UBHS learning styles with correlational study on computer games and academic performance

Violeta F. Apiles1 and Rodolfo F. Calimlim Jr.2
1 Asst. Principal, University of Baguio High School
University of Baguio, Baguio City Philippines
ORCID ID: https://orcid.org/0000-0002-3958-7940
Email: vfapiles@e.ubaguio.edu
2 Faculty, University of Baguio High School
University of Baguio, Baguio City Philippines
ORCID ID: https://orcid.org/0000-0001-6614-948X


Over the years, learners’ concern about computer games has generated varied reactions from teachers and parents. However, the fact remains that today’s learners tagged as Generation Z, or Generation Zoomers are into computers and technology; thus, it is difficult to isolate them from technology, including computer games. In an attempt to
establish a balance between learners’ and teachers’ stand on playing computer games and maintaining good academic performance, the researchers formulated this study. This quantitative research focused on determining the learning styles, computer games played, and academic performance of the 174 University of Baguio High School students exposed to computer games. The data gathered through the questionnaire were treated with varied statistical tools using the SPSS v24.0. Its main intention was to determine if there is a correlation between computer games played by the respondents and their academic performances. In terms of learning styles, all respondents composed of Grade Seven to Ten turned out to be Tactile Learners, which the teachers may consider in planning out their activities and assessments. For the computer games that the learners play, the genre first shooter games, Multi-online battle, and survival horror emerged as the top three. Their Academic Performance also turned out to be good in the sense that all respondents passed and moved to the next grade level with levels of proficiency ranging from Developing to Advanced. Results of statistics showed a significant difference in the academic performance of UBHS learners exposed to computer games according to gender and grade level. However, there was no association between the computer games played by the UBHS learners exposed to computer games and their academic performance, opening up various opportunities for future researches as detailed in the recommendation. With this, the researchers lobby that computer games be considered in the crafting of the work plan of the institution as other researches related to this shall be greatly encouraged.


Learning Styles, Computer Games, Academic Performance, High School Learners, Strategies