REGINO MERCADO NIGHT HIGH SCHOOL Panganiban Street, Cebu City EFFECTS OF ONLINE GAMING TOWARDS THE ACADEMIC PERFORMANCE OF SELECTED GRADE 12 GAS STUDENTS OF name of schoool Precious Hope M. Pastoral Charles Justin L. Salazar 2017 ACKNOWLEDGEMENT First and foremost we thank our Almighty God for giving us strength, wisdom and perseverance to face the challenges in making this research study possible. We are deeply grateful to Mr. John Mark P. Mercene for guidance and encouragements in making this research a success. We always appreciate your constructive comments and your personal support to our academic endeavours. To our wonderful parents, sisters and brothers, also to our relatives and loved ones, thank you for your unconditional love, your encouragement and support. We would like to extend a heartfelt thank you. Thank you for all the blessings and prayers. - The Researchers DEDICATION We dedicate this manuscript to our family, friends, and mentors. We are truly grateful to your support. Your guidance, understanding, and encouragement have been a true inspiration to us. CHAPTER 1 INTRODUCTION The Problem and its Background Computer games are the most trendy entertainment in modern societies and they target a diversity of people in different ages. It is a leisure activity that has become an ever-increasing part of many young people’s day-today lives (Griffiths, 2006). The addiction to the rivalry and excitements of the games make them the most common recreational programs for today’s teenagers, so that they do anything to reach a higher level of the game, they immersed in the game so much that they completely separate from their surroundings. Challenging with the obstacles and reaching a higher level in the game, make the players excited and losing the game make them anxious. In today’s generation, the continuous growth of the modern technology is developing too fast. Because of technology, new things were created that made our life easier, comfortable and handy at most of the time. They have set numerous changes in all aspects of life in the field of education, medicine, business and many more. Computers were created because of the technology. Computers became a big part of our lives, the way we work, the way we learn, the way we live and even the way we play. Along with the evolution of technology, computers continue to upgrade. We can now edit and save documents as well as play online games. Over the last decade, online gaming has steadily increased. It has become extremely popular source of entertainment and leisure activities especially to the students. Students can also learn new words and languages through online games because it teaches them on how to enhance their reading and thinking skills, they can even apply it from their studies if possible. D u e t o t h e f a s t a d v a n c e m e n t o f t e c h n o l o g y n o w a d a y s , s t u d e n t s w e r e g e t t i n g i n v o l v e d w i t h t o o m u c h p l a y i n g o f c o m p u t e r g a m e s . S i n c e , m o d e r n t e c h n o l o g y i s v e r y a c c e s s i b l e t o p e o p l e e s p e c i a l l y s t u d e n t s ; t h e y c a n e a s i l y g o t o c o m p u t e r s h o p s n e a r t h e s c h o o l a n d s p e n d m o s t o f t h e i r t i m e p l a y i n g . S p e c i a l l y , w h e n t h e y l o s e t o a g a m e , t h e y w i l l h a v e t h e e a g e r n e s s t o p l a y m o r e j u s t t o w i n t h e g a m e a n d f o r g e t t h e r e s p o n s i b i l i t i e s a s a s t u d e n t . S o m e s t u d e n t s g e t h o o k e d o n p l a y i n g o n l i n e g a m e s t h a t t h e y t e n d t o l o s e i n t e r e s t i n o t h e r m o r e i m p o r t a n t t h i n g s l i k e s c h o o l r e l a t e d a c t i v i t i e s . T h e r e a r e a l s o s o m e i n s t a n c e s t h r o u g h p l a y i n g , s t u d e n t s d e v e l o p b a d h a b i t s t h a t d r i v e n t h e m t o t a k e t h e w r o n g p a t h . As the advent of online games occurs, students failed on their grades, they gave more of their attention on playing online games rather than doing their school responsibilities. Some are getting sick because they spend most of their time on playing and choose to skip eating their food on time. They also don’t have enough money to spend to their school works if needed because they spend it already in playing computer games. Thus, research focuses on how online games affects the academic performance of Grade 12 General Academic Stand students of Marinduque Midwest College in year 2017-2018. In here, the researchers will identify the possible effects of playing online games and its relationship to the academic performance of the students. Statement of the Problem The study aimed to know the effects of online gaming to the academic performance of the Grade 12 General Academic Strand students in Marinduque Midwest College; specifically the researchers sought to find out the answers to the following questions. 1. What is the demographic profile of the respondents in terms of: 1.1 Age 1.2 Gender 1.3 Gamer Type 1.4 Online games commonly played 2. How many sessions a gamer spends on playing online games in terms of: 2.1 Frequency of playing online games 2.2 Average time span of playing online games 2.3 Length of period of playing online games 3. How does playing games affect the academic performance of the students in relation with: 3.1 Recent grades for 1st and 2nd grading period 3.2 Number of hours spent in studying 3.3 Frequency of absences in class 4. What are the advantages and disadvantages of playing online games to the academic performance of the students? 