Tanan Na Jud Ni! Chapters XD - Revised
Tanan Na Jud Ni! Chapters XD - Revised
Tanan Na Jud Ni! Chapters XD - Revised
INTRODUCTION
of online gaming.
1
Typically, online gaming requires a high- speed of
2
high level of excitement or quick gratification, many
in front of the computer all the time that they skip meals,
losing their social ability, and also mix up the real and
irresponsible person.
3
This study seeks to answer the following questions:
effects?
effects?
students in school?
HYPOTHESIS
gaming.
the students.
School.
4
This study is significant to:
The Students
gaming and its effects. This may help the students know
5
SCOPE AND LIMITATION
San Isidro High School and other things not mentioned are
CONCEPTUAL FRAMEWORK
school.
6
DEFINITION OF TERMS
7
best-known and top-selling video game franchises, such as
controller.
8
CHAPTER II
RELATED LITERATURE
simulation game.
9
seem to be in a real situation that they use their mouse or
media.
(Griffiths, 2012).
anywhere.
10
However, research suggests that excessive online gaming in
outcomes.
11
RELATED STUDIES
addiction.
12
unpleasant situations in the long run only end up making
thoroughly explored.
environment.
13
internet and their internet attitudes and self-efficacy.
technology.
14
customize the game to their own levels of ability and
15
negatively about the harmful actions of a story character
to others.
Kranz (2008) stated that the seriousness of
16
at w o r k o r i n s c h o o l , t h e o r i s t s p r e d i c t t h a t t h i s
k i n d o f d i s o r d e r w i l l b e m u c h h a r d e r t o manage.
playing for at least one hour per day in the United States.
17
T. Atilla Ceranoglu (2010) sated that, video games
18
CHAPTER III
chapter.
RESEARCH METHOD
RESEARCH ENVIRONMENT
19
RESEARCH SUBJECT
RESEARCH DESIGN
RESEARCH INSTRUMENT
statistic method.
20
DATA COLLECTION METHOD
of the study.
STATISTICAL TREATMENT
data.
1. Percentage
the respondents.
F
Formula: %= x 100
N
21
% is the percentage F is the Frequency N is the total
2. Weighted Mean
fx
Formula: x́=
N
F = the frequency
Formula: r =N ∑ xy −¿ ¿ ¿
22
Where: N = number of pairs of scores
∑x = sum of x scores
∑y = sum of y scores
2
∑x = sum of squared x scores
2
∑y= sum of squared y scores
23
CHAPTER IV
RESPONDENT’S PROFILE
24
Table 2. Age Distribution of the Junior High Students of
SIHS in the Year 2017-2018 showing the Frequency
and Percentage.
Age Frequency Percentage
12-13 43 45.26%
14-15 33 34.74%
16-17 17 17.89%
18-above 2 2.11%
TOTAL 95 100%
25
Academic Frequency Percentage
Status
ESC 68 71.58%
Regular 23 24.21%
Alumni 4 4.21%
Scholar
TOTAL 95 100%
Affiliation
26
Roman 86 90.53%
Catholic
UCCP 2 2.11%
Aglipayan 1 1.05%
Alliance 1 1.05%
TOTAL 95 100%
Cebuano 93 97.89%
Maranao 1 1.05%
Ilocano 1 1.05%
27
TOTAL 95 100%
28
Table 6. Online Gaming
No. of R E S P O N S E S
respondents: 95
Statement 4 3 2 1 TWP WM AE
1. Played Online 83 12 0 0 368 3.87 VH
Games
2. Gaming is your 52 30 5 8 316 3.33 VH
hobby
3. You find online 56 30 4 5 327 3.44 VH
gaming addictive
4. You prefer 33 14 5 43 227 2.39 F
online social
interaction over
face-to-face
communication
5. You consider 43 14 18 20 270 2.84 H
online gaming as
a Must-do
activity
6. How often play 36 34 25 0 271 2.85 H
online games
within a week
7. Have a long 36 29 30 0 261 2.75 H
period of time
playing online
games in a day
WAM 48.43 23.29 12.43 10.85 291 3.07 H
Legend
Numerical Scale Adjectival Equivalent Legend
4-(3.26-4.00) Very High AWM Average Weighted Mean
3-(2.51-3.25) High TWP Total weighted Points
2-(1.75-2.50) Fair WM Weighted Mean
1-(1.00-1.75) Low AE Adjectival Equivalent
Table 6 shows how attached the Junior High students of
equivalent of high.
29
Table 7. Negative effects of playing online games that have
happened to students.
