PR (Original)
PR (Original)
PR (Original)
Submitted to:
Merceditha Demicillo-Salabsab
In Partial Fulfillment
(Practical Research 1)
By:
Arellano, Jieselle O.
Hiva, Joseph
Mahilum, Rhealyn
Quinones, Aprilove
Table Of Contents
Page
Table of Contents............................................................................................................ i
Chapter 1 Introduction
Chapter II
Chapter V
Conclusion.........................................................................................................
Recommendation.............................................................................................
REFERENCES .............................................................................................................
APPENDICES
Appendix A. ............................................................................................................
Appendix B. .............................................................................................................
CHAPTER I
INTRODUCTION
The extreme exposure of the learners in online games becomes horrendous nowadays specially
for the students, because most of the students forget their priorities specially in their school and
houses, they were too much focus on the games they were playing, without noticing or knowing
that they already ruining their selves. According to (Griffith, 2006) the addiction to the rivalry
and excitements of the gamers make them the most common recreational programs for todays
teenagers, so that they'll do anything to reach a higher level of the game, that they completely
separate from their surroundings challenging with the obstacles in reading a higher level in the
game make them anxious. And because of their eagerness and excitement to achieve the highest
level of the game, instead of doing their homeworks or any household chores, they just spent
their time in playing games and as a result of it they'll get a low grades in their classes and be
The researchers conducted this study because as we could observe most of the students from
Grade-7 up to Grade-12 they were too much involve in playing Online games that even during
their classes and vacant time they were still playing, instead of
studying their lessons and having fun with their friends and family. The researchers aim to know
the effects of the Online gaming to their behaviors and their academic performance.
Though some of the players said that there are still good effect and advantages in playing Online
games, some says that through this game, it can enhance their planning and critical thinking
skills and they can escape from their problems and from the reality they haved, and through this
game they can make another character of their self and where they can be more tough and boost
But still, there are negative effects in playing Online games specially if they can't control their
This study will help the participants to know the effects of too much playing Online Gaming in
their academic performace and in their behavior so they could minimize or control their self in
playing any online games and they'll be conscious in the said effect and also for them to know
and realize that too much playing of Online games is not worth their time and money.
of the students of Mabuhay National High School Learners and seek to find out the answers to
6.) Does the participant own a gadgets or rent gadgets in playing this game?
the behavior and academic performace of Mabuhay National High School Learners.
School Administrators. This will give them the informations about the effect of Online Games to
their students. The school Administrators could ask the teachers to encourage their students
through school activities or classroom activities so in this way the students will forget about the
Teachers. This will give them the knowledge to the behaviors and academic performance of their
students.
Online Gamers. For it will give them the information about the negative effect of playing Online
Games, and because of the said effects this will make them conscious and make them realize that
Parents. This study will give them enough knowledge and understandings about the effects of
playing Online Games to the behavior and academic performance of their children.
Readers. This will help them to understand that playing Online Games has no good effect for
Future researchers. This study will serves as a basis for their future research that will be
conducted.
performance. This study is only limited to the players of the selected students of Mabuhay
Definition of terms
CHAPTER II
the different aspect of research, the researcher gain from internet and other electronic sources
which provide relevant facts about the effect of online gaming toward the behavior and academic
performance of a student. This will help in familiarizing informations that are relevant to the
present study.
Related Literature
Dockrill (2012) stated that srudents who regularly spend time in playing any online games are
developing their thingking and problem solving skills that can also help them in their
schoolwork. He also stated that when you play online games you are solving puzzle to move to
next level and that involves using some of the general knowledge and skills in math, reading,
Computer games have become one of the most important tools for children, teenagers and even
adults all around the world. Allowing them to the virtual world with unlimited posibilities,
computer games compulsively attract many people. In fact, they've become an integral part of
human society. In other words by providing vurtual fun and entertaining environment
(Demirbeleka & Lema Tamer, 2010), and having characteristics such as being interesting and
exciting computer games stimulate motivation and creat sense of enjoynment 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; Crimley & et, al., 2011). Therefore, video games can no longer be seen more
entertainment tools. Today the positive effect of video games are emphasized more than ever. As
game have become a tool to communicate, teach, and influence attitude and behavior, numerous
studies have suggested that they have positive effects on problem solving, achievement as well as
creating interest and commitment in learning which is according to (Tuzaun & et al, 2009; Kim
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 out that
the excessive playing of video games (5 hours or more per session) resulted in school grades that
were below a predictor at academic performances. They also suggested that that video games
indirectly lead to decrease performance through promoting violence. Finally, they note that
playing video games took time away from school activities, homework, social, interaction, etc.
