Sto. Tomas National High School Senior High School
Sto. Tomas National High School Senior High School
Chapter I
INTRODUCTION
simple living turns into modernized lifestyle. The world changes every day
without most of individuals noticing it. But as they look back in history, it’s
and truly jump out and become real. Out of all the changes in history, the most
significant change that has made great impact is the change in education
years in Junior High School and additional 2 years in Senior High school) to
learners, and prepare graduates for tertiary education, middle level skill
accumulation to that, this program of the government have six salient features;
learning, forth building skills, fifth- gearing up for the future and last
2
Nurturing the fully developed Filipino (Mendoza, 2018). As stated to the order
signed by the Former DepEd Secretary Armin Luistro, The K-12 Education
Program uses a standard and competency based grading system. All grades will
examinations (Kyoshaba, 2009). Various studies have been carried out the
and health are the factors that affect the demand of education. These factors
the other hand, with the emerging technological advancements, there are new
factors that may affect the quality of education and academic performance of
students (Oliveres and Sapio, 2007, 17-18). Several studies were conducted to
3
(Griffths & Davis, 2005). More recently, with the rapid diffusion of broadband
Internet services and high-end graphic cards for computers and console
systems, online video games- games played over certain online networks
(primarily the internet)- have become more popular and attractive than ever
before (Sherry & Bowman, 2007). Hall (2005) also supported this statement
when he stressed that online gaming has become increasing popular over the
past few years. One reason for the popularity of online games was that they
meld the fun and challenge of the video games with the rewarding social
plays realistic image and sounds. Virtual worlds in online games are created by
player is visiting a real site location so they are not easy to get bored. In fact, in
the study of Bogost and Porembra (2017) also find that online video games are
popular because their storyline are based on actual events or movie storylines.
4
Addiction has recently gained volume due to the rise of computer gaming in the
past two decades as well as the availability of computers to the general public.
Academic Achievement of students, this means that students who spend more
time playing online games rather than doing and accomplishing their
homework and school requirements tend to have a low and poor academic
when they found out that there is a negative relationship between playing
(2004) found out that gaming addiction physically affects the academic
and Dill (2002) also studied online video games and aggression and they stated
that not only gaming have a direct impact on the performance, but it also
estimated 4.2 billion people have internet access worldwide- and half of the
studies on Internet Games addiction published between 1998 and 2016, and
revealed that addiction on online games are indeed becoming more prevalent.
criteria for gaming addiction. These adolescents were mostly males and had
problem faced by this country. The story of a 19-year old male student residing
in Tokyo who started playing online games on his cell phone when he was in
junior high school, who is always late in coming to school due to lack of sleep
and had lost noticeable amount of weights as well as he doesn’t perform well
games. As a matter of fact, study conducted by Iris Gulbe, Jessie Casia, Alexis
Conde and Joseph Cruz Jr. Year 2016 in Cebu where among Bachelor of
online games and their academic performance were neglected. This is the
university had been observed to be engaging in online gaming and cited to have
a negative effects and it also give rise to associated risks in student’s life and
they tend to fail or quit in school. They back up by a number of students in the
university who failed and quit the school. The findings of the study revealed
that the level of their online gaming addiction affects their academic
In Sto. Tomas National High School, it was observed that almost 50% of
the students are playing online games and some of them are considered
addicted on it. It was witnessed that some of them neglected their studies
because they spend more time playing online games than focusing on their
negatively. Every day, especially during vacant time, instead of doing their
together with their friends and play online games like Mobile Legends Bang
Bang and PUBG. Some of them are not even attending their classes and
staying outside the campus playing mobile games. With that, the
smartphones, tablets, laptops, and other gaming consoles have been proven to
7
cause negative effects on children’s behaviour and study habits. This policy is
which reiterates the Department’s previous as DO. 26, s.2000 and DO. 70,
s.1999 both, of which impose a ban on the use of cellular phones by students
memo no.27, series of 2018, the use of cell phones or any other mobile
technological devices within school premises have various negative effects not
only to the students but teachers as well. She also further explained that using
of cell phones inside the classrooms doesn’t only affects the academic
performance of the students but also the behaviour inside and outside the
distraction.