No. of R E S P O N S E S
respondents: 95
Statement 4 3 2 1 TWP WM AE
1. limbs had 40 25 17 13 282 2.96 H
less energy
to work
2. poor school 35 24 26 10 274 2.88 H
performance
3. not enough 46 30 10 9 309 3.25 H
sleep and
always
feeling
tired
4. blurred 60 15 15 5 320 3.37 VH
vision
because of
online
gaming
WAM 45.25 23.5 17 9.25 296.25 3.12 VH
Legend
Numerical Scale Adjectival Equivalent Legend
4-(3.26-4.00) Very High AWM Average Weighted Mean
3-(2.51-3.25) High TWP Total weighted Points
2-(1.75-2.50) Fair WM Weighted Mean
1-(1.00-1.75) Low AE Adjectival Equivalent
high.
30
Table 8. Good effects of playing online games that have
happened to students
No. of respondents: R E S P O N S E S
95
Statement 4 3 2 1 TWP WM AE
1. Improve your 26 25 19 25 242 2.55 H
hand-eye
coordination
2. Improve your 14 15 35 31 201 2.12 F
responsiveness
3. Being fast in 24 15 26 30 223 2.35 F
problem
solving, quick
thinking
4. Bring you 65 14 10 6 328 3.45 VH
happiness,
satisfaction
WAM 32.25 17.25 22.5 23 248.5 2.62 H
Legend
Numerical Scale Adjectival Equivalent Legend
4-(3.26-4.00) Very High AWM Average Weighted Mean
3-(2.51-3.25) High TWP Total weighted Points
2-(1.75-2.50) Fair WM Weighted Mean
1-(1.00-1.75) Low AE Adjectival Equivalent
31
Table 9. Effects to School Performance
No. of R E S P O N S E S
respondents: 95
Statement 4 3 2 1 TWP WM AE
1. You forget 25 27 19 24 243 2.56 H
your school
responsibilit
ies when
gaming
2. You skip 15 51 15 14 257 3.02 H
classes for
game
3. During class 34 31 10 20 269 2.83 H
hours, you
are thinking
about gaming
4. You spend 49 13 9 24 277 2.92 H
more time on
gaming rather
than your
works or
studies
WAM 30.75 30.5 13.25 20.5 261.5 2.83 H
Legend
Numerical Scale Adjectival Equivalent Legend
4-(3.26-4.00) Very High AWM Average Weighted Mean
3-(2.51-3.25) High TWP Total weighted Points
2-(1.75-2.50) Fair WM Weighted Mean
1-(1.00-1.75) Low AE Adjectival Equivalent
performance.
32
Table 10. Frequency percentage of the average Grade of the
Junior High Students
Average grade Frequency percentage
73-75 10 10.53%
76-78 14 14.74%
79-81 17 17.89%
82-84 12 12.63%
85-87 20 21.05%
88-90 13 13.68%
91-above 9 9.48%
TOTAL 95 100%
33
No. of respondents: 10 R E S P O N S E S
Statement 4 3 2 1 TWP WM AE
1. Played Online Games 10 0 0 0 40 4.00 VH
2. Gaming is your 6 4 0 0 36 3.6 VH
hobby
3. You find online 5 4 0 1 33 3.3 VH
gaming addictive
4. You prefer online 3 3 0 4 25 2.5 H
social interaction
over face-to-face
communication
5. You consider online 6 2 2 0 34 3.4 VH
gaming as a Must-do
activity
6. How often play 7 3 0 0 37 3.7 VH
online games within
a week
7. Have a long period 7 2 1 0 36 3.6 VH
of time playing
online games in a
day
WAM 6 3 0.29 0.71 34.43 3.44 VH
Legend
Numerical Scale Adjectival Equivalent Legend
4-(3.26-4.00) Very High AWM Average Weighted Mean
3-(2.51-3.25) High TWP Total weighted Points
2-(1.75-2.50) Fair WM Weighted Mean
1-(1.00-1.75) Low AE Adjectival Equivalent
gaming.
34
Table 12. Average Grade: 73-75; Negative effects of playing
online games that have happened to students.