Anand (2007) also found out that males were more prone to these results than females, because
males play more video games, the penetration of video games into the united states alone is huge,
with atleast 90% of homes having children that have played (rented or owned) video games.
The challenge domographic seems to be the major group of gamers simply because they have a
lack of parental supervision and they have more vacant schedules, allowing them to play more.
The study and literature concerning the effects of online gamers to the academic performances of
the students are contradictory because some of them suggested that online games may lead to
negative effects or addiction while other said that it gives positive benefits to the relation
between the usage of computer games and academic performance has no definitive answer to the
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 specially the college students are the usual patrons of computer
games.
Furthermore, many multiplayer games such as Dota or defense of the Ancients and Mobile
legends involves cooperation with other online players in order to win. These games encourage
players to make the most of their individuals skills to contribute to the team.
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
Skoric et, al. (2009) found out that while game addiction leads to negative academic performance
moderate engagement in gaming can lead to improved performance. In academic setting, they
found out that a possitive correlation between game play and english test scores, which suggests
Studies of abdolkhaleghi et, al. (2006); Ramenzakhani et, al. (2008); Roc and Muijs (2006); and
Russell (2006) also showed that rate of playing computer games has negative correlation with
students achievement, while other research showed that there is no negative relationship between
Shao-I, et. al, (2004) also studied addiction and noted a decreased in school performance
when the students was addicted to gaming. They found that gaming addiction physically impacts
academic achievements because the student is too much involved in the game to do homeworks
involvement in playing online games. Anderson and Dill (2007) studied online games and
aggression and stated that not only gaming has an impact on performance directly, but it also
triggers on higher level of aggression, which is often linked to problem in school and decreased
academic performance.
Theoritical Framework
This study is anchored on the study of Mejia (2018) effect of mobile games to the behavior and
health of the SHS students, it is about the effect of mobile, you tend to think about the negative
effects first. Like the fact they are causing addiction, in behavior and in their health. We are
surrounded by people that who prefer to spend time alone with their mobile phones instead of
starting conversation with a random stranger or having a quality time to their friends and
families. And Mobile games consume more and more of our time each day. But of it, playing
mobile games have a positive effect to the players of it specially in Mobile Legend players, so
the researchers came up to this study to show that there is also good effects in playing mobile
student.
The speculation is backed up by existing theories and studies. One is Griffith (2006) stated that the
addiction to the rivalry and excitements of the gamers make them the most common recreational
programs for todays teenagers, so that they'll do anything to reach a higher level of the game,
that they completely separate from their surroundings challenging with the obstacles in reading a
Moreover, this study posits about the possible effects of Online Gaming among the students of
This study will help the participants to know the effects of too much playing Online Gaming in
their academic performace and in their behavior so they could minimize or control their self in
playing any online games and they'll be conscious in the said effect and also for them to know
and realize that too much playing of Online games is not worth their time and money.
Conceptual Framework
EFFECTon
The study focused OF the
ONLINE
effects of Online Gaming to the behavior and academic
MABUHAY NATIONALperformance
GAMING HIGH SCHOOL
of Mabuhay National High School Learners. LEARNERS
The Researchers will use paradigm to show the variables and processes that the researchers
going to use in the study. The paradigm will show the materials that the researchers will going
to use. The output is the effect of Online Gaming to the behavior and academic performance of
the selected students of Mabuhay National High School learners for the descriptive output.
Hypotheses of the study
Research Hypotheses
There is significant relationship between playing Online games to the learners of Mabuhay
Null Hypotheses
There is no significant relationship between playing Online games to the learners of Mabuhay
Research Methodology
This chapter provides description of Methodology that are going to use in the study. Specifically,
this chapter will briefly discuss to research design, research environment, sampling materials,
and procedures.
Research Design
The researcher uses descriptive research design because this study involves the factors that may
And according to Ma. Jessa F. Mejia, descriptive research design is a scientific method which
involves observing and describing the behavior of a subject without influencing it in any way.
The process of descriptive research went beyond collection and tabulation of data. It involves
the elements and interpretations of the meaning or significance of what was decribed.