The policy includes that students must surrender their phones before
their first subject period in both morning and afternoon classes. The time of
collecting the phones in the morning is 5 minutes before 7:30 and 5 minutes
before 1 o’clock in the afternoon. Students can only get their phones after their
last period. Violations of the said policy will be given appropriate penalties. If
student did not submit the phone or caught on using phones during class
hours, for the first offense the phone will be confiscated by the adviser or
8
subject teacher for one day and for the second offense the phone will be
confiscated for 1 week. However, phones can still be used by the student for
research purposes provided that there is a permission coming from the subject
study the level of addiction of Junior and Senior High School students.
Relevantly, the researchers will also give awareness and will enlighten the
disproportionately.
9
Framework
Online games are video game played over some form of computer
network which are usually the internet or equivalent technology. Online games
the users to express themselves, to explore the world and seek self-recognition.
This study is associated with the following theories: The flow theory, and
Self-determination Theory.
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Flow Theory
people are so obsessed in an activity that nothing else seems to matter. The
concept of this theory refers to optimal and very pleasing activities experienced
for its own sake, with little concern for what they will get out of it even when it
from using the internet and had been argued that creating compelling internet
Online games have many features that encourage flow states, including
and the ability to induce the high levels of player concentration. Flow theory
plays significant roles in this study; it mediates the relationship between the
student and their experiences on playing online games. Furthermore, once the
users are more addictive to online games, they will focus upon seeking flow
experience. Thus, this theory will greatly help the researchers on better
online games.
11
Self-determination theory
psychological needs (Ryan & Deci, 2000). These needs include the need for
competence, the need autonomy, and the need for relatedness. When a person
is able to meet these psychological needs in their everyday lives they will
experience high levels of well-being. Conversely, if these needs are not met then
their well-being will suffer and they will be forced to look elsewhere to rectify
chase activities that fulfil their necessities. Within online games competence
games in particular allow players to interact with each other which enable
them to satisfy their need for relatedness. When the basic psychological needs
are met within a game the motivation to play is strengthened whereas attempts
to pursue and fulfil these needs outside of the game may become less common.
This theory is significant and will greatly help the study in such a way
that researchers will be given ideas about the necessities of the students
Hypothesis
substantial in such a way that it will give information and insights to those
who are in the educational expertise. It will greatly benefit the Sto. Tomas
researchers.
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School Administrators. They will be given ideas and insights that can
Teachers. This study may serve as the way to the teachers to determine
the students who are addicted in playing online games. This will also provide
Parents. This study will give awareness how playing online games
children. It will help them to better understand the behaviour and study habit
Students. This study will provide information to the student about how
interested in this study and it will serve as their basis and background to
addiction of the Junior and Senior High School students in Sto. Tomas
Definition of Terms
operationally.
Game Addiction. The extent to which students are hooked in playing online
Online Game. Refers to any game that is played online, based online, or has a
Sto. Tomas National High School. The place where the researchers
Sto. Tomas National High School Students. The term refers to both Junior
and Senior High School students who are the respondents of this study.
15
has been prevalent toward the present young people, even among students in
Teenagers find them highly motivating by virtues of their inactive nature. They
are actively engaged, provided repeated practice, and include rewards for
skilful play. Fisher (2006) stated that, there’s also another type of online games
addiction that’s been identified, which has been labelled “positive addiction”.
outweighed; immersing oneself into such activity can actually make the person
better and more aware human being. As studied by Daphne Bavelier (2011),
game simulating stressful events such as those found in battle or action games
could be a training tool for real world situations. Playing such games primes
the brain to make quick decisions; the gamers are able to make quick
conclusions without precision and without any doubt. Despite the old
stereotype about online games, some studies are conducted and provided data
performance.
that playing online games do not affect the grades of the students. Students
16
who play online games function well in their class and able to perform well
students that play online games obtain a grade of ranging from 86-90 which is
students got a description of “very good” for obtaining a grade ranging from 91-
students are not affected even if they play online games. Their grades are still
maths and learning tests, according to analysis of data from over 12,000 high
school students in Australia. Alberto Posso 2017 found out that students who
played online games almost every day scored 15 points above average in math
and reading test and 17 points above average in science. This study looked at
the correlation between academic scores and children’s personal interest and
activities outside the school, including internet usage such as playing online
games. The analysis show that show that student who play online games
obtain higher scores in Pisa tests, all other things equal. More proficient
students work more efficiently and therefore have more free time, making
that actively boost performance. He also concluded that online games-at least
17
right kind- don’t rot brain; they are an excellent educational tool in rapid
and social Sciences 2017 found that multiplayer online games actually
essential role in the majority of classrooms. In fact online games like Kahoot!