No. of respondents: 10 R E S P O N S E S
Statement 4 3 2 1 TWP WM AE
1. limbs had less 7 3 0 0 37 3.7 VH
energy to work
2. poor school 6 4 0 0 36 3.6 VH
performance
3. not enough sleep 6 4 0 0 36 3.6 VH
and always feeling
tired
4. blurred vision 10 0 0 0 40 4 VH
because of online
gaming
AWM 7.25 1.57 0 0 37.25 3.73 VH
Legend
Numerical Scale Adjectival Equivalent Legend
4-(3.26-4.00) Very High AWM Average Weighted Mean
3-(2.51-3.25) High TWP Total weighted Points
2-(1.75-2.50) Fair WM Weighted Mean
1-(1.00-1.75) Low AE Adjectival Equivalent
35
Table 13. Average Grade: 73-75; Good effects of playing
online games that have happened to students
No. of respondents: 10 R E S P O N S E S
Statement 4 3 2 1 TWP WM AE
1. Improve your hand- 2 2 3 3 23 2.3 F
eye coordination
2. Improve your 1 1 5 3 15 1.5 L
responsiveness
3. Being fast in 3 1 3 3 24 2.4 F
problem solving,
quick thinking
4. Bring you happiness, 5 4 1 0 34 3.4 VH
satisfaction
AWM 2.75 2 3 2.25 24 2.4 F
Legend
Numerical Scale Adjectival Equivalent Legend
4-(3.26-4.00) Very High AWM Average Weighted Mean
3-(2.51-3.25) High TWP Total weighted Points
2-(1.75-2.50) Fair WM Weighted Mean
1-(1.00-1.75) Low AE Adjectival Equivalent
36
Table 14. Average Grade: 73-75; Effects to School
Performance
Statement 4 3 2 1 TWP WM AE
1. You forget your 7 3 0 0 37 3.7 VH
school
responsibilities when
gaming
2. You skip classes for 5 5 0 0 35 3.5 VH
game
3. During class hours, 5 4 1 0 34 3.4 VH
you are thinking
about gaming
4. You spend more time 7 3 0 0 37 3.7 VH
on gaming rather than
your works or studies
AWM 6 3.75 0.25 0 35.75 3.58 VH
Legend
Numerical Scale Adjectival Equivalent Legend
4-(3.26-4.00) Very High AWM Average Weighted Mean
3-(2.51-3.25) High TWP Total weighted Points
2-(1.75-2.50) Fair WM Weighted Mean
1-(1.00-1.75) Low AE Adjectival Equivalent
grade of 73-75. This shows that among the students who has
performance.
37
Table 15. Average Grade: 76-78; Online Gaming
No. of respondents: 14 R E S P O N S E S
Statement 4 3 2 1 TWP WM AE
1. Played Online Games 14 0 0 0 56 4.00 VH
2. Gaming is your 9 5 0 0 51 3.64 VH
hobby
3. You find online 10 4 0 0 52 3.71 VH
gaming addictive
4. You prefer online 7 2 0 5 39 2.79 H
social interaction
over face-to-face
communication
5. You consider online 10 2 2 0 50 3.57 VH
gaming as a Must-do
activity
6. How often play 7 6 1 0 48 3.43 VH
online games within
a week
7. Have a long period 9 4 1 0 50 3.57 VH
of time playing
online games in a
day
AWM 9 3 0.57 0.71 49.43 3.53 VH
Legend
Numerical Scale Adjectival Equivalent Legend
4-(3.26-4.00) Very High AWM Average Weighted Mean
3-(2.51-3.25) High TWP Total weighted Points
2-(1.75-2.50) Fair WM Weighted Mean
1-(1.00-1.75) Low AE Adjectival Equivalent
gaming.
38
Table 16. Average Grade: 76-78; Negative effects of playing
online games that have happened to students.
No. of respondents: 14 R E S P O N S E S
Statement 4 3 2 1 TWP WM AE
Legend
Numerical Scale Adjectival Equivalent Legend
4-(3.26-4.00) Very High AWM Average Weighted Mean
3-(2.51-3.25) High TWP Total weighted Points
2-(1.75-2.50) Fair WM Weighted Mean
1-(1.00-1.75) Low AE Adjectival Equivalent
39
Table 17. Average Grade: 76-78; Good effects of playing
online games that have happened to students
No. of respondents: R E S P O N S E S
14
Statement 4 3 2 1 TWP WM AE
1. Improve your 8 3 1 2 45 3.21 H
hand-eye
coordination
2. Improve your 2 1 6 5 22 1.57 L
responsiveness
3. Being fast in 4 3 4 3 36 2.57 H
problem solving,
quick thinking
4. Bring you 13 1 0 0 55 3.93 VH
happiness,
satisfaction
AWM 6.75 2 2.75 2.5 39.5 2.82 H
Legend
Numerical Scale Adjectival Equivalent Legend
4-(3.26-4.00) Very High AWM Average Weighted Mean
3-(2.51-3.25) High TWP Total weighted Points
2-(1.75-2.50) Fair WM Weighted Mean
1-(1.00-1.75) Low AE Adjectival Equivalent
40
Table 18. Average Grade: 76-78; Effects to School
Performance
No. of respondents: R E S P O N S E S
14
Statement 4 3 2 1 TWP WM AE
1. You forget your 7 2 2 3 41 2.93 H
school
responsibilities
when gaming
2. You skip classes 2 12 0 0 44 3.14 H
for game
3. During class 6 6 1 1 45 3.21 H
hours, you are
thinking about
gaming
4. You spend more 12 0 0 2 50 3.57 VH
time on gaming
rather than your
works or studies
AWM 6.75 5 0.75 1.25 45 3.21 H
Legend
Numerical Scale Adjectival Equivalent Legend
4-(3.26-4.00) Very High AWM Average Weighted Mean
3-(2.51-3.25) High TWP Total weighted Points
2-(1.75-2.50) Fair WM Weighted Mean
1-(1.00-1.75) Low AE Adjectival Equivalent
performance.
