Research
Research
Research
A/Y 2018-2019
Bolano, Christian N.
Purisima, Orland
CHAPTER I
INTRODUCTION
The rise in the use of the internet has led to many changes in people’s daily life.
In particular , this rise has also led to the rise of online gaming. Online Gaming is
hugely popular with children and young people in today ‘s generation. An online game is a
video game that is either partially or primarily played through the Internet or any other computer
network available. Online games are ubiquitous on modern gaming platforms, including PCs,
consoles and mobile devices, and span many genres, including first-person shooters, strategy
Online gaming has emerged as a popular and successful source of entertainment and play,
especially for students. Online games have many effects. Online games, according to Robinson
(2016) enables the mind of the players to be more active, especially those puzzle based games. It
helps the player to come up with decisions in tight situations, especially those adventure
games that keep the players to be alert, active and strategic. Playing these types of games makes
the player experienced different feelings because it is as if the player is really the one taking the
challenges.
However, despite these benefits, playing online games also have negative effects. Since
online games are designed to require the players to put so much time playing, it leaves the other
things they need to do like house chores, school activities and home works unattended.
This study focuses on identifying the level of frequency in playing online games among
This study aims to identify the level of frequency in playing online games among Grade
12 Programming Students of ACLC Naga SHS. Specifically, it seeks to answer the following
questions:
1. What is the demographic profile of the respondents of the study? In terms of:
2. How does playing online games affect the academic performance of the students? In
terms of:
A. Participation in class
performance?
SCOPE AND DELIMITATION
This study focuses on synthesizing the effects of playing online games to the
academic performance of Grade 12 Programming Students of ACLC Naga SHS. The students
will answer some questions regarding the said research. The sampling of the respondents
also have been chosen for the reason of their course relating to the topic. The
HYPOTHESIS
This study is based on the hypothesis that playing online games has a relationship with
The importance of the study is to give a clear information about the effects of playing
online games to the academic performance of Grade 12 Programming students of ACLC Naga.
Students: Implies awareness specifically, to students that are online gamers in order for them to
manage their use of online games so that they can improve their academic performance.
Teachers: Provides information regarding the effects of playing online games to the academic
performance of the students so that they can guide the students specifically the online gamers on
Parents: Gives information for them to manage and control their children’s of online games.
Researchers: Provides additional information that can be used for further research.
DEFINITION OF TERMS
Online Games - Video game that is either partially or primarily played through the Internet or
any other computer network available. ... The design of online games can range from simple
which a student, teacher or institution has achieved their short or long-term educational goals.
Cumulative GPA and completion of educational degrees such as High School and bachelor's
First Person Shooter - A video game genre centered around gun and other weapon-based
combat in a first-person perspective; that is, the player experiences the action through the eyes of
the protagonist.
Strategy Games - A video game that focuses on skillful thinking and planning to achieve
games and massively multiplayer online games in which a very large number of players interact
This chapter shows the related number of works of local and foreign authors, other
researchers, developers and studies derived from the books, article, and other references such as
internet which are all necessary in framing of the concept of the study. To attain a deeper and
better understanding of the present study, various literature and related to the study was extensively
Online Games
entertainment, challenge, or educational purposes. Electronic games vary in design but can
include vibrant color, sound, realistic movement, and visual effects; some even employ human
actors. There are two broad classes of electronic games: video games, which are designed for
specific video-game systems, handheld devices, and coin-operated arcade consoles; and
computer games, which are played on personal computers. Electronic games are a popular
pastime for both children and adults. Categories include strategy games, sports games, adventure
and exploration games, card and board games, puzzle games, fast-action arcade games, and
flying simulations. Some software programs employ game-play elements to teach reading,
writing, problem solving, and other basic skills. From their crude origins in the late 1950s and
1960s, electronic games have grown to become a multibillion-dollar industry, one which uses the
latest computer technology to produce ever-more realistic game experiences for millions of users
network, particularly over the Internet. Electronic game worlds have generated billions of dollars,
with millions of players around the world fighting, buying, crafting, and selling in a variety of
online environments. One of the most populous was Activision Blizzard’s World of Warcraft.