activities of this type of game can turn into an addiction to online games.
memory performance (Peukert et.. al, 2010). It is possible that excessive online
game play is caused by poor time management skills and an avoidance of the
other problems rather than inherent addictive qualities of the games (Wood
et..al, 2008.)
may view the games as a source of diversion and filling time. The biggest risk
18
factor for pathological online game is that users play online games to escape
the reality, they get away from reality and avoid problems which turns
interferes with their lives because they are busy playing games (Peters et.., al,
use gaming as an escape and 7% were viewed as dependent (Hussain et.. al,
2009). At this point players generally try to play less as they try to orient
One study done by Anad (2007) found a negative correlation between the
amount of time spent in playing online games and the GPA and SAT scores of
students. This means that GPA and SAT scores decreased as time spent
playing increased. He also found that males are more to this kind of activity
compared to females, because they tend to spend more time playing online
games. Skotic, Teo and Neo (2009) went one step farther and studied Addiction
to online games versus simple online gaming. They found out that students
studies were conducted to investigate the level of addiction between male and
female students. In 2005, Yen & Chen examined the level of addiction among
college students. Accordingly men are more dependent rather than women. Girl
plays in order to relax and enjoy while boys play games to succeed and gain
more friends through online. For that, the level of addiction in girls is lower
19
compared to the level of addiction among boys. Boys are more likely to play
aggressive and violent games while girls are more likely to play platform and
puzzle games (Griffiths, 2008) Boys tend to play RPG genre games by 10% and
CHAPTER II
Research Design
research. Quantitative data collection methods are much more structured than
the collected data from surveys, polls, and test questionnaires through the use
to the study since it is meant to determine the level of addiction of both Junior
is used for frequencies, averages and other statistical calculations. Often the
determine the level of addiction of the students at Sto. Tomas National High
School.
between two groups and these studies are most often cross-national,
comparing two separate people groups. It enables to identify and explore the
between the levels of addiction among junior and senior students of Sto. Tomas
instructional programs, processes, and products that must meet the criteria of
and Klien 2007, this research design examines the phenomenon with reference
to time. This is generally used to study pattern and rate of changes and to
and rates of changes (Klien, 2007). This design is apt to this study since it is
Sources of Data
National High School, Sto. Tomas, Candon City, Ilocos Sur during the school
charge of the school records about the total numbers of the enrolees both
Junior and Senior students. The total population of the students have reached
stratified random sampling with allocation. Coding was used to identify the
University, 2017):
N z2 p (1− p)
n=
N d 2 + z 2 p(1−p)
24
YEAR LEVEL N N
Grade 7
Acacia 42 15
Mahogany 37 13
Narra 39 14
Molave 34 12
Grade 8
Venus 36 13
Jupiter 36 13
Neptune 33 12
Saturn 30 10
Grade 9
Phoenix 41 14
Orion 37 13
Aquarius 38 13
Gemini 37 13
Grade 10
Amethyst 44 15
Sapphire 42 15
Diamond 44 15
Grade 11
GAS Sampaguita 27 9
TVL Ilang-ilang 31 11
TVL Gummamela 25 9
Grade 12
GAS Bonifacio 22 7
GAS Rizal 21 7
TVL Luna 20 7
To gather the needed data from Junior High and Senior High students,
the researches approached the School Secretary and asked the number of
students per section and tallied the total number of the students of Sto. Tomas
playing online games of students both junior and senior, the researchers
composed of two Junior High School Teachers and The Principal of the Sto.
3.94, which was interpreted as high validity. This revealed that the research
comments and suggestions made by the panel are considered for the
TVL-Luna and Nineteen 10- Amethyst students) which were randomly selected
to test its consistency and dependability all throughout the conduct of study.
0.00 No Reliability
The result of reliability test was 0.92 which was interpreted as Very High
floated.
procedure.
The data that were gathered, collected, and tabulated are subjected for
the T-test.
