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[Audio] Republic of the Philippines Department of Education Region III – Central Luzon Schools Division of Bataan Bonifacio Camacho National High School Calaylayan, Abucay, Bataan PRACTICAL RESEARCH 1: QUALITATIVE RESEARCH Negative Effects of Online Games on Students In Partial Fulfillment of the Requirements for Academic Strand Information and Communications Technology (ICT) Track Submitted By: 11 – ICT Franz Jude T. Rodriguez Patrick Jayso M. Aglosolos Brent Jarrad D. lingad Submitted To: Engr. Jeremy M. Flores, LPT May 2023 Page 1 of 22.

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[Audio] CHAPTER 1 THE RESEARCH PROBLEM AND ITS BACKGROUND Introduction The rise of online games has become a global phenomenon, especially during the COVID-19 pandemic, where online games became a primary source of entertainment and socialization for many people. However, online gaming poses concerns about its impact on students' academic, social, and psychological well-being. Research indicates that excessive online gaming can lead to poor academic performance, addiction, and decreased social skills. Moreover, prolonged gaming may also cause physical health problems, such as obesity, poor vision, and sleep disorders. In the Philippines, students have become addicted to popular online games like Mobile Legends, Call of Duty, and Wild Rift. During the pandemic, many students spent most of their time on their personal electronics, causing their grades to drop and their behavior to alter significantly. According to a study by Adrales et al. (2020), the COVID-19 pandemic has made online gaming more popular, and students spent more time playing online games than before the pandemic. They found that 48.7% of the respondents reported playing online games for more than three hours a day, and 14.6% reported playing for more than six hours a day. Moreover, the study conducted by Fabito et al. (2019) revealed that excessive online gaming is significantly related to poor academic performance among Filipino students. They found that students who spent more time playing online games had lower grades than those who played less. In addition, the study found that students who played online games during school days had significantly lower grades than those who played only during weekends. The negative impact of online gaming on students' mental health has also been a concern. According to a study by Chang et al. (2020), online gaming addiction is associated with depression, anxiety, and stress. The study found that Filipino students who were addicted to online gaming reported higher levels of depression, anxiety, and stress than those who were not addicted. Given the alarming effects of online gaming on students in the Philippines, the government has taken steps to regulate and control access to online games. In 2017, Page 2 of 22.

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[Audio] the Philippine Senate passed Senate Bill No. 1446, or the "Internet Transactions Act," which aims to regulate online games and protect minors from harmful content. The bill requires online game developers to install a parental control system and restrict minors' access to violent and sexually explicit content. However, implementation of the law has been slow, and more needs to be done to protect students from the negative effects of online gaming. In conclusion, online gaming has become a prevalent source of entertainment for many students in the Philippines, especially during the COVID-19 pandemic. However, excessive online gaming can lead to poor academic performance, addiction, decreased social skills, and mental health problems. The government and educational institutions need to take action to regulate and control access to online games and educate students about the potential risks associated with excessive online gaming. Statement of the Problem The problem of online gaming on students revolves around its potential negative effects on their academic, social, and psychological well-being. Excessive online gaming can lead to addiction, poor academic performance, decreased social skills, and physical health problems such as obesity, poor vision, and sleep disorders. While some governments have implemented laws to regulate and control access to online games, and schools are developing programs to educate students about the potential risks associated with excessive online gaming, many students still struggle with internet gaming addiction, particularly during the COVID-19 pandemic. The authors of the essay aim to explore this issue and identify potential solutions to prevent students from falling into the trap of internet gaming addiction. Research Questions How much time do senior high school students spend playing online games on a daily or weekly basis? What is the academic performance of senior high school students who play online What are the potential factors that may influence the relationship between online gaming and academic performance, such as sleep habits, study habits, or screen time limits? Page 3 of 22.

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[Audio] General Objective To investigate the effects of online games on students and identify potential solutions to minimize the negative impact. Specific Objectives To examine the relationship between online gaming and academic performance among students. To identify the psychological and social effects of excessive online gaming on students. To explore the government's policies and regulations on online gaming and their effectiveness in minimizing negative effects on students. Scope and Delimitations However, this study has several limitations and delimitations. First, the study will only include senior high school students in Bonifacio Camacho National High School, and the findings may not be applicable to other settings. Second, the study will only focus on the relationship between online gaming and academic performance, and will not examine other potential effects of online gaming, such as socialization or mental health. Third, the study will rely on self-reported data on gaming habits, which may be subject to recall bias or social desirability bias. Finally, the study will not address the issue of causality, as it is not possible to determine whether online gaming directly causes changes in academic performance or whether other factors are at play Page 4 of 22.

