Factors That Affect The Popularity of Traditional Filipino Games

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Republic of the Philippines

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

FACTORS THAT AFFECT THE POPULARITY OF TRADITIONAL FILIPINO

GAMES FOR THE SELECTED STUDENTS OF STEM STRAND IN

CONGRESSIONAL NATIONAL HIGH SCHOOL

PREPARED BY:
STEM 11-2
ALVAREZ, JOHN EMMANUEL F.
GABON, RAFAEL M.
JABONERO, KADYMARS G.
MANLANGIT, MAY ANN H.

MR. MARVIN A. MELENDRES


Understanding Culture, Society and Politics Teacher 11
CHAPTER I

INTRODUCTION

Background of the Study

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.

Traditional Filipino Games or traditional games in the Philippines are games

commonly played by children, usually using native materials or instruments. In

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

simply have fun with it.

Objective of the Study

1. To determine the demographic profile of the participants in terms of:

 Age; and

 Socio-economic Status

2. To determine the popularity of the traditional Filipino games in Congressional

National High School.

 from 1998-2004

 from 2005-2010

 from 2011-up to present

3. To determine the factors that can affect the popularity of the traditional Filipino

games in Congressional National High School.

Statement of the Problem

This study aims to determine the factors that will affect the popularity of the

traditional Filipino games in Congressional National High School. Specifically, the

proponents pursued to answer the following questions:

1. What is the demographic profile of the participants in terms of:

A. Age; and

B. Socio-economic Status

2. How popular the traditional Filipino games with the given timeframe for the

selected Senior High School students of Congressional National High School?


3. What are the factors that will affect the popularity of the traditional Filipino

games?

Theoretical/ Conceptual Paradigm

INPUT PROCESS OUTPUT


SS
1. Demographic profile of

the participants in terms

of:

- Age; and Data Gathering

-Socioeconomic status Determine the Factors that


Survey
2. Popularity of the Affect the Popularity of
Collection of Data
traditional Filipino Traditional Filipino Games in
Analysis and Interpretation
games of Data Congressional National High

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.

Scope and Delimitation

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

STEM strand to complete the 50 respondents needed.

Significance of the Study

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

their strategy to preserve these traditional Filipino games.

Congressional National High School. This proposed study will serve as a guide

in executing future plans for the school’s activities.

Students. This proposed study will inspire them to recall and indulge themselves

again to these ignored recreational activities.

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

traditional Filipino games.


Future Researchers. This study can be a reference for their studies on the same

subject.

CHAPTER II

REVIEW OF RELATED LITERATURE

Game

A game is structured form of play, usually undertaken for enjoyment and

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

also considered to be work (such as professional players of spectator sports or games) or

art (such as jigsaw puzzles or games involving an artistic layout such

as Mahjong, solitaire, or some video games). Key components of 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

of exercise, or otherwise perform an educational, simulation, or psychological role

(Wikipedia, 2016).

Traditional Filipino Games

Traditional Filipino Games or traditional games in the Philippines are games

commonly played by children, usually using native materials or instruments. In

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 (Wikipedia, 2016).

Dickie Aguado, Executive Director of Magna Kultura Foundation (a Philippine

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.,

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 (Wikipedia, 2016).

There are over thirty eight (38) known Filipino games, and many of these are as

challenging and competitive as Western games (Wikipedia, 2016).

 Agawangsulok  Jack 'n' Poy  Presohan


 Sekyu Base  Juego de Anillo  Sambunot
 Araw-Lilim  Juego de Prenda  Sawsaw-Suka
 Bahay-Bahayan  Kapitangbakod  Sipa
 Bati-Cobra  Langit-Lupa  Taguan
 Bulong-Pari  Lagundi  Takip-Silim
 Calahoyo  Lawin at Sisiw  Teks
("Hole-in")  Luksong-tinik  Ten-Twenty
 Chinese Garter  Luksong-Baka  Tinikling
 Declan Ruki  Palosebo  Tsato / Siyato
 Hand clapping  Pataypatayan  TumbangPreso
games  Pitik-Bulag  UbusanLahi
 Holen  Patintero
 Iring-Iring  Piko

Filipino Indigenous Games

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

games (Project EASE, 2010).

According to a research article by Charita A. Delos Reyes (2010), major studies

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

and anonymous (Project EASE, 2010).

The social history of traditional children's games in the Philippines reflects a

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

boys and girls (Project EASE, 2010).

Generation Z

Also known as Post-Millennials, the iGeneration, or the Homeland Generation is

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

2000s to early 2010s.

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)

Magna Kultura Foundation

Magna Kultura Foundation is an education‐for‐development NGO implementing

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

citizens and communities (Thesis BOOM, 2012).

