Factors That Affect The Popularity of Traditional Filipino Games
Factors That Affect The Popularity of Traditional Filipino Games
Factors That Affect The Popularity of Traditional Filipino Games
Department of Education
Region IV - A CALABARZON
City Schools Division of Dasmariñas
CONGRESSIONAL NATIONAL HIGH SCHOOL
Via Verde Village, San Agustin II, City of Dasmariñas
PREPARED BY:
STEM 11-2
ALVAREZ, JOHN EMMANUEL F.
GABON, RAFAEL M.
JABONERO, KADYMARS G.
MANLANGIT, MAY ANN H.
INTRODUCTION
The culture of the Philippines is a big reflection of the country’s complex history.
Despite the influences of the other superior countries that resulted to colonization,
Philippine culture still distinct from their colonial rulers’ culture that has been retained
and is clearly seen in their way of life, beliefs and customs. Filipino culture is very
evident and has largely been appreciated and even applauded in many parts of the world.
the Philippines, due to limited resources of toys of Filipino children, they usually come up
on inventing games without the need of anything but the players themselves. With the
flexibility of a real human to think and act makes the game more interesting and
challenging.
These games have evolve through many years until such time that only children
from the rural areas are the ones who were still playing and recognizing the traditional
street games. Most of the children nowadays are spending their childhood playtime on
Internet cafes or with their handheld gadget game consoles instead of socializing with
other children playing the traditional street games that for years is a culture and a norm
for a typical Filipino child. It seems like they are estranged by their own tradition and
have no knowledge of what is the importance of playing this games. In fact these
traditional street games reflect how the children‘s way of living helps him/her to develop
his/her social interaction towards others unlike playing internet games that is more virtual
and completely leave behind traditional entertainment or try to learn the games and
Age; and
Socio-economic Status
from 1998-2004
from 2005-2010
3. To determine the factors that can affect the popularity of the traditional Filipino
This study aims to determine the factors that will affect the popularity of the
A. Age; and
B. Socio-economic Status
2. How popular the traditional Filipino games with the given timeframe for the
games?
of:
School
-from 1998-2004
-from 2005-2010
-from 2011-up to present
3. Factors that affects the
popularity of the
traditional Filipino
games
4. Figure 1: The framework (Figure 1) shows the input, process and output of the study. The
input is basically the needed information for the study; (1) the demographic profile of the
participants; (2) popularity of the traditional Filipino games. (3) the factors that affects the
popularity of the traditional Filipino games; The processes are the survey, collection of
other data and analysis and interpretation of data. Thus, the output is the factors that
affect the popularity of traditional Filipino games in Congressional National High School.
This study aims to determine the factors that affect the popularity of traditional
Filipino games in Congressional National High School. Data will be gathered specifically
in selected Senior High School students S.Y. 2016-2017 located at Via Verde, San
Agustin II, Dasmariñas City. The researchers will conduct a survey focusing on the
This proposed study would be of great importance to the following persons and
organizations:
Magna Kultura Foundation. This proposed study could create a report for them
regarding the factors that will affect the popularity of traditional Filipino games that can
be used by this NGO in assessing their performance and thus, could be utilized in making
Congressional National High School. This proposed study will serve as a guide
Students. This proposed study will inspire them to recall and indulge themselves
Local Community. This study can make them aware of the continuous
disremembering of the traditional Filipino games and its effect to their children.
Researchers. This study will help the researchers understand real-life aspects in
the Philippine culture. This can also be a basis for other researchers studying about
subject.
CHAPTER II
Game
sometimes used as an educational tool. Games are distinct from work, which is usually
carried out for remuneration, and from art, which is more often an expression of aesthetic
or ideological elements. However, the distinction is not clear-cut, and many games are
goals, rules, challenge, and interaction. Games generally involve mental or physical
stimulation, and often both. Many games help develop practical skills, serve as a form
(Wikipedia, 2016).
the Philippines, due to limited resources of toys of Filipino children, they usually come up
on inventing games without the need of anything but the players themselves. With the
flexibility of a real human to think and act makes the game more interesting and
NGO for Arts and Culture), confirms that the Traditional Filipino Games are very much
alive in the Philippines. It is not true that the Filipino Street Games are no longer played,
as some would say that it has vanished in Philippine society in the age of computers and
high-tech gadgets. In many urban and rural areas, a great majority of Filipino children
still play outdoor street games as most of them are still unable to own expensive high-tech
gadgets. Games like Patintero, TumbangPreso, Piko, Sipa, Turumpo, and many others,
are very much alive and played daily in the neighborhood. One of the main reasons why
some children stop playing the Filipino games is because Western sports activities (i.e.,
schools. With lack of organized sports activities for Filipino street games, children would
just move on leaving the games of their childhood in the streets (Wikipedia, 2016).