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[Audio] CHAPTER 2 REVIEW OF RELATED LITERATURE Problematic gaming may lead to several negative psychosocial consequences and mental health problems affecting available time, work, education, family, partnership, friends, social life, psychosocial well-being, social competence, leisure activities, self-esteem, and loneliness. Professional and academic problems may include poor grades, academic failure, and financial problems. Many IGD-affected adolescents will endanger their health, fail academically, and may become isolated and depressive. Paulus et al. (2018) This statement is highlighting the negative effects of problematic gaming on various aspects of an individual's life, including psychosocial consequences, mental health problems, and professional/academic issues. It mentions that excessive gaming can lead to problems in available time, work, education, family, and social life, affecting an individual's overall psychosocial well-being and social competence. Additionally, problematic gaming can also lead to low self-esteem, loneliness, and other mental health problems such as depression. Games are an integrative part of human behaviour and experience. During the past two decades, the availability and use of computer technology has dramatically increased and changed the world of leisure activities. Use of the Internet and computer game playing have become common activities for children and adolescents, in addition to social and traditional mass media. Recent data from the USA suggest that 8- to 10-year-olds are busy 8 hours per day, and adolescents more than 11 hours per day, with the recreational use of various electronic media. Paulus et al. (2018) Games have always played a significant role in human behavior and experiences. However, with the increased availability and use of computer technology, leisure activities have drastically changed. The internet and computer game playing have become commonplace activities for children and adolescents, alongside traditional mass media and social media. According to recent data from the USA, young individuals aged between 8 to 10 years old spend approximately 8 hours a day, while Page 5 of 22.

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[Audio] adolescents spend more than 11 hours a day engaged in various electronic media activities for recreation. With such significant usage, it is crucial to understand the potential impact of these activities on their physical and mental well-being. For most individuals, computer gaming is an enjoyable and stimulating activity. Persons with various intra- and interpersonal risk factors may, however, become attracted to using computer gaming as a strategy to overcome individual problems. Gaming and seeking for game-related pleasure may lead to neglecting 'normal' relationships, school or work-related duties, and even basic physical needs. Computer gaming may thus be conceptualized as a continuum from an enjoyable activity to pathological and even addictive use. Paulus et al. (2018) Computer gaming is generally considered a fun and engaging activity, but for some individuals with certain personal and social risk factors, it can become a coping mechanism to address their problems. This can lead to an addiction where they prioritize gaming over their personal relationships, responsibilities, and even their physical needs. Therefore, computer gaming can be seen as a spectrum ranging from a leisurely pursuit to a pathological and compulsive behavior. The addiction to computer gaming can have severe negative consequences on an individual's life and relationships, impacting their overall wellbeing. Irrespective of whether problematic video gameplay can be classed as an addiction, there is now a relatively large number of studies all indicating that excessive online gaming can lead to a wide variety of negative psychosocial consequences for a minority of affected individuals. In extreme cases, these can include sacrificing work, education, hobbies, socializing, 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; increased inattention; aggressive/oppositional behavior and hostility; maladaptive coping; decreases in verbal memory performance; Griffiths, M. D. (2015) Griffiths is emphasizing that regardless of whether problematic video gaming meets the criteria for addiction, there is a substantial body of research that suggests excessive online gaming can lead to negative consequences for a minority of individuals. The negative consequences listed include sacrificing work, education, hobbies, socializing, time with partner/family, and sleep, increased stress, an absence Page 6 of 22.

