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Effects of Online Games

to the
Academic Performance
of Grade 10 Class C Learners
of Balucuc High School
Table of Contents

Review of Related
01 Introduction 02 Methodology 03 Literature

Summary,
04 Results &
Discussion 05 Conclusion, &
Recommendation
01
INTRODUCTION
Introduction
Online gaming is one of the widely used
leisure activities by many people
(Robinson, 2016).
02
REVIEW OF RELATED
LITERATURE
Review of Related Literature
Foreign Studies
As years goes by technology are used in
more creative ways than ever before and
online games becomes more realistic.

Kamal & Wok (2020)- “some students


play online games just for fun,
without realizing that they might be
addicted. ”

Rooji et al. (2020)- “it shows that


online games allow a person to
escape from real-world and change
the perception of self-worth.”
Review of Related Literature
Local Studies
The fantastic characteristic of online
games makes a lot of students become
hook on it.
Valdez et al. (2020)- “online games
helps students away from stress, improve
teamwork skills, and actively listening to
class activities. However, excessive
gaming can lead to addiction”

Rodica & Talania (2019)- “playing


online games gave negative
outcomes to their studies and
health.”
03
RESEARCH
METHODOLOGY
Methodology

Google Form Online Platform 19 Learners in


Grade 10 Class C

Balucuc High June 4 - June 6


School
04
RESULTS &
DISCUSSION
Results & Discussion

Table 1. Socio-demographic Profile


SEX FREQUENCY
Male 7
Female 6
Results & Discussion

Graph 1. Do you spend your time playing online


games above 3-5 hours per day?
YES
7/13=53.8%

NO
6/13=46.2%
Results & Discussion

Graph 2. Does playing online game is the reason for


you to be late/tardy at school?
YES
2/13=15.4%

NO
11/13=84.6%
Results & Discussion

Graph 3. Does playing online games become a factor


for you cannot focus and concentrate studying?
YES
2/13=15.4%

NO
11/13=84.6%
05SUMMARY,
CONCLUSION, &
RECOMMENDATIONS
Summary, Conclusion & Recommendations
This part of the study provides an
overview of the study, its findings, and
recommendations.

SUMMARY RECOMMENDATIONS CONCLUSION


References:
• Robinson, A. J. (2016). The Effect of Online Gaming Towards the Academic Performance of Selected Grade 10
Students.
• Kamal, N. S. Z., & Wok, S. (2020). The Impact of Online Gaming Addiction on Mental Health among IIUM
Students. International Journal of Heritage Art and Multimedia, 3(11), 01-20. doi:10.35631/IJHAM.311001.
• Valdez, F., Baylen, R. Bustamante, A. Cabiles, G. Vallente, A. M., & Ablen, A. (2020). Effects of Online Gaming on
Academic Performance of GAS Students at Bestlink College of the Philippines. Ascendens Asia Singapore –
Bestlink College of the Philippines Journal of Multidisciplinary Research Abstracts, 2(1).
https://ojs.aaresearchindex.com/index.php/aasgbcpjmra/article/view/1585
• Garcia, K. Jarabe, N., & Paragas, J. (2018). Negative Effects of Online Games on Academic Performance. Southeast
Asian Journal of Science and Technology, 3(1), 01-04.
https://sajst.org/online/index.php/sajst/article/download/40/36/
• Rodica, P. D., & Talania, H. A. (2019). Effects Of Online Games in Academic Performance Among Senior High
School.
• Rooji, A. J. Schoenmakers, T. Vermulst, A. Eijnden, R., & Mheen, D. V. (2010). Online video game addiction:
identification of addicted adolescent gamers. Wiley Online Library. https://doi.org/10.1111/j.1360-0443.2010.03104.
• Griffiths, M et al. (2010). The role of context in online gaming excess and addiction: Some case study evidence.
International Journal of Mental Health and Addiction, 8, 119-125. https://doi.org/10.1007/s11469-009-9229-x

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