Research Environment
Since the researchers are students in the said school, wherein they observe the extreme effect
of Online gaming, due to the curiosity, the researchers conduct this study to determine the
The target participant of this study are thirty (30) and this thirty students will be randomly
for the identification and selection of information uses for the most effective use of individuals
Since the study focuses on the effect of Online Gaming among Mabuhay National High School
Learners. Through the use of purposive sampling technique the researcher will carefully
identify and selecting the respondent of the study. Since the study only focus the students who
Research Instrument
In this part, the researchers should explain the methods and details that is used in data data
gathering which is important and needed in order to solve the problems stated in the study.
The researchers will conduct an interview as an instrument to gather data ,the researcher will
ask question that determine the Effect of Online Games to the behavior and academic
Requesting for permission through letter from the advisers and principal of Mabuhay National
High School to inform them about the involvement of their students in the study. After their
This chapter highlights the presentation, interpretation,and analysis of tha data gathered for the
two variables in this study, on what would be the effect of Online gaming among Mabuhay
Online gaming is a type of game that uses internet to connect and play with the players national
and international and there are 19 out of 20 particioants who have the same answer, which is
and 20.
Participant 1:
Participant 3:
Participant 5:
Participant 6:
Participant 7:
Participant 8:
Participant 9:
Participant 10:
Participant 11:
Participant 13:
Participant 14:
Participant 15:
Participant 16:
Participant 17:
Participant 18:
Participant 19:
Secondly, participant 12 stated that he is playing Mobile Legend but he also used to play C. O. C
Participant 12:
"Sauna C. O. C jud ko, karun murag ning laos naman ang C. O. C, naa napud me sa Mobile
Lastly, for the participant 2 who answered differently from the other participants, which is the
League Of Legends.
Participant 2:
that who highly agree on the study of Demirbeleka & Lema Tamer (2010) that it provides virtual
fun and entertaining environment and having characteristics such as being interesting and
As we ask the participants on what particular games they were playing, we also ask the
participants to know their reasons on why they choose this game. And there are 6 participants
who have the same answer, with an answer of "it is fun to play" or "makalingaw". And these
Participant 2:
Participant 3:
Participant 8:
Participant 9:
Participant 16:
"Well.. Base sa akong ginadula na Mobile Legend.. Mas enjoy siya.. "
Participant 20:
Secondly, are the participants who choose this game because of their friends who influence
them to play and there are 2 participants who have the same answers, and these participants
Participant 1:
"Now I'm playing Mobile Legend because of my friends who engaged me to play.. "
Participant 10:
"Yung mga classmates ko, yung mga kaibigan ko kasi is naglalaro ng ganitong game.. Which is
Third, is the participant who answered that when he is playing it removes his problem and
there is only one participant who answered like this, and this participant is the participant
number 2.
Participant 2:
stress, and there are 3 participants who have the same answers. And these participants are 5,
14, 17.
Participant 5:
Participant 14:
Participant 17:
Fifth, are the participant who answered that they play this game because it is the only game in
their cellphone, and there are 2 participants who have the same answer. And these participants
Participant 12:
Participant 15:
"Because Mobile Legend is the only game I can play in my cp.. "
Next, is the participant who said that It is better than the computer game, and there is only 1
participant who answered like this. And this participant is the partocipant number 4.
Participant 4:
"Gipili naku ang Mobile Legend kesa sa ubang dula kay pwede ra nimo siya madula sa cellphone
And next, the participant who stated that it is nice to play because you can play it with the other
Participant 6:
"I choose this game because you can play and connect it with the other country and you can
And there are also participants who said that playing this game makes them happy, and there
are 2 participants that have thes same answers. And these participants are 17, and 18.
Participant 17:
Participant 18:
is playing inside the game, and this participant is the participant number 13.
Participant 13:
"I choose this, because I feel like I am the one who is playing and fighting with my opponent.. "
Lastly, the participant who stated that he choose this game because he could learn lot of
Participant 19:
"Mobile Legend, kasi ahmm.. Marami kang makukuha na techniques kung paano mag laro.. "
We also ask the participant on how often they play this game to know if they still give time to do
important things than playing, and there are 5 participants who have the same answer which is
Participant 8:
Participant 13:
Participant 15:
Participant 19:
Second, there are participants who said that they only play sometimes, and there are 3
participants who have the same amswer. And these participants are 1,9 and 10.
Participant 1:
"Sometimes.. "
Participant 9:
"Sometimes.. "
Participant 10:
there are 3 participants who have the same answers, and these partocipants are 3,9 and 16.
Participant 3:
Participant 9:
Participant 16:
Third, are for the participants who said that they only play 3 to 4 hour, and there are 4
participants who have same answers. And these participants are 6,7,12,and 20.