5. Is there significant relationship between playing online games and academic performance of students? Null hypothesis There is no significant relationship between playing online games to the academic performance of students. Alternative Hypothesis There is significant relationship between playing online games to the academic performance of students. Significance of the Study The study will help the students have an insight on the impact of online games towards their academic performance. To the Students. This study is primarily important to students, for it will give them information about the effects of playing online games on their academic performance. They will be more conscious on the said effect and for them to realize that playing too much online games is not worth their money. To the Parents. This study will help the parents to have enough knowledge about the effects of playing online games among their children. To the Readers. This study will help the readers to have the understanding about the effects of playing online games on the academic performance. To the Future Researchers. This may serve as a basis for future research that will be conducted. Scope and Delimitations The study covers selected Grade 12 General Academic Strand students of Marinduque Midwest College. This study was limited to DOTA, Mobile Legends, Clash of Clans and League of Legends. The researchers gathered all information about the possible effects of the selected online games on student’s academic performance. The researcher also encounter problems in terms of the target respondents, 31 is the target respondents among the Grade 12 GAS students that represents the 50% of the total population but only 29 of the respondents were able to answer the questionnaires. Especially the one who are knowledgeable about or has experienced with a phenomenon of interest on playing online games using a purposive sampling. CHAPTER 2 REVIEW OF RELATED LITERATURE AND STUDIES This chapter includes ideas, opinions, research findings, generalizations, published or unpublished theories and discussions on related literature and studies both foreign and local, which provides relevant facts about the effects of online gaming towards the academic performance of the students. That helps in familiarizing information that are relevant and similar to the present study. Related Literature Foreign Dockrill (2012) stated that students who regularly spend time playing online games are developing analytical and problem-solving skills that can also help them in their schoolwork. He also said that when you play online games you’re solving puzzles to move to the next level and that involves using some of the general knowledge and skills in maths, reading, and science that you’ve been taught during the day. Computer games have become one of the most important entertainment tools for children, teenagers and even adults all around the globe. Allowing access to the virtual world with unlimited possibilities, computer games compulsively attract many people. In fact, they have become an integral part of human society. In other words, by providing virtual fun and entertaining environments (Demirbileka & lema Tamer, 2010), and having characteristics such as being interesting and exciting, computer games stimulate motivation and create a sense of enjoyment of learning. They not only have become one of the most significant recreations for all age groups, but also they have potentials to be used for educational purposes as a new strategy (Prensky, 2003; Tuzaun & et al., 2009; Grimley & et al., 2011). Therefore, video games can no longer be seen as mere entertainment tools. Today the positive effects of video games are emphasized more than ever. As Games have become a tool to communicate, teach, and influence attitudes and behavior, numerous studies have suggested that they have positive effects on problem solving, achievement as well as creating interest and commitment in learning (Tuzaun & et al., 2009; Kim, Park, & baek, 2009). In an experiment by Williams (2006), school performance increased after the participants dramatically decreased (limited time spent using technology to 30 minutes per day) their usage of all technology, including video games. Finally, Jaruratanasirikul, et.al, (2009) found that the excessive playing of video games (five hours or more per session) resulted in school grades that were below a 3.00 average, and that time spent playing was a predictor of academic performance. They also suggested that video games indirectly lead to decreased performance through promoting violence. Finally, they noted that playing video games took time away from school activities, homework, social interaction, etc. However, there is also plenty of research to suggest that interactive video games can actually lead to increased academic performance (Anand, 2007). Smyth (2007) suggested that complex games may lead to academic success by engaging players in problem solving, critical thinking, and creativity. Anand (2007) also found that males were more prone to these results than females, because males tend to play video games more. The penetration of video games into the United States alone is huge, with at least 90% of homes having children that have played (rented or owned) video games. This is a record level that continues to increase. 55% of console players and 66% of online players are over 18. The college demographic seems to be the major group of gamers simply because they have a lack of parental supervision and they have more flexible schedules, allowing for more play time. The studies and literature concerning the effects of online games to the academic performance of the students are contradictory because some of them suggest that online games may lead to negative effects while others said that it gives positive benefits The relationship between the usage of computer games and academic performance has no definitive answer to the question of whether computer games disrupt academic performance. Local Vinluan (2016) stated that computer gaming is one of the fast-developing sectors of this generation of computer technology. Computer games offer their patrons with a new dimension of virtual entertainment. The youth especially, college students are the usual patrons of computer games. According to NIKO Media Research (2017), the projected number of online gamers in the Philippines rose from 21 million in 2012 to 28.72 million in 2014. Meanwhile, statistics from Juha Sompinmaki of Tech in Asia show that about 409, of the gaming population of the Philippines is aged 18-24 years old. Furthermore, many multiplayer games such as DOTA or Defense of the Ancients and LOL or League of Legends involve cooperation with other online players in order o win. These games encourage players to make the most of their individual skills to contribute to the team. Related Studies Online