41
Table 19. Average Grade: 79-81; Online Gaming
No. of respondents:17 R E S P O N S E S
Statement 4 3 2 1 TWP WM AE
1. Played Online Games 17 0 0 0 68 4.00 VH
2. Gaming is your hobby 12 5 0 0 63 3.71 VH
3. You find online 14 3 0 0 65 3.82 VH
gaming addictive
4. You prefer online 10 3 1 4 55 3.24 H
social interaction
over face-to-face
communication
5. You consider online 10 2 4 1 55 3.24 H
gaming as a Must-do
activity
6. How often play online 10 6 1 0 60 3.53 VH
games within a week
7. Have a long period of 10 3 4 0 57 3.35 VH
time playing online
games in a day
AWM 12 3 1 1 60.43 3.56 VH
Legend
Numerical Scale Adjectival Equivalent Legend
4-(3.26-4.00) Very High AWM Average Weighted Mean
3-(2.51-3.25) High TWP Total weighted Points
2-(1.75-2.50) Fair WM Weighted Mean
1-(1.00-1.75) Low AE Adjectival Equivalent
Table 19 shows the response of the Junior High
gaming.
42
Table 20. Average Grade: 79-81; Negative effects of playing
online games that have happened to students.
No. of respondents: 17 R E S P O N S E S
Statement 4 3 2 1 TWP WM AE
Legend
Numerical Scale Adjectival Equivalent Legend
4-(3.26-4.00) Very High AWM Average Weighted Mean
3-(2.51-3.25) High TWP Total weighted Points
2-(1.75-2.50) Fair WM Weighted Mean
1-(1.00-1.75) Low AE Adjectival Equivalent
43
Table 21. Average Grade: 79-81; Good effects of playing
online games that have happened to students
No. of respondents: 17 R E S P O N S E S
Statement 4 3 2 1 TWP WM AE
1. Improve your hand- 10 4 1 2 56 3.29 VH
eye coordination
2. Improve your 4 2 6 5 39 2.29 F
responsiveness
3. Being fast in 4 4 4 5 41 2.41 F
problem solving,
quick thinking
4. Bring you 15 1 1 0 65 3.82 VH
happiness,
satisfaction
AWM 8.25 2.75 3 3 50.25 2.95 H
Legend
Numerical Scale Adjectival Equivalent Legend
4-(3.26-4.00) Very High AWM Average Weighted Mean
3-(2.51-3.25) High TWP Total weighted Points
2-(1.75-2.50) Fair WM Weighted Mean
1-(1.00-1.75) Low AE Adjectival Equivalent
44
Table 22. Average Grade: 79-81; Effects School Performance
No. of respondents: 17 R E S P O N S E S
Statement 4 3 2 1 TWP WM AE
Legend
Numerical Scale Adjectival Equivalent Legend
4-(3.26-4.00) Very High AWM Average Weighted Mean
3-(2.51-3.25) High TWP Total weighted Points
2-(1.75-2.50) Fair WM Weighted Mean
1-(1.00-1.75) Low AE Adjectival Equivalent
grade of 79-81. This shows that among the students who has
performance.
45
Table 23. Average Grade: 82-84; Online Gaming
No. of respondents:12 R E S P O N S E S
Statement 4 3 2 1 TWP WM AE
1. Played Online Games 12 0 0 0 48 4.00 VH
2. Gaming is your hobby 7 4 0 1 41 3.42 VH
3. You find online 8 3 1 0 43 3.58 VH
gaming addictive
4. You prefer online 5 2 0 5 31 2.58 H
social interaction
over face-to-face
communication
5. You consider online 7 1 3 1 38 3.17 H
gaming as a Must-do
activity
6. How often play online 5 6 1 0 40 3.33 VH
games within a week
7. Have a long period of 5 5 2 0 39 3.25 H
time playing online
games in a day
AWM 7 3 1 1 40 3.33 VH
Legend
Numerical Scale Adjectival Equivalent Legend
4-(3.26-4.00) Very High AWM Average Weighted Mean
3-(2.51-3.25) High TWP Total weighted Points
2-(1.75-2.50) Fair WM Weighted Mean
1-(1.00-1.75) Low AE Adjectival Equivalent
46
Table 24. Average Grade: 82-84; Negative effects of playing
online games that have happened to students.