Particioant 6:
Participant 7:
Participant 12:
" sometimes.. Mga 3 to 4 hours pero usahay malimtan na ang oras.. "
Next, are the participants who stated that they were only playing when they feel boring and
there are 2 participants who have the same answers. And these participants are 1 and 11.
Participant 1:
Participant 11:
In addition, there are also participants who said that they only play 5 hours and sometimes
when they forgot the time they play above 5 hours, and there 2 participants who have the same
Participant 17:
Participant 18:
"5 hours above jud..
Lastly, for the participant who said that he is always playng online games, and this participant is
Participant 5:
"Always.. "
We also ask the participants on where they usually play this game to know if they are playing in
the right place and there are 17 participants who have the same answers. And these
Participant 1:
"Sometimes.. House.."
Participant 3:
Participant 4:
"Usually sa balay.. "
Participant 5:
Participant 6:
Participant 7:
Participant 8:
Participant 9:
Participant 10:
Participant 11:
Participant 12:
"In my house.. "
Participant 15:
Participant 16:
Participant 17:
"In my house.."
Participant 18:
Participant 19:
Participant 20
answered that they also play in their houses, and there are 4 participants who have the same
Participant 4:
Participant 6:
Participant 13:
Participant 20:
Next, are for the participants who stated that they play in any places or anywhere, and there are
3 participants who have the same answer and these participants are 3,6 and 18.
Participant 3:
Participant 18:
In addition, there is also participant who answered that he is playing in a computer shop, and
Participant 2:
In addition, there is also participant who answer that he is playing inside a C. R to avoid the
household chores, and even here in school he play inside the C. R to escape with his classes and
so no one will disturb him when he is playing and he make this as his alibi just to play games.
Participant 14:
"In a C. R because every time my mom calls me to do household chores I always say that I'm in
the C. R though I am really playing inside.. And even sa school same din.. Arun likay sa klase.. "
participants who have the same answers, which is they were influence by their friends and
Participant 2:
Participant 4:
Participant 6:
Participant 7:
"Friends.. "
Participant 8:
Participant 9:
Participant 12:
"Friends.. "
Participant 14:
Participant 15:
Participant 17:
Participant 18:
Participant 20:
are 5 participants who have the same answers. And these participants are 1,10,13,16 and 19.
Participant 1:
Participant 10:
Participant 13:
Participant 16:
Participant 19:
participants who have the same answer. And these participants are 1,3 and 6.
Participant 1:
Participant 3:
Participant 6:
Next, there are also participants who said that they were influence by their cousins, and there
are 2 participants who have the same answer. And these participants are 5 and 12.
Participant 5:
Participant 12:
"Also my cousin..
In addition, there is a participant who said that he wasn't influence by anyone, he his self
wanted to play and experience this and that is why he play this game, and this participant is
Participant 11:
"No one.. Me myself only who want to play this game.. "
Lastly, for the participant who stated that he was also influence by the vlogs that he watch and
because of that he tried to play Mobile Legend, and this participant is the participant number
20.
Participant 20:
In this part, we ask the participant if they own a gadget or just rent gadgets in playing these
games. And there are 13 out of 20 participants who have the same answer which is they own a
Participant 1:
Participant 4:
Participant 5:
Participant 6:
Participant 8:
Participant 10:
Participant 11:
"I have my own.. "
Participant 12:
Participant 14:
Participant 15:
Participant 17:
Participant 18:
Participant 20:
they dont have an android phone to play with, and there are only 4 participant that have a
Participant 9:
Participant 13:
Participant 16:
Participant 19
In addition, there are also participants that only rent gadgets in playing, and there are 2
participants who have the same answer and these participants are 2 and 7.
Participant 2:
And lastly, for the participant who said that he only borrow his mom's phone because he lost his
Participant 3:
This chapter presents the findings of the study about online gaming here in Mabuhay National
High School, conclusions and recommendations that the researchers had formulated related to
Summary of Findings:
The followings are the summary of findings arranged in this section to the order of presentation
of research problems.
Online gaming is a type of game that uses internet and play with the players national and
Secondly there are participant who said that he is playing Mobile Legend but he also used to
And last for the participant who answered differently from the other participants, which is the
League Of Legend.
2.) Why does the participant choose this game?
As we ask the participant on what particular game they we're playing, we also ask the
participant to know their reasons on why they choose this game and there are participants who
answered that they choose this game because it is fun to play or "makalingaw".