gaming has emerged as a popular and successful source of entertainment and play for people of all ages, especially for the students. It refers to the games that are played over some forms of computer network, typically on the internet. These games are played online, in which you can connect with multiple players. It is normally platform independent, relying on the web browser and appropriate plug-in. (Robinson, 2016) Skoric et al (2009) found that while game addiction leads to negative academic performance, moderate engagement in gaming can lead to improved performance in an academic setting. They found a positive correlation between game play and English test scores, which suggests that gaming can actually lead to better test scores. Studies of Abdolkhaleghi et al. (2006); Ramezankhani et al. (2008); Roe and Muijs (2000); and Russell (2006) also showed that rate of playing computer games has negative correlation with student achievement; while other research (Durkin and Barber, 2002) showed that there is no negative relationship between computer games and educational attainment. Shao-I, et.al, (2004) also studied addiction (once again no definitive definition was given) and noted a decrease in school performance when the student was addicted to gaming. They found that gaming addiction physically impacts academic achievement because the student is too involved in the game to do homework or prepare academically. There are also others that have found decreased academic performance in relation to involvement in playing video games. Anderson and Dill (2007) studied video games and aggression and suggested that not only does gaming have an impact on performance directly, but it also triggers a higher level of aggression, which is often linked to problems in school and decreased academic performance. Wack and Tantleff-Dunn (2009) also found a negative correlation, although the relationship between GPA and academic performance in their study was not significant. Jackson et al (2008) found that time spent playing games was a negative predictor of academic performance and that those who played video games more often had poorer grades than those who played less A study conducted by Wood, et.al, (2007) included open-ended questions that encouraged participants to report different feelings about playing video games. Some of the negative consequences indirectly related to school performance, in that participants reported often missing lectures, skipping homework, etc. They also found that these consequences were more likely to impact males, because males play more often and were more likely to report losing track of the time while playing. Gaming Frequency, Time and Types of Gamer The gaming frequency and the amount of time spent on playing video games have been studied for years frequently in association with gaming addiction (King 2012; Ko et al. 2009), psychological constructs (e.g., selfconcept clarity, selfcontrol, and flow) (Khang et al. 2013; Lee et al. 2012), negative consequences (e.g., missing school work) (Hellström et al. 2012), and even academic performance or learning outcome (Furió et al. 2013; Ip et al. 2008). According to Ip et al. (2008) he stated that frequent gamers, who spend more than 2 hours per day playing video games, performed less well than infrequent gamers. Hellström et al. (2012) examined the relationship between gaming time, motives to play, and negative consequences because of playing massively multiplayer online role-playing games (MMORPGs). They recruited 7,757 Swedish adolescents and had them completed a questionnaire and found that time spent on gaming was related to negative consequences, e.g., “less sleep due to gaming.” Ventura et al. (2012) constructed an online survey with 252 undergraduate students and a positive indication was found between video gameplay and academic performance. That is, students who spent 11-50 hours playing video games had significantly higher GPAs than students who spent 010 hours playing video games. Types of gamers are associated with the frequency and amount of time a player has spent on playing video games. However, the segmentation between types of gamers has not been significantly, rigorously studied. Two types of gamers, casual and hardcore gamers, have been growing rapidly in recent years. Kuittinen et al. (2007) discussed the characteristics and differences between casual and hardcore gamers. For example, hardcore gamers play extremely competitive games and require a much higher degree of involvement than casual gamers. Cummings and Vandewater (2007) found that only 534 (36%) played video games, and that these individuals played an average of only 1 hour per weekday and 1.5 hours per weekend day. On the other hand, another study was conducted by Aliliran et al (2014) he stated on his study that out of 34 students, 12 of them spent 1-3 hours the most a day. In the study conducted by Wood, Gupta, Devevensky & Griffiths (2004), online gaming can be addictive. The researcher has tended to concentrate on negative aspects, such as excessive play and addiction. Instead of spending their hours on studying and doing their homework, children spend their time on playing computer games. The results of a survey show that 90% of children aged 9-13 years perform video games. 43% of children do the games less than one hour and 27% as 2-6 hours every day (Cited in Jensen 2005/2001). Gunter (1997,2008) states that children at age 6-11 and 12-17 years have the highest number of players. Academic Performance According to Rehbein, et.al, (2010) they found a direct correlation between increased truancy and video game dependency in their study of 15,168 German 9th graders. This finding is important, because researchers such as Yakovlev and Kinney (2008) have found correlations between attendance and school marks. Yakovlev and Kinney reported an overall course grade reduction of 0.9 points for every class missed. More literature exists on the relationship between video gaming and final marks. Jaruratanasirikul, et.al, (2009) found that two hours of gaming per day correlated with a Grading Period Average of below 3.00 in 1,492 high school students in Thailand. Researchers have also found negative correlations between video gaming and other types