INTRODUCTION
Scop
Definition of Terms
r young people. On the contrary, it is a wonderful thing that with balance, helps them grow, helps their
Another study tells a different side. According to Arya Karprinski’s study of about 219
students, 148 Facebook users had a full grade point lower than those who do not have Facebook. People
that did not use Facebook reported that they study about 11-15 hours and those who had Facebook
only studies 1-5 hours per week. The Ohio report shows that students who used Facebook had a
significantly lower grade point average-the marking system used in US universities-than those who did
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A team of researchers from Harvard and University of California, Los Angeles are monitoring
the Facebook profile of an entire class of students at one college. Their goal is to study how personal
tastes, habits and values affect the formation of social relationships and how social relationships affect
annual conference in San Diego, California, US, college students who use Internet social networking sites
S. Shyam Sundar, a professor and founder of the Media Effects Research Laboratory at Penn
State, has led students in several Facebook studies exploring identity. One involved the creation of mock
Facebook profiles. Researchers learned that while people perceive someone who has a high number of
friends as popular, attractive and self-confident, people who accumulate too many friends (about 800)
In Hargittai’s study, he said no evidence was found that Facebook use correlates with lower
academic achievement. He further added that basic Facebook use simply does not have generalizable
consequences for grades. According to his study, the doubts about the use of social networking sites vis-
a-vis students are reminiscent to those cast on earlier new media, including TV and motion pictures, and
their effect on children. He emphasized however that if students are spending excessive time on
Students are using social networking sites more than many school administrators may realize.
Despite the fact that most schools block access to such sites via school computers, 9-17 year olds spend
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as much time using the Internet for social activities as they spend watching television-about 9 hours a
week, according to a 2007 study by the Alexandria, VA-based NSBA. The study of more than 1,200
students found that 96 % of those with online access had used social networking technology-including
text messaging- and 81 % said they had visited a social networking website at least once within the 3
A. Online Gaming
personality dimensions, Chen et al found that neuroticism in gamers had a negative influence on life
satisfaction. Neuroticism also has a significant negative influence on subjective well being in teen
gamers. A negative relationship between web surfing frequency and life satisfaction has also been
found.
predictor of addiction-related behaviours like excessive Internet use, online gaming addiction and online
gambling problems.; youth with deficiencies in ability to read, express and elicit desired emotions may
found out that Internet addiction was related to problematic alcohol use in a sample of Taiwanese high
school students.
At the Syracuse University, Associate Professor of Psychology Joshua Smyth has conducted one
study to try to determine the negative and positive effects of gambling. He assigned gamers to four
groups: single-player console games, single- player PC games, single- player arcade games and fantasy
themed MMORPG. For the gamers of the MMORPG group, they reported a much lower level of overall
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health and well-being than the other groups. They were also observed to not be sleeping as well as they
should and their quality and quantity of real-life socialization and academic work saw a sharp decrease.
It was theorized that MMORPGs were so complex, so fantastical and alluring and so involved that the
gamers reported they had “lost track of time while playing, had gone to bed late and forgotten to eat.”
After only a few days of such activity, all the gamers of the MMORPG group showed a dramatic decrease
From the same study, Prof. Smyth found that the MMORPG gamers group reported a much
greater enjoyment and sense of reward from the game. They also reported having a high interest of
going back to the game to play some more at a later time. One more surprising benefit found was the
rise in the gaining of new friends as compared with the single-player groups, and the level of cohesion
However, although there are some positive effects that are possible from computer game use
there are mostly negative effects. Several professors conducted a research project to determine the
Technology: “Gaming Frequency and Academic Performance” individuals who spend two or more hours
playing games on a daily basis score lower in every subject than their non-gaming counterparts. By
spending a high percentage of time on video games there is not enough time left to spend in studying
for classes. The study found out that there was not a single positive correlation between gaming and
academic performance.
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Social networking sites are web-based services that allow individuals to construct a public or a
semi-public profile within a bounded system, articulate a list of other users whom they share a
connection and view and traverse their list of connections and those made by others within the system.
The nature and nomenclature of these connections may vary from site to site.
For the past years, social networking has been very popular for people worldwide. Social
networking is a great form of entertainment. It allows users to meet new people, reconcile with old
friends, and find friends across the globe with the same interests.
The term “social network site” is used to describe this phenomenon, and is alternately used
with “social networking sites”. The term “networking” emphasizes relationship initiation, often between
strangers. On most sites, participants are not necessarily looking to meet new people, rather they are
primarily communicating with people who are already part of their extended social network.