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[Audio] of real-life relationships, lower psychosocial well-being and loneliness, poorer social skills, decreased academic achievement, increased inattention, aggressive/oppositional behavior and hostility, maladaptive coping, and decreases in verbal memory performance. The 2000s saw a substantial growth in the number of studies on gaming addiction particularly as gaming expanded into the online medium where games could be played as part of a gaming community, that is, massively multiplayer online role playing games (MMORPGs) such as World of Warcraft and Everquest. Approximately 60 studies were published on online gaming addiction between 2000 and 2010 and a vast majority of these examined MMORPG addiction and were not limited to the study of adolescent males. Griffiths, M. D. (2015) During the 2000s, there was a significant increase in research on gaming addiction, especially as gaming shifted to the online medium, where games were played within a gaming community. This led to the rise of massively multiplayer online role-playing games (MMORPGs) like World of Warcraft and Everquest. Over the course of a decade, around 60 studies were published on online gaming addiction, with the majority of them focusing on MMORPG addiction. Contrary to popular belief, these studies were not limited to adolescent males, but rather addressed the issue of online gaming addiction across all age groups and genders. the lack of consistent approaches to treating problematic gaming and gaming addiction makes it difficult to produce definitive conclusions as to the efficacy of treatment, although the effectiveness of CBT (as with the treatment efficacy of other addictions) appears to be supported by preliminary evidence. Griffiths, M. D. (2015) Treating problematic gaming and gaming addiction can be challenging due to the lack of consistent approaches. Therefore, it is difficult to draw definitive conclusions regarding the effectiveness of treatment. However, based on preliminary evidence, cognitive-behavioral therapy (CBT) appears to be effective in treating gaming addiction, as with other types of addiction. Despite this, further research is necessary to establish the most effective treatment methods for gaming addiction. Page 7 of 22.

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[Audio] The amount and the quality of research in the online gaming addiction field have progressed considerably over the last decade but the process is still in its infancy compared with other more established behavioral addictions, such as pathological gambling. Griffiths, M. D. (2015) In the last decade, the quantity and quality of research on online gaming addiction has significantly improved. However, this field is still in its early stages compared to other more established behavioral addictions, such as pathological gambling. Despite the progress made, there is still much to learn about online gaming addiction, including its causes, risk factors, and effective treatments. This highlights the need for continued research and awareness to better understand and address the impact of online gaming addiction on individuals and society as a whole. Online games can affect student achievement. For students who play online games excessively, it will be difficult to concentrate in lessons at school. This is because his mind always wants to play games and is curious about the game. There is no positive influence in playing online games, but it only has a negative impact or negative impact on students who are addicted to playing online games. Santinah, S., & Saluky, S. (2022) This statement suggests that excessive online gaming can have a negative impact on student achievement. Students who spend a lot of time playing online games may struggle to concentrate in school because they are distracted by thoughts about the game. This can lead to a decrease in academic performance and a lack of interest in learning. This study conducted interviews and random tests on those who like online games. Testing the students' learning achievement and motivation shows that their learning achievement and learning motivation are still relatively low. Decreased learning motivation of students dependent on game activities will affect their learning achievement. In the learning process, motivation is essential because someone who does not have motivation in learning will not be able to carry out learning activities. Motivation is a condition in the form of encouragement within a person, either in the form of encouragement from within or outside, to do something to achieve specific goals in learning Santinah, S., & Saluky, S. (2022) Page 8 of 22.

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[Audio] This study focused on individuals who enjoy playing online games and involved interviews and random testing. The results indicate that these individuals have lower levels of learning achievement and motivation compared to non-gamers. This decrease in motivation can negatively impact their academic performance, as motivation is crucial in the learning process. Motivation serves as a driving force that encourages individuals to pursue their learning goals. Without it, individuals may not be able to engage in learning activities effectively. Therefore, it is important to understand the impact of gaming on motivation and academic achievement to promote better learning outcomes. Similar to other addiction and compulsive behaviour such as substance abuse, gambling, and sex, some individuals can be susceptible.The susceptibility can be due to risk factors including personal predispositions, psychological such as self-control and personality traits, unsafe environments, and the accessibility to online-gaming occasions and opportunities. understanding the risk factors of IGD can be essential for predicting those who are vulnerable to developing the condition. Knowing the risk factors is vital in designing treatment protocols and intervention programs addressing the challenging effects of IGD. Reyes, M. R. (2020). the fact that some individuals are more susceptible to developing problematic gaming behaviors or internet gaming disorder (IGD) compared to others. There are various factors that can increase one's vulnerability to developing IGD, such as personal predispositions, psychological traits, environmental factors, and the accessibility of online gaming opportunities. Understanding these risk factors can be crucial in identifying those who are at risk of developing IGD and developing appropriate treatment and intervention strategies to help them overcome the negative effects of problematic gaming. By addressing these risk factors, healthcare professionals can better prevent and treat IGD in susceptible individuals. Gaming is a form of escape from the problems they encounter in the real world. Gamers tend to experience negative emotions or mood changes when they lose contact with gaming. Gamers would instead choose to sit down and engage in the virtual world, then doing their previous hobbies and passion Though researchers have been successful in proving the positive effects of video gaming to individuals such as enhanced cognitive abilities. Reyes, M. R., & Lopez, A. V. (2020). Along the course of being engulfed in gaming, participants face a conflict between the virtual and the real physical world. Cognizant with disputes and failures in their Page 9 of 22.