Magna Kultura specializes in developing community engagement campaigns that

connects with various sector organizations, like village-community associations, school

and universities, transport organizations, and civic organizations. The Foundation

conducts cultural programs in engaging sector-communities, such as: art activities, theater

performances, indigenous sports events, and other socio-cultural activities (Magna

Kultura Foundation, 2006).


Social and cultural entrepreneurship embodies the organization' programs. The

advocacies implemented by Magna Kultura transform people and communities. In all

areas of operation, it influences citizens to become advocates for community development

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

people" projects. The Foundation work in partnership with local organizations

in developing programs beneficial to society: from cultural and educational activities, to

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

Kultura Foundation, 2006).

Magna Kultura is an arts and cultural organization NGO implementing

educational, cultural, and socio-civic programs at the grassroots of society; supporting

local civic groups and organizations with social entrepreneurial skills and capabilities to

organize projects that will improve the well-being fellow-Filipinos in communities

(Magna Kultura Foundation, 2006).

Magna Kultura Foundation is a non-stock, non-profit corporation; a non-

government organization, registered with the Securities Exchange Commission

with S.E.C. No. CN200312428. Created as an Education-For-Development organization,


Magna Kultura Foundation is geared towards supporting arts and culture in Philippine

society, while improving the lives of Filipino communities by providing cultural,

educational and social entrepreneurial skills. Magna Kultura Foundation engages

communities with social marketing programs: organizing leadership training, livelihood

programs, socio-civic activities; as well, as corporate social responsibility (CSR) efforts

at the grassroots of Philippine society (Magna Kultura Foundation, 2006).

Magna Kultura implements cultural activities as an "economic engine" to enrich

communities with programs that delivers educational values, at the same time, providing

possible activities with livelihood opportunities for citizens in the city-district of

operation. Magna Kultura specializes in developing community engagement programs;

working in collaboration with various sector organizations, Barangay and village

associations, schools and universities, and other civic organizations (Magna Kultura

Foundation, 2006).

In implementing, Magna Kultura develops local citizen-advocates, while creating

an ecosystem for transformation. To date, Magna Kultura operates nationwide with

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

Foundation supports as SMEs (Magna Kultura Foundation, 2006).


CHAPTER III

METHODOLOGY

This chapter presents the methodology of the research as embodied by research

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

and statistical treatment which helped to analyze the data.

Setting

The study was conducted within the Congressional National High School,

Dasmariñas City using the survey questionnaire method. Respondents were the

participants of selected students of Congressional National High School specifically the

Senior High School at STEM Strand.

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,

observations and review of published reports or results.

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

random sampling design was used.


Research instrument

The researchers designed a self-administered questionnaire for the data-gathering

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

as the lowest rate of popularity.

Data Gathering Procedure

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.

Questionnaires were personally distributed by the researchers. Collection of the

questionnaire was done after the participants answered the set of questions.

Statistical tool

Descriptive statistical procedures were used to present the frequency distribution;

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

frequency distribution, percent and cumulative percent.

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

distribution, range and weighted mean.

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

was presented below.

Percentage (%) = f
Fx100

Where:

% = Percentage Distribution

f =the sum of frequency

F = Total number of Frequency

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

School students in STEM strand in Congressional National High School.

Xw = WX
N

Where:

W = weighs (3, 2, 1)

X = number of participants per factor and popularity

N = the total number of participants


CHAPTER IV

PRESENTATION, ANALYSIS AND INTERPRETATION OF RESULTS

This chapter sought to discuss and present the analysis of the results of this study.

Tables were used to easily identify differences between results.

A legend of interpretations was used to determinethe Factors that Affect the

Popularity of Traditional Filipino Games. The legend interpretations are as follows:

Scale, Range and Verbal Interpretations of the Scales

Scale Range Verbal Interpretation


3 2.50-3.00 Highest rate of Popularity
2 1.50-2.49 Average rate of popularity
1 1-1.49 Lowest rate of Popularity

The researchers conducted data gathering procedures last September 27, 2016.

Questionnaires were distributed using simple random sampling. From total participants of

50, the following results were obtained:

1. What is the demographic profile of the participants in terms of age;

Demographic Profile of the Participants

Table 1

Age of the Participants

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.

In fact 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)
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

Foundation conducts cultural programs in engaging sector-communities, such as: art

activities, theater performances, indigenous sports events, and other socio-cultural

activities. In all areas of operation, it influences citizens to become advocates for

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,

socialization, and relaxation after a hard day’s work.


3. How popular the traditional Filipino games from 1998-2004 for the selected

Senior High School students of Congressional National High School?

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

the traditional Filipino games from the year 1998-2004.

4. How popular the traditional Filipino games from 2005-2010 for the selected

Senior High School students of Congressional National High School?