There are over thirty eight (38) known Filipino games, and many of these are as
Traditional games widely known as Laro ng Lahi are Hispanic in origin. It is not
only played by youngsters but also by anybody who love childish humor. While these
games are recreational in nature, they are also used to test an individual or group’s
strength, endurance and dexterity. Awareness and knowledge of these "MgaLaro ng Lahi"
helps every Filipino develop a sense of nationalism and the recognition of national
identity as a Philippine culture. The games are classified into individual, dual, and team
pointed out that traditional, ethnic or indigenous games are shared communally within the
Philippine context, The notion "traditional game" implies several criteria: (1) a game
should belong to folk traditions, (2) it should demonstrate the spiritual potent of the
ethnos, (3) it should be accepted as non-official structure of non-ruling strata, (4) it should
not be fixed in the form of documents, (5) the creativity of players should be collective
temporal, spatial and cultural context. The historical geography of traditional games have
been limited to rural areas where playgrounds are a lot wider, where nature abounds in
providing the needs for children's toys, where children are healthier because they can
address their need to enjoy themselves while flexing their muscles and developing
physical and mental alertness and discipline. Traditional games during the pre-Hispanic
period naturally engaged in certain forms of physical activity incidental to the Filipino
people's living. Boys were taught the masculine arts by their fathers, for which these
children eventually became the fighters, farmers, hunters, fishermen, sailors, miners,
shipbuilders, and smiths. Girls, on the other hand, were tutored in the household crafts by
their mothers, such as cooking, sewing, weaving, and stock raising. During the period of
colonization, children's games were used as propaganda tools. Such is in the case of the
Spanish regime, where games were used to propagate Christianity and the Hispanic
culture. Games had to be appropriate for the catechized, sanitized and sanctified bodies of
Generation Z
the demographic cohort following the Millennials. There are no precise dates for when
this cohort starts or ends; demographers and researchers typically use starting birth years
ranging from the mid-1990s to early 2000s and ending birth years ranging from the late
A significant aspect of this generation is its widespread usage of the Internet from
a young age. Members of Generation Z are typically thought of as being comfortable with
technology, and interacting on social media websites for a significant portion of their
socializing. Some commentators have suggested that growing up through the Great
Recession has given the cohort a feeling of unsettlement and insecurity. (Wikipedia.2016)
educational, cultural, and socio‐civic programs at the grassroots of society; an arts and
cultural organization NGO implementing programs at the grassroots of society with social
entrepreneurial skills and capabilities, with the aim to improve the well-being Filipino
conducts cultural programs in engaging sector-communities, such as: art activities, theater
and social progress. Magna Kultura harnesses the talents of local people, building their
capacity to sustain projects, to create a more lasting legacy (Magna Kultura Foundation,
2006).
Transforming people and society is what Magna Kultura's work is all about. The
Foundation provides nets for citizens to harness possibilities for driving a creative
community. Magna Kultura creates advocates in communities, train them to develop and
build ecosystems for transformation. It goes beyond implementing "do well for the
livelihood social enterprise. Magna Kultura uses arts and culture combined with
social enterprise activities to extend the benefits of the activities with livelihood
returns for participants of the programs and for local citizens in the communities (Magna
local civic groups and organizations with social entrepreneurial skills and capabilities to
communities with programs that delivers educational values, at the same time, providing
associations, schools and universities, and other civic organizations (Magna Kultura
Foundation, 2006).
volunteer support of over 1,500+ artists and educators; along with a data-base
network/linkage with over 80,000 retail sari-sari stores in Metro-Manila, which the
METHODOLOGY
setting, sampling technique and the preparation and validation of the instrument used in
gathering the data needed by the researchers. It also includes the data gathering procedure
Setting
The study was conducted within the Congressional National High School,
Dasmariñas City using the survey questionnaire method. Respondents were the
Sampling Method
This study utilized the Simple Random Sampling method. Simple random
sampling often called an SRS which Moore and McCabe define as follows: "A simple
random sample (SRS) of size n consists of n individuals from the population chosen in
such a way that every set of n individuals has an equal chance to be the sample actually
selected."