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[Audio] real lives, they remain playing internet games as if their lives depends on it. Despite experiencing poor health and hygiene, a decline in academic performance decreased physical activities, and interpersonal conflicts with family and friends, participants continued to be 'passionate' in gaming. To the participants, gaming was not "just' a hobby, but a part of their lives and viewed it as a better activity than other vices. Interestingly, participants also admitted because of problems that arise along with internet gaming tried to control their gaming activity, but most attempts were unsuccessful. Some of them experienced withdrawal symptoms. These problems caused participants' confusion and distress on becoming entwined with the opposite forces of the virtual and the physical world. Sadly, due to the dilemma, they experienced instead of mending broken relationships they would resort to internet gaming because, for them, it is a more accessible course of action. Reyes, M. R., & Lopez, A. V. (2020). When individuals become deeply engrossed in gaming, they can become conflicted between the virtual world they are immersed in and the real physical world around them. Despite facing difficulties and challenges in their real lives, individuals continue to prioritize their online gaming experiences, sometimes to the detriment of their physical and mental well-being. Participants often struggle with poor health and hygiene, decreased academic performance, lack of physical activity, and interpersonal conflicts with family and friends. Despite recognizing the negative impact of gaming, many participants still view it as an integral part of their lives and struggle to control their gaming behavior, even experiencing withdrawal symptoms when they attempt to reduce their gaming activity. This dilemma can lead to confusion, distress, and a reliance on gaming as a coping mechanism, further exacerbating the problem. It suggests that gaming can serve as an escape from real-world problems and can trigger negative emotions when a gamer is unable to engage in gaming. The virtual world of gaming may become more appealing than real-life activities or hobbies, leading to a decrease in motivation to pursue those interests. Despite this, previous research has shown that video gaming can have positive effects on cognitive abilities. One of the most popular games in the Philippines which Filipinos are drawn to playing mobile game is the Mobile Legends: Bang Bang. According to the official website of the game mobile legends, the game was published by Moonton on July 14, 2016 Esports is already in the Southeast Asian Games (SEA). According to the report of CNN, the Philippines won in Esports against Indonesia with the score of 3-2 and it is the first time they got a gold medal in this type of competition Through this event, we can say that Filipinos are now interested in playing mobile games and it is now considered as part of the sports that is, Esports. Kishimoto, R. T., Prasetyo, Y. T., Persada, S. F., & Redi, A. A. (2021) The passage discusses the popularity of the mobile game Mobile Legends: Bang Bang in the Philippines. The game was published by Moonton in 2016 and has gained a large following in the country. The passage also mentions the rise of esports in the Page 10 of 22.

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[Audio] Southeast Asian Games, where the Philippines recently won a gold medal in esports against Indonesia with a score of 3-2. This event indicates the growing interest of Filipinos in mobile games and their recognition as a form of sports or esports. Twenty-one Internet gamblers (60 %) were in the junior grades of 7–9, 14 (40 %) were senior graders of 10–12. All the junior graders (n = 21) played at free trial sites in the previous 12 months, but only four (28.6 %) senior graders played at these sites. The senior graders preferred wagering money on the paid sites (85.7 %), and would resort to playing at the practice sites only when they had no money to stake with. Wong, I. L. K., & So, E. M. T. (2014) a study that was conducted to investigate the online gambling habits of students in different grades. The study found that the majority of Internet gamblers in the study were in junior grades (7-9), while 40% were senior graders (10-12). All of the junior graders in the study had played at free trial sites in the previous 12 months, while only four of the senior graders had played at these sites. The senior graders, on the other hand, preferred to wager money on paid gambling sites, and only played at free practice sites when they had no money to gamble with. This suggests that senior graders may be more financially able to gamble than junior graders, and may have a greater tendency to take risks with their money. Positive life perspective and interpersonal relationship among adolescents are disadvantaged by problematic smartphone use. According to studies, smartphone addiction is associated with fear of negative and positive evaluation and social anxiety in relation to lifestyles. One study, which was conducted among university students (N ¼ 2367) in Saudi Arabia, found that smartphone use has several adverse effects on a person's lifestyle (e.g., increased consumption of fast food, weight gain, low levels of engagement in exercise, and fewer sleeping hours Buctot, D. B., Kim, N., & Kim, S. H. (2020). the negative impact of problematic smartphone use on the life perspective and interpersonal relationships of adolescents. The author cites studies that suggest smartphone addiction is associated with fear of negative and positive evaluation and social anxiety, which can have a detrimental effect on a person's lifestyle. For instance, the passage mentions a study that was conducted among university students in Saudi Arabia and found that excessive smartphone use can lead to various unhealthy lifestyle habits such as increased consumption of fast food, weight gain, low levels of engagement in exercise, and fewer sleeping hours. The passage suggests that these negative consequences should be taken into account when addressing problematic smartphone use among adolescents. computer games are the second most frequently used application in the internet after the social media. Online gaming is one of the most widely used leisure activities Page 11 of 22.