of school-related behaviours. Anand (2007) reported that video game addicts are laggard in school assignments and fall asleep in class. Gentile, et.al, (2004) found that gaming creates time conflicts that lessen the hours that gamers devote to homework. Of 534 (10-19-year-old) gamers in Cummings and Vandewater’s (2007) study, 425 boys spent an average of 30% less time reading for every hour that they played video games on weekdays, and 109 girls spent an average of 34% less time doing homework for every hour that they played video games on weekdays. In their study of 13,960 US high school students, Bowers and Berland (2013) found positive correlations between 1-2 hours of daily gaming and mathematics and reading skills. Wittwer and Senkbeil (2008) also found positive correlations between “smart” gaming and mathematics skills in their study of 4,660 German 15-year-olds. Gamers develop problem-solving skills and complex thought processes (De Aguilera & Mendiz, 2003) that apply to academic work. Conceptual Framework INDEPENDENT VARIABLE Demographic profiles of the respondents in terms of: DEPENDENT VARIABLE 1.1 Frequency of playing online games 1.2 Average time span of EFFECTS OF playing online games ONLINE GAMING TOWARDS THE ACADEMIC PERFORMANCE 1.3 Length of period of playing online games Online games affect the academic performance of the students in relation with: 2.1 Trends of grades for past 1st OF SELECTED GRADE 12 GAS AND ABM and 2nd grading period STUDENTS OF MARINDUQUE MIDWEST 2.2 Number of hours spent in studying 2.3 Frequency of absences in COLLEGE class Advantage and Disadvantage of Online Gaming Figure 1. Conceptual Paradigm The study focused on the effects of online gaming towards the academic performance of selected grade 12 GAS students of Marinduque Midwest College. A Conceptual Framework is used in order for the researcher to clarify some concepts regarding on the frequency, average time and length of playing online games relates on the academic performances in relation to the attendance, grade and class participation. Based on the conceptual paradigm, the independent variables affect the academic performances of the students. Definition of Terms Academic Performance. Is measured by taking written and oral tests, performing presentations, turning in homework and participating in class activities and discussions. Teachers evaluate in the form of letter or number grades and side notes, to describe how well a student has done. Advantage. A benefit or gain. Computer Game. Refers to a video game played on a computer, rather than on a video game console or arcade machine. Disadvantage. Something that makes a situation worse or that makes somebody or something less effective or desirable. Gamers. A person who plays a game, especially a role playing game or computer game. Impact. The powerful or dramatic effect that something or somebody has. Internet. An electronic communication network that connects computer network and organizational computer facilities around the world. Online game. Game that can be run from an internet browser and requires the internet connection. Technology. Refers as a purposeful application of knowledge, skills and experiences in using resources to create products or systems to meet human needs. CHAPTER 3 METHODOLOGY This chapter presents the research design, research locale, population and sample, research instrument, data gathering procedures and statistical treatment of data utilized by the researchers to collect and analyze the necessary data in the course of the research study. The most appropriate method was used to enable the researchers to come up with the accurate and needed information. Research Design Researchers used the qualitative, descriptive and correlational design under quantitative method of research to determine the effects and relationship between playing online games to the academic performance of Grade 12 GAS students of Marinduque Midwest College. According to Simon and Goes (2011) correlational researcher investigates one or more characteristics of a group to discover the extent to which the characteristics vary together. Descriptive and correlational studies examine variables in their natural environments and do not include researcher-imposed treatments. Best and Khan (2003), discussed that descriptive method of research is designed to gather information about present existing conditions. This method is applicable in the study because it helps the researcher come up with definite fact information relevant to this study. Variables and Measures Table 1. Variables and Measures Variables Measures Demographic Profile of the Age Respondents Gender Track Gamer Type Online games commonly played How often do you play online games? How many days of the week do you play online games? On average, how many hours you play online games per day? How does playing games affect the academic performance of the students in terms of: What was your recent grading period average? How many hours do you spend on studying? Absences in class What are the advantages and disadvantages of playing online games to the academic performance of the students? Formulate strategies and develop multi tasking Enhance creativity Enhance critical thinking Improves technological abilities Enhance problem solving and logic Formulates hand and eye coordination Sharpen the mind (brain challenges) Enhance cooperation in a team Enhance decision making Learns to manage resources that are limited Skip class to play online games Skip sleep to play online games Skip meals to play online games Late in class because of playing online games Feel sleepy in class Missed any deadlines of homework Missed any deadlines of projects Received low grades Missed school Play online games during class Sampling Design The researchers used purposive sampling in choosing the respondents. According to Patton (2002) Purposive sampling is a technique widely used in qualitative research for the identification and selection of information-rich cases for the most effective use of limited resources. (Cresswell & Plano Clark, 2011) This involves identifying and selecting individuals or groups of individuals that are especially knowledgeable about or experienced with a phenomenon of interest. Since