The massively multiplayer online game (MMOG) drew millions of subscribers, who brought the
company an estimated $1 billion per year in retail sales and subscription fees from 2007 to 2010.
MMOGs differ from traditional computer games in a number of important ways. First, Internet
connectivity is a prerequisite for all MMOGs, as the games can be played only after logging in to
the server that hosts the game world (popular MMOGs require dozens of such servers to
accommodate their larger player bases). Second, the social networking aspect of interacting with
thousands of players worldwide frequently overshadows the game content itself. A 2006 study
found that almost one-third of female players and nearly 10 percent of male players had dated
someone they met in a game. Third, most MMOGs operate on a subscription basis, charging a
monthly fee in addition to the initial purchase price of the game software. Some companies offer
frequent downloadable “patches” of new game content to make these monthly fees
more palatable to players, while others offer their games free of charge to players who are willing
information system. The Internet is composed of many interconnected computer networks. Each
network may link tens, hundreds, or even thousands of computers, enabling them to share
information and processing power. The Internet has made it possible for people all over the
world to communicate with one another effectively and inexpensively. Unlike traditional
broadcasting media, such as radio and television, the Internet does not have a centralized
distribution system. Instead, an individual who has Internet access can communicate directly
with anyone else on the Internet, post information for general consumption, retrieve information,
use distant applications and services, or buy and sell products. The Internet has brought new
opportunities to government, business, and education. Governments use the Internet for internal
offering goods and services online to customers, businesses use the Internet to interact with other
businesses. Many individuals use the Internet for communicating through electronic mail (e-
mail), retrieving news, researching information, shopping, paying bills, banking, listening to
music, watching movies, playing games, and even making telephone calls. Educational
institutions use the Internet for research and to deliver online courses and course material to
students. Use of the Internet has grown tremendously since its inception. The Internet’s success
arises from its flexibility. Instead of restricting component networks to a particular manufacturer
or particular type, Internet technology allows interconnection of any kind of computer network.
No network is too large or too small, too fast or too slow to be interconnected. Thus, the Internet
includes inexpensive networks that can only connect a few computers within a single room as
well as expensive networks that can span a continent and connect thousands of computers.
continuingly as research shows that the age of children playing games continue to be younger
and internet usage among children becomes more popular. Moreover, the internet access has
become widespread since 1990s, which impacted people’s working, socializing and behaviors
(Dindar & Akbulut, 2014). The Internet become an important media role in information age
especially for children and youth who are a group that influences by internet use
(Makesrithongkum, 2009). The internet also has a great impact on marketing concepts especially
in the game sectors in terms of alerting relationship marketing activities with customers (Maklan
Online games become interactive because they allow game players around the world to
interact with each other in one single platform. Eventually, online games began to becoming the
important factor of our social culture (Nuangjumnonga & Mitomo, 2012) and (Williams et al.,
2008). Online games also bring people together to form society which players interact with each
other in virtual world that are always on. These worlds, called “massively multiplayer online
games” or MMOs (Steinkuehler & Williams, 2006).As the computers and online games market
grew rapidly many people especially teenager spend great amounts of time playing online games
players’ interaction with a game become critical since it is an important key for company
sustainability (Tony, Richard, & Paul, 2009). Moreover, there is a few knowledge about how
customer experiences on online game that would be from their consumption which might be
interpreted into customer value perception (Iyanna, Bosangit, & Mohd-Any, 2012).