The main types of social networking services are those which contain category divisions, (such as
former classmates), means to connect with friends (usually with self-description pages) and a
recommendation system linked to trust. Popular methods now combine many of these. Facebook is
The backbone of social network sites consists of visible profiles that display an articulated list
of friends who are also users of the system. Profiles are unique pages where one can type itself into
being. After joining a site, an individual is asked to fill out forms containing a series of questions. The
profile is generated using the answers to these questions, which typically include descriptors such as
age, location, interests and an “about me” section. Most sites also encourage users to upload a profile
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photo. Some sites allow users to enhance their profiles by adding multimedia content or modifying their
profile’s look and feel. Other, such as Facebook, allow users to add modules or applications that
The visibility of a profile varies by site and according to user discretion. By default, profiles
on Orkut or hi5.com are crawled by search engines, making them visible to anyone, regardless of
whether or not the viewer has an account. Alternatively, sites like MySpace allow users to choose
whether they want their profile to be public of “Friends only”. Facebook takes a different approach-by
default, users who are part of the same network can view each other’s profiles, unless a profile owner
has decided to deny permission to those in their network. Structural variations around visibility and
access are one of the primary ways that social network sites differentiate themselves from each other.
After joining a social network site, users are prompted to identify others in the system in
which they have a relationship. The label for these relationships differs depending on the site popular
terms include “Friends”, “Contacts” and “Fans”. Most social network sites require bi-directional
confirmation for friendship, but some do not. These one-directional ties are sometimes labelled as
“Fans” or “Followers” but many sites call these “Friends” as well. According to Boyd (2006), the term
“Friends” can be misleading, because the connection does not necessarily mean friendship in the
everyday vernacular sense, and the reasons people connect are varied.
The public display of connections is a crucial component of social network sites. The Friend’s
list contains links to each Friend’s profile, enabling viewers to traverse the network graph by clicking
through the Friends list. On most sites, the list of friends is visible to everyone who is permitted to view
Friend’s profiles. This feature typically involves leaving “comments” although sites employ various labels
for this feature. In addition, social network sites often have a private messaging feature similar to
webmail. While both private messages and comments are popular on most of the major social network
Beyond profiles, Friends, comments and private messaging, these sites vary greatly in their
features and user base. Some have photo-sharing or video sharing capabilities; others have built-in
While social network sites are often designed to be widely accessible, many attract homogenous
populations initially, so it is not uncommon to find groups using sites to segregate themselves by
nationality, age, educational level, or other factors that typically segment society, even if that was not
A favorable aspect of social networking sites is their ability to connect people of seemingly
different culture, background and living location despite the glaring distance in between, promoting
intercultural relations and stronger ties. It also increases the chance for single individuals to find their
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potential partners and with such a vast array to choose from, nonetheless. But even with these obvious
advantages, there is still the looming threat of the misuse of these websites. A pressing danger is those
of internet sexual predators, who use these networking sites to lure in potential victims, most of which
are children ranging from nine to seventeen years old, sometimes even younger.
Wikipedia reports that social networks are also being used by teachers and students as a
communication tool. Because many students are already using a wide-range of social networking sites,
teachers have begun to familiarize themselves with this trend and are now using it to their advantage.
Teachers and professors are doing everything from creating chat-room forums and groups to extend
classroom discussion to posting assignments, tests and quizzes, to assisting with homework outside of
the classroom setting. Social networks are also being used to foster teacher-parent communication.
These sites make it possible and more convenient for parents to ask questions and voice concerns
Dr. Himanshu Tyagi forwarded the idea that sites like Facebook and MySpace could be harmful
for the young people that frequent them. According to him, the problem is that when teens begin to live
their lives actively online, they may begin to put less value on their own “real” lives.
Social networking in the middle and high school and even college can become a detriment to
education. Attention and popularity is the most important for which most of them tend to misuse social
networking sites and use them for socializing and meeting new people instead of using it for educational
purposes. It tends to become a distraction to these kids; they tend to pay more attention to these sites
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Not only do social networking sites affect one’s academic performance negatively, they are also
Tim Pychyl, an associate professor of psychology at Carleton University, says the problem with
using Facebook and other commercial social networking tools goes beyond the privacy concerns. He
argues that while discussion groups, chat, blogs, and email can be valuable tools in the classroom, using
commercial products such as Facebook and Twitter can lead to distraction and procrastination. Because
these social networking tools can be used to follow friends and celebrities, view pictures, chat and play
The National School Boards Association (USA) in partnership with research firm Grunwald
Associates LLC and the support of Microsoft, Newscorp and Verizon has just published a data-rich survey
dissecting social and education related activity patterns by American students. In about 1 in 5 (22%) of
all students surveyed, and about one in three tens (31 %) are nonconformists, students who report
breaking one or more online safety and behaviour rules, such as using inappropriate language, posting
inappropriate pictures, sharing personal information with strangers of pretending to be someone they
are not.
These nonconformists are significantly heavier users of social networking sites than other
students, participating in every single type of social networking activity surveyed (28 in all) significantly
more frequently than other students both at home and at school-which likely means that they break
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B. Online Gaming
The existence of games as a source of interaction and individual stimulation have always been
linked to the technological availability of the time and place. With the transition to a information-based
society, computers and computer games have evolved from monstrous room-sized computing machines
to complex multi-use personal computers. Much has been improved from the first computer in game in
1962 called the Space War to the MMOPRG (Massively Multiplayer Role Playing Games) which was
introduced in 1997 and is taking up everyone by storm. In MMOPR, countless number of people can
interact and work together to create a massive virtual representation of reality. This increase in virtual
worlds have been found out to instigate social interaction and communication.