the study focuses on the effects of online gaming towards the academic performance of grade 12 GAS students of Marinduque Midwest College, through the use of purposive sampling technique the researchers carefully identify and select the respondents of the study, since it only focuses to the students who are inclined in online gaming. Research Respondents/Population The target population for this study are the Grade 12 GAS students of Marinduque Midwest College who are playing online games. Since, the study only focuses to the students who are inclined in online gaming, a total of thirty three (29) Grade 12 GAS students are the respondents of the said study. Research Locale This study was conducted in Marinduque Midwest College at Dili, Gasan, Marinduque located in the Municipality of Gasan the third class municipality in province of Marinduque, Region IV-B (MIMAROPA) Philippines. Since, the researchers are students in the said school, wherein they observed the extreme effects of online gaming. Due to curiosity, the researchers conduct this study to determine the effects of online gaming towards academic performance of the Grade 12 GAS students in Marinduque Midwest College. Figure 2. Location of Marinduque Midwest College Research Instrument According to Garcia, in this part, the researcher explains the details and methods used in data gathering which is needed and used in order to solve the problems stated in the study. The researchers used questionnaires as an instrument to gathered data. The questionnaires consist of items that determined the effects of online games to the academic performance of the students. Close ended questions was included in the questionnaires. The questioning methods are in checklist form. According to Fluid Surveys (2013) questions that are closed-ended are conclusive in nature as they are designed to create data that is easily quantifiable. The fact that questions of this type are easy to code makes them particularly useful when trying to prove the statistical significance of a survey’s results. Furthermore, the information gained by closed-ended questions allows researchers to categorize respondents into groups based on the options they have selected. To gather more accurate information, respondents are carefully guided in answering such questionnaires. The questionnaire that asked to the students consisted of three different sections: Part 1-Demographic Profile; Part 2- Disadvantages of Online Games to the Academic Performance; Part 3- Advantages of Online Games to the Academic Performance. The researchers also used a Likert Scale to measure the frequency and attitudes of the respondents to the extent to which they agree or disagree with a particular question or statement. Likert Scale is a universal method of collecting data, which means it is easy to understand them. Furthermore, because Likert Scale questions are use a scale, people are not forced to express an either-or opinion, rather allowing them to be neutral should they so choose. Once all responses have been received, it is very easy to analyse them. Likert Scale Part II Table 2. Range and Verbal Description for the Negative Effects of Online Game Range Verbal Description Scale 1.0 – 1.5 Never 1 1.6 – 2.5 Sometimes 2 2.6 – 3.5 Often 3 3.6 – 4.5 Very Often 4 4.6 – 5.5 All the Time 5 Part III Table 3. Range and Verbal Description for the Positive Effects of Online Game Range Verbal Description Scale 1.0 – 1.5 Strongly Disagree 1 1.6 – 2.5 Agree 2 2.6 – 3.5 Neither Agree nor 3 3.6 – 4.5 Disagree 4 4.6 – 5.5 Disagree 5 Strongly Agree Data Collection In collecting the data, the researchers distributed the questionnaires to the respondents. They discussed the contents of the questionnaires to the respondents before answering. In distributing the questionnaires, they use the allotted time so that class discussion will not be disturbed. The students were given enough time in answering the questionnaires. The questionnaires used in data collection were based on the previous studies, published and unpublished thesis, articles and etc. which are relevant to the present study. Data Gathering Procedure Identification of Respondents Identification of sample size to the total population of the respondents Preparation of Questionnaires to be administered Requesting Permission to conduct research from the Principal Retrieval of request letter Distribution of Survey Questionnaire to the Respondents Collecting of Questionnaire from the Respondents Tabulation and tally of the gathered data Computation and Interpretation of the gathered data Result and Discussion Figure 3. Data Gathering Procedure Ethical Considerations The participants were selected based on the researcher's judgement. This was due to the potentially invasive nature of the research design and the explorative characteristics of the research study. The participants were informed about the study in great detail before asking for their consent to take part. The consent letter was included in the questionnaires be distributed. Aims and objectives of the study, together with details about the data collection process were explained to the participants. The participants were informed that they could withdraw from the study at any time without questions being asked. The researchers will treated as confidential as the answers of the respondents and used only for academic purposes. All data collected was presented anonymously by replacing the participants' names with ascending code numbers in the order of the initial interviews. Statistical Treatment of Data The researchers will be using statistical treatment to determine the frequency distribution and percentage. Percentages were used by the researcher to covert the numerical data gathered from the questionnaire. The descriptive statistic used frequency and percentage. These things would be explained further in the following: a. Frequency – pertains to the number of respondents that have same answer in a specific question. b. Percentage – used to determine the ratio of respondents that have the same answers with general number of respondents. The following statistical components will use are as follows: Formula: a. P= F/N x 100 where: P = stands for percentage (%) F = number of respondents that