An article of the PinoyGaming.Net in 2008 discussed about why the Filipino youth is
hooked to online gaming. A father caught his son playing an online game during the times he
should be in class. His son said: “I played the game for three years now because this is where I
found friends who share the same level of interest as I do. Friends that cannot be seen in-real or
at close range like classmates, but friends who can offer a relationship that could stand the test of
time.”One of the main advantages of having an internet connection is the opportunity to reach
out other people, wherever they are or whatever time zone they are in. As long as you are online,
the possibilities are endless. In all honesty, online games consist of just a small slice of those
possible options out there. And in comparison to other choices, games could be the lightest of
all.In online games, you can be you the way you want yourself to be. You can stand out the way
you want it, evolving into options that are not socially acceptable in real life. Filipinos are
conservative by nature, but online they can be as liberated as other countries. Just like coming
out of its tight shell, they now have the access to express themselves. Online games became the
breathing space of Filipinos, not just the youth but everyone who gains internet access. Boredom
may play a small role in the reasons, but it could still count. The sun is up, rather than playing
basketball, you engage yourself into battle with other players with awesome sword fights and
spell casting. This boredom almost made our “national street games” like piko, tumbangpreso,
and shato extinct. It also opened the occurrences of ailments that should be experienced by office
workers like Carpal-Tunnel Syndrome or Juvenile Diabetes. But those conditions are avoidable,
just know your body’s limitations and potentials and balance them out.The youth of today,
without being bias or one-sided is considerably weaker than the earlier generations. They tend to
stumble on the lightest of problems, and crippled on the slightest of mistakes. Online games
became a staple “point of refuge”. Our country is a natural disaster playground. We have
typhoons, volcanoes, and man-made disasters all year round. Some individuals may lose hope
because of this but others actually divert the fear and condense it into a whole new world found
in cyberspace.
As cited by Vu (2015) despite not having many studies directly touch upon the game,
most studies provide a framework of why people play games. Thomas Weiss in his study of
eSport or competitive gaming has compiled a list of possible reasons from previous researches
and conducted surveys with gamers to evaluate the people’s motivation. The final result is that
eSport appeals to players because it satisfies people’s two major needs, competitive and hedonic.
Further studies by Calleja, explaining the relation between escapism and digital gaming, and Lee,
comparing eSport’s consumption motives with that of traditional sport, provide a deeper insight
into the background laid out by Weiss, approaching the object of study theoretically based on the
nature of the game. Having constructed a theoretical background, this paper will use it as a tool
to examine the game from both the producers and the consumers’ perspective, seeing the
intention and behavior of related parties that contribute to the game’s fame.The Online Gaming
is popular because it has delivered both the players’ demands in competitive and hedonic need,
namely providing enough competition and challenges while offering a background satisfies
escapism need. He concluded ten need gratifications from two main categories: competition,
achievement, challenge, reputation, and rewards belong to competitive category, which provides
the users with a sense of prosperity through competition, and social relationship, escapism, self-
fulfillment, fun, and virtual identity as hedonic one, which relates to immersion and
socialization.
Craig Anderson and Douglas Gentile. It indicated that violent computer games can cause short
term aggression. The computer games can be more prone to exciting aggression than other
entertainment because of the interactive nature of the computer games. Children will have lack
of problem solving. Violent computer games teach children that problems can be solved with
little or no personal investment or by violence. These games indicate that rather than talking
through and taking responsibility for problems, shooting or other acts of violence can elicit
correct responses and make problems go away. They are also prone to weight gain. Computer
games frequently do not require any additional movements beyond the hands.
This coupled with a child’s tendency to eat and drink while playing computer games can result in
weight gain. Weight gain has been linked to various diseases including diabetes, high blood
pressure and heart disease. Children also develop antisocial behaviours. A child who is
conditioned to play computer games may find it difficult to socialize with other children. This
anti-social behaviour can extend through adulthood, making it more difficult for the adult to
respond to co-workers in an effective manner. This can also negatively affect relationships and
friendships, causing a sense of loneliness. While new technology contributes something good to
The youth with never ending attitude of curiosity can be most vulnerable to any
behaviours bearing technology may bring. Of course, they can get entertainment for themselves
but the process should not compromise the other important pieces of nationhoo. They can always
choose to become DoTA masters, but they should first become Dr.Wakwak.