28
(https://www.statisticshowto.datasciencecentral.com/weighted-mean/):
(Σ f x)
WM =
N
Where:
f= frequency
x= ratings
parametric testing. This required the researchers to check whether the data is
parametric test. If the assumption of normality is valid then the researches can
now utilized the parametric test. In testing the normality, researchers used the
29
Gacula, 2018):
2
( Σni=1 ai x (i) )
W=
Σ ni=1 ¿ ¿
Where,
mT v−1
a i=( ai , … an )= T −1 −1
Such that m= (m1 ,… m n ¿ ¿T
√m V V m
hypothesis that the data came from a normally distributed cannot be rejected,
assumption of normality.
distributed. This is backed-up the p-value 0.065 greater than 0.05 level of
only where a normal distribution is assumed. The most widely used tests are
the t-test (paired or unpaired), ANOVA and the Pearson rank correlation.
Parametric can test the extent to which numerous sample structures are
addiction between junior and senior high school students, the t-test for
(https://www.statisticshowto.datasciencecentral.com/?
s=T+test+independent+samples)
x́ 1−x́ 2
t= (n¿¿ 2−1)s 22 n 1+ n2
√ (n¿¿ 1−1)s 21+
n1 +n2 −2
+
√
n1 n2
¿¿
Where:
Ethical Consideration
The student’s names are not mentioned in any part of this research.
They were not emotionally and physically harmed nor forced just to be a
CHAPTER III
This chapter showed the result of data analysis that has been
undertaken and has been achieved from the studies.
The indicators below are included in the study to determine the level of
Indicators x́ Descriptive
rating
1. Playing online games makes me feel good. 3.72 Highly Addicted
2. I sleep late at night because of online games. 3.27 Addicted
3. Playing online games lets me vent and relieve 3.46 Highly Addicted
stress from the day.
4. I have a tough time controlling my need to play 3.17 Addicted
online games.
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As can be gleaned on the table, Junior High School students are addicted
when it comes to online game which was solidified by the mean rating of 3.22.
This means that Junior students are hooked into online games, they play
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online games and the urge is too strong, they cannot live without these games.
Furthermore, Juniors have tough time controlling their need to play and they
spent a lot of time thinking about games even though they are not playing.
Some of them have missed school and cut their classes just to play online
games, and they also prefer the enjoyment they feel every time they play than
spending their time doing school works and projects. These findings imply that
juniors are at risk, failure and inability to perform well in class might be a
result.
For further scrutiny, they feel frustrated when they cannot play online
games. Junior students are easily annoyed when someone is disturbing them
while playing. They easily gets irritated and become aggressive. Another reason
finding of Maldonado (2018), the study found out that the more frustration a
person experienced while playing the game, and the more likely he or she was
between online games and players’ physical aggression. He also added that,
online games have played a verifiable role in a handful of mass shootings, but
Legend:
addicted when it comes to online game which was solidified by the mean rating
of 2.58. This means that they are still aware what they are doing and they
know the consequences of their actions. Seniors play online games to vent and
forget their real-life problems; it also serves as one of their ways to relieve
stress from school matters. Like Juniors, seniors are also said to be
emotionally dependent, they feel frustrated when they cannot play online
games and have an almost obsessive feelings towards this game. They sleep
games. They can still manage to do their school work and requirement even
though they are online gamers. And they still perform well in their respective
subjects. Virtue stand in the middle, Virtue is in the moderate not the extreme
because they know that they need to control themselves in order to function
well in their class that is why they only play games during vacation and
weekends with a lot of time compared when they have classes. They also added
that even though they play online games; they know how to socialize well and
still manage to perform very well when it comes to academic performance. They
concluded that it is inevitable not to play even half an hour especially when
influence students. When the use and types of online games are kept in check,
Seniors play online games to vent and relieve their stress but they are
not hooked into it. Doctor Peter Gray (2012), a research professor at Boston
College, explains that many students spend a lot of time pursuing their
hobbies and passions, but they’re not addicted to these matters. It’s the same
for gaming. Senior High School students can love online games, get much joy
from them, play them for many hours every day, and not have a gaming
that teens that play online games are just having fun. They do not just actually
play because of some sort of seriousness, but because they also want to feel
relief. During school hours, students tend to feel stressed due to loads of
school works and through playing it will relieve their stress. It’s undeniably
questionable that playing online games provide them something that no one
can give.