answered the question N = total number of respondents Weighted Mean The researcher used weighted mean as statistical treatment to determine the extent of perception of respondents to the statements in the questionnaire. A. WM= 5f+4f+3f+2f+f N B. WV= F(N) C. WM= Total weighted mean Total frequency of respondents Where: WM = Weighted mean WV = Weighted value Pearson Correlation Coefficient The researchers used the Pearson correlation coefficient to test the correlation between playing online games and academic performance. Pearson’s correlation coefficient is the test statistics that measures the statistical relationship, or association, between two continuous variables. It is known as the best method of measuring the association between variables of interest because it is based on the method of covariance. Table 4. Numerical Rating and Verbal Interpretation for Pearson Correlation Coefficient Numerical Rating Verbal Interpretation 0-0.20 No Relation 0.21-0.40 Slight 0.41-0.70 Moderate 0.71-0.90 High 0.91-0.99 Very High 1 Perfect CHAPTER 4 RESULTS AND DISCUSSIONS This chapter presents, analyzes and interprets the data gathered in the study to answer the problems raised in the previous chapter. This study utilized the tabular and textual modes of presentation. The research problems enumerated in Chapter 1 serve as the guide for the presentation, analysis and interpretation of data. 1. Profile of the Respondents The study included several profile variables to gain the information about the respondents of the study. These were presented in the following figures. 3% 0% 16years old 17years old18 years old 45% 52% 19 and above Figure 4. Age of Respondents (n=29) As shown in the graph, it revealed that majority of the respondents (52%) identified themselves as 17 years old, (45%) said that they are 18 years old, (3%) answered that they are 19 and above and no respondent answered 16 years old. 34% Female Male 66% Figure 5. Gender of Respondents (n=29) The graph shows that twenty one (66%) of the respondents are male and twelve (34%) of the respondents are female. 7% Casual 21% Hardcore 72% Prefer not to answer Figure 6. Gamer Type (n=29) The graph shows that 72% of the respondents are casual gamer, 21% said that they are hardcore gamer. The least 7% prefer not to answer the question. Defense Of The 8% 14% Ancient 27% League of Legends Mobile Legends 5% 30% 16% Clash of Clans Special Force Figure 7. Online games commonly played (n=29) As shown in the graph, it revealed the top three commonly played by the respondents were Clash of Clans (COC) which is 30%, 27% of the respondents played Defense of the Ancient (DOTA) and lastly, 16% of the respondents played Mobile Legends. 2. Sessions a gamer spends on playing online games 16 14 12 10 8 Frequency 6 Percentage 4 2 0 21% Always 10% Often 48% Sometimes 21% 0% Rarely Never 0% Prefer not to answer Figure 8. Often you play online games (n=29) As shown in the graph, it reveals that majority (48%) of the respondents answered they sometimes play online games, 21% answered that they play online games always same to those who play online games rarely, 10% answered that they often play online games while no respondent answered never and prefer not to answer the question. 16 14 12 10 8 Frequency 6 Percentage 4 2 28% 52% 14% 7% 0% 0 Less than 1 2-3 hours hour 4-5 hours 6 or more hours Prefer not to answer Figure 9. Hours you play online games per day (n=29) The graph shows that 52% respondents play online games 2-3 hours per day, 28% answered that they play less than 1 hour, 14% answered they play 45 hours, 7% answered they play for about 6 hours and up while no respondents answered prefer not to answer the question. 16 14 12 10 8 Frequency 6 Percentage 4 2 10% 52% 21% 2-3 days 4-5 days 17% 0% 0 1 6-7 days Prefer not to answer Figure 10. Days in the week you play online games (n=29) The graph shows that 52% of the respondents play online games for 2-3 days per week, 21% of the respondents play online games for 4-5 days, while 17% of the respondents play for 6-7 days, 10% of the respondents play for 1 day and no respondents check the choice which is prefer not to answer. 3. Effects of Online Gaming to the Academic Performance 12 10 8 6 Frequency 4 Percentage 2 34% 28% 14% 21% 3% 0 Less than 1 2-3 hours 4-5 hours 6 or more Prefer not hour hours to answer Figure 11. Hours spend on studying (n=29) As shown in the graph, it reveals that majority (34%) of the respondents answered they study for less than 1 hour, 28% answered that they study for about 2-3 hours, 21% answered that they study for about 6 or more hours, 14% answered that they study for about 4-5 hours and 3% of the respondents prefer not to answer the question. 16 14 12 10 8 Frequency 6 Percentage 4 2 17% 48% 24% 3% 90 and above 89-85 84-80 79-75 0% 7% 0 74 belowPrefer not to answer Figure 12. Recent grading period average (n=29) As shown in the graph, it reveals that majority (48%) of the respondents has received 85-89 GPA, 24% of the respondents answered that they received 80-84 GPA, 17% of the respondents answered that they received 90 and above GPA, 7% of the respondents prefer not to answer the question, 3% of the respondents answered that they received 75-79 GPA and no respondents answered 74 below. 20 18 16 14 12 10 Frequency 8 Percentage 6 4 2 62% 28% 7% 0% 3% 0 Never Sometimes Often Very OftenAll the time Figure 13. Often you missed school for online games (n=29) As shown in the graph, 62% of the respondents answered that they never missed school for playing online games, 28% of the respondents answered they sometimes missed school for playing online games, 7% said that they often missed school, 3% of the respondents said that they missed school all the time for playing online games and no respondents answered very often. 