Summary of Findings, Conclusions and Recommendations
Summary of Findings, Conclusions and Recommendations
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
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
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
years old, 2 or 4%. In terms of the strand, IT students have the highest
level, the highest number who participated in this survey is the Grade 12
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.
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
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
4. Most of the respondents who play video games improve their problem-
5. The respondents also believe that just playing video games will improve
their academic ability, and playing video games will allow them to find
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
1. To the Students. They shall play online games in their free time to reduce
especially when playing online games, and give them time limits to avoid
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
which study is correlated to the topic. All the information gathered can be
used as a reference.