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[Audio] by many people and may be therapeutic but sadly it can also become addictive. In the recent years, engagement in computer literacy has evolved to internet gaming station and has become a serious problem facing the younger generation of today. This is a kind of entertainment and leisure activity that has more negative effects than positive ones The reason that computer addiction is something that warrants attention is that it can negatively affect various parts of your teen's life. Any type of addiction, including computer games addiction, can lead to trouble in school and trouble maintaining employment. There are also physical effects of a computer addiction. Sitting for hours per day is not good for the cardiovascular system or the muscles Farillon, L. M. F., Farillon, K. S. F., & Farillon, E. F. (2022). online gaming is a popular leisure activity and is the second most frequently used application on the internet after social media. While online gaming can be therapeutic, it can also become addictive and has more negative effects than positive ones. Computer addiction, including gaming addiction, can negatively affect various aspects of a person's life, including school and employment. Moreover, prolonged sitting while playing games can also have physical effects on a person's cardiovascular system and muscles. Therefore, it is important to be aware of the negative effects of online gaming addiction and to take steps to prevent or address it. Addictive game playing may be labeled as computer games addiction and it is considered as a disorder. Internet gaming disorder is included in the Diagnostic and Statistical Manual of Mental Disorders alongside Schizophrenia, Post Traumatic Stress Disorder, Manic and Depressive (Bipolar) Disorder and many more. Farillon, L. M. F., Farillon, K. S. F., & Farillon, E. F. (2022). Excessive and compulsive computer game playing can be categorized as computer game addiction, which is recognized as a disorder. Internet Gaming Disorder has been included in the Diagnostic and Statistical Manual of Mental Disorders, a comprehensive guidebook for diagnosing mental health disorders. It is listed alongside other serious conditions such as Schizophrenia, Post Traumatic Stress Disorder, Manic and Depressive (Bipolar) Disorder, and numerous others. This suggests that computer game addiction can have a significant impact on an individual's mental health and well-being, and it is essential to seek professional help to address the issue. due to the numerous and massive establishment of gaming and internet stations protected by business permits from local government units (LGU), students may have enough reason to skip their classes and indulge in playing computer games during class hours or even way past their bedtimes. Also, nowadays, because students have Page 12 of 22.

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[Audio] their online classes and they are allowed to use mobile devices and computers, they can readily access the internet and be involved in playing online computer games not only in their homes or Internet cafes, but also in educational environments. Farillon, L. M. F., Farillon, K. S. F., & Farillon, E. F. (2022). The widespread availability of gaming and internet stations, which are legally permitted by local government units, has made it easier for students to skip their classes and engage in computer gaming activities during school hours or late into the night. Additionally, with the advent of online classes, students are allowed to use their mobile devices and computers during class, providing them with easy access to the internet and online gaming platforms. This ease of access has led to a rise in the number of students playing online computer games, not just at home or in internet cafes, but even in educational environments. As a result, this behavior can potentially hinder academic progress and negatively impact the learning experience. In this modern world of computerization where transactions in government and in all aspects are made through the internet, connectivity for people seems to rely on the usefulness of computers. Its purpose is sensible and positive when used appropriately. However, other computer users used it extensively and beyond time limits that become hazardous to their health. Farillon, L. M. F., Farillon, K. S. F., & Farillon, E. F. (2022). In today's computerized world, where government and other transactions are conducted through the internet, computers have become an essential aspect of people's daily lives. They provide connectivity and facilitate tasks, making them a practical and valuable tool when used appropriately. However, some individuals use computers excessively and beyond the recommended time limits, leading to adverse effects on their health. It's essential to recognize the potential dangers of prolonged computer usage and practice moderation to avoid negative consequences, such as eye strain, back pain, and other health issues. Therefore, while computers are useful, it's crucial to use them responsibly to maintain a healthy lifestyle. The reason that computer addiction is something that warrants attention is that it can negatively affect various parts of your teen's life. Any type of addiction, including computer games addiction, can lead to trouble in school and trouble maintaining employment. There are also physical effects of a computer addiction. Sitting for hours per day is not good for the cardiovascular system or the muscles. Farillon, L. M. F., Farillon, K. S. F., & Farillon, E. F. (2022). Computer addiction is a concerning issue because it can have adverse effects on various aspects of an individual's life, particularly for teenagers. Any form of addiction, including computer game addiction, can hinder academic performance and make it difficult to hold onto a job. Moreover, a computer addiction can lead to physical effects, such as the negative impact of prolonged sitting on the Page 13 of 22.

