Chapter III
Chapter III
Research Methodology
This chapter presents the research design, respondents and sampling method, research
Research Design
research design, utilizing data gathered from survey questionnaire as research instrument.
This enabled the researcher to determine the effects of online games to the junior students of
Quezon National High School and relate it to the variables of the study.
The respondents involve in the study are the students who are playing online games
and have problems with their academics, health, family, and peers from Grade 7 to 10, School
Year 2023-2024. The researcher utilized random sampling where respondents are chosen
Research Instrument
The study utilized a survey questionnaire as a research instrument for gathering data
pertaining to the effects of online games to junior students at Quezon National High School,
health, family and peers status their grade level and sections.
Part II. Effects of Online Games on Students. This part of the questionnaire is the
researcher’s adapted questionnaire designed to seek the respondents effects of online gaming
to their daily activities and health status by using a four point-scale measure pertaining to the
Part III. Challenges faced by the students in their academics, health and
relationships to their family and friends. This part of the questionnaire is a checklist which
aims to elicit the most common problems faced by the students at Quezon National High
School.
Data Gathering
Permission to conduct study was from the English Teacher of Quezon National High
School, Quezon, Nueva, Vizcaya. The researchers personally gathered the data through
questionnaires given to the target students of QNHS to ensure the quality of the result. They
were instructed of the aim and purpose of the study that their honest responses will be treated
The respondents are determined through the list requested to the English Teacher of
QNHS.
after which conclusions are recommendations were presented based on the findings of the
study.
Statistical Treatment of Data
Frequency and percentage. These were to describe the demographic profile of the
respondents.
Weighted Mean. This was employed to determine the opinion of the respondents in
demographic profile and effects of online games to students as weak as their opinion
This test was used to establish relationships among the profile variables of the
respondents as to their opinion in the effects of online games to their family, peers,
A., Kahne, J., Middaugh, E., Macgill, A. R., Evans, C., & Vitak, J. (2008).
Teens, video games, and civics: Teens' gaming experiences are diverse
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Effects of Online Games to Junior High Students of Quezon National High
School for School Year 2023-2024
A Research Presented to
Acosta, Princess
Balicana, Danilyn
Miguel, Wami
Sarmiento, Teresa
Tarona, Rodelyn
Allamar, Janzen
Dulnuan, Zean
10- MAYUMI
SECOND SEMESTER
SY 2023-2024
This study aims to check the effects of online games to junior high school students of Quezon
National High School focusing on education, health, family and peer relationships.
CONCEPTUAL FRAMEWORK
DEPENDENT INDEPENDENT
b. Section b. Health
c. Age c. Family
d. Gender d. Peers
The study follows the independent and dependent process wherein the dependent
variables demographic profile of the respondents, specifically grade level, section, age, and
gender. As well as the number of hours playing online games and what are the types of games
being played, while the independent variables are the effect of online games to education,
health, family, and peers. Then the data will be gathered through survey questionnaires,
supported by interviews using the questionnaires. As an output of the study, it will show the
The Problem
This study will analyze the effects of online games among junior high school students.
Statement of the Problem
a) Grade level
b) Section
c) Age
d) Gender
a) Education
b) Health
c) Family
d) Peers
5. How will the school help prevent excessive playing of online games?