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Summary of Findings, Conclusions and Recommendations

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0% found this document useful (0 votes)
207 views4 pages

Summary of Findings, Conclusions and Recommendations

Uploaded by

Jed Garcia
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Chapter 5

Summary of Findings, Conclusions and Recommendations

This chapter presents a summary of the findings, conclusions, and

recommendations based on the data analyzed in the previous chapter. Some limitations

have been identified. This study was researched by determining the extent of the Impact

of Video Games on the student’s behavior.

Summary of Findings

This study sought to determine the extent of the Impact of Video Games

on the student’s behavior as assessed by the Senior High School students. It ratifies the

descriptive method to gather data. The random sampling technique was decided upon

to distribute the questionnaires through an online survey and was initiate to guide and

get information from the respondents. The statistical tools engaged were Frequency and

Percentage, Weighted Mean, Ranking.

Based on the data gathered, the following findings were derived:

1. Profile of the Respondents

In terms of gender, the highest number of the population who answered the

survey questionnaire, 34 or 68% were males and the lowest number is the

other gender, 1 or 2%. When it comes to age, the highest number is 17 years

old with a frequency of 20 and a percentage of 40% and the lowest is 20

years old, 2 or 4%. In terms of the strand, IT students have the highest

number who play video games with a frequency of 23 and a percentage of


46%, and the lowest in the HUMMS students, 5 or 10%. According to Grade

level, the highest number who participated in this survey is the Grade 12

students and the lowest is Grade 11 students. In terms of time usage of

playing video games, the highest total of survey respondents would be 17 or

34% of the respondents that can play more than 5 hours of gameplay while

the lowest is 8 or 16% of the respondents that can only play 1 hour or less of

gameplay.

2. The Impact of Video Games on the Student’s Behavior

In terms of School Performance, “You’re learning more by just playing video

games.” got 3.68 (Major), and “Parents will stop you from playing video

games due to having failing grades in school.” had 2.03 (Minor). In terms of

Social Relationships, “By playing video games, you’re making more friends.”

received 3.68 (Major), and “You’re bad at video games, therefore, your

friends don’t want to play with you because they think you’re bad at video

games.” attained 1.82 (Minor). In terms of Self-esteem, “You are feeling

strong enough now to think that you can take down everyone else because

you win multiple times.” collected 3 (Moderate) and “You are feeling down

now and weak to think that you can never gonna take a crown or win because

you lose on every game you had.” got 2.42 (Minor). In terms of Psychological

Effect, “You want to play video games because you want to escape reality

and block out.” had 3.32 (Moderate), and “You're having trouble thinking
straight in school because you've been playing video games too much.” got

1.78 (Minor).

Conclusions

1. Based on the findings, Males still have the highest population of playing

video games and most of them are at the age of 17 years old.

2. In Senior High School (SHS) strands, the most student who's playing

video games is the Information Technology in Mobile Application and Web

Development (ITMAWD) strand, especially the Grade 12 students.

3. Many of them can play video games for up to 5 hours or more.

4. Most of the respondents who play video games improve their problem-

solving skills, logic, and quick thinking.

5. The respondents also believe that just playing video games will improve

their academic ability, and playing video games will allow them to find

more people and friends online than from the outside.

6. Sometimes they can't get enough of themselves because they know they

can win many times and think that they can take down every game, but

among all the people who play video games, this is really stressful for

them. Is a way to relieve, escape, or block, relax.


Recommendations

1. To the Students. They shall play online games in their free time to reduce

their chances of being absorbed in online games, especially for academic

purposes, and to have positive results on their academic performance.

2. To the Parents. They should pay particular attention to their children,

especially when playing online games, and give them time limits to avoid

online game addiction.

3. To the Teachers. They shall teach and guide students on how to control the

amount of time they play online games and assist them in engaging in

educational methods to improve their academic performance.

4. To the future researchers. This study can be used by future researchers

which study is correlated to the topic. All the information gathered can be

used as a reference.

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