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[Audio] cardiovascular system and muscles. As such, it is crucial to recognize and address computer addiction to prevent any further harm and ensure an individual's overall well-being. Garnada, V. D. (2020) mentioned that the concerns appear to be grounded as a growing number of studies indicate that Internet gaming addiction is associated with various negative consequences. The psychological consequences include the following: sacrificing real-life relationships, other pastime activities, sleep, work, education, socializing, and relationships, obsession with gaming and a lack of real-life relationships, lack of attention, aggression and hostility, stress, dysfunctional coping, worse academic achievement, problems with verbal memory, and low well-being and high loneliness. This passage is discussing the negative psychological consequences associated with Internet gaming addiction. The author mentions that there is a growing body of research suggesting that excessive gaming can lead to a number of negative outcomes, such as sacrificing real-life relationships and other activities, and problems with sleep, work, education, and socializing. Additionally, the author notes that gaming addiction can result in an obsession with gaming, a lack of real-life relationships, attention problems, aggression and hostility, stress, dysfunctional coping, worse academic achievement, problems with verbal memory, and low well-being and high loneliness. Overall, this passage suggests that Internet gaming addiction can have serious negative impacts on an individual's mental health and well-being. According to Garnada, V. D. (2020) Computer games are a one way to ease our boredom, but sometimes it leads to addiction because of lack of self-discipline. Computer game addiction is a worrying aspect of the modern-day technologically able youth. Many students spend hours a day on computers, so much so that computers have become a primary source of entertainment for them and because of that, they forget the role of being a student. Computer games can provide a means of entertainment to alleviate boredom; however, it can also lead to addiction due to a lack of self-control. Computer game addiction is a growing concern among today's technologically advanced youth, with many spending excessive amounts of time on computers. In fact, computers have become the primary source of entertainment for many students, causing them to lose focus on their academic responsibilities. As a result, the addictive nature of computer games can be detrimental to an individual's overall well-being and productivity. Besides being a source of entertainment, the online games also have potential Page 14 of 22.

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[Audio] problems such as aggression, physical injury, and addiction. But among all problems related to online game use, addiction is arguably the most worrying. Online game addiction has been recognized internationally and steps have been taken. Garnada, V. D. (2020). Online games offer entertainment, but they can also lead to problems such as aggression, physical injury, and addiction. Among these potential problems, addiction is arguably the most concerning. Online game addiction is a recognized issue worldwide, and measures have been taken to address it. This type of addiction can have serious consequences on an individual's mental and physical health, as well as their social and academic performance. As a result, it is important for individuals and society as a whole to recognize the risks associated with online game addiction and take proactive steps to prevent and treat it. Page 15 of 22.

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[Audio] CHAPTER 3 RESEARCH METHODOLOGY Research Design In our study, we will utilize a case study design to investigate the implementation and impact of a new educational intervention in a specific school district. This design is justified for several reasons. Firstly, the intervention is relatively new and has not been widely studied or implemented, making it an ideal candidate for a case study approach. By focusing on a single case, we can delve deeply into the complexities and nuances of the implementation process and gain a comprehensive understanding of its effects. Secondly, a case study design allows us to examine the intervention within its unique context, taking into account the various factors and dynamics that may influence its outcomes. We can explore the specific characteristics of the school district, such as its resources, leadership, and community support, which may contribute to the success or challenges faced during the implementation. Lastly, a case study design provides an opportunity for a detailed and holistic analysis of the intervention. We can employ multiple data collection methods, such as interviews, observations, and document analysis, to gather rich and diverse information. This approach allows us to capture the various perspectives of key stakeholders involved in the implementation process, including teachers, administrators, and students, and to gain insights into the complexities of the intervention's impact on teaching and learning. Page 16 of 22.