Online gaming provides emotional escape and relief from high intervals of stress and social
interaction. Since college students continue to actively meet an endless array of deadlines, stress
becomes an innate aspect of college life. With the simultaneous exposure of an intense social
atmosphere, many students are fearful to expose themselves as shy and vulnerable human beings. The
games allow people to protect themselves from the real world, both socially and emotionally, while
It is important to stress that many people focus on the negative effects of these games and fail
to see the opportunity for learning and growth. According to Raise Smart Kids: “The Good and Bad
Effects of Video Games” there are several positive effects that come from spending time playing video
games. Most games do not teach kids math, history and other subjects, however, they do provide
students indirect opportunities to learn principles that can help them in their academic pursuits. Certain
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types of video games can help train kids to follow instructions as well as help them develop their
problem solving and logical thought processes. These skills translate directly to the classroom as
students are asked by teachers to complete tasks and are presented problems that require them to use
logical problem solving skills. Kids can also learn inductive reasoning and hypothesis testing.
Excessive computer game playing can wreck player’s academic performances, along with
exacting steep tolls on their personal relationships. Psychotherapist Hilarie Cash notes playing computer
games can cause the brain to increase the production of dopamine, a neurotransmitter that stimulates
pleasure. Excessive game playing conditions players to keep playing for the dopamine rush, prompting
these players to neglect all other aspects of their lives. Richard Ries, a psychology professor at the
University of Washington cautions that not enough studies have been conducted on intensive playing to
classify this behaviour as an addiction, noting the medical profession tends to view excessive computer
In a 2008 bulletin for the American Medical Association, Dr. Ronald M. Davis cited a Swiss study
which found that every hour children spent playing on computer games each day, the risk of obesity
doubled. In addition to the effects of prolonged sedentary activity, KidsHealth notes many computer
games require repeated motions from players that puts stress on joints, tendons and muscles,
increasing their risk for suffering reprtitive stress injuries such as carpal tunnel syndrome and tendinitis.
In their paper "Working with Gamers: Implications for Counselors," Gerra W. Perkins and her co-authors
note that computers games' flashing images can trigger epileptic seizures, even in players with no prior
history of convulsions.
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The effects of violent games on players' behavior remains a controversial topic among
researchers. Writing in "Review of General Psychology," Christopher J. Ferguson, Ph.D., noted that
despite initial concerns over violent computer games, researchers found children who grew up with
video gaming didn't exhibit increased aggression as a whole. Patrick Markey, Ph.D., cautions that violent
games tend to exacerbate aggressive tendencies in players with specific personality traits. Using the
Five-Factor Model of personality, Markey found that players who scored low in agreeableness and
conscientiousness, while registering high levels of neurosis, were likely to exhibit increased aggression
after playing games which rewarded violent behavior. Dr. L. Rowell Huesmann of the University of
Michigan postulates that violent computer games can affect children more subtly, desensitizing them to
violence over time and influencing them to believe violence is an acceptable problem-solving method.
Massively multiplayer online role-playing games often require substantial time commitments
from players to develop alter egos and progress through open-ended game worlds. Many players join
guilds, collectives of players within a game, and the relationships players develop online can take
precedence over their real-world relationships and obligations. Cash notes young players may devote
themselves so much to playing they neglect coursework, sabotaging their academic careers and job
prospects.
C. Performance
On the point of academic performance or excellence, Tuckman (1975) said that performance is used
to label the observable manifestation of knowledge, skills, concepts, understanding and ideas. Thereby,
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performance is the application of a learning product that at the end of the process provides mastery. It
is the acquisition of particular grades on examinations indicates candidates’ ability, mastery of the
content, skills in applying learned knowledge to particular situations. A student’s success is generally
judged on examination performance. Wiseman (1961) added that success on examinations is a crucial
how well a student meets standards set out by local government and the institution itself. As career
competition grows ever fiercer in the working world, the importance of students doing well in school
has caught the attention of parents, legislators and government education departments alike.
Therefore, when the term “low” is integrated with “academic performance”, it is the inability to
acquire particular grades on examinations that indicated the individual’s mastery of the content, and
II. METHODOLOGY
Research Design
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The research is a descriptive study to gauge the relationship between social networking sites
and online gaming to academic performance of 2nd year BS Nursing Students in RTRMF, 2011. The study
is interested to determine what is the effect of those two variables to the grades of students. This study
utilized standardized testing instrument, which was administered to respondents. Statistical tool has
Research Environment
This study was conducted at Remedios Trinidad Romualdez Medical Foundation (RTRMF)
located at Tacloban City. RTRMF is a tertiary school which specializes in courses related to medical and
Medicine and BS Nursing. The school is a non-stock, non-profit and non-sectarian institution which was
established in 1980 with the primary aim of solving the shortage of doctors in Eastern Visayas and to
The school was chosen as the setting of the study for its advantage in terms of accessibility and
Research Instrument
A survey was developed containing three sections of closed response (e.g yes/no and Likert-type
scaling) and open-responsive items. Section 1 of the instrument asked respondents to provide
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demographic information (e.g name, course, age, sex). Section 2 invited students to provide academic
information (GWA, number of hours spent studying, extracurricular activities). Section 3 asked about
computer and Internet usage (number of hours spent in the internet for social network sites, and
number of hours spent in the internet for computer games, social network sites they visit, type of
computer games they play). The fourth section solicited information related to students’ perceptions of
the impact of social network sites on their own academic achievement. The fifth section gathered
information on the students perceptions on the impact of online games to their own academic
achievement. The test was administered for 10 minutes. We also interviewed the respondents as to
Validity evidence for the instrument was provided by reviewing the questionnaire for the following:
(1) Clarity in wording, (2) relevance of the items, (3) use of standard English, (4) absence of biased words
and phrases, (5) formatting of items, and (6) clarity of the instructions (Fowler, 2002). The team
members used these guidelines to review the instrument. Based on their comments, the instrument was
Research Locale
The study will be conducted at RTRMF Tacloban City, with its concern on 2nd year BS Nursing
students.