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power that made it such practical way to vent and get rid of stress (Kumsa,
2018).
students?
Table 5 show the difference on the level of addiction between Junior and
5.32 is greater than the t-critical which is equal to 2.05. This means that the
null hypothesis which states that there is no significant difference on the level
difference existed. This validates the reason that Junior High School students
are more addicted compared to the Senior High School students. This finding
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they have more responsibilities compared to Junior High school students who
are still enjoying their childhood where they have more time to play and enjoy
their leisure. Seniors play online games which serves as their leisure activity
and stress reliever while Junior students are hooked into it. They do not just
play online games to vent and relieve stress but it becomes their need, they are
children aged 12-15 or juniors spend on average 1.5 hours more gaming each
week in 2018 than they did in 2017. Both teenagers and young adults can
become addicted to online activities or video and computer games. But younger
generations tend to dominate the gaming world; older respondents who do play
games are more avid players. Older gamers, particularly seniors, tend to play
games more frequently because they have more time to play than younger
gamers.
40
CHAPTER IV
This chapter deals with the conclusions drawn from the findings of the
Findings
The following significant findings are revealed from the analysis of data.
weighted mean of the junior high school students is 3.27 which lie on the
playing online games” and “Playing online games lets me vent and relieve
stress from the day” gathered an overall mean of 2.92 and 3.47
respectively.
addiction between Junior High school and Senior High school students.
Conclusions
conclusions:
2. Both Junior and Senior high school students play online games as a way
of relieving their stress. They also easily gest irritated when someone is
Recommendations
conclusions:
Programs that are related to online games can help the students in
using their phone playing games during their vacant time than spending
I. RATIONALE
Participatory learning school and family-based intervention program is formulated to give solutions to the
findings on a study entitled “Academic performance and online games addiction of the students of Sto. Tomas
national High School. This is utilized to reduce the level of online games addiction. It will also help students in
balancing their academic life and leisure activities, address knowledge and raise awareness about the effects of
playing online games to their academic performance in school. In the cases of Sto. Tomas National High School, it
was founded out that Junior students are addicted while Seniors are moderately addicted in playing online games.
Moreover, this intervention includes the following parts: Instructional program, objectives, topics, activities
and evaluation.
II. OBJECTIVES
2. Give awareness about the effects of playing online games to their academic performance in school;
and,
3. Address knowledge, attitude and self-regulation skills with regard to the ability to control and manage
Instructional
intervention Objectives Topics Activities/ Evaluation
program
Introduction To introduce an overview of the 1. What is gaming? Activities
(week 1) program 2. Type of game • Ice-breaking, introduction,
To gain knowledge about 3. Rating games and their test for baseline, VDO, group
gaming, type of game, symbolism discussion
consequence of gaming, and 4. Consequence of gaming • Walk rally
gaming addiction behaviour 5. Gaming addiction behaviour
To investigate problem 6. How to play games while
situations for gaming addiction in avoiding addiction to Evaluation:
school gaming? • Question and answer, pre-
7. Time limit for playing games test
per day • Participation in classroom
8. Education on the healthy
Gamer
Self-regulation To gain knowledge about self- 1.What is self-regulation? Activities:
(week 2) regulation 2.Why self-regulation is •Build rapport and provide
necessary? description of self-regulation
3. How can we develop self- •VDO, group discussion
regulation by ourselves?
Evaluation:
•Question and answer
•Participation in classroom
Self-determined, goal Students determine goals to be 1. How to assess yourself? Activities:
and standard achieved and standards for 2.Component of successful •Test: are you addicted to
(week 3) behaviour test performance gaming?
Goal setting and target 3. How to set goals in the short •Students analyse
behaviour and long term? themselves
4. Value of goal setting •Present result of self-
assessment in group
•Goal setting by groups
process
•Group presentation in
class
Evaluation:
•Question and answer
•Result of self-assessment
and goal setting
•Participation in classroom
45
Evaluation:
•Question and answer
•Participation in classroom
Self-instructions Self-instructions: students give 1. What is self-instruction? Activities:
(week 6) selves instructions (either loudly 2. What are appropriate •Teach about self-
or quietly) to help guide actions rewards and punishment? instructions
•Brainstorming
•Group discussion
•Group presentation in class
Evaluation:
•Question and answer
•Participation in classroom
Self-reflection Students have to implement the 1. How to implement the plan Activities:
(week 7) plan and response and response •Students share their
experiences and show how to
achieve their goal?