No. of respondents: 12 R E S P O N S E S
Statement 4 3 2 1 TW WM AE
P
1. limbs had less 4 4 4 0 36 3.00 H
energy to work
2. poor school 6 5 1 0 41 3.42 VH
performance
3. not enough sleep 8 4 0 0 44 3.67 VH
and always feeling
tired
4. blurred vision 11 1 0 0 47 3.92 VH
because of online
gaming
AWM 7.25 3.5 1.25 0 42 3.50 VH
Legend
Numerical Scale Adjectival Equivalent Legend
4-(3.26-4.00) Very High AWM Average Weighted Mean
3-(2.51-3.25) High TWP Total weighted Points
2-(1.75-2.50) Fair WM Weighted Mean
1-(1.00-1.75) Low AE Adjectival Equivalent
47
Table 25. Average Grade: 82-84; Good effects of playing
online games that have happened to students
No. of respondents: 12 R E S P O N S E S
Statement 4 3 2 1 TWP WM AE
1. Improve your hand-eye 3 5 2 2 33 2.75 H
coordination
2. Improve your 3 1 4 4 27 2.25 F
responsiveness
3. Being fast in problem 2 2 4 4 26 2.16 F
solving, quick
thinking
4. Bring you happiness, 8 2 2 0 42 3.5 VH
satisfaction
AWM 4 2.5 3 2.5 32 2.67 H
Legend
Numerical Scale Adjectival Equivalent Legend
4-(3.26-4.00) Very High AWM Average Weighted Mean
3-(2.51-3.25) High TWP Total weighted Points
2-(1.75-2.50) Fair WM Weighted Mean
1-(1.00-1.75) Low AE Adjectival Equivalent
48
Table 26. Average Grade: 82-84 Effects to School
Performance
No. of respondents: 12 R E S P O N S E S
Statement 4 3 2 1 TWP WM AE
1. You forget your 2 2 4 4 26 2.17 F
school
responsibilities
when gaming
2. You skip classes 1 9 2 0 35 2.92 H
for game
3. During class hours, 4 3 1 4 31 2.58 H
you are thinking
about gaming
4. You spend more time 5 3 0 4 33 2.75 H
on gaming rather
than your works or
studies
AWM 3 4.25 1.75 3 31.25 2.60 H
Legend
Numerical Scale Adjectival Equivalent Legend
4-(3.26-4.00) Very High AWM Average Weighted Mean
3-(2.51-3.25) High TWP Total weighted Points
2-(1.75-2.50) Fair WM Weighted Mean
1-(1.00-1.75) Low AE Adjectival Equivalent
grade of 82-84. This shows that among the students who has
49
Table 27. Average Grade: 85-87; Online Gaming
No. of respondents:20 R E S P O N S E S
Statement 4 3 2 1 TWP WM AE
1. Played Online 19 1 0 0 79 3.95 VH
Games
2. Gaming is your 15 5 0 0 77 3.85 VH
hobby
3. You find online 14 5 1 0 73 3.65 VH
gaming addictive
4. You prefer online 7 2 1 10 46 2.3 F
social interaction
over face-to-face
communication
5. You consider 10 3 4 3 66 3.3 VH
online gaming as a
Must-do activity
6. How often play 7 5 8 0 59 2.95 H
online games
within a week
7. Have a long period 3 7 10 0 53 2.65 H
of time playing
online games in a
day
AWM 10.71 4 3.42 1.86 64.71 3.24 H
Legend
Numerical Scale Adjectival Equivalent Legend
4-(3.26-4.00) Very High AWM Average Weighted Mean
3-(2.51-3.25) High TWP Total weighted Points
2-(1.75-2.50) Fair WM Weighted Mean
1-(1.00-1.75) Low AE Adjectival Equivalent
gaming.
50
Table 28. Average Grade: 85-87; Negative effects of playing
online games that have happened to students.