(Destacamento,2012).
In United Kingdom, the research done by David Rudd (2011) stated that the addiction in
playing online game is believed to drive someone to extreme circumstances so much so that from
some evidence demonstrated parents tend to believe that their child is in a position where their
health and future is a worry. While the health could be an issue due to lack of exercise but failing
to adhere to education and lack of future job prospects has no strong solid evidence to indicate
this is a true thus have no findings about the matter. Other than that, social networking sites like
Facebook have a good history of allowing young people to gain information and access to
various other educational ideas and games that have some underlying educational traits that may
or may not be meant to be viewed like that but to use a game like Farmville to give any sort of
educational foothold for a young person would not be of importance as could people give to a
young person in that time would not be better spent giving them a proper foundation for
understanding. Using World of Warcraft (WoW) as an example, David Rudd said that WoW is
designed to gives a very vast gaming experience but at the same time making sure the gamer has
continuous content to take part in to keep the gamer played their game. Lastly, from the aspect
social of the game, it is a very addictive part of the game with being able to always find a “guild”
that is of similarstrength, ability and direction as the young person themselves so thus will
keep the player comingback to even chat to virtual friends within the game.
A literature of Wiley & Sons (2015) cited related studies reviewed the prevalence studies
examining problematic gaming and gaming addiction from 1994 to 2012, (Griffiths et al.,2012).
The studies they selected were based on samples of at least 300 participants and used some kind
of screening instrument to assess problematic gaming (rather than self diagnosis). They reported
that prevalence rates of problematic gaming ranged from 1.7% to over 10% among general
samples. Prevalence rates among gamers were, in some cases, much higher (some as high as
17% to 34%). These studies indicated that, in general, males are significantly more likely than
females to report problems relating to their gaming. The differences in methods of assessing
gaming problems may partly account for differences in prevalence rates (King, Delfabbro, &
Griffiths, 2012; King et al., 2013). Furthermore, many studies fail to assess prior problems (i.e.,
lifetime prevalence).
Also, irrespective of whether problematic video game play can be classed as an addiction,
there is now a relatively large number of studies all indicating that excessive online gaming can
time with partner/family, and sleep; increased stress; an absence of real‐life relationships; lower
psychosocial well-being and loneliness; poorer social skills; decreased academic achievement;
(Griffiths et al., 2012). In addition to the reported negative psychosocial consequences, Griffiths
et al. also reported many health and medical consequences that may result from excessive
gaming (both online and offline). These included epileptic seizures, auditory hallucinations,
obesity, wrist pain, neck pain, blisters, calluses, sore tendons, and numbness of fingers, sleep
abnormalities, and repetitive strain injuries. Taken together, this relatively long list of potential
psychosocial and negative medical consequences indicates that excessive online gaming is an
issue irrespective of whether it is an addiction. It also suggests that more extensive recognition
by the medical community is needed of the wide range of potential negative and life limiting
There are some generalizations that can be made with regard to the demographic
characteristics of gamers and problem gamers. The literature suggests that adolescent males and
young male adults appear to be at greater risk of experiencing problematic video game play.
However, the course and severity of these problems are not well known and the finding that this
group is more at risk may be a consequence of sampling bias and the fact that this group plays
online video games more frequently than other socio-demographic groups. It has also been
suggested that university students may be especially vulnerable to developing problematic online
gaming. Reasons for this include their flexible tuition and study hours, ready access to
high‐speed broadband on a 24/7 basis, and multiple stressors associated with adjusting to new
social obligations and/or living out of home for the first time (King et al., 2012).
Based on the study conducted by Manag, (2013). Today’s most popular MMORPG is
“World of Warcraft”, the latest game in Blizzard’s Warcraft series, situated in the fantasy world
of Azeroth that is populated by members of the opposing factions of the Alliance and the Horde.