4. Disadvantage and Advantage of Playing Online Games Table 5. Disadvantages of Playing Online Games 1 WV 2 WV 3 WV 4 WV 5 WV Skip Sleep Skip Meal Skip Class Late in class Feel sleepy in class Missed any deadlines of homework Missed any deadlines of projects Received low grades Missed school Play during class breaks Total Total 10 11 21 0.34 0.38 0.72 10 10 6 0.69 0.69 0.41 7 5 1 0.72 0.52 0.10 1 3 1 0.14 0.41 0.14 1 0 0 0.17 0.00 0.00 2.07 2.00 1.38 16 0.55 7 0.48 4 0.41 0 0.00 2 0.34 1.79 5 0.17 15 1.03 2 0.21 4 0.55 3 0.52 2.48 11 0.38 13 0.90 3 0.31 0 0.00 2 0.34 1.93 14 0.48 12 0.83 1 0.10 1 0.14 1 0.17 1.72 17 0.59 8 0.55 3 0.31 0 0.00 1 0.17 1.62 18 0.62 8 0.55 2 0.21 0 0.00 1 0.17 1.55 5 0.17 18 1.24 3 0.31 1 0.14 2 0.34 2.21 =18.76 TOTAL WEIGHTED MEAN: 1.88 “SOMETIMES” Legend: Range ( weighted mean range) 1.0– 1.5 Sometimes 2.6 – 3.5 Very Often 4.6 – 5.5 Adjectival Equivalent Never 1.6 – 2.5 Often 3.6 – 4.5 All the time As a whole, the table reveals that the respondents “Sometimes” experienced the following negative effects of playing online games to the academic performance as evidenced by the total weighted mean of 1.88. Taken singly, it shows that the respondents have “Sometimes”, skip sleep (x = 1.9), skip meal (x = 2.0), late in class (x = 1.8), feel sleepy (x = 2.3), missed any deadlines of homework (x = 1.9), missed any deadlines of projects (x = 1.7), play during class (x = 2.2), received low grades (x = 1.6), and missed school (x = 1.6). It further shows that the respondents “Never”, skip class (x = 1.4), Table 6. Advantages of Playing Online Games Formulate strategies and develop multitasking skills Enhance creativity Enhance critical thinking Improves technological activities Enhance problem solving and logic Formulates hand and eye coordination Sharpen the mind (brain challenge) Enhance cooperation in a team Enhance decision making Learns to manage resources that are limited Total 1 WV 2 WV 3 WV 4 WV 5 WV Total 0 0.00 1 0.07 4 0.41 10 1.38 14 2.41 4.28 1 0.03 0 0.00 4 0.41 15 2.07 9 1.55 4.07 1 0.03 1 0.07 6 0.62 7 0.97 14 2.41 4.10 0 0.00 1 0.07 3 0.31 13 1.79 12 2.07 4.24 0 0.00 1 0.07 13 1.34 3 0.41 12 2.07 3.90 0 0.00 3 0.21 6 0.62 9 1.24 11 1.90 3.97 0 0.00 1 0.07 10 1.03 5 0.69 13 2.24 4.03 1 0.03 3 0.21 3 0.31 10 1.38 12 2.07 4.00 0 0.00 1 0.07 8 0.83 10 1.38 10 1.72 4.00 0 0.00 1 0.07 10 1.03 5 0.69 13 2.24 4.03 =40.62 TOTAL WEIGHTED MEAN: 4.06 “AGREE” Legend: Range ( weighted mean range) Adjectival Equivalent 1.0– 1.5 Strongly Disagree 1.6 – 2.5 Neither Agree nor Agree 4.6 – 5.5 Disagree 2.6 – 3.5 Disagree 3.6 – 4.5 Strongly Agree As a whole, the table reveals that the respondents “Agree” to the following positive effects of playing online games to the academic performance as evidenced by the total weighted mean of 4.06. Taken singly, it shows that the respondents have “Agree”, that playing online games formulate strategies and develop multi-tasking skills (x = 4.3), improves technological activities (x = 4.2), enhance critical thinking (x = 4.1), enhance creativity (x = 4.1), enhance cooperation in a team (x = 4.0), formulates hand and eye coordination (x = 4.0), sharpen the mind (brain challenge) (x = 4.0). It further shows that the respondents “Agree”, that playing online games learns to manage resources that are limited (x = 4.0), enhance decision making (x = 4.0), and enhance problem solving and logic (x = 3.9). 5. Relationship Between Online Gaming and Academic Performance Table 7. Relationship of Frequency of Playing Online Games to Academic Performance Academic Performance Computed Pearson-R Verbal Interpretation Recent GPA -0.22 Slight Hours Spend on 0.13 No Relation Absences in Class 0.57 Moderate Weighted Average 0.30 Slight Studying In this table, Pearson Correlation Coefficient r was used to determine the significant relationships between the frequency of playing online games to academic performance of the respondents. It could be seen in the table 7 that the computed r for the significant relationship between academic performance and frequency of playing is 0.30 in which there is a slight correlation. Therefore, the null hypothesis that there is no significant relationship between playing online gaming to academic performance of the students will be accepted. It means that academic performance and frequency of playing online games of the respondent is not significantly related. Table 8. Relationship of Average Time Span of Playing Online Games to Academic Performance Academic Performance Computed Pearson-R Verbal Interpretation Recent GPA -0.21 Slight Hours Spend on 0.29 Slight 0.52 Moderate 0.34 Slight Studying Absences in Class Weighted Average In this table, Pearson Correlation Coefficient r was used to determine the significant relationships between the average time span of playing online games to academic performance of the respondents. It could be seen in the table 8 that the computed r for the significant relationship between academic performance and average time span of playing is 0.34 in which there is a slight correlation. Therefore, the null hypothesis that there is no significant relationship between playing online gaming to academic performance of the students will be accepted. It means that academic performance and average time span of playing online games of the respondent is not significantly related. Table 9. Relationship of Length of Period of Playing Online Games to Academic Performance Academic Performance Computed Pearson-R Verbal Interpretation Recent GPA -0.07 No Relation Hours Spend on 0.14 No Relation Absences in Class 0.53 Moderate Weighted Average 0.25 Slight Studying In this table, Pearson Correlation Coefficient r was used to determine the significant relationships between the length of period of playing online games to academic performance of the respondents. It could be seen in the table 9 that the computed r for the significant relationship between academic performance and length of period of playing is 0.25 in which there is a slight correlation. Therefore, the null hypothesis that there is no significant relationship between playing online gaming to academic performance of the students will be accepted. It means that academic performance and the length of playing online games of the respondent is not significantly related. CHAPTER 5 SUMMARY, SUMMARY OF FINDINGS, CONCLUSION AND RECOMMENDATION This chapter summarizes the whole research process. A brief summary of the whole study is given. It also provides a summary of the main findings of the study, conclusions of the study, recommendations and suggestions for further research. Summary This study was conducted to determine the effects of online gaming towards the academic performance of selected Grade 12, General