No. of R E S P O N S E S
respondents: 20
Statement 4 3 2 1 TWP WM AE
1. limbs had 9 6 5 0 64 3.2 H
less energy
to work
2. poor school 2 5 13 0 49 2.45 F
performance
3. not enough 13 4 3 0 70 3.5 VH
sleep and
always
feeling tired
4. blurred 8 8 1 1 59 2.95 H
vision
because of
online gaming
AWM 8 5.75 5.5 0.25 60.5 3.03 H
Legend
Numerical Scale Adjectival Equivalent Legend
4-(3.26-4.00) Very High AWM Average Weighted Mean
3-(2.51-3.25) High TWP Total weighted Points
2-(1.75-2.50) Fair WM Weighted Mean
1-(1.00-1.75) Low AE Adjectival Equivalent
51
Table 29. Average Grade: 85-87; Good effects of playing
online games that have happened to students
No. of respondents: R E S P O N S E S
20
Statement 4 3 2 1 TWP WM AE
1. Improve your 1 5 4 10 37 1.85 F
hand-eye
coordination
2. Improve your 3 4 7 6 44 2.2 F
responsiveness
3. Being fast in 7 3 5 5 52 2.6 H
problem solving,
quick thinking
4. Bring you 14 2 2 2 68 3.4 VH
happiness,
satisfaction
AWM 6.25 3.5 4.5 5.75 5.25 2.51 H
Legend
Numerical Scale Adjectival Equivalent Legend
4-(3.26-4.00) Very High AWM Average Weighted Mean
3-(2.51-3.25) High TWP Total weighted Points
2-(1.75-2.50) Fair WM Weighted Mean
1-(1.00-1.75) Low AE Adjectival Equivalent
52
Table 30. Average Grade: 85-87; Effects to School
Performance
No. of respondents: 20 R E S P O N S E S
Statement 4 3 2 1 TWP WM AE
1. You forget your school 4 5 4 7 46 2.3 F
responsibilities when
gaming
2. You skip classes for 2 12 5 1 55 2.75 H
game
3. During class hours, 6 8 2 4 56 2.8 H
you are thinking about
gaming
4. You spend more time on 1 1 1 6 59 2.95 H
gaming rather than 2
your works or studies
AWM 7 6.5 3 4.5 54 2.7 H
Legend
Numerical Scale Adjectival Equivalent Legend
4-(3.26-4.00) Very High AWM Average Weighted Mean
3-(2.51-3.25) High TWP Total weighted Points
2-(1.75-2.50) Fair WM Weighted Mean
1-(1.00-1.75) Low AE Adjectival Equivalent
grade of 85-87. The shows that among the students who has
performance.
53
Table 31. Average Grade: 88-90; Online Gaming
No. of respondents: R E S P O N S E S
13
Statement 4 3 2 1 TWP WM AE
1. Played Online 10 3 0 0 46 3.54 VH
Games
2. Gaming is your 1 5 2 5 28 2.15 F
hobby
3. You find online 7 4 1 1 43 3.31 VH
gaming addictive
4. You prefer online 0 2 3 8 20 1.54 L
social interaction
over face-to-face
communication
5. You consider 0 3 3 7 22 1.69 L
online gaming as a
Must-do activity
6. How often play 0 6 7 0 32 2.46 F
online games
within a week
7. Have a long period 1 6 6 0 34 2.62 H
of time playing
online games in a
day
AWM 2.71 4.14 3.14 3 32.14 2.47 F
Legend
Numerical Scale Adjectival Equivalent Legend
4-(3.26-4.00) Very High AWM Average Weighted Mean
3-(2.51-3.25) High TWP Total weighted Points
2-(1.75-2.50) Fair WM Weighted Mean
1-(1.00-1.75) Low AE Adjectival Equivalent
54
fair when it comes to how attached they are to online
gaming.
Legend
Numerical Scale Adjectival Equivalent Legend
4-(3.26-4.00) Very High AWM Average Weighted Mean
3-(2.51-3.25) High TWP Total weighted Points
2-(1.75-2.50) Fair WM Weighted Mean
1-(1.00-1.75) Low AE Adjectival Equivalent
55
Table 33. Average Grade: 88-90; Good effects of playing
online games that have happened to students
No. of respondents: 13 R E S P O N S E S
Statement 4 3 2 1 TWP WM AE
1. Improve your hand- 1 3 5 4 27 2.08 F
eye coordination
2. Improve your 1 4 4 4 28 2.15 F
responsiveness
3. Being fast in 3 2 3 5 29 2.23 F
problem solving,
quick thinking
4. Bring you 7 2 2 2 40 3.08 H
happiness,
satisfaction
AWM 3 2.75 3.5 3.75 31 2.36 F
Legend
Numerical Scale Adjectival Equivalent Legend
4-(3.26-4.00) Very High AWM Average Weighted Mean
3-(2.51-3.25) High TWP Total weighted Points
2-(1.75-2.50) Fair WM Weighted Mean
1-(1.00-1.75) Low AE Adjectival Equivalent
56
Table 34. Average Grade: 88-90; Effects to School
Performance
No. of respondents:13 R E S P O N S E S
Statement 4 3 2 1 TWP WM AE
Legend
Numerical Scale Adjectival Equivalent Legend
4-(3.26-4.00) Very High AWM Average Weighted Mean
3-(2.51-3.25) High TWP Total weighted Points
2-(1.75-2.50) Fair WM Weighted Mean
1-(1.00-1.75) Low AE Adjectival Equivalent
grade of 88-90. This shows that among the students who has
performance.