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Respondent
Sixty students from the different section of 2nd year BS Nursing enrolled at RTRMF during 1st
semester AY 2011-2012 will be the respondents of the study. These respondents are composed of
various individuals who differ in age, sex, preferences, social status and the likes will be randomly
Respondents were recruited by visiting classes and asking for volunteers to complete surveys in
the 2nd semester of 2011-2012. Permission from instructors was obtained prior to visiting the classes.
The sampling method began as a convenience sample, which eventually developed into snowball
sampling as students began referring their friends who were willing to be respondents of the study. A
script to introduce the study, explain the consent process and recruit respondents was followed. A
description of the instructions was also included at the top of the study, as well as an introduction of the
group. The survey took approximately 15-20 minutes to complete. Students completed and returned the
Statistical Analysis
Data analysis was both quantitative and qualitative. Quantitative data (means, standard
deviations, frequencies, percentages) were analyzed. Aside from basic descriptive analyses, the main
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analytic technique implemented was an analysis of variance (ANOVA) which was used to examine the
relationship between use of social networking sites and online gaming to academic performance.
I. Demographic Profile
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Table 1.1 Distribution of Respondents by Sex
Male 12 20%
Female 48 80%
TOTAL 60 100%
The results in Table 1.1 shows the distribution of sex of the respondents. Results show that among the
60 respondents, 80% are female, while the remaining 20% are male. The disparity in the equal
Shown in Table 1.2 is the Distribution of Respondents by Age. Since the respondents came from a class
of 2nd year nursing students, another way to describe them would be to group them by age. Based on
the results, majority of our respondents are aged from 18-19, followed by 20-above age group. The
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GWA Frequency Percentage
1.6-2.0 9 15%
2.1-2.5 27 45%
2.6-3.0 24 40%
TOTAL 60 100%
One of the variables of the study was the academic performance of the students. This is a
constant factor that will be the basis of determining if their gaming and social networking pattern has an
impact on their grades. For purposes of this research, we shall use the General Weighted Average for 1 st
semester of our respondents. The highest GWA is 1.96, while the lowest is 2.89. The mean GWA of our
respondents is 2.380.
The results show that 45% of our respondents’ GWA fall within the 2.1 to 2.5 range. The other
40% belonged to the 2.6 to 3.0 range, while the remaining 15% form part of the 1.6-2.0 range.
It should be stressed however that there could be other factors which could have affected the
GWA of the students which includes study habits, the technicality of the course, pressures from
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Chart Title
As part of the academic information of the respondents, we asked as to how long they study
in a day. Majority of them 58% said they spend 2-4 hours of study in a day while 42% said consume 1
hour of study. None of them respond that they study 5 hours and beyond.
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The research also inquired on extra-curricular activities the respondents were involved in.
Results are presented in Figure 2. The majority of the are involved in sports, followed by literature, club
and theatre arts. Only 10% claim not to be involved in any extra-curricular activities. Those belonging to
this group said they felt pressured by their lessons thus they need to focus on their studies. The others
said playing online games is the only thing that takes up their time when they are not studying.
We talked to those who are involved in extra-curricular activities and they said that it is
important for them to have a life outside social networking sites so they can update their status with
Table 3.1 Time Spent on Online Gaming (per day) of the Respondents
Gaming
5-9 hours 5 8%
10 hours-beyond 0 0
TOTAL 60 100%
In order to establish the pattern of online gaming behaviour, we asked the respondents how
long do they usually engage in online gaming on a daily basis. Results of the study showed that 73% said
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that they spend up to an hour of online gaming daily, while 18% claimed that they can go from 2-5 hours
However, it is essential to note that the said figure is only a modest estimate of their game
time in a day. Some students said they play up to 8 hours especially on a weekend. But on weekdays,
Among those who said they play 5-9 hours, they said that they only play at night-time but
they still attend their classes. Those who were engaged in online games were observed to be thrill
seekers. They play computer games because they are after the friendly competition they have with their
However, there were some who claimed they have moved out of their heavy online gaming
habit. One of them said “ I was into heavy gaming in high school but when I entered college my priorities
changed. My course (BS Nursing) is a demanding course that requires lots of time to study and attend to
school requirements.”