The design is not supposed to influence the subject’s behavior in any way. Most
types of simple random sampling methods include surveys, analyses, case studies,
For this study, factors that affect the popularity of traditional Filipino games were
determined using a survey questionnaire. With the nature of the present study, simple
process to get factors that affect the popularity of the traditional Filipino games in
Congressional National High School. The survey questionnaire was validated by the
research adviser. This was used because it gathers data faster than any method. Besides,
the participants were the Senior High School students particularly the STEM Strand and
they are very literate, they could read and answer with ease. The questionnaire contains
the following parts. The first part is the demographic profile of the participants. The
remaining part of the questionnaire is based on knowledge given and created by the
researchers. A scale of 3-1 will also be used with 3 being highest rate of popularity and 1
Prior to data gathering, permission to conduct the study was secured from the
Research Adviser and was being validated. Then, permission to conduct the survey was
secured from the STEM strand of the selected Senior High School students.
questionnaire was done after the participants answered the set of questions.
Statistical tool
mean, range, percentage, and ranking were used to answer the objectives of this study.
To present the profile of the participants, the statistical tools that were used are
To present the sources of information regarding the factors that affect the
popularity of traditional Filipino games 3-1 scale used simple ranking to evaluate.
To determine the factors that affect the popularity of traditional Filipino games in
Congressional National High School, the statistical tools that were used are frequency
The data gathered from the participants were recorded, tallied, classified,
tabulated, and interpreted using descriptive statistics. Percentage was used to describe the
respondent’s demographic profile in terms of age and socioeconomic status. The formula
Percentage (%) = f
Fx100
Where:
% = Percentage Distribution
Thus, weighted mean will be used to determine the level that could lead to find the
factors that affect the popularity of traditional Filipino games for the selected Senior High
Xw = WX
N
Where:
W = weighs (3, 2, 1)
This chapter sought to discuss and present the analysis of the results of this study.
The researchers conducted data gathering procedures last September 27, 2016.
Questionnaires were distributed using simple random sampling. From total participants of
Table 1
Frequency
Age From From From TOTAL Percentage
1998-2004 2005-2010 2011-2016
16 280 62 26 368 57.5%
17 135 22 40 197 30.8%
18 50 11 14 75 11.7%
Total 465 95 80 640 100%
Table 1.Shows the different ages of the participants. Majority of the answers was
from 1998-2004 with the total number of 465 due to the fact that their childhood falls
from that age. According to Wikipedia 2016, in many urban and rural areas, a great
majority of Filipino children still play outdoor street games as most of them are still
unable to own expensive high-tech gadget due to limited resources of toys of Filipino
children, they usually come up on inventing games without the need of anything but the
players themselves. Then from 2005-2010 with the total number of 95 which is according
to Wikipedia 2016, some would say that it has vanished in Philippine society in the age of
computers and high-tech gadgets. One of the main reasons why some children stop
playing the Filipino games is because Western sports activities (i.e., basketball or
volleyball) are more prominently organized in local Barangays and in schools. With lack
of organized sports activities for Filipino street games, children would just move on
leaving the games of their childhood in the streets. Lastly from 2011 up to present with
the total number of 80which got the lowest limit which is according to New York Times
(2016)“When I think of Generation Z, technology is the first thing that comes to mind,”
said Emily Citarella, a 16-year-old high school student in Atlanta. “I know people who
have made their closest relationships from Tumblr, Instagram and Facebook.” Generation
Z is the first generation to be raised in the era of smartphones. Many do not remember a
time before social media. As a result, they tend to live much more of their entire lives
from interacting with friends and family to making major purchases online and via their
smart phones. This could have profound implications for everything from their
relationships and how they learn to virtual reality training and problem-solving.