•Group discussion
•Group presentation in class
Evaluation:
•Question and answer
•Participation in classroom
Self-imposed Self-imposed contingencies: 1. What is the benefit of self- Activities:
contingencies students impose their own regulation? •Students share their
(week 8) consequences for success or 2. Students response and experiences
failure feedback for their own •Group presentation about
consequences for success their action and evaluate plan
or failure in class
•Give rewards to all students
enrolled in this study
•Awarding certificates
Evaluation:
•Question and answer
•Participation in classroom
46
partnership between school and family. The design and application of this program integrates several areas of intervention
structured into six modules: psychoeducational, treatment as usual, intrapersonal, interpersonal, and development of a new
lifestyle.
In week 1, the first objective is to introduce an over view of this program and give knowledge about gaming addiction.
The topics being tackled were about the nature and type of online games as well as the gaming behaviour of the gamers.
Activities include; Ice-breaking, introduction, test for baseline, VDO, group discussion, and Walk rally. Pre-test and Classroom
Week 2 is about addressing knowledge and information about self-regulation. Self-regulation is not a mental ability or
an academic performance skill; rather it is the self-directive process by which learners transform their mental abilities into
academic skill. Building rapport and providing description of self-regulation were done as a part of the evaluation activity.
Week 3 revolved around self-determined, goal and standard. Objectives include; goals to be achieved and standards
for behaviour as well as Goal setting and target behaviour. Students determined their short and long term goal, they also value
goal setting. Activities and evaluations includes: self-assessment about their addiction in online games.
Strategic planning is the main topic for week 4. It was centred on Searching options and formulating a plan. Through
brainstorming and group presentation, students were able know what are the options in planning and how to formulate and
achieve a plan.
Week 5: self-monitoring, students observe and monitor their own performance on how they systemically developed
strategic plans for attempting their own goals. They provide a model guideline to attempt their goals through group discussion
and presentation .
Week 6 Self-instructions: students give selves instructions (either loudly or quietly) to help guide actions. They describe
and tackle about self-instruction and identified the rewards and self-punishment through self-learning and brainstorming.
47
able to know how to implement the plan they developed. Students shared their experiences on how they achieved their goal
Week 8, Self-imposed contingencies: students impose their own consequences for success or failure. They determined
the importance and benefits of self-regulation and gave responses and feedback on their own consequences for success or
failure.
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APPENDICES
51
APPENDIX A
LETTER TO CONDUCT VALIDATION
ALEJANDRO HABOC
Principal I
Sto. Tomas National High School
Sto. Tomas, Candon City, Ilocos Sur
Dear Sir:
In relation with this, the researchers are politely asking your good office
a permission to allow them validate their questionnaires to some of your
teachers whose expertise are in line with this study. The researchers fully
believe that these teachers are expertly capable of making their checklist-
survey questionnaire measure what are the things intended to be measured.
It is with high hope that this will merit your approval. Attached herewith
are letters for the validators, the questionnaire for content validation, and the
checklist- survey questionnaire. Your permission would hugely contribute to
the success of this study.
52
Truthfully yours,
Research Adviser
APPENDIX B.1
LETTER TO VALIDATOR
Nov 18,2019
Dear Sir:
Greetings!
In relation to this, the researchers are asking you to share your precious
time as well as your knowledge and expertise to validate the checklist-survey
questionnaire that they constructed. Being aware with your expertise in dealing
with concepts along Technology especially online games, the researchers are
confident that your intellectual input and substantial comments and
suggestions will result to a well-constructed questionnaire.
53
Researchers
Research Adviser
APPENDIX B.2
LETTER TO VALIDATOR
Nov 18,2019
RENEBOY M. SANCHEZ
TEACHER III
Sto. Tomas National High School
Sto. Tomas, Candon City, Ilocos Sur
Dear Sir:
Greetings!
