How Online Games Affect Academic Performance: A Survey Among Grade 12 ICT Students
Online gaming has become a popular pastime for many individuals, especially among the younger generation. However, concerns have been raised about the potential impact of online games on academic performance. To investigate this issue, a survey titled 'The Impact of Online Games to the Academic Performance of Grade 12 Information and Communication Technologies (ICT) Students' was conducted among Grade 12 ICT students.
The survey aimed to gather insights on the frequency of online gaming, the types of games played, and the average hours spent playing. Additionally, it sought to explore the students' beliefs about the influence of online gaming on their cognitive abilities and overall well-being. The survey also delved into the possible negative effects of online gaming and whether academic curriculum should incorporate elements related to online gaming and its effects.
The questionnaire consisted of a mix of single-choice, multiple-choice, and open-ended questions to capture a comprehensive understanding of the students' perspectives. For single-choice questions, participants were presented with a set of predefined options, such as 'Never', 'Rarely', 'Sometimes', 'Frequently', or 'Always'. Multiple-choice questions allowed the selection of multiple answers, such as various genres of online games or reasons for playing. Open-ended questions encouraged participants to provide their own thoughts and strategies on managing the balance between online gaming and academic responsibilities.
The findings of this survey would serve as a valuable resource for educators, parents, and policymakers to better understand the correlation between online gaming and academic performance. By categorizing the survey under the 'Education' category, it can be easily accessible to those specifically interested in this field of research. The article explores the survey's purpose, provides an overview of the various question types and choices available to participants, and emphasizes the significance of the study.
In conclusion, with the increasing popularity of online games, it is essential to examine their potential implications on academic performance. This survey sheds light on the attitudes and experiences of Grade 12 ICT students regarding online gaming's impact on their academic lives. By understanding this relationship, stakeholders can develop strategies to optimize the learning environment and support students in effectively managing their time and priorities.