Examining the Relationship Between Online Game Habits and the Academic Achievements of High School Students
John Lloyd P. Alarcon | Sweetie L. Bueno | Francine Leigh De Erio | Shemver Lloyd A. Esmalde | Kyle G. Nonan | Lady Shean A. Tapic
Abstract:
The purpose of the study is to determine the students' online game habits and the relationship between online games and the students' academic achievements among 98 students in the Paramount School of Arts, Languages, Management, and Sciences. This quantitative study used descriptive research as the research design and data analysis method. The results of the study revealed that the students' attitude toward being exposed to online games in terms of entertainment was moderately practiced, and the addiction was fairly practiced among the respondents. For the effects of online games on the academic achievements of the students, two dimensions were fairly well practiced, namely, retention and recall and participation and conscientiousness. Only the dimension of reasoning was moderately practiced among the science education students. The study recommends that enhancing the setup in class is one of the keys to promoting a positive attitude and improving the performance of the students in their schoolwork and activities. With that being said, it would help divert high school students’ minds from playing online games frequently; instead, they would be more focused on their academic achievements.
References:
- Adair, C., & Luna-Rose, H. (2022). Insights from an online self-help forum for people with gaming problems. Current Opinion in Behavioral Sciences, 46, 101157.
- Benedicto, J., Guevarra, J., Pineda, A., Nabung, C. D., Rebito, C., & Catibag, R. P. (2019). Advantages and Disadvantages of Online Games to the Grade 12 ABM Students of Bestlink College of the Philippines SY 2018-2019. Ascendens Asia Singapore–Bestlink College of the Philippines Journal of Multidisciplinary Research, 1(1).
- Cabrillos, L. E., Gapasin, J. D., Marfil, J. A., & Calixtro Jr, V. L. (2023). Examining the effects of online games on the academic performance of BPEd students of Sultan Kudarat State University, Philippines. Indonesian Journal of Educational Research and Technology, 3(1), 13-18.
- Camero, A. M. (2022). Poverty as a Factor Affecting the Society During the COVID-19 Pandemic in the Case of Selected Students in the Philippines: Impact and Interventions. International Journal of Academic and Practical Research, 1(2), 1-10.
- Cisamolo, I., Michel, M., Rabouille, M., Dupouy, J., & Escourrou, E. (2021). Perceptions of adolescents concerning pathological video games use: A qualitative study. La Presse Médicale Open, 2, 100012.
- Griffiths, M. D. (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.
- Hainey, T., Westera, W., Connolly, T. M., Boyle, L., Baxter, G., Beeby, R. B., & Soflano, M. (2013). Students' attitudes toward playing games and using games in education: Comparing Scotland and the Netherlands. Computers & Education, 69, 474-484.
- Pajarillo-Aquino, I. (2019). The effect of online games to the academic performance of the students in the college of teacher education. International Journal of Advanced Research in Management and Social Sciences, 8(3), 74-86.
- Smith, J. (2021). Advantages and Disadvantages of Online Games. fenced.ai
- Tan, A. J. (2022). Understanding Depression and Determining Its Causing Factors Among Male Grade 12 Senior High School Students in a Private School in Manila, Philippines. International Journal of Academic and Practical Research, 1(1), 25-32.
- Zamani, E., Chashmi, M., & Hedayati, N. (2009). Effect of addiction to computer games on physical and mental health of female and male students of guidance school in city of Isfahan. Addiction & health, 1(2), 98.
ISSN 2980-4124 (Online)
ISSN 2980-4116 (Print)