In relation to this, the researchers are asking you to share your precious
time as well as your knowledge and expertise to validate the checklist-survey
questionnaire that they constructed. Being aware with your expertise in dealing
with concepts along Technology especially online games, the researchers are
confident that your intellectual input and substantial comments and
suggestions will result to a well-constructed questionnaire.
Researchers
Research Adviser
APPENDIX B.3
LETTER TO VALIDATOR
Nov 18,2019
Dear Ma’am:
Greetings!
In relation to this, the researchers are asking you to share your precious
time as well as your knowledge and expertise to validate the checklist-survey
questionnaire that they constructed. Being aware with your expertise in dealing
with concepts along Technology especially online games, the researchers are
confident that your intellectual input and substantial comments and
suggestions will result to a well-constructed questionnaire.
Researchers
Research Adviser
APPENDIX C.1
CONTENT VALIDATION
56
APPENDIX C.2
57
APPENDIX C.3
58
APPENDIX C.4
APPENDIX D.1
ALEJANDRO HABOC
Principal II
Sto. Tomas National High School
Sto. Tomas, Candon City, Ilocos Sur
Dear Sir:
Greetings!
Thank you.
Truthfully yours,
Researchers
Research Adviser
APPENDIX D.2
61
APPENDIX E.1
ALEJANDRO HABOC
Principal II
Sto. Tomas National High School
Sto. Tomas, Candon City, Ilocos Sur
Dear Sir:
Greetings!
Thank you.
Truthfully yours,
Researchers
APPENDIX E.2
63
DEAR STUDENTS,
With that, the researchers are asking for your support and cooperation
so that this study will carefully carried out and may greatly contribute in
solving the issue in this school regarding the gaming addiction among
students.
Please answer the questionnaire very accurately and with all honesty.
Your responses will greatly contribute to the success this study. Please answer
all the questions and don’t leave any item unanswered.
Rest assured that all data and information obtained here will be held
strictly confidential. Your immediate request to this request is highly
cherished.
Researchers
Direction: Please put a check mark (√) on the appropriate column for the
following statements.
Norm:
5- Strongly Agree
4- Agree
3-Undecided
2- Disagree
1-Strongly Disagree
LEVEL OF ADDICTION 5 4 3 2 1
Playing online games makes me feel good.
I sleep late at night because of online games.
Playing online games lets me vent and relieve
stress from the day.
I have a tough time controlling my need to play
online games.
Playing online games makes me forget of the real-
life problems.
I am emotionally dependent on these games
(online games).
The urge is too strong; I cannot help myself from
playing.
I have almost an obsessive feeling for these
games.
I spend a lot of time thinking about games even
when I am not playing.
I cannot live without these games.
I feel frustrated when I cannot play online games.
I had skip meals just to finish the game I’m
playing.
I rather paly online games than socializing with
other people during my free time.
I feel annoyed when someone disturbs me when I
am playing online games.
I often talk about online games with someone
close to me.
Playing online games affects my grades
negatively.
I prefer the enjoyment in playing online games
than spending my time doing school works and
65
Legend:
ITEM DESCRIPTIVE RATING STATISTICAL RANGE
OVERALL DESCRIPTIVE RATINGS
5- Strongly Agree 4.21-5.00 Very High Addicted
(VHA)
4- Agree 3.21-4.20 Highly
Addicted (HA)
3- 2.61-3.20 Addicted (A)
Neutral
2- 1.81-2.60 Moderately
Disagree Addicted (MA)
1- 1.00-1.80 Not Addicted (NA)
Strongly Disagree
APPENDIX F
DOCUMENTATION
66
CURRICULUM
VITAE
PERSONAL INFORMATION
69
EDUCATIONAL BACKGROUND
Secondary Degree
Senior High School
Sto. Tomas National High School
Junior High School
Sto. Tomas National High School
Primary Degree
Sto. Tomas Elementary School
I hereby attest to the accuracy and veracity of the data above therein.
DOLLIENTE, LAICHA R.
Allangigan , Candon City, Ilocos Sur
09353286210
[email protected]
PERSONAL INFORMATION
70
Age : 18 y/o
Birthdate : September 20, 2001
Birthplace : Allangigan 2nd, Candon City, Ilocos Sur
Religion : Roman Catholic
Father’s Name : Alexander Dolliente
Mother’s Name : Lilia Dolliente
Nationality : Filipino
Civil Status : Single
EDUCATIONAL BACKGROUND
Secondary Degree
Senior High School
Sto. Tomas National High School
Junior High School
Sto. Tomas National High School
Primary Degree
Sto. Tomas Elementary School
”All our dreams can come true, if we have the courage to pursue them.”