Table 4

Popularity of the time frame from 2005-2010


Statement Weighted Mean Interpretation

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

popularity of the traditional Filipino games from the year 2005-2010.

5. How popular the traditional Filipino games from 2011-up to present for the

selected Senior High School students of Congressional National High School?

Table 5

Popularity of the time frame from 2011-up to present

Statement Weighted Mean Interpretation

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

2.3, 0.49 and 0.485.

The indicator number 9 got the lowest mean of 1 which pertains to the Technology Factor

as the question stated “Traditional Filipino games encompasses personal development

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

and immersing themselves in a different “playground”, instead of interacting with actual

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

something that many children of the present generation fail to enjoy.


6. What are the factors that affect the popularity of the traditional Filipino games?

Table 7

Factors That Affect the Popularity of Traditional Filipino Games in


Congressional National High School
Frequency
Factors From From From TOTAL Percentage
1998-2004 2005-2010 2011-2016
Technology
280 62 26 368 57.5%
Factor
Popularity
135 22 40 197 30.8%
Factor
Time
50 11 14 75 11.7%
Factor
Total 465 95 80 640 100%

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

SUMMARY, CONCLUSION AND RECOMMENDATION

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

and for the development of further studies.

Summary

This study aimed to determine the factors that affect the popularity of the

traditional Filipino game in Congressional National High School. The researchers

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

selected students of CNHS were as follows:

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

are 2.3, 0.49 and 0.485.

Each questions in the questionnaire has a corresponding factor hidden and was being

analysed after the data gathering.

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

mean score of 1.1 which put them to “Lowest Rate of Popularity”.

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

number of children play computer games instead.

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

treasure. Thus, the following recommendations are offered for consideration:

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

non-Filipino sports, the researchers would recommend to indulge themselves to these

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

playing Larong Pinoy.

To the future researchers, follow up is recommended. This would involve the

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

satisfaction of the popularity of the traditional Filipino games.


VI. REFERENCES AND APPENDEXES

References

Anna Chernaya, The Game Culture Within the Power of Tradition,

http://www.csuchico.edu/kine/tasp/06prespapers/chernayagameculturepaper.pdf

Classical Theories of Play and Recreation,

http://www.hfrr.kstate.edu/DesktopModules/ViewDocument.aspx?DocumentID=2122

Children’s Games, http://library.thinkquest.org/26408/feature/children.shtml

Johan Meire, Qualitative research on children´s play: A review of recent literature

(Belgium: Childhood &Society Research Centre),

http://iccp-play.org/documents/brno/meire.pdf and

http://www.ks.be/docs/LITERATUURSTUDIE%20SPELEN.pdfp. 1.

Carolyn R. Tomlin, Play: A Historical Review.

http://www.earlychildhoodnews.com/earlychildhood/article_view.aspx?ArticleID=618

Theories of Play, http://www.faqs.org/childhood/Th-W/Theories-of-Play.html

Games as Ideological Worlds,

http://www.academiccolab.org/resources/documents/edreacher-submitted.pdf

The Effects of Games on Children,

http://forum.jefmart.com/index.php?topic=89.0;prev_next=next
Data Table

Table 1 ..................................................Age of the Participants

Table 2.................................................Socioeconomic Status of the Participants

Table 3...............................................Popularity of the time frame from1998-2004


Table 4..............................................Popularity of the time frame from2005-2010
Table 5.............................................Popularity of the time frame from2011-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.
Table 7..........................................Factors That Affect the Popularity of Traditional
Filipino Games in Congressional National High School
CONGRESSIONAL NATIONAL HIGH SCHOOL
Via Verde Village, San Agustin II, City of Dasmariñas

FACTORS THAT AFFECTS THE POPULARITY OF TRADITIONAL FILIPINO

GAMES QUESTIONNAIRE

Name (optional): Age:


Socio-economic Status: Date:

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

From 1998 From 2005 From 2011


to 2004 to 2010 up to present
13. Traditional Filipino games are
popular.
14. Traditional Filipino games are
highly favoured than gadgets.
15. Traditional Filipino games gives
pleasure during leisure time.
16. Traditional Filipino games are
worth exerting time than video
games.
17. Traditional Filipino games are more
interacting and socializing than
internet games.
18. Traditional Filipino games were
like to play by the teenagers outside
their house.
19. Traditional Filipino games are more
relaxing than using gadget/devices.
20. Traditional Filipino games are
usually played by the teenagers
after class.
21. Traditional Filipino games
encompasses personal development
than high-tech games.
22. Traditional Filipino games
particularly street games are more
indulging to the teenagers than
computer games.
23. Traditional Filipino games are more
prominently organized in
community than western sports
activities.
24. Traditional Filipino games are as
challenging and competitive as
western games.

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