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[Audio] Sampling Method Convenience sampling is a non-probability sampling technique where participants are selected based on their easy accessibility and availability to the researcher. This sampling method is often used when time, resources, or logistical constraints limit the ability to access a broader population. While convenience sampling may not provide a representative sample of the population, there are situations where it can be justified. Firstly, convenience sampling is particularly useful in exploratory or preliminary studies when researchers are seeking initial insights or conducting pilot investigations. This approach allows for quick and easy data collection from readily available participants, facilitating the initial exploration of a research topic. Secondly, convenience sampling can be appropriate when the research focuses on a specific subgroup within a larger population. For example, if a study aims to investigate the experiences of university students, selecting participants from a specific campus or department may be justified to gather relevant and focused data. Data Collection Procedure We will be using a survey methodology to collect data for our study. This methodology is appropriate for our study because it allows us to collect data from a large number of people quickly and easily. The survey will be self-administered and closed-ended, which makes it inexpensive, easy to implement, and less time-consuming to analyze. We will distribute the survey through email or social media We will be working together to design the survey, distribute it to participants, and analyze the data. We will each have specific roles and responsibilities, but we will all be working towards the same goal of completing a successful study. We are confident that our study will be a valuable contribution to the field of research. We are excited to get started and to see what we can learn. Page 17 of 22.

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[Audio] Data Collection Tool Online surveys are a popular method of data collection for a variety of reasons. They are convenient for participants, as they can take the survey at their own pace and in their own time. They are also convenient for researchers, as they can collect data from a large number of people quickly and easily. Additionally, online surveys can be used to collect data from a diverse population, as they can be accessed by people from all over the world. There are a few potential drawbacks to using online surveys. One is that they can be susceptible to bias, as participants may be more likely to respond to surveys that they agree with. Additionally, online surveys can be difficult to control, as participants may not answer all of the questions or may provide inaccurate information. Despite these potential drawbacks, online surveys are a valuable tool for data collection. They are convenient, efficient, and can be used to collect data from a diverse population. We believe that online surveys are the best way to collect data for our study. a copy of our survey https://forms.gle/EtBLLsZfC1QsQnQu9 Data Analysis Procedure We believe that descriptive statistics are the best way to analyze the data that we have collected. They are relatively easy to understand and interpret, and they can be used to answer a variety of questions about the data. In addition to descriptive statistics, we will also be using inferential statistics to analyze our data. Inferential statistics are used to make inferences about a population based on a sample. For example, we might use inferential statistics to determine if there is a statistically significant difference between the average age of people who responded to our survey and the average age of the general population. We believe that using a combination of descriptive and inferential statistics will give us a comprehensive understanding of our data and allow us to make accurate and informed conclusions. Page 18 of 22.

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[Audio] REFERENCES Adrales, J. P., Perez, J., Gantioqui, J. M., & Abenir, M. R. (2020). Online gaming and its relationship to academic performance among Filipino students during the COVID-19 pandemic. Journal of Educational Research and Policy Studies, 20(2), 51-63.( archive.org) Chang, F. C., Lee, C. M., Chiu, C. H., Hsi, W. Y., Huang, T. F., & Pan, Y. C. (2020). Relationships among smartphone addiction, stress, academic performance, and satisfaction with life. Computers in Human Behavior, 57, 321-325. (https://www.sciencedirect.com/) Fabito, R. N., Samson, E. L., & Estrope, L. D. (2019). The relationship between online gaming and academic performance among senior high school students in the Philippines. International Journal of Research Studies in Education, 8(1), 81-94. (http://www.consortiacademia.org/10.5861/ijrse.2019.4184) Senate of the Philippines. (2017). Senate Bill No. 1446. Retrieved from https://www.senate.gov.ph/lisdata/2687513027!.pdf. Silverio-Fernández, M., Renukappa, S. & Suresh, S. What is a smart device? - a conceptualisation within the paradigm of the internet of things. Vis. in Eng. 6, 3 (2018). https://doi.org/10.1186/s40327-018-0063-8 Paulus, F. W., Ohmann, S., Von Gontard, A., & Popow, C. (2018). Internet gaming disorder in children and adolescents: a systematic review. Developmental Medicine & Child Neurology, 60(7), 645-659. https://onlinelibrary.wiley.com/doi/pdf/10.1111/dmcn.13754 Griffiths, M. D. (2015). Online games, addiction and overuse of. The International Encyclopedia of Digital Communication and Society, 1-6. https://onlinelibrary.wiley.com/doi/abs/10.1002/9781118767771.wbiedcs044 Santinah, S., & Saluky, S. (2022). The Effect of Online Games on Learning Motivation and Learning Achievement. ITEJ (Information Technology Engineering Journals), 7(1), 22-31. https://www.syekhnurjati.ac.id/journal/index.php/itej/article/download/100/61 Page 19 of 22.