Playing online gaming is a widely-used leisure activity by students, male and female alike. We
wanted to determine what type of online games our respondents are addicted to and how certain
As shown in Table 2.2, majority of the respondents are into Facebook games. The social
networking sites known as Facebook features more than a way to connect with friends-it is also known
for a myriad of activities and Facebook games for various age groups. It offers simulation games, card
games and board games. Cityville and Farmville, are the most popular Facebook games. These features a
wide array of virtual world application, similar to simulation games. Users are into these games due to
great graphics and a low yearning curve. The results show that 48% of the population are engaged in
Facebook games.
A female respondent said although she does not play Farmville for an hour or more, she
visits her farm multiple times daily. She said she like the game because it puts her in a virtual world she
Puzzle/strategy games make up for 16.67% of our respondents. The most common one are
online Sudoku and Tetris. These type of games stimulate the mind by presenting challenges and puzzles
to the player. Students dig this game type because it keeps the mind active and alert. Others claim these
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First-person shooter games are also popular among our respondents, as 13% of them are
into this genre. The most common shooter games are Counterstrike, Special Force and Call of Duty.
Respondents say they prefer shooter games because they are easy to understand and to play. It gives
Five percent of the population prefer racing games respectively. Racing games are those in
which a player partake in a racing competition with any type of land, air or sea vehicles. One of the
The remaining 6.67% are into MMORPG. This is another genre of computer game, where the
players role play animated characters while interacting with many other users online simultaneously.
The World of Warcraft (WOW) is one of the more famous MMORPG games due to its widespread
popularity. One of the respondents said, “Many people perceive it as an addicting game which leads to
lack of sleep and poor health. For me, playing Warcraft gives me greater enjoyment and sense of reward
An interesting response came out of the survey and thus we were forced to make two
additional categories. 6.67 percent of the population said they play both Facebook games and
MMORPG while 3% play Facebook games, MMORPG and shooter games altogether.
In summary, majority of the respondents are average online gamers who prefer Facebook
games. They log-in to their Facebook account both to check their status updates and play games. One
respondent says she only spend a few minutes on the site, but she checks it frequently. Collectively, she
Not one of the respondent said that they are into adult, gambling or any erotic game. They said
that is only for mature audience and that they perceive themselves to be too young to engage in such.
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Chart Title
To determine the behaviour of the respondents, the researcher asked if they are more inclined
to surf the internet for schoolwork or to play online games. The results are presented in Figure 3:Which
do you do more, surf the net for schoolwork or play computer games? Results showed that 60% of the
students would rather play games with the computer rather than use it for school-related activities. One
respondent offered an explanation, “We use the computer to relax and entertain, but rarely for
schoolwork. Most of our lessons are in the textbook anyway, so if I would want to study, I would just
read my books rather than surf the net for schoolwork. I would not be able to resist playing online games
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However, the remaining 40% who answered that they would rather surf the net for schoolwork
says they use the internet to gain additional information on their lessons. They say some medical terms
require further reading and the internet has a huge library for them to research on.
Still, the results show that students are more inclined to play online games than do research on the
internet.
Chart Title
Yes
No
The researchers were interested to get the perception of the respondents as to whether online
gaming affect their academic performance negatively. Figure 4 showed that majority of the students
claim that online gaming has no adverse effect on their performance. These students claim that they are
in control of their studies and their gaming behaviour. One respondent even added, “It will only affect
your grades negatively if you let it be. Discipline and time management is very important. On hectic
Those in the 30% who attest that online gaming has affected their academic performance
negatively said that it is because their attention and their time for their studies has been divided.
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Figure 5: Have
you experienced circumstances where you
play computer games when you are supposed to be
studying?
Yes
No
In another situational question, the respondents were asked if they have experienced
circumstances where they play computer games when they are supposed to be studying. Figure 5
“It is hard to focus on studies when you keep thinking about your character or your farm. It’s so tempting
to just sit beside the computer and play,” confirmed one respondent.
The remaining 40% suggested that it is only a matter of priority setting. Though they admit to
have the urge play, they said they try to resist it.
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Chart Title
Yes
No
As for the question, “Compare your grades before you have become engaged in computer
games and after you have become involved. Do you see a drop in academic performance?”, and as
shown in Figure 6, most of the students responded No. These respondents believe that playing
computer games does not have significant effect to their studies, and as further mentioned, if there is a
decrease in their academic performance, it could be due to other factors, but not solely because of
online gaming.
For the remaining 30% who said that involvement in computer games have resulted to a drop in
academic performance, they attributed this cause to poor time management and lack of priority setting
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Chart Title
Yes
No
The respondents were asked their insight as to whether they think they are addicted to
online games. The results were astonishing. As presented in Figure 7, 80% of the respondents say they
perceive themselves not addicted to online games. One respondent said, “I may play a lot of Facebook
games but it is only for fun. So far, I have not yet neglected any of my school obligations because of it. “
Wikipedia defines computer addiction as excessive use of computers to the extent that it interferes with
daily life. Excessive use may explain problems in social interaction, mood, personality, work ethic,
Whereas, only 20% said they believe they are already addicted to computer games. A male
respondent offered an explanation. He said, “I think I am addicted to computer and online games
because I play it every day and I think I cannot live without it. “
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Chart Title
Yes
No
As for the question, “Do you think your time for studying is reduced because of the time you
spent for online gaming?”, we got mixed response, as 52% claimed that their time for studying has
indeed been reduced while the remaining 48% says the opposite.