Second, are the participants who choose this game because of their friends who influence them
to play.
Third, the participant who answered that when he is playing it helps to remove his problem.
And there are also participant who stated that when they are playing it helps them to removes
stress.
And next, some participants also answered that they play this game because it is the only game
in their cellphone.
And there are also participant who said that it is better than any computer game.
Next, for the participant who stated that it is nice because you can play it with the other
country.
And there are another participants that this game could make them happy.
In addition, there is a participant who stated that she likes to play this game because she she
felt like she's the one who is fighting with her opponents.
And lastly, the participant who said that he likes to play this game because he could learn lots
We also ask the participant on how often they play this game to know if they still give time to do
important things than playing, and there are participants who answered that they only play 2 to
3 hours.
Second, there are also participants who said that they only play sometimes.
Third, the participant who stated that that they only play when they have nothing to do.
Next for the participant who said that they only play 3 to 4 hours, and they were only playing
In addition, there are also participants who said that they only play 5 hours and sometimes
when they forgot the time they play more than 5 hours and lastly for the participant who said
We also ask the participant on where they usually play this game to know if they are playing in
the right place and some of them said that they only play in their houses.
Second, there are participant who answered that they are also playing in school and sometimes
In addition, thre is also participant who answered that heis playing in a c.r as his alibi to avoid
the household chores and same thing here in school to avoid his classes.
This time we ask the participant on who influence them to play this game and there are
participant who said that they were influence by their friends and even their classmates.
Second, there are also participants who said that they were influence by their brother and
cousins.
In addition, there is also a participant who stated that the wasn't influence by anyone, he his
And lastly for the participant who said that he was influenced by the blogs he watch and
6.) Does the participant own a gadgets or just rent gadgets on playing this game?
In this part, we ask the the participant if they own a gadgets or they just rent gadgets in playing
these games, and most of the participant have their own gadgets in playing.
But there are also participants who said that they only borrow their classmate's phone because
And there also participants who said that they just rent gadgets in every computer shop.
Lastly, for the participant who stated that he only borrow his mom's phone because he lost his
own gadget.
CONCLUSION
The following conclusion were written by the thesis writers based on the findings on
participants answers about online gaming here in Mabuhay National High School.
The study showed that online gaming has a great impact on the study here in Mabuhay National
High School. Student should be aware of the possible effect of too much playing of online
As to teachers and parents, they must pay attention to their students or children who keeps on
playing online games, they should take action to help minimize their self in playing too much of
online games. Students should understand more enough that over consumption of gadgets
Like what they said, "Learning's starts at Home",we're the parents are responsible on how they
will discipline and teach their children about how online gaming affect their behavior and
health.
RECOMMENDATION
The following recommendations were advanced by the thesis writers relative to the result of
this study:
1.) The students should be aware on what are possible effect of online gaming in their behavior
and health and they should control or minimize their selves in playing online games, instead
they should communicate with their friends and family to developed their relationship with
each other.
2.) Since most of the participants are male and they are more frequently engaged in playing
online games the school administrators and teachers might consider to promote physical health,
spormanship, camaraderie and pro-social skills to the students instead of getting engaged with
online games.
3.) Further, parents, teachers association might consider being functional in all their
responsibilities. For example, the teacher might consider to notify the parents about the
academic performance and social behavior of the students inside the school facilities. This
association can strengthen the home and school partnership to supervise the students
activities.
Other researchers should conduct related studies in other environments with the use of
drawing out other conclusions and insights of the possible effect of online gaming in every
community.
RESEARCH ABSTRACT
Joseph Hiva
Rhealyn Mahilum
Aprilove Quinones
Research Objectives :
The study assesed the Pnline Gaming Among Mabuhay National High School Learners During
Specific Objectives :
Specifically, this study the following questions, after the data had been collected, analyzed and
interpreted:
6. Does the participant own a gadget or rent gadget in playing this game?
Methodology :
The researchers used qualitative research with the field of interview questions as an instrument
in order to gather necessary data in Online Gaming Among Mabuhay National High School
Learners. And we randomly select twenty (20) participants from grade-7 up to grade-12 with
Major Findings :
The following are the summary of findings arranged in this selection to the order or
Online gaming is a type of game that uses internet and play with the players national and
And last for the participant who answered differently from the other participants, which is the
League Of Legend.
As we ask the participant on what particular game they we're playing, we also ask the
participant to know their reasons on why they choose this game and there are participants who
answered that they choose this game because it is fun to play or "makalingaw".