57
Table 35. Average Grade: 91-above; Online Gaming
No. of respondents: 9 R E S P O N S E S
Statement 4 3 2 1 TWP WM AE
1. Played Online Games 1 8 0 0 28 3.11 H
2. Gaming is your 1 2 3 2 22 2.44 F
hobby
3. You find online 3 2 1 3 23 2.56 H
gaming addictive
4. You prefer online 1 1 0 7 14 1.56 L
social interaction
over face-to-face
communication
5. You consider online 0 1 0 8 11 1.22 L
gaming as a Must-do
activity
6. How often play 0 2 7 0 20 2.22 F
online games within
a week
7. Have a long period 1 2 6 0 22 2.44 F
of time playing
online games in a
day
AWM 1 2.57 2.43 2.86 20 2.22 F
Legend
Numerical Scale Adjectival Equivalent Legend
4-(3.26-4.00) Very High AWM Average Weighted Mean
3-(2.51-3.25) High TWP Total weighted Points
2-(1.75-2.50) Fair WM Weighted Mean
1-(1.00-1.75) Low AE Adjectival Equivalent
58
equivalent of very high when it comes to how attached they
Legend
Numerical Scale Adjectival Equivalent Legend
4-(3.26-4.00) Very High AWM Average Weighted Mean
3-(2.51-3.25) High TWP Total weighted Points
2-(1.75-2.50) Fair WM Weighted Mean
1-(1.00-1.75) Low AE Adjectival Equivalent
59
Equivalent of Low when it comes to the negative effects of
Legend
Numerical Scale Adjectival Equivalent Legend
4-(3.26-4.00) Very High AWM Average Weighted Mean
3-(2.51-3.25) High TWP Total weighted Points
2-(1.75-2.50) Fair WM Weighted Mean
1-(1.00-1.75) Low AE Adjectival Equivalent
60
Table 38. Average Grade: 91-above; Effects School
Performance
No. of respondents: 9 R E S P O N S E S
Statement 4 3 2 1 TWP WM AE
1. You forget your 0 3 3 3 18 2.00 F
school
responsibilities
when gaming
2. You skip classes 0 0 1 8 10 1.11 L
for game
3. During class 1 3 2 3 22 2.44 F
hours, you are
thinking about
gaming
4. You spend more 0 1 4 4 15 1.67 L
time on gaming
rather than your
works or studies
AWM 0.25 1.75 2.5 4.5 16.25 1.81 F
Legend
Numerical Scale Adjectival Equivalent Legend
4-(3.26-4.00) Very High AWM Average Weighted Mean
3-(2.51-3.25) High TWP Total weighted Points
2-(1.75-2.50) Fair WM Weighted Mean
1-(1.00-1.75) Low AE Adjectival Equivalent
performance.
61
Figure 2. Scatterplot: Online Gaming
Legend
62
63
Figure 3. Scatterplot: The Negative effects of online
gaming
Legend
academic performance.
64
Figure 4. Scatterplot: The Good effects of online gaming
Legend
65
Figure 5. Scatterplot: The Effects to School Performance
Legend
CHAPTER V
66
SUMMARY, FINDINGS, CONCLUSION AND RECOMMENDATION
SUMMARY
FINDINGS
67
1. HO1 is rejected. Online gaming is positively
academic performance.
68
CONCLUSION
positive effects.
69
RECOMMENDATION
1. Students
2. School Administration
70
from the screen, never have the screen at maximum
tired.
4. Future Researchers
71
LITERATURE CITED
Book sources
Cesarone, Bernard. “Video Games and Children – Child &
Adolescent Development: Overview.” Gracepoint. Gracepoint.
Web. 16 Apr. 2014.
“Video Game Addiction: 81% of American Youth Play; 8.5% Are
Addicted. “Metrics 2.0: Business and Market Intelligence.
Metrics 2.0, Jan. 2007.
JAMES PAUL GEE. “What Video Games Have to Teach Us About
Learning and Literacy?” ACM Computers in
Entertainment. Vol. 1, No. 1, October 2003.
Tumbokon, Chacha. “The Positive and Negative Effects of
Video Games. “Raise Smart Kid. Web. 16 Apr. 2014.