Warcraft’s extension “Cataclysm” was among the top five selling computer games in 2011. In
2013, eight million players immersed themselves in the world of Azeroth, clearly demonstrating
the game’s mass appeal. The game tailors to most age groups, both sexes, and various player
Online games such as World of Warcraft satisfy various gaming motivations. The
analysis by Yee of 3,000 MMORPG players’ gaming motivations revealed that MMORPGs
allow players to achieve game goals, be social, and immerse in the game. Each of these factors is
includes advancing in the game, namely progressing via leveling up, acquiring status and power
in the game, the game’s mechanics, including the possibilities for optimizing game play, and
competition, including challenging and dominating others. Reputation and admiration from the
gaming community for gaming achievements are further key factors motivating players to keep
playing. The game mechanics or structural characteristics have been claimed to reinforce the
potentially addictive qualities of games because they contribute to initiation, development, and
maintenance of gaming. Second, the social factor is composed of socializing, including chatting
and making new friends in the game, forming new relationships, and working in a team.
Research suggests that the social element in MMORPGs is particularly important for gamers
because it is an integral component of the enjoyment of playing. Moreover, it denotes a complex
interaction between real and virtual social networks, further blurring the boundaries between
these networks, making MMORPGs inherently social spaces. Third, immersion in the game is
denoted by discovery, ie, exploring the game and “hidden” game content, role-playing via one’s
avatar, customization of one’s online character (such as sex, race, profession, appearance), and
escapism, playing in order to avoid real life. Escapism is an aspect of mood modification
whereby individuals suffering from addictions induce a subjective shift in their mood by way of
engaging in an addictive behavior, making the latter a coping strategy to deal with everyday
problems. The variety of gaming motivations satisfied by MMOR-PGs indicates that these types
of games are particularly versatile because they can be tailored to individual players with
different game preferences. Consequently, one could assume that there are many ways that might
lead some individuals to get hooked on MMORPGs. In a sample of 696 MMORPG players (93%
male, mean age 26±7.4 years), achievement, socializing, and escapism motivations were found
to be predictive of addictive play, together with sex accounting for 19% of variance in the
MMORPG addiction score. Similarly, in a sample of 175 primarily Dutch MMORPG players
(87% male, mean age 21±6.5 years), escapism and game mechanics predicted excessive gaming
over and above the contribution of the time spent gaming, together explaining 46% of the
variance in problematic gaming. In a nutshell, the mass appeal of MMORPGs rests on their
versatility because they are tailored to gamers young and old, male and female, who have
different game preferences. MMORPGs are particularly good at meeting various players’
different needs. This mass appeal may have contributed to findings from research which indicate
that online games, and specifically MMORPGs, are more addictive than any other types of both
offline and online games because they reward players on partial reinforcement schedules, leading
to maintenance of play.
One of the most commonly played online game is League of Legends(LOL). The game
is a competition between two teams of five people playing in a fictional magical world
(Runeterra) in an enclosed area. Each person will control a playable character called “champion”
to play the objective. There exist more than a hundred different champions varied in play styles,
character statistics (stat), background stories and skills. The champion can buy items from shop
and level up to gain additional stats or skills. During gameplay, the players will control the
champions to deal damage and kill or destroy targets in the map and enemy champions. Since its
debut in 2009, League of Legends has evolved from a small population of desktop-computer
warriors into a full-scale phenomenon. In the process, it has become an e-sport. If you are not a
male between the ages of 15 and 25, a group that Riot says accounts for 90 percent of all LoL
players, the odds are good that you have never heard of e-sports, a catchall term for games that
resemble conventional sports insofar as they have superstars, playoffs, fans, uniforms,
comebacks and upssets. But all the action in e-sports occurs online, and the contestants hardly
move.League of Legends is so popular because it satisfies both the competitive and hedonic need