Second, are the participants who choose this game because of their friends who influence them
to play.
Third, the participant who answered that when he is playing it helps to remove his problem.
And there are also participant who stated that when they are playing it helps them to removes
stress.
And next, some participants also answered that they play this game because it is the only game
in their cellphone.
And there are also participant who said that it is better than any computer game.
Next, for the participant who stated that it is nice because you can play it with the other
country.
And there are another participants that this game could make them happy.
In addition, there is a participant who stated that she likes to play this game because she she
felt like she's the one who is fighting with her opponents.
And lastly, the participant who said that he likes to play this game because he could learn lots
We also ask the participant on how often they play this game to know if they still give time to do
important things than playing, and there are participants who answered that they only play 2 to
3 hours.
Second, there are also participants who said that they only play sometimes.
Third, the participant who stated that that they only play when they have nothing to do.
Next for the participant who said that they only play 3 to 4 hours, and they were only playing
In addition, there are also participants who said that they only play 5 hours and sometimes
when they forgot the time they play more than 5 hours and lastly for the participant who said
We also ask the participant on where they usually play this game to know if they are playing in
the right place and some of them said that they only play in their houses.
Second, there are participant who answered that they are also playing in school and sometimes
In addition, thre is also participant who answered that heis playing in a c.r as his alibi to avoid
the household chores and same thing here in school to avoid his classes.
This time we ask the participant on who influence them to play this game and there are
participant who said that they were influence by their friends and even their classmates.
Second, there are also participants who said that they were influence by their brother and
cousins.
In addition, there is also a participant who stated that the wasn't influence by anyone, he his
And lastly for the participant who said that he was influenced by the blogs he watch and
6.) Does the participant own a gadgets or just rent gadgets on playing this game?
In this part, we ask the the participant if they own a gadgets or they just rent gadgets in playing
these games, and most of the participant have their own gadgets in playing.
But there are also participants who said that they only borrow their classmate's phone because
Lastly, for the participant who stated that he only borrow his mom's phone because he lost his
own gadget.
DEDICATION
To
Our Dear
Mama Ma. Teresa, Papa Jerry and siblings; Jerry Jr., Eugene Paul
Mama Mary Jane, papa Jessie and siblings; Jessie Jr., Ryan James, Jelaynca
And to Our
Appendix A
Republic of the Philippines
MABUHAY NATIONAL HIGH SCHOOL
Poblacion, Mabuhay, Zamboanga Sibugay Province
The School Principal
Mabuhay National High School
Poblacion, Mabuhay, Zamboanga Sibugay
Ma'am,
Greetings!
The undersigned is presently pursuing the studies at above institution and will conduct a
research study this 1st semester of school year 2019-2020, about the study of "Online Gaming
among Mabuhay National High School Learners" as part of the requirements in Practical
Research 1 subject.
As the intention stated above, requesting for permission to interview our co-students who are
highly classified as a participants from the selected students of Mabuhay National High School
Learners in order to gather data needed for the study.
Your continue support in this research study in this institution shall go along way in iproving the
quality of education in this part of the country and most specially in this district and division.
More power and God bless.
Sincerely yours,
JIESELLE ARELLANO
KURT BRYAN BIOL
JOSEPH HIVA
RHEALYN MAHILUM
APRILOVE QUINONES
Researchers
Appendix B
References
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Dockrill (2012) Students who play Online Games actually get better academic results
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g_educational_computer_games_in_math_education
Sckoric et, al Online Gaming addiction classification prediction and associated risk factor
https://www.researchgate.net/publication/232058805_Online_gaming_addiction_Classificatio
n_prediction_and_associated_risk_factors
Anand (2007) Electronic Game Play and School Performance of Adolescents in Southern
Thailand
https://www.researcgate.net/publication/26663245_Electronic_Game_Play__and_School_perf
ormance_of_Adolescents_in_Southern_Thailand
Abdolkaleghi et, al. (2006) Children and Video Games Addiction Engagement and Scholastic
Achievement
https://www.researchgate.net/publication/2668779_Children_and_Video_Games_Addiction_E
ngagement_and_Scholastic_Achievement
Internet Sources:
https://www.thoughtco.com/purposive-sampling-3026727
https://www.centeronaddiction.org/addiction
https://knepublishing.com/index.php/Kne-Social/article/view/2447/5372
https://www.streetdirectory.com/travel_guide/103868/gaming/the_good_and_bad_impacts_o
f_online_gaming.html