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Conceptual Framework

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0% found this document useful (0 votes)
6 views2 pages

Conceptual Framework

freakwork research

Uploaded by

jr6989945
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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CONCEPTUAL FRAMEWORK

PROCESS INPUT OUTPUT

1. What is the demographic Analysis of data through  A data driven utilized


profile of the respondent in
terms of: to extract data from
 Distribution of survey
1.1. age;
the respondents and
questionnaires
1.2. sex;
 263.poto assess the
1.3. grade;  Analysis of data and

1.4. performance in school; Absenteeism and


data gathering
1.5. accessibility to gaming habits among
 Interpretation of data
computer/mobile phone/game
console; and grade 12 students.
collected from the
1.6. money
spent/allowance? respondents.

2. What games does the


respondent usually play in
terms of:
2.1. PC;
2.2. game console; and
2.3. mobile phone?
3. What time do the
respondents usually play
video games?
4. What is the average hours
spent on PC/game
console/mobile games?
5. Is there a significant
relationship between
absenteeism and gaming
habits?
6. Is there a correlation
between the number of days
absent from school and the
number of games played?
Figure 2.2 Conceptual Framework of the Study

This part presents the flow of this study. This will facilitate a better understanding of how this
study is developed. This study aims to investigate the relationship:
For this study, the Input will be the demographic profile of the Grade 12 students which includes
age, sex, grade, and attendance in 1st semester. Also, it shows the factors that influence their
good and bad gaming habits of the respondents in terms of, there a significant relationship
among absenteeism and gaming habits. In gathering data, the researchers formulated the standard
questionnaire. The Process includes administering the question, retrieval of the questionnaire,
tabulation, analyzing data, interpreting data, conclusions, and the recommendation of data-
driven.
The Output of the study includes a data driven utilized to extract data from the respondents and
to assess the good and bad gaming habits of grade 12 students in Pamplona National High
School.

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