of the players. The producers have gone to great length to create a game that promotes not only
the skills a gamer can hone and demonstrate but also the imaginative mind a fan can utilize to
immerse in the lively and vivid world of the game. Despite being branded as a Real-time
Strategy with Role-playing characteristics*, League of Legends also features an open fantasy
world similar to those of novels, movies and open world sandbox games. This combination of
both aspects, competitive and hedonic, grants the game a community great in numbers and
talents. Despite the setback this paper have, it will raise the interest in the game for future
researches to further examine and discuss the game, explaining in detail the true nature of
In 2017, the new Battle Royale Genre became so popular. One of these is
PlayerUnknown’sBattleGrounds(PUBG). Since the early access of the battle royale styled game
the record of having biggest number of the concurrent players in game. According to Steam
Stats, ran by the game’s distributor Steam, PUBG has achieved the record by having 3,106,358
multiplayer shooting game that is designed based on the movie Battle Royale produced in Japan,
2000. The mechanism of the game is very simple: you join the lobby with 99 other players (or
play with your friends in a squad), dropped into an island with supplies, vehicles and weapon,
and try to win the game by killing all other players. Rather than camping in a single hidden place
to win without fighting, players are forced to move into the shrinking playzone as they can get
hurt constantly outside the playzone. The reason why PUBG is popular is because of
streamability. PUBG has integrated a broadcasting mode, just to make streamers as the host to
the battle royale show, adding the fun. Another reason is it’s Instant Matching. PUBG can
essentially match players instantly into a game: if you are out from the last round, a click of the
mouse brings you to the next, waiting-free. The Human Factor: You get to play with other 99
actual human being, which entertains you by striving to kill you for survival. And lastly, because
of the simplicity of the game.everyone who has some knowledge of the shooting game genre can
get their hands on the game quickly: just shoot anyone you don’t recognize and you will win the
match. Fairness from Randomness: PUBG spawns players along a route that changes every
match, and weapons are always scattered along the map. This helps everyone with a fair chance
of grabbing a gun and able to kill someone, regardless of your skill level. He(2018)
According to Carter (2018). The reasons for the rise of Battle Royal are many. Battle
royale's emphasis on solo achievement, stripped of team tactics, makes it an easy and fascinating
spectator sport, perfectly suited to watching it on Twitch streams. Fortnite isn't just free to play—
its gargantuan revenue coming from players buying costumes or subscribing to premium
challenges—but it, like PUBG, can be played on mobile devices as well as on game consoles and
PCs. Yet, there's something else at play here too. Battle royale’s appeal isn’t simply about
outlasting everyone else. It's about making you feel, in a surprising way, truly alive.
Battle-royale games hew to a few core mechanics. The first is helplessness: Everyone
starts the game either weak or utterly unarmed, and through either combat or foraging gets
whatever they need to survive—and outduel everyone else. Most battle-royale games also use an
ever-growing external threat in order to force all players into a smaller and smaller area, and
ultimately into combat; in Fortnite, it's a storm that saps your strength unless you stay within its
eye. And perhaps most importantly, unlike most other multiplayer games, death in a battle-royale
hours each week playing. However, there is a significant difference between casual gamers and
dedicated gamers. More than 20 percent of gamers play for less than one hour each week, while
almost seven percent play more than 20 hours a week. Younger gamers spend more time playing
each week than older ones. Gamers spend an average of one hour and 48 minutes each week
watching other gamers play online on sites such as Twitch. This compares to two hours and 27
minutes spent watching traditional sports on broadcast television. Globally, gamers play
According to Aamoth, Doug(2018), the average U.S. gamer age 13 or older spent 6.3
hours a week playing Online Games during 2013. That’s up from 5.6 hours in 2012, which was
up from 5.1 hours in 2011. If you like fun, we’re trending in the right direction.As for which
systems were used most often in 2013, seventh-generation consoles (Xbox 360, PS3, Wii) beat
PCs by a percentage point – 34% to 33% – while mobile phones took a distant third at 10%.