Matthew W.G. Dye, C. Shawn Green, and Daphne Bavelier.
“Increasing Speed of Processing With Action Video Games.” A
Journal of the Association for Psychological Science. Vol.
18 No. 6 (2009): 321-326.
Burgess, S. R., Stermer, S. P., & Burgess, M. C. (2012).
Video Game Playing and Academic Performance in College
Students.
Internet sources
https://www.igi-global.com/article/effects-online-
interactive-games-high/73937
https://thoughtcatalog.com/jane-hurst/2015/02/12-types-of-
computer-games-every-gamer-should-know-about/
https://studymoose.com/effects-of-computer-games-to-young-
student-essay
https://www.igi-global.com/journal/international-journal-
distance-education-technologies/1078
http://www.acsd.org/article/the-effect-of-videogames-on-
student-achievement/
72
APPENDIX A
LETTER TO RESPONDENTS
Dear Respondents,
Greetings!
Respectfully yours,
Noted by:
73
APPENDIX B
QUESTIONNAIRE
I. Respondents Profile
74
II. Question Proper
Online gaming
Statement 4 3 2 1
1. Played Online Games
2. Gaming is your hobby
3. You find online gaming
4. You prefer online
social interaction
over face-to-face
communication
5. You consider online
gaming as a Must-do
activity
6. How often do you play
online games within a
week
7. Have a long period of
time playing online
games in a day.
Negative effects of online gaming that have happened to the
students
1. Limbs had less energy
to work
2. Poor school
performance
3. Not enough sleep and
always feeling tired
4. Blurred vision because
of online gaming
Good effects of playing online games that have happened to
students
1. Improve your hand-eye
coordination
2. Improve your
responsiveness
3. Being fast in problem
solving, quick
thinking
4. Bring you happiness,
satisfaction
75
Effects to School performance
1. You forget your school
responsibilities when
gaming.
2. You skip classes for
game
3. During class hours,
you are thinking about
gaming.
4. You spend more time on
gaming rather than
your works or studies
Legend:
4- Always
3- Sometimes
2- Once
1- Never
76
APPENDIX C
RESPONDENTS PROFILE
COMPUTATION
Respondent’s Profile
f
Percentage Formula: %= x 100
n
1. Gender
42
Male %= x 100=44.21 %
95
53
Female %= x 100=55.79 %
95
Total %=100 %
2. Age
43
12-13 %= x 100=45.26 %
95
33
14-15 %= x 100=34.74 %
95
17
16-17 %= x 100=17.89 %
95
2
18 and Above %= x 100=2.11 %
95
Total %=100 %
3. Academic Status
68
ESC %= x 100=71.58 %
95
23
Regular %= x 100=24.21 %
95
4
Alumni Scholar %= x 100=4.21 %
95
Total %=100 %
4. Religious Affiliation
86
Roman Catholic %= x 100=90.53 %
40
2
UCCP %= x 100=2.11 %
95
77
2
Born Again %= x 100=2.11 %
95
3
Aglipayan %= x 100=1.05 %
95
2
Grace Gospel %= x 100=2.11 %
95
1
Alliance %= x 100=1.05 %
95
Total %=100 %
5. Ethnicity
93
Cebuano %= x 100=97.89 %
95
1
Maranao %= x 100=1.05 %
95
1
Ilocano %= x 100=1.05 %
95
Total %=100 %
6. Average Grade
10
73-75 %= x 100=10.53 %
95
14
76-78 %= x 100=14.74 %
95
17
79-81 %= x 100=17.89 %
95
12
82-84 %= x 100=12.63 %
95
20
85-87 %= x 100=21.05 %
95
13
88-90 %= x 100=13.68 %
95
9
91 and Above %= x 100=9.47 %
95
Total %=100 %
78
79
APPENDIX D
LOCATION MAP
80
principal and the pioneering teachers namely: Mrs. Lucy
81
the parish priest from the school director hence, the
closely.
the school has also come up with the revised school seal
82
efforts and sacrifices were evidently made to cater the
development.
83
APPENDIX E
DOCUMENTATION
84
85
CURRICULUM VITAE
PERSONAL BACKGROUND
Name: Ralp Waldo P. Baje
Nickname: Jamboo
Age: 18
Sex: Male
Citizenship: Filipino
Education Attainment
86
CURRICULUM VITAE
PERSONAL BACKGROUND
Nickname: Cute
Age: 18
Sex: Female
Citizenship: Filipino
Education Attainment
87
CURRICULUM VITAE
PERSONAL BACKGROUND
Nickname: Mackoy
Age: 18
Sex: Male
Citizenship: Filipino
Education Attainment
88