with technology, and interacting on social media websites for a significant portion of their
socializing. Some commentators have suggested that growing up through the Great
Recession has given the cohort a feeling of unsettlement and insecurity (Wikipedia 2016)
2. What is the demographic profile of the participants in terms of socioeconomic
status;
Table 2
Socioeconomic Status of the Participants
Total
Position From From From TOTAL Percentage
1998-2004 2005-2010 2011-2016
Upper Class 0 0 0 0 0%
Middle Class 105 99 89 293 45%
Lower Class 219 105 23 347 54%
Total 324 204 112 640 100%
Table 2 Indicates the percentage of the division of the participants into two
socioeconomic class particularly lower class and middle class. This is in accordance with
the requirements of the study. According to Magna Kultura Foundation 2006, the
community development and social progress despite of social status they belong. It was
visible that more than half of the rate from the lower class played traditional Filipino
games than middle class because according to National Commission for Culture and he
Arts 2015, traditional and high-tech games are simultaneously played around the country.
As part of Filipino pastime, especially in the rural areas and during moonlit nights, the
neighbourhood gathers and shares games in the plazas, open areas, and main roads, trying
different sets of games and interacting with each other as part of their recreation,
Table 3
Popularity of the time frame from 1998-2004
Statement Weighted Mean Interpretation
1 2.7
Highest rate of Popularity
2 2.46
Highest rate of Popularity
3 2.28
Average rate of Popularity
4 2.16
Average rate of Popularity
5 2.46
Highest rate of Popularity
6 2.46
Highest rate of Popularity
7 2.28
Average rate of Popularity
8 2.46
Highest rate of Popularity
9 1.98
Average rate of Popularity
10 2.22
Average rate of Popularity
11 2.1
Average rate of Popularity
12 2.46
Highest rate of Popularity
total 2.34
Highest rate of Popularity
Table 3. Indicates that level of popularity in the time frame from 1998-2004 is in the
“Highest rate Popularity” with the total weighted mean of 2.34. Statement number 1 got
the highest weighted mean of 2.7 and interpreted as highest rate of popularity. The second
leading weighted mean which 2.46 are the statement numbers 2,5,6,8 and 12 which also
interpreted as highest rate of popularity. The remaining statements got the interpretation
of average rate of popularity. None of the statements in this time frame got the
interpretation of lowest rate of popularity. Therefore in this time frame the level of
popularity is in the highest rate which means no factors was being affect the popularity of
4. How popular the traditional Filipino games from 2005-2010 for the selected
Table 4
1 0.42
Lowest rate of Popularity
2 0.36
Lowest rate of Popularity
3 0.48
Lowest rate of Popularity
4 0.6
Lowest rate of Popularity
5 0.48
Lowest rate of Popularity
6 0.6
Lowest rate of Popularity
7 0.24
Lowest rate of Popularity
8 0.58
Lowest rate of Popularity
9 0.42
Lowest rate of Popularity
10 0.18
Lowest rate of Popularity
11 0.54
Lowest rate of Popularity
12 0.84
Lowest rate of Popularity
total 0.49
Lowest rate of Popularity
Table 4. Indicates that level of popularity in the time frame from 2005-2010 is in the
“Lowest rate of Popularity” with the total weighted mean of 0.49. All of the statement got
the interpretation of lowest rate popularity therefore in this time frame the level of
popularity is in the lowest rate which means there are now factors were being affect the
5. How popular the traditional Filipino games from 2011-up to present for the
Table 5
1 0.06
Lowest rate of Popularity
2 0.54
Lowest rate of Popularity
3 0.36
Lowest rate of Popularity
4 0.54
Lowest rate of Popularity
5 0.36
Lowest rate of Popularity
6 0.48
Lowest rate of Popularity
7 0.78
Lowest rate of Popularity
8 0.54
Lowest rate of Popularity
9 0.6
Lowest rate of Popularity
10 0.6
Lowest rate of Popularity
11 0.66
Lowest rate of Popularity
12 0.3
Lowest rate of Popularity
total 0.485
Lowest rate of Popularity
Table 5. Indicates that level of popularity in the time frame from 2011-up to present is in
the “Lowest rate of Popularity”with the total weighted mean of 0.485. All of the
statements got the interpretation of lowest rate popularity therefore in this time frame the
level of popularity is in the lowest rate which means there are also factors that were being
affect the popularity of the traditional Filipino games from the year 2011-up to present
Table 6
Overall Level of Popularity of the traditional Filipino games in Congressional National
High School of the selected Senior High School students.