Among the 52% of respondents who said their time for study has been reduced also reported
that playing games has caused them to stay up late and get less sleep.
Those who said their time for studying has been reduced further stressed that although their
time for studies has been reduced, their grades have not been affected.
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IV. Assessment of Social Networking Pattern
Socializing via the Internet has become an important part of young adult life. Related literature
shows that adolescents and young adults are the heaviest computer and internet users, primary using it
social network sites. The research looked into the behaviour of the respondent in terms of Internet use
The researchers were interested to know the time spent on social networking sites of our
respondents. Youth and students use social networking sites as a means of interaction, socializing and
Table 3.1 presents the results. Majority of the respondents or 76.67% consume an average of one hour
internet usage on social networking sites per day while 18% extend up to 5 hours. The remaining 5% are
One respondent said that she frequently checks her social networking account to check for any updates.
According to Facebook statistics, an average Facebook user spends more than 55 minutes a day on the
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site, thus most of our respondents fall under the average user group. As evidenced above, social
network sites is undoubtedly a popular time-consuming activity for most of our respondents.
Social networking sites are being patronized for increasing connection between strangers and friends,
The most common social networking site is Facebook, with 91.67% of our population are users of this
site. The site was created by Mark Zuckerberg to help residential college and university students identify
students in other residence halls. It is described as an online directory that connects people to social
networks at colleges and universities. Currently, there are more than 350 million active users of the site.
Meanwhile, the remaining 6.67% are into other social networking sites not specified in the survey, while
One respondent confessed, “Browsing through my Facebook account is very entertaining. You would not
notice that time has passed by. I update my status from time to time, check on my friend’s updates and
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Figure 9: Which do you do more; surf the net for school work or for entertainment?
School work
Entertainment
In reference to the discussion above in computer games, we also asked the students if they are more
inclined to use the internet for school work or for entertainment. As presented in Figure 9, 60% of the
students said they use it for social network sites while only 40% claim to use it for school work. One
student shared, “Actually, I do both. I do my research on the internet for school and check into my
Facebook account at the same time. I have practiced the habit of multi-tasking. In that way, I can do two
things at a time.”
Related studies define multi-tasking as the simultaneous execution of two or more processing activities
at the same time. The current generation has through practice developed the ability to quickly switch
between different tasks or different media. However, this does not mean that
33
Figure 10: Social Networking Sites Affect Academic Performance Adversely
Positively
Negatively
Uncertain
We also asked the respondents their perception as to whether they think social networking
sites affect academic performance. The results show that 52% of the respondents said that being
hooked to social networking sites affected their performance negatively. In addition, these students
reported that they feel not being in complete control of their Internet use and that it has hurt their time
for schoolwork. They said they have spent more hours online than necessary and that they are more
Meanwhile, 46% percent said that social networking site has no effect on their academic
performance. These students claim that leisure and study are two different activities and they are in
total control of the time they devote for the two activities. During interviews, participants reported they
keep the website open in a browser almost all of the time they are using the computer to study. They
said they would sometimes take a peek on the site just to check if there are new updates but they would
immediately go back to studying after. For this students, the use of Facebook and other sites is not a
separate activity, but rather, something that the students carry our while studying or during lectures.
34
Figure 11:
Do you find it hard to concentrate on schoolwork
knowing that you can log in to your Facebook account?
Yes
No
The research also wanted to know if students can maintain their addiction to social network
sites. Thus, we asked, “Do you find it hard to concentrate on schoolwork knowing that you can log in to
your Facebook account?” and the results are interpreted in Figure 11. Based on the graph, 76% said that
they have no problem maintaining their focus on their studies even if they know that they can visit
Facebook if they want to. These students introduced to us the concept of multi-tasking. They reported
that they check Facebook and study at the same time without losing their focus or feeling interrupted.
One student said, “I enjoy this kind of scheme because I do not feel burdened with my lessons if I can
Another student shed light, “If I am cramming for an exam or a deadline, I see to it that I do
The remaining 24% said that if they would not be able to open Facebook, they would not feel at
ease that is why they have made a compromise with themselves that they will open the site but they
Yes
No
Another survey question on social network site was: “Compare your grades before you become
engaged in social networking sites and after you became involved. Did you see a drop in your academic
The responses of the students were analyzed and presented in Figure 12. As shown, 66% of the
student maintained that engaging in Facebook and other social network site has not affected their
grades in anyway, while only 34% claimed that their grades have lowered due to social network sites.
36
Figure 13: Do you think you are addicted to social networking sites?
Yes
No
The researchers asked the respondents if they think they are addicted to social networking
sites. The results are interpreted in Fig. 9: Do you think you are addicted to social networking sites.
