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Chapter III

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0% found this document useful (0 votes)
22 views7 pages

Chapter III

Uploaded by

ruineD goUrmET
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Chapter III

Research Methodology

This chapter presents the research design, respondents and sampling method, research

instrument, data gathering, and statistical treatment of data.

Research Design

The researcher used quantitative method of research employing the descriptive

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.

Respondents and Sampling Procedure

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

according to the purpose of the research investigation.

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,

School Year 2023-2024.

The Research Questionnaire was divided into three parts.


Part 1. Demographic Profile. The first part of the research questionnaire is the

researcher’s personally developed demographic profile questions which was designed to

gather information as to the profile of respondents particularly to their academic status,

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

effects of online gaming to their family, peers, education, and health.

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

with utmost confidentiality.

The respondents are determined through the list requested to the English Teacher of

QNHS.

Analysis and interpretation of result followed using appropriate statistical treatment,

after which conclusions are recommendations were presented based on the findings of the

study.
Statistical Treatment of Data

The following statistical treatment was conducted to the gathered:

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

terms of the effects of online games on junior students.

This was utilized to determine the significant relationship of the respondent’s

demographic profile and effects of online games to students as weak as their opinion

to the challenges faced in the effects of online gaming.

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,

education, and health.


References:

Ferguson, C. J. (2015). Do angry birds make for angry children? A meta-

analysis of video game influences on children's and adolescents'

aggression, mental health, prosocial behavior, and academic performance.

Perspectives on Psychological Science, 10(5), 646-666.Gentile, D. A., &

Stone, W. (2005). Violent video game effects on children and adolescents:

Theory, research, and public policy. Oxford University Press.Griffiths, M. D.,

Kuss, D. J., & Pontes, H. M. (2016). A brief overview of Internet gaming

disorder and its treatment. Australian Clinical Psychologist, 2(1).Lenhart,

A., Kahne, J., Middaugh, E., Macgill, A. R., Evans, C., & Vitak, J. (2008).

Teens, video games, and civics: Teens' gaming experiences are diverse

and include significant social interaction and civic engagement. Pew

Internet & American Life Project.Przybylski, A. K., & Weinstein, N. (2019).

Digital screen time limits and young children's psychological well-being:

Evidence from a population-based study. Child Development, 90(1), e56-

e65
Effects of Online Games to Junior High Students of Quezon National High
School for School Year 2023-2024

A Research Presented to

The Faculty of Quezon National High,

Quezon, Nueva Vizcaya

In Partial Fulfillment of the Academic Requirement

For English & Mathematics 10

Acosta, Princess

Balicana, Danilyn

Fronda, Chrizel Mae

Miguel, Wami

Sarmiento, Teresa

Tarona, Rodelyn

Allamar, Janzen

Dulnuan, Zean

Gulla, Mark Joshua

Leal, April Boy

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

Profile of the respondents: Effects of online games to:


a. Grade level a. Education

b. Section b. Health

c. Age c. Family

d. Gender d. Peers

Number of hours playing online


game

Types of online games played.

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

effects of online games to the Junior High Students of QNHS.

The Problem

This study will analyze the effects of online games among junior high school students.
Statement of the Problem

Specifically, this study seeks to answer the following:

1. What is the profile of the respondents as to:

a) Grade level

b) Section

c) Age

d) Gender

2. How many hours does the respondents play online games?

3. What type of online games does the respondents play?

4. What are the effects of online games as to:

a) Education

b) Health

c) Family

d) Peers

5. How will the school help prevent excessive playing of online games?

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