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Effects of online games to the
academic performance of
grade-10 Students of SNHS
Group 5
INTRODUCTION
● The advent and development of technology brings many things which may either ease or make life of
people more difficult and complicated. One of results of this development is the opening of online gaming
through the internet which has become addictive and one of the widely used leisure activities by many
people and teenagers. Online gaming is a technology rather than a genre; a mechanism for connecting
players together rather than a particular pattern of game play. Online games are played over some form of
computer network, now typically on the Internet
BACKGROUND OF THE STUDY
● The rise in the use of the internet has led to many changes in our daily life. In
particular, this 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 over a computer
network. Most of the time, online gaming refers to the video games played over the
internet, where multiple players are in different locations around the world. In most
cases, online games are freeware programs that can be used for an unlimited time and
are available for free.
Everyone who plays video games has a different reason for playing, and the
usage of the game leads to different effects 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 on individuals. Video games maybe therapeutic
for some people, but the small amount of people who are negatively affected by gaming
impact are many.
OBJECTIVES OF THE STUDY
● This study is intended to know the impacts of online gaming among
the grade-10 learners of Salinungan National High School
● It also aims to help the learners to be informed about the impacts in
Their Academic performances obtain from online gaming.
STATEMENT OF THE PROBLEM
This study aimed to determine the effect of online games to the academic performance
of grade-10 Students of SNHS Specifically, it aimed to answer the following
questions:
1. What are the types of computer games being played by the respondents?
2. How often and how many hours do the respondents spent in playing online games
in a week?
3. What is the academic performance of the respondents?
4. How do respondents perceive on the effects of online games to their academic
performance?
5. Is there a significant difference between the academic performances of the two
groups of respondents?
Respondents of Study
The respondents were chosen through random selecting . We researchers made
use of 50 Grade 10 Learners of Salinungan National High School. The Respondents Are
from Different Classes. After choosing the respondents, each of them were given a survey
questionnaire to answer.
Table 1: Frequency and Percentage Distribution of the
types of Computer Games played by the Respondents.
Table 1 shows:
TYPES OF COMPUTER
GAMES
FREQUENCY PERCENTAGE
MOBILE LEGENDS
CALL OF DUTY
VALORANT
CLASH OF CLANS
TOTAL: 100%
TABLE 2:Frequency and Percentage Distribution Spent
by the Respondent Online Games
No. of days FREQUENCY PERCENTAGE
1 day
2 days
3 days
4 days
Every day
TOTAL: 50 100%
TABLE 3: Frequency and Percentage Distribution of
Respondents' Academic Grades
Legend:
90 - 100 – OUTSTANDING 85-89 - VERY SATISFACTORY 80 - 84 – SATISFACTORY
75-79-FAIR SATISFACTORY
AVERAGE GRADE PLAYER NON-PLAYER
Grade Frequency / Percentage Frequency / Percentage
90-100
85-89
80-84
75-79
TOTAL: 50 / 100% 50 / 100%

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english research.pptx

  • 1. Effects of online games to the academic performance of grade-10 Students of SNHS Group 5
  • 2. INTRODUCTION ● The advent and development of technology brings many things which may either ease or make life of people more difficult and complicated. One of results of this development is the opening of online gaming through the internet which has become addictive and one of the widely used leisure activities by many people and teenagers. Online gaming is a technology rather than a genre; a mechanism for connecting players together rather than a particular pattern of game play. Online games are played over some form of computer network, now typically on the Internet
  • 3. BACKGROUND OF THE STUDY ● The rise in the use of the internet has led to many changes in our daily life. In particular, this 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 over a computer network. Most of the time, online gaming refers to the video games played over the internet, where multiple players are in different locations around the world. In most cases, online games are freeware programs that can be used for an unlimited time and are available for free.
  • 4. Everyone who plays video games has a different reason for playing, and the usage of the game leads to different effects 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 on individuals. Video games maybe therapeutic for some people, but the small amount of people who are negatively affected by gaming impact are many.
  • 5. OBJECTIVES OF THE STUDY ● This study is intended to know the impacts of online gaming among the grade-10 learners of Salinungan National High School ● It also aims to help the learners to be informed about the impacts in Their Academic performances obtain from online gaming.
  • 6. STATEMENT OF THE PROBLEM This study aimed to determine the effect of online games to the academic performance of grade-10 Students of SNHS Specifically, it aimed to answer the following questions: 1. What are the types of computer games being played by the respondents? 2. How often and how many hours do the respondents spent in playing online games in a week? 3. What is the academic performance of the respondents? 4. How do respondents perceive on the effects of online games to their academic performance? 5. Is there a significant difference between the academic performances of the two groups of respondents?
  • 7. Respondents of Study The respondents were chosen through random selecting . We researchers made use of 50 Grade 10 Learners of Salinungan National High School. The Respondents Are from Different Classes. After choosing the respondents, each of them were given a survey questionnaire to answer.
  • 8. Table 1: Frequency and Percentage Distribution of the types of Computer Games played by the Respondents. Table 1 shows: TYPES OF COMPUTER GAMES FREQUENCY PERCENTAGE MOBILE LEGENDS CALL OF DUTY VALORANT CLASH OF CLANS TOTAL: 100%
  • 9. TABLE 2:Frequency and Percentage Distribution Spent by the Respondent Online Games No. of days FREQUENCY PERCENTAGE 1 day 2 days 3 days 4 days Every day TOTAL: 50 100%
  • 10. TABLE 3: Frequency and Percentage Distribution of Respondents' Academic Grades Legend: 90 - 100 – OUTSTANDING 85-89 - VERY SATISFACTORY 80 - 84 – SATISFACTORY 75-79-FAIR SATISFACTORY AVERAGE GRADE PLAYER NON-PLAYER Grade Frequency / Percentage Frequency / Percentage 90-100 85-89 80-84 75-79 TOTAL: 50 / 100% 50 / 100%