Majority of the students or 68% (34) responded No while only 32 (16%) responded Yes.
A respondent shared her thought, “Although we frequently log-in to social networking sites,
we still do not think our behaviour is addictive. We think of Facebook only as a way to spend our leisure
time, but we still prioritize our studies and school projects over it.”
It can therefore be implied that social networking sites are only addictive to people who
cannot control themselves into constantly using these sites, prioritize entertainment over schoolwork
Another respondent added, “My Facebook status is important to me, but my relationships
with my friends and family are more essential. I try to spend more time with them than by going online.
Besides, what can I put into my account if I do not have a social life outside of Facebook?”
37
In the same light, it is interesting to note that the respondents value interpersonal relationships and
Figure 14: Perception on reduced time for studying due to social networking sites
Yes
No
Figure 10 presents the student’s response to the question “Do you think your time for studying
is reduced because of the time you spent logging in to social networking sites?”. The results show that
54% (27) of the students perceive that their time for studying has been reduced due to engagement to
social networking sites, while 46% (23) think otherwise. We therefore conclude that time management
is very important. Social networking sites can only affect academic performance adversely if the
students’ excessively engage in such activities instead of managing his/her time wisely.
Such that, according to the result of this research, 100% of Facebook users accessed their
account daily, usually checking it several times to see if they had received new messages and updates
from their friends and other contacts, or to play online games. The amount of time spent on Facebook at
each log-in varied only from just a few minutes to more than an hour. The time devoted into checking
their accounts is taken from the time for studying. This decline on the studying hours of a student may
38
result to poorer performances in exams, recitations, class discussions and other academic activities. The
time which could be spent reading, studying, taking rests are spent playing, gaming, chatting, socializing
and keeping up with friends which may be done after they have finished their school requirements. This
shows that a lot of students have difficulty in prioritizing the most important things.
In the same manner, students also show the act of procrastination and cramming because of
social networking sites that exist in the present day. We talked to our respondents and found out that
the everyday habit of procrastination and regular cramming of homeworks and studying of lessons have
been the most tremendous factor of acquiring substandard scores, the cause of which is the excessive
Total 59 3.25
To test and verify the hypotheses made in the study, the F values for Factor 1 (social network
sites), Factor 2 (online gaming) and the interaction of these two factors should be compared to the
39
corresponding probability values of F (P column). For social network sites, F value of 0.31538 is less than
2.404 at 10% level of significance, with degrees of freedom set at (2/54). This means that the students
perceive that engagement to social networking sites has no significant effect on academic performance.
Factor 2 (online gaming) shows the same result. For online gaming, 1.168657 F value is less than the
2.801 based on 10% significance level, with degrees of freedom set at (1/54). Therefore, online gaming
provides no direct and significant effect on academic performance of students. The interaction of both
social network sites and online gaming does not affect academic performance. This is only logical
because the two factors do not have a separate main effect on the independent variable. Based on
Table on Analysis of Variance, F value of 0.52064 is less than the P value 2.404 at 10% significant level,
with degrees of freedom 2/54. For that reason, the interaction of the dependent variables of the study
Therefore the entire null hypothesis that were formulated are accepted:
1. There is no significant relationship between indulgence in social networking sites and academic
3. There is no significant relationship between engagement in social networking sites and online
40
V. SUMMARY, FINDINGS, CONCLUSIONS AND RECOMMENDATIONS
Summary
Social networking sites and online gaming are two popular recreational activities students
and youth engage in. Related literature suggests that these factors, separately, may have an adverse
The main objective of the research was to determine the relationship between indulgence in
social networking sites and online gaming and its effect on academic performance. The study focuses on
individual and combined relationship among engagement in social networking sites, online gaming and
academic performance on 2nd year BS Nursing students. Specifically, it aims to answer the following:
2. Is there a significant difference between exposure to online gaming and academic performance
41
A total of 60 BS Nursing students were chosen as respondents from the total population enrolled during
the 1st semester of school year 2011-2012. The respondents were chosen through convenience
sampling.
A survey was developed to assess the perception of students. The questionnaire was properly validated
Basis for academic performance is the General Weighted Average of the students as deemed most
Findings
The purpose of the research was to determine whether online gaming and social network sites have an
It has been reported that the respondents are more addicted to social network sites than to online
games. This can be attributed to the fact that majority of the respondents are female.
The findings of the study reported that moderate and heavy users of social network sites and those who
frequent online gaming spends fewer hours per week studying than average and mild users.
Further, mild and moderate users reported comparable average daily use of social network sites and
game play. Also, majority of these users claimed to use their accounts daily and multiple time per day,
with many saying they spend between 45 minutes to one hour per day.
42
The researchers would like to reiterate however, that the results of the study are solely based on self-
reports of the student and that the respondents were not subjected in an experimental setting to
measure the number of times they devote for internet use and online gaming.
Based on the result of the statistical method applied, the following findings were derived:
1. There is no significant relationship between indulgence in social network sites and academic
performance.
2. There is no significant relationship between student’s online gaming habit and academic
performance.