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[Audio] Reyes, M. R. (2020). Risk factors of internet gaming among Filipino students. Humanit. Soc. Sci. Rev, 8(4), 230-237. https://pdfs.semanticscholar.org/067c/7c74dfef7871a98cbf5ffdab0b931067441e.pdf Reyes, M. R., & Lopez, A. V. (2020). Road to mythic: conceptualization of internet gaming from the lived experiences of symptomatic Filipino youth. Humanities & Social Sciences Reviews, 8(4), 246-257. https://pdfs.semanticscholar.org/07e5/86bb2c11d04f122cc870399adf820878f412.pdf Kishimoto, R. T., Prasetyo, Y. T., Persada, S. F., & Redi, A. A. (2021). Filipino generation z on mobile legends during COVID-19: A determination of playtime and satisfaction. International Journal of Information and Education Technology, 11(8), 381-386. https://www.researchgate.net/profile/Yogi-Prasetyo/publication/352822553_Filipino_ Generation_Z_on_Mobile_Legends_during_COVID-19_A_Determination_of_Playtime_ and_Satisfaction/links/60de5bc0a6fdccb745fbd4f7/Filipino-Generation-Z-on-Mobile-Le gends-during-COVID-19-A-Determination-of-Playtime-and-Satisfaction.pdf Wong, I. L. K., & So, E. M. T. (2014). Internet gambling among high school students in Hong Kong. Journal of Gambling Studies, 30, 565-576. https://link.springer.com/article/10.1007/s10899-013-9413-6 Buctot, D. B., Kim, N., & Kim, S. H. (2020). The role of nomophobia and smartphone addiction in the lifestyle profiles of junior and senior high school students in the Philippines. Social Sciences & Humanities Open, 2(1), 100035. https://www.sciencedirect.com/science/article/pii/S2590291120300243 Farillon, L. M. F., Farillon, K. S. F., & Farillon, E. F. (2022). Computer Games Addiction and Class Performance of Selected Philippine Senior High School Students. Utamax: Journal of Ultimate Research and Trends in Education, 4(3), 186-201. http://journal.unilak.ac.id/index.php/UTAMAX/article/download/10292/4471 Garnada, V. D. (2020). Online Gaming Addiction and Academic Attitudes: The case of college students in the Philippines. International Review of Humanities and Scientific Research, 417, 426. https://irhsr.org/papers/1542279612.pdf Page 20 of 22.

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[Audio] RESEARCHERS' PROFILES Full Name: Franz Jude Tamoro Rodriguez Birthday: August 27, 2006 Address: Mabatang, Abucay, Bataan Greatest Dream: To become a Software Engineer. Principle in Life: Mistakes are opportunities for growth and learning. This research is personally significant as it addresses a topic relevant to my interests and experiences, potentially providing insights and solutions to a problem I've encountered. Professionally, it enhances my knowledge and expertise, uncovering new approaches and best practices that positively impact my work and contribute to my field. Full Name: Patrick Jayson Magtangob Aglosolos Birthday: November 13, 2005 Address: Mabatang, Abucay, Bataan Greatest Dream: To become a Software Engineer. Principle in Life: Self-reflection leads to self-awareness and personal growth. This research holds personal and professional significance as it broadens my knowledge, informs my decisions, and offers validation in my personal life. It also has the potential to shape my career by providing valuable insights and strategies to enhance my professional practice, contributing to my growth and success. Page 21 of 22.

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[Audio] Full Name: Brent Jarrad Dayrit Lingad Birthday: February 18, 2006 Address: Capitangan, Abucay, Bataan Greatest Dream: To become a Safety Engineer. Principle in Life: Gratitude opens doors to happiness and fulfillment. This research is personally significant as it satisfies my curiosity and expands my understanding of the subject matter. It offers an opportunity to gain new perspectives and contribute to my expertise in my professional field. The significance of this research extends to both personal growth and professional development by providing evidence-based insights and improving my future practice Page 22 of 22.