I hereby attest to the accuracy and veracity of the data above therein.
DALIMEG, LENALYN D.
Bidbiday, Galiuyod, Ilocos Sur
09759254160
[email protected]
PERSONAL INFORMATION
71
Age : 18 y/o
Birthdate : September 28,2001
Birthplace : Bidbiday, Galimuyod Ilocos Sur
Religion : Church of Christ
Father’s Name : Ronel Dalimeg
Mother’s Name : Jovelyn Dalimeg
Nationality : Filipino
Civil Status : Single
EDUCATIONAL BACKGROUND
Secondary Degree
Senior High School
Sto. Tomas National High School
Junior High School
Sto. Tomas National High School
Primary Degree
Bidbiday Elementary School
”The future belongs to those who believe in the beauty of their dreams.”
I hereby attest to the accuracy and veracity of the data above therein.
PERSONAL INFORMATION
72
Age : 18 y/o
Birthdate : May 16,2001
Birthplace : Allangigan 1st Candon City Ilocos Sur
Religion : Roman Catholic
Father’s Name : George Molina
Mother’s Name : Mary Jean Molina
Nationality : Filipino
Civil Status : Single
EDUCATIONAL BACKGROUND
Secondary Degree
Senior High School
Sto. Tomas National High School
Junior High School
Sto. Tomas National High School
Primary Degree
San Andres Adventist Elementary School
I hereby attest to the accuracy and veracity of the data above therein.
Age : 17 y/o
Birthdate : March 26,2002
Birthplace : Candon,Ilocos Sur
Religion : Roman Catholic
Father’s Name : Jerry Valdez
Mother’s Name : Jennie Lyn Valdez
Nationality : Filipino
Civil Status : Single
EDUCATIONAL BACKGROUND
Secondary Degree
Senior High School
Sto. Tomas National High School
Junior High School
Sto. Tomas National High School
Primary Degree
Galimuyod Central School
I hereby attest to the accuracy and veracity of the data above therein.
PERSONAL INFORMATION
74
Age : 17 y/o
Birthdate : August 16, 2002
Birthplace : Athens Greece
Religion : Methodist
Father’s Name : Robert Nartatez
Mother’s Name : Joyce Nartatez
Nationality : Filipino
Civil Status : Single
EDUCATIONAL BACKGROUND
Secondary Degree
Senior High School
Sto. Tomas National High School
Junior High School
Sto. Tomas National High School
Primary Degree
Bidbiday Elementary School
I hereby attest to the accuracy and veracity of the data above therein.
BADONGEN MARIFE G.
Sabangan Bato, Galimuyod, Ilocos Sur
09612994061
[email protected]
PERSONAL INFORMATION
75
Age : 17 y/o
Birthdate : April 3,2002
Birthplace : Sabangan Bato, Galimuyod Ilocos Sur
Religion : Pentecost
Father’s Name : Mario Badongen
Mother’s Name : Marites Badongen
Nationality : Filipino
Civil Status : Single
EDUCATIONAL BACKGROUND
Secondary Degree
Senior High School
Sto. Tomas National High School
Junior High School
Pagangpang National High School
Primary Degree
Bidbiday Elementary School
I hereby attest to the accuracy and veracity of the data above therein.
PERSONAL INFORMATION
76
EDUCATIONAL BACKGROUND
Secondary Degree
Senior High School
Sto. Tomas National High School
Junior High School
Sto. Tomas National High School
Primary Degree
Sto. Tomas Elementary School
”To accomplish great things, we must not only act, but also dream; not
only plan, but also believe.”
I hereby attest to the accuracy and veracity of the data above therein.
PERSONAL INFORMATION
77
EDUCATIONAL BACKGROUND
Secondary Degree
Senior High School
Sto. Tomas National High School
Junior High School
Conception Adventist Academy
Primary Degree
San Andres Adventist Elementary School
”Amateurs sit and wait for inspiration, the rest of us just get up and go
to work.”
I hereby attest to the accuracy and veracity of the data above therein.