3. There is no significant relationship between indulgence in social networking sites and online
It should be noted that the student’s reported a decrease in their study time because of these two
recreational activities but its impact on academic performance was not established.
Conclusion
Based on the findings there is no relationship among the three factors studied, social networking site
indulgence, online gaming and academic performance. Meaning, being addicted to social networking
site and online games does not necessarily translate to impaired grades.
However, the researchers feel that there were so many factors left unaddressed and that it is not
enough to make a conclusion at this point. We would also like to stress that there might be other factors
that could affect academic performance, as well as use of social networking sites and online gaming.
43
For example, certain personalities are more inclined to use social networking sites and online games.
Also, time could be a factor. It could be that some students are too busy with their academic lives to
engage in and be active with their online social profile or that playing games is not a priority. This is a
1. Students are indeed capable of playing with technology, but they are not using it efficiently.
With the current technological trends, it may make it easier to engage in multiple activities
2. Quantity is not as important as quality when it comes to technology use and student
achievement. When the quality of technology use is not closely monitored or ensured,
computer use may do more harm than good to student achievement in school. Further, too
much recreational internet use can lead to impaired academic performance because the student
3. Time management and setting of priorities is very important so that our students will not be
robbed of their time to study because they are already hooked to social networking sites.
Interruptions has been found out to result to higher workload, more stress, higher frustration,
1. First, majority of those who use social networking sites or play online games reported that it did
not impact their academic performance to not using these sites or play online games for such an
effect to occur. They also emphasized that academics was a priority for them.
44
2. For those who reported a negative impact, the majority relate it to procrastination behaviour on
their party. These students reported having poor time management skills and that using social
network sites or playing online allows them to put off studying while not giving them the feeling
that they are not working, evidenced by their statements that these is also beneficial to their
learning.
3. Clearly, they place the locus of control of their social network use and online gaming and its
Recommendation
After interpretation and analysis of data gathered, we these are our recommendations:
1. Parents should encourage the educational use of technology to improve academic achievement.
2. It is necessary that the results of the study be re-analyzed and presented in another paper. The
overall consensus of the researchers is that more research needs to be done and that
questioned relationship between social networking sites, online gaming and academic
3. The use of internet for social networking sites and online gaming is a multi-faceted phenomenon
where there are many factors that can influence each other. This research only exposes the top
of the iceberg, but as with all icebergs-though we cannot see what is under the tip, we know it is
45
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ANNEX A: LETTER REQUEST TO CONDUCT STUDY
49
ANNEX B: COVER LETTER TO RESPONDENTS
50
ANNEX C: QUESTIONNAIRE
Section I:
Age:________ Gender:___________
Section 2:
1. Please provide us with your General Weighted Average (GWA) for the 1st semester AY 2011-
2012: _____________
2. How many hours do you spend studying in a day?
o 1 hour and below
o 2-4 hours
o 5 hours and beyond
3. What extracurricular activities are you engaged in?
o Theatre Arts (acting, singing, dancing)
o Literature-related (reading and writing)
o Sports
o Club participations
None
Section 3:
1. At an average, how many hours do you spend on social networking sites per day?
o 10 hours and beyond
o 5-9 hours
o 2-5 hours
o 1 hour and below
2. At an average, how many hours do you spend on online gaming per day?
o 10 hours and beyond
o 5-9 hours
o 2-5 hours
o 1 hour and below
3. Which social networking site do you visit frequently?
o Facebook
o Twitter
o Others ______
4. What kind of computer games do you subscribe to?
o Facebook games (Farmville, Cityville, Restaurant City, Sims Social etc)
o Massive Multiplayer Role Playing Games (Warcraft)
51
o First-person shooter games (Counterstrike)
o Adult/gambling/erotic games (Poker Online)
o Puzzle Games (Tetris)
o Racing games (Need for Speed, Gran Turismo)
Section 4:
Section 5:
53
ANNEX D: COMPUTATIONS
A A2 B B2 C C2 D D2 E F
27.1 73.87 26.5 71.67 27.9 77.95 27.9 78.23 27.9 78.21 27.7 77.07
25.9833
n 3.011111 8.207778 2.208333 5.9725 9.3 3 1.116 3.1292 1.116 3.1284 1.108 3.0828
734.41 702.25 778.41 778.41 778.41 767.29
6642.2
A+D 55 3025 A+B+C 81.5 5
6972.2
B+E 54.4 2959.36 D+E+F 83.5 5
13614.
C+F 55.6 3091.36 SUM 5
567.27
SUM 9075.72 08
567.2325
SSt = - (∑X)2
2
∑X N
(165)2
SSt =
457
-
60
54
=
SSt 3.25
∑(A2+B2+C2+D2+E2+F2)
2
SSW = ∑X - n
SSW = 3.082
SSc = 0.036
(27.1+26.5+27.9)2
+(27.9+27.9+27.7)2 - (165)2
SSr = 30 60
SSr = 0.0667
55
Computing for SSc-r
SSc-r = SSt-SSw-SSc-SSr
SSc-r = 3.25-3.082-0.036-0.0667
SSc-r = 0.0653
56