Academic StranD students of Marinduque Midwest College. The researchers used correlational design under quantitative method of research to determine the relationship between playing online games to the academic performance of the students. Purposive Sampling Technique used to select the respondents of the study since it only focuses to the students who are inclined in online gaming, a total of twenty nine (29) Grade 12 GAS students are the respondents of the said study. Researchers used questionnaires as an instrument to gathered necessary data for this study. Frequency, percentage, weighted mean and Pearson correlational coefficient were used to analyze and interpret the data gathered. Summary of Findings The study was conducted to determine the effects of online gaming towards academic performance of the selected students and its relationship. After the data were tabulated, analyzed and interpreted the following findings emerged. 1. Demographic profiles of the respondents in terms of: 1.1 Age. The research had a total respondent of 29. Majority of the respondents (52%) ages 17 and the least (3%) ages 19 and above. 1.2 Gender. Out of 29 respondents, majority of the respondents (66%) are male and the least 34% are female. 1.3 Gamer Type. Majority of the respondents (72%) identified themselves as a casual gamer the least (21%) said that they are hardcore gamer. 1.4 Online games commonly played. Out of six games, the top three most played online games of the respondents are Clash of Clans (30%), Defense of the Ancient (27%) and lastly Mobile Legends (16%). 2. Sessions a gamer spends on playing online games in terms of: 2.1 Frequency of playing online games. Majority (48%) of the respondents answered they sometimes play online games, 21% answered that they play online games always same to those who play online games rarely and the least 10% answered that they often play online games. 2.2 Average time span of playing online games. Majority of the respondents (52%) played online games for about 2-3 hours per day and the least (7%) answered that they play for about more than 6 hours. 2.3 Length of period of playing online games. Majority of the respondents (52%) play online games for 2-3 days per week and the least (10%) play for 1 day only. 3. How does playing games affect the academic performance of the students in relation with: 3.1 Trends of grades for past 1st and 2nd grading period. It reveals that majority (48%) of the respondents has received 85-89 GPA and the least (3%) respondents received 75-79 grading period average. 3.2 Number of hours spent in studying. It reveals that majority (34%) of the respondents answered they study for less than 1 hour and the least (14%) answered that they study for about 4-5 hours. 3.3 Frequency of absences in class. Majority (62%) of the respondents answered that they never missed school for playing online games and the least (3%) of the respondents said that they missed school all the time for playing online games. 4. What are the advantages and disadvantages of playing online games to the academic performance of the students? As a whole it revealed that the respondents are “Agree” on the advantages of playing online game by the total weighted mean of 4.06. “Improves technological activities and formulate strategies and develop multitasking skills” are the two major advantages of online gaming. On the other hand, it revealed that the respondents have “Sometimes” experienced the disadvantages of playing online games by the total weighted mean of 1.88. “Feel sleepy and play during class” are the two major disadvantages of online gaming. 5. Is there significant relationship between playing online games and academic performance of students? Pearson Correlation Coefficient r was used to determine the significant relationships between the frequency, average time span and length of playing online games to academic performance of the respondents. It shows that the computed r for the significant relationship between academic performance and frequency of playing is 0.30, average time span of playing is 0.34 and length of period of playing is 0.25 in which there is a slight correlation. Therefore, the null hypothesis that there is no significant relationship between playing online gaming to academic performance of the students will be accepted. It means that academic performance and frequency, average time span, length of playing online games of the respondent are not significantly related. Conclusion Based on the above-mentioned findings, the researchers conclude that majority of the respondents who usually play online gamings are males ages 17. Most of them identified themselves as casual gamer and the online games they commonly played are Clash of Clans, Defense of the Ancient and Mobile Legends. Most of the respondents play online games for about two to three hours per day and two to three days per week. With their academic performance, majority of them received a grading period average of 85-89, they usually spend less than 1 hour in studying and almost of them never missed school to play online games. Although there is a relationship between online gaming and academic performance still it is very low and it cannot be supported. Thus, the hypothesis is accepted that there is no significant relationship between playing online games to the academic performance of students. Recommendation Based on the findings and conclusions, the researchers hereby present the following recommendations: 1. The researcher recommend for follow-up research could include the Psychological and Sociological Effects of Online Gaming to Academic Performance, Addiction and Excessive Gaming. 2. To the Future researchers they should also include a larger sample size not limited to only GAS students from one particular school/section. 3. To the students they should know their limitation and consequences that they might get from too much playing online games. They should priority first important things (e.g. doing home works & household chores) they need to do before playing. 4. The students should step away playing online games time to time. Sitting for long periods of time to play a game is unhealthy. Online gaming should be done for fun, not for an unhealthy obsessive reason.