From
From From
2011
1998 2005 Verbal
up to Mean
to to Interpretation
prese
2004 2010
nt
1. Traditional Filipino games are Lowest rate of
2.7 0.42 0.06 1.06
popular. Popularity
2. Traditional Filipino games are Lowest rate of
2.46 0.36 0.54 1.12
highly favoured than gadgets. Popularity
3. Traditional Filipino games give Lowest rate of
2.28 0.48 0.36 1.04
pleasure during leisure time. Popularity
4. Traditional Filipino games are
Lowest rate of
worth exerting time than video 2.16 0.6 0.54 1.1
Popularity
games.
5. Traditional Filipino games are
Lowest rate of
more interacting and socializing 2.46 0.48 0.36 1.1
Popularity
than internet games.
6. Traditional Filipino games were
Lowest rate of
like to play by the teenagers 2.46 0.6 0.48 1.18
Popularity
outside their house.
7. Traditional Filipino games are
Lowest rate of
more relaxing than using 2.28 0.24 0.78 1.1
Popularity
gadget/devices.
8. Traditional Filipino games are
Lowest rate of
usually played by the teenagers 2.46 0.58 0.54 1.16
Popularity
after class.
9. Traditional Filipino games
Lowest rate of
encompass personal development 1.98 0.42 0.6 1
Popularity
than high-tech games.
10. Traditional Filipino games
particularly street games are more Lowest rate of
2.22 0.18 0.6 1.04
indulging to the teenagers than Popularity
computer games.
11. Traditional Filipino games are
more prominently organized in Lowest rate of
2.1 0.54 0.66 1.1
community than western sports Popularity
activities.
12. Traditional Filipino games are as Lowest rate of
2.46 0.84 0.3 1.2
challenging and competitive as Popularity
western games.
Lowest rate
OVERALL 2.34 0.49 0.485 1.1
of Popularity
Table 6 indicates that the 3 given time frame got an overall mean of 1.1 which indicates
that their rate of popularity is only on the “Lowest rate of Popularity”. Time frame from
1998-2004 got the highest mean score of 2.7 and the lowest mean of 1.98. Time frame
from 2005- 2010 got the highest mean of 0.18 and low means of 0.84.While the time
frame from 2011 up to present got the highest mean of 0.3 and the lowest mean of 0.66.
The three timeframe got the lowest overall mean score of 1.1. Their total mean scores are
The indicator number 9 got the lowest mean of 1 which pertains to the Technology Factor
than high-tech games”. The second lowest mean score of 1.04 was the indicator number
10 that also pertains to Technology Factor and the indicator number 3 which pertains to
Time Factor. According to Nila Eslit in her article “Bringing Back Filipino games 2015”
that the advent of computer games has dramatically overshadowed traditional Filipino
games. Children of the present generation tend to prefer sitting in front of the computer
playmates.
Other Factors that were being hidden in the questions were popularity factor which
contains the numbers of 1, 3, and 11, generation factor which contains the numbers of 6, 8
and lastly the foreign games factor which contains the numbers 11, 12. The rest falls
under technology and time factors. The essence of traditional Filipino games is
Table 7
Table 6.Indicates the factors that affect the Popularity of traditional Filipino games in
Congressional National High School. As you can see above the Technology Factor has
the highest percentage of 57.5 % followed by Popularity factor with the percentage of
30.8% and Time factor that got the lowest percentage of 11.7 %.
The technology has its impact on people of all fields and ages. It has impacts on children
as well. As you know, everything has its positive and negative impacts. Same is the case
with the technology’s impacts on children. For the proper growth of your children, it is
highly necessary for you to have knowledge of positive and negative impacts of
technology on them.
