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I.                  Introduction   RationaleTechnology, over the years, hasevolved and it is still evolving until the present time. Technology was inventedto create new things that decrease human work. Great examples of modernistictechnology are computers.

They are one of the greatest inventions humans ever created.It has been used for calculations and functioning machines since years ago. Along with the evolution oftechnology, computers continue to upgrade and this upgrade includes the Internet.The generation today includes computers in their everyday life of humans.

Computerscan now be used in communicating with people all around the world, organizingfiles, editing documents, searching for new information, and playing games. Itis basically an all-in-one gadget that can be used anytime, and this is thereason why people get hooked to it. Soon then, with the help of the internet, OnlineGames were created. According to Wikipedia, on 1990, onlinegames were created and right until the present time, it has made a huge impactto humans, especially teenagers. Internet games, often called as online games,are games that are played on computers, cell phones, laptops, and othertechnological platforms. Online games need the internet and necessary plug-insto be played. Online games have many genres, including casual games and multiplayergames. According to a research paper in Saint Michael’s College of Laguna, agame will become an online game if it uses the internet and it includes acomputer with one player and they fight against other players in anothercomputer with the same genre.

An online game is a game that uses some form ofcomputer network. Online games have been popular throughout the online community,making it a source of entertainment and socializing. The teenage demographic has beengreatly affected to online games addiction due to cheaper internet fees and consoles.Teenagers often say that their reason for playing online games is linkedleisure time. This keeps them outside the sun without knowing the effects ofthese games. While it is fun, online games have many negative side effects suchas anti-socialization, increasing anxieties and anger, damaging relationshipswith friends and family and the decreasing of academic grades. Most complaintsfrom families and friends have increased due to the lack of time spent witheach other and some teenagers may want to increase their online performancethan their academic performance. However, according to a research inAustralia that has more than 12,000 high school students respondents, studentsthat plays online games on the regular has higher scores on math and sciencethan those who don’t.

According to an economist, Alberto Posso, online gamersdevelop analytical and critical thinking skills that help them in their grades. Because of these contrasting details,the researchers want to know if online games really affect the academicperformance of teenagers who are in school. The response of this study willdepend on the answer of selected respondents on our created survey. Statement of theProblem            Our study aims to present informationon an average senior high school student of CebuDoctors’ University’s participation on online gamesand how that may affect their academic performance. This research paper alsoaims to answer the following questions:1.What are the negative and positive effects of playing online games relating toone’s academic performance and wellbeing?2.

Do hours of playing online gameshelp more than they harm relating to one’sacademic performance?3. What are the possible ways toavoid the negative effects of online games? Hypothesis ofthe Study1. Online games affect the academicperformance of senior high school students of Cebu Doctors’ University. 2. Online games do not affect the academicperformance of senior high school students            of Cebu Doctors’ University.

Significance ofthe StudyThestudy will be significant to the students, parents, schools, and futureresearchers.               Students. The information the research provides will thoroughly educatethe students. This will enable them to adjust their habits and lifestylesaccording to the collected data in order for them to know their bodily limitswhich in turn allows them to avoid the negative effects of playing online games.This will give students the consciousness of the said effects to make rightdecisions in the long run.

              Parents.The study will give parents insight on the effects of playing online games.This will give them a better understanding and will allow them to guide orpresent restrictions to their children.              Schools.The study will assist academic administrators, those in charge of developingthe school program, and those in charge of making changes in the curriculum inassessing and evaluating what helps students progress academically and sociallyand what will harm their health.

They can make changes to assure productivityand understanding on the student’s part. They may be able to make goodstrategies and smart revisions on activities that will address the problem athand.              FutureResearchers. The ideas presented in the research may be used as reference datawhen conducting separate and more detailed researches in the future. It may beused to test the validity of certain facts through related findings.

The studymay also serve as an overview or background for data that will be found andproved after the completion of this paper. This may also serve as insight intothis generation’s students and their participation to online games.

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