students in Rosales National High School.
Respondents of Study
The respondents were chosen through quota sampling. The researchers made use of 16 students
in Rosales National High School.
After choosing the respondents, each of them were given a survey questionnaire to answer.
Sampling
The respondents made use of 16 students in Rosales National High School. All students who play
online games answered the test questionnaire given by the researchers.
Questionnaire was used as the main instrument of the study to determine the effects of online
games addiction among the students. The designed question focused on the disadvantage of online
gaming.
The questionnaire was prepared by the researchers themselves after doing a research and
intensive reading from the internet and asking opinion from the online game players.
The researcher conducted a letter to the Principal on the school that allowed the researchers to
conduct the survey among the students.
The researcher’s questionnaire was prepared and showed to the subject teacher for the comments
and suggestions. After that, revision of the questionnaire was done. The researchers incorporated the
comments and suggestions of the adviser and prepared the second draft of the questionnaire. The
questionnaire has three parts. Part I contained the profile of the respondents in terms of name, gender,
and strand. Part II focused on how often did they play online games within a week, how long the
respondents playing online games in a day, and why their consider playing online games. Part III focused
on the disadvantage of online games.
The researchers initially distributed the survey among the students in Rosales National High
School. After the questionnaire was sent back to the researchers, the response were analyzed and
interpreted. It was done through the use of percentage and ranking
Percentage and ranking were used by the researchers to convert the numerical data gathered from
the questionnaire. Only tallying, getting of percentage, and getting of ranking were the methods needed
to come up with a conclusion on this study. Descriptive statistics which include basic summary of the
data gathered was used to explain further the result of the study. The descriptive statistics used
frequency, percentage, and ranking. These things would be explained further in the following.
a. Frequency - pertains to the number of respondents that have the same answer in a specific
question.
b. Percentage – used to determine the ratio of respondents that have same answer with general
number of respondents.
Formula:
% = f x 100
N
Wherein:
% = percentage
F = number of respondents that
answered the question
N = total number of respondents
c. Ranking – used to determine the order of the results according to their percentage.
CHAPTER IV
PRESENTATION, ANALYSIS AND INTERPRETATION OF DATA
This chapter presents the analysis and interpretation of data
Table 1
Gender Distribution of the Respondents
Gender Frequency Percentage
Male 16 100%
Female 0 0%
TOTAL 16 100%
1.2 Strand
Table 2
Strand Distribution of the Respondents
1.3
Table 3
How you ever played Online Games
Frequency Percentage
Yes 16 100%
No 0 0%
TOTAL 16 100%
1.4
Table 4
How often do you play online games within a week
Days Frequency Percentage
Once 4 2.5%
Twice 6 3.75%
Trice 1 06.25%
4 times 0 0%
5 times 0 0%
6 times 2 1.25%
Daily 3 18.75%
TOTAL 16 100%
1.5
Table 5
How long do you play online games in a day
Hours Frequency Percentage
½-1 hour 7 43.75%
2-3 hours 4 2.5%
4-6hours 5 31.25%
7 hours or more 0 0%
TOTAL 16 100%
1.6
Table 6
Why do you consider playing online games
Frequency Percentage
Stress Reliever 7 43.75%
Hobby 4 2.5%
For past time 5 31.25%
TOTAL 16 100%
1.7
Table 7
Which of the following effect of online gaming have you experienced
Frequency Percentage
Not enough sleep 10 6.25%
Blurred vision 5 31.35
Loss of concentration in 1 06.25%
classroom
Problem in socializing with 0 0%
others
TOTAL 16 100%
CHAPTER 5
SUMMARY OF FINDINGS, CONCLUSION AND RECOMMENDATIONS
Summary of Findings
This study was conducted to determine the effects of online games addiction on
the students. This research was conducted during the year 2017. Specifically the study
attempted to answer the following questions
1.1. Gender
1.2. Strands
1.3. Online games commonly played persons
2. What are the effects of online games to the students of Rosales National High School.
3. Which is the following factors of online games has the greatest effect to the Rosales
National High School.
After the data were tabulated, analyzed and interpreted the following findings
emerged:
1.4 How often do you play online games within a week. Out of 16 respondents four
are play online games which is equivalent 2.5%; six are play online games which
is equivalent to 3.75%; one is play online games which is equivalent to 06.25%;
two are play online games which is equivalent to 1.25%; 3 of them are playing
online games daily.
1.5 How long do you play online games in day. 7 out 16 respondents are spending
½-1 hour for playing online games in a day which is equivalent to 43.75%; four of
them are spending 2-3 hours for playing online games in a day which is
equivalent to 2.5%; five of them are spending 4-6 hours for playing online games
in a day which is equivalent to 31.25%; seven hours or more is no answer.
1.6 Why do you consider playing online games. Seven out of 16 respondents are
consider playing online games for stress reliever which is equivalent to 43.75%;
four of them are consider playing online games for hobby which is equivalent to
2.5%; five of them are consider playing online games for past time which is
equivalent to 31.25%
1.7 Which of the following effect of online gaming have you experienced. Ten out
of 16 respondents are experience for not enough sleep which is equivalent to
6.25%; five of them experience for blurred vision which is equivalent to 31.35%;
one of them is experience the loss of concentration in classroom which is
equivalent to 06.25%; problem in socializing with others is no answer.
Conclusion
1. Online games are prevalent and the children are not that addicted to the popular
online games.
2. Students are getting many advantages from online games like “students who play
online games are able to enjoy the reward and satisfaction that come with the small
goals that are often established in games “and “online games raise students
confidence and also instill a sense of accomplishments” in the other hand they are
getting many disadvantage, too like “playing online games can damage the vision of
the students and children who play online games waste their money.
3. The education of the students is not greatly affected by playing online games;
however online games are seen as good learning tool because many think that they
can teach students in many things
Recommendations
Parent:
Mother: Fredalyn V. Licup
Education:
Elementary: Rosales South Central School
Secondary: Rosales National High School
CURRICULUM VITAE
Name: Krysha Glye R. Pastor
Address: Cadiz, Umingan Pangasinan
Date of Birth: July 18, 1999
Place of Birth: Paniqui Tarlac
Parents:
Father: Rolando A. Pastor
Mother: Rosalia R. Antonio
Education:
Elementary: Cadiz Ementary School
Secondary: Rosales National High School
CURRICULUM VITAE
Name: Jugil Lopez
Address:Rabago, Rosales Pangasinan
Date of Birth: Novemer 1 2000
Place of Birth: Vigan City, Ilocos Sur
Parent:
Father: Judy L. Lopez
Mother: Gilda C. Lopez
Education:
Elementary: Rabago Elemtary School
Secondary: Rosales National High School
CURRICULUM VITAE
Name: Kenneth Rey P. Nesperos
Address: Bakit Bakit Rosales Pangasinan
Date of Birth: November 19, 1999
Place of Birth:
Parent:
Father: Rey C. Nesperos
Mother: Rhodalyn P. Nesperos
Education:
Elementary: Bakit Bakit Elementary School
Secondary: Balungao National High School
CURRICULUM VITAE
Name: Diego S. Calderon
Address:, Pangaoan Rosales Pangasinan
Date of Birth: April 2, 2000
Place of Birth:
Parent:
Father: Domingo S. Calderon
Mother: Evangeline Calderon
Education:
Elementary: Pangaoan Elementary School
Secondary: Rosales National High School