CHAPTER V
This chapter presents the summary of the findings of the study. This also presents
the conclusion made by the researchers and also the recommendations to other institutions
Summary
This study aimed to determine the factors that affect the popularity of the
conducted data gathering procedures last September 27, 2015 inVia Verde, San Agustin
II, Dasmarinas City using simple random sampling technique. To determine the
demographic profile of the respondents in terms of age and socioeconomic status the
researchers used the percentage formula. Regarding the factors that affect the popularity
of the Filipino traditional games the researchers aligned the study with SOP number 3. In
the level of popularity of the selected Senior High School students in the STEM Strand,
the statistical tool used was weighted mean. The summary of the collected data from the
The three given time frame got an overall mean of 1.1 which indicates that
their rate of popularity is only on the “Lowest rate of Popularity”. Their total mean scores
Each questions in the questionnaire has a corresponding factor hidden and was being
Popularity was also a variable that was measured through the aid of SOP number
3 The level of popularity of the three time frame was measured using a scale of 1 to 3; 3
being the highest. The highest mean scores of the three timeframe are 2.7, 0.18 and
0.3.The lowest mean scores of the three time frame are 1.98, 0.84 and 0.66. Their overall
mean scores per time frame are 2.3, 0.49 and 0.485. Their overall popularity got a total
In line with the SOP number 6 the data was also showed which is the focus of the study
the factors that affect the popularity of traditional Filipino games. Technology Factor has
the highest percentage of 57.5 % followed by Popularity factor with the percentage of
30.8% and Time factor that got the lowest percentage of 11.7 %.
Conclusion
Play is critical for children’s development because it provides time and space for
children to explore and gain skills needed for adult life. Children’s playtime has steadily
decreased due to limited access to play spaces, changes in the way children are expected
to spend their time, parent concerns for safety, and digital media use. Playing in the mud,
making daisy chains and climbing trees are simple pleasures that have defined childhood
for generations. But such youthful pursuits appear to be dying out as an increasing
Researchers say dozens of outdoor activities that were almost universally enjoyed
a generation ago are falling out of favor. Experts believe the lack of outdoor activity is
having a significant impact on children’s health, with exercise low in their priorities.
As you know, everything has its positive and negative impacts. Same is the case
with the technology’s impacts on children. For the proper growth of your children, it is
highly necessary for you to have knowledge of positive and negative impacts of
technology on them.
Recommendation
The selected Senior High School Students from STEM strand at Congressional
National High School have a significant role in the traditional Filipino games because
they were once a child that played these games and is part of our cultural heritage and
To the generation Z that are truly the 21st Century generation, with the whole of
their formative years lived in the midst of the popularity of these latest game gadgets and
traditional games in remembering our ancestry’s contribution that must not lay aside and
obliterate.
To the local community, the researchers recommend that they should implement
at least once a year team-building Larong Pinoy Sports Fests in making a part of creating
youthful energy and fun community atmosphere. The researchers hope that more children
even the youth participating from the vicinity would be a huge factor in encouraging other
people in bringing it back into the hearts of Filipinos, as they re-discovered the fun of
feedback from this study as understanding real-life aspect of Philippine culture. This can
also be a basis for other researchers studying about traditional Filipino games and can be
a reference for their studies on the same subject. Another possible research is the guess
References
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http://www.hfrr.kstate.edu/DesktopModules/ViewDocument.aspx?DocumentID=2122
http://iccp-play.org/documents/brno/meire.pdf and
http://www.ks.be/docs/LITERATUURSTUDIE%20SPELEN.pdfp. 1.
http://www.earlychildhoodnews.com/earlychildhood/article_view.aspx?ArticleID=618
http://www.academiccolab.org/resources/documents/edreacher-submitted.pdf
http://forum.jefmart.com/index.php?topic=89.0;prev_next=next
Data Table
GAMES QUESTIONNAIRE
DESCRIPTION: Good Day Congressionalians! To help us know the Factors that really
affect the popularity of traditional Filipino Games, we would like to take a few minutes of
your time to evaluate the following statements given. This will assist us in understanding
the changes that happens to traditional Filipino Games on the different time intervals. We
appreciate your participation in this questionnaire and Thank You for cooperation.
Direction: Write the numbers to the blank provided corresponds to any number written
below each item to best express your opinion by using the following legendary:
3- Highest 2- Average 1-Lowest