Tablets followed at 9%, dedicated gaming handhelds at 6%, eighth-gen consoles at 4% and
“other” at 4%.Also of note is that people who play games on consoles are starting to play games
on their phones and tablets more, too. Half of Nielsen’s console respondents for the 2013 study
said they also played games on mobile devices; that’s up from 46% in 2012 and 35% in 2011.
63% of households have at least one person who plays Online Games regularly (3 hours or more
per week)
According to Statista (2018), Children from U.K aged 12 to 15 spent the most time
gaming at 10.7 hours a week in 2013, and 12.2 hours a week in 2017. Children between the ages
of 3 and 4 play a rather large amount of hours games for such a young age, with 5.9 hour per
week. Teenagers (age 13 to 18) spent 31 percent of their gaming time on mobile devices.
While almost all girls as well as almost all boys play Online Games, boys typically play
games with greater frequency and duration than girls. Boys are significantly more likely to play
games daily than girls, with 39% of boys reporting daily game play and 22% of girls reporting
the same. Boys are also more likely than girls to play games on any given day (60% of boys did,
compared with 39% of girls), and when boys do play, they’re playing for longer periods of time.
Among teens who played games “yesterday,” boys and girls are just as likely to report that they
played for an hour or less. Boys, however, are twice as likely to report playing for two hours or
more each day, with 34% of boys playing for two hours or more per day; 18% of girls play
games for that amount of time. Also, on any given day, 50% of teen gamers report playing
games. About half of those who did play a game “yesterday” (or 24% of all teen gamers) say
they played for up to an hour. Another 13% of teen gamers say they played for two hours, and
13% say they played for three hours or more. Race, ethnicity, and family income do not make a
difference in the length of time teens spend gaming according to Pew (2008).
According to Bender, James (2016) the mean age of individuals who played MMORPGs was
23.6 years, with 71% of them being male. The mean number of hours spent playing per week in
the study was 22.85, with the number of hours decreasing as the individual’s age increased.
Theoretical Framework
The diagram shows the relationship between theories (Dependent Variables) and the main
According to Social Information Theory (Walter,1992), people get to know one another
online without non-verbal cues and how they develop and manage relationships in the computer-
mediated environment. It discusses the attentive interaction of Gamers Online which requires
intensive playing and always get in touch, which intends of gamers to spend time playing online.
Also, Adaptive Structuration Theory by Desanctis and Poole, (1994) criticizes the
Technocentric (View of Technology and Technological Determinism) use and emphasize the
social aspects. Groups and organization using information technology for their performance
dynamically create perception about the role and utility of the technology and how it can be
Theory of Performance by Don Elger talks about Traditional Contexts where learners or
students informed in classrooms workshops and other venues that are traditionally associated
with their learning. This theory deals with the level of performance wherein an academic
department improves its level of performance to produce more effective student learning and
Chapter III
Methodology
This chapter presents the method and procedure that was applied in this study. It contains
the research design used, respondents, research instruments, data gathering procedure as well as
Research Design
In order to collect data and answer the research question of this study, correlational
method will be used. Correlational shows the relationship between two or more variables. This
study utilizes the correlational method to know the effects of online games to the academic
performance of grade 12 programming students of ACLC Naga SHS. Also, this study will use
define in which researcher relies on his or her own judgement when choosing members of
population to participate in the study. This technique will be used to collect data based on the
Respondents
The source of data of this study will be Grade 12 programming students of ACLC Naga
Senior High School. This study will focus on 100 students as the respondents of the study.
Instrumentation
The researchers will used Survey – Questionnaire as an instrument to collect and gather
data. The draft of the questionnaire was drawn out based on the researchers findings, readings,
reviewed literature and research. The Survey Questionnaires were divided into two parts. Part A,
consisting personal data of the respondents and Part B, consisting Likert-Type scales,
respondents are asked whether they agree or disagree with a statement. Each option is given a
respondents of the study. Answering the provided questionnaires may take up 10-15 minutes.
The researchers will collect the distributed survey questionnaire for interpretation of data.