Tanan Na Jud Ni! Chapters XD - Revised

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CHAPTER I

INTRODUCTION

Living in the technological era, computers and

internet became an irreplaceable tool in everyday life of

almost every person. Adult users generally use it for

business purposes while young users usually use internet

and computers for gaming.

The rise of technology particularly the use of

computers and internet has led to many changes in our daily

lives. In particular, this growth has also led to the rise

of online gaming.

BACKGROUND OF THE STUDY

Online gaming can be referred as to any type of game

that someone can play through the usage of internet or over

a computer network. Most of the time, online gaming refers

to the video games played over the internet, where multiple

players are in different location around the world. In most

cases, online games are freeware programs that can be used

for an unlimited time and available for free. Most

percentage of web games available nowadays features more

developed game than downloadable games which makes it more

realistic and attractive.

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Typically, online gaming requires a high- speed of

internet connection. Proper hardware is also required

whether it is a computer or console, such as X-box and

PlayStation that is connected to the internet. Some of

online games uses some piece of controlling hardware like

joysticks and other game controllers. But these days,

gaming technology has progressed into a higher level.

Things like 3-D animation graphics with excellent surround

sound stereo now have the ability to make everyone addicted

into it. In terms of video games, online gaming is growing

in popularity because of variety of reasons. Gamers can

easily find opponents of a similar skill or level when

playing a head-to-head game over the internet. Players can

also play a massive multiplayer game where dozens of

players are playing an ongoing game in the virtual world.

Today, one has seen the effects of video games.

Because of the excellent features like 3-D animation

graphics, excellent effects, easy access etc. it adds more

amusement and excitement to the game which makes it

attractive or even addictive.

Individuals also have been aware about the effects of

game addiction, the leading problem concerned by the

society regarding gaming which leads to a lot of

complications. As mentioned, that computer games provide a

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high level of excitement or quick gratification, many

people find computer games as a great escape from stressful

reality, which is very common scenario to students.

This fact prompts the risk of game addiction. As

people get addicted to computer games, they prefer staying

in front of the computer all the time that they skip meals,

refuse going out for work or school, do not sleep enough

which cause to have a bad performance at school, start

losing their social ability, and also mix up the real and

virtual world which may pose a risk not only to themselves

but also to other people. They might also become an

irresponsible person.

People who play video games, have different reasons,

and the usage of the game may also lead to different

effects for each individual. Pressure at school, family

issues and peer influences may be some of the reasons why

individuals have a strong connection to the effects of

gaming. To some people, video games are some sort of a

stress reliever or therapeutic. However, people who have

experienced negative effects of gaming are many.

STATEMENT OF THE PROBLEM

This study aimed to know the impact of online gaming

to the Junior High Students. Specifically, to the Junior

High students of San Isidro High School.

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This study seeks to answer the following questions:

1. How attached are the students to online gaming?

2. How attached are the students to its negative

effects?

3. How attached are the students to its good

effects?

4. How online gaming affect the performance of the

students in school?

HYPOTHESIS

HO1: There is no significant correlation between the

academic performance of the students and online

gaming.

HO2: There is no negative effects on online gaming with

regards to the academic performance of the students.

HO3: There is good effects of online gaming on the academic

performance of the students.

HO4: There is no significant correlation between the

effects of online gaming and the school performance of

the students.

SIGNIFICANCE OF THE STUDY

This study is intended to know the impact of online

gaming among the Junior High students of San Isidro High

School.

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This study is significant to:

The Students

This study is vital to students. It will provide

information regarding the impacts of online gaming. The

study offers different reasons why individuals,

specifically students have a strong connection to online

gaming and its effects. This may help the students know

their limitations in playing online games.

The Parents and Guardians

The information given is also beneficial to the

parents and guardians, for them to be aware of the effects

of online games to their children, so they could also

properly guide and give limitations to their children upon

gaming. To avoid such effects that could possibly affect to

the student’s school performance.

The Future Researchers

This study may help the future researchers. This will

serve as their guide or reference for the future

researchers. Moreover, future researchers can elaborate and

examine the study and link it with other issues.

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SCOPE AND LIMITATION

The study focuses on the impact of online gaming to

the Junior High students. This will aim to understand why

students are very attached on the effects of online gaming.

This study is limited to the Junior High students of

San Isidro High School and other things not mentioned are

not part of the study.

CONCEPTUAL FRAMEWORK

The research deals with the study of online gaming.

This indicates that there are many impacts of online gaming

among the Junior High students of San Isidro High School.

In terms of the behavior and performance of the students in

school.

Figure 1: Schematic Diagram

Independent Dependent variable


variable
Effects to
Online gaming student’s school
performance

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DEFINITION OF TERMS

Freeware-(not to be confused with free software) is

programming that is offered at no cost and is a common

class of small applications available for downloading and

use in most operating systems.

Hardware- Computer hardware refers to objects that you can

actually touch, like disks, disk drives, display screens,

keyboards, printers, boards, and chips.

Console- or Console games, more commonly referred to as

video games. They are played on a device specially made for

game play called a video game console. The player interacts

with the game through a controller, a hand-held device with

buttons and joysticks or pads. Video and sound are received

by the gamer though a television. Examples of consoles

Microsoft Xbox- A very popular video game console from

Microsoft. Introduced in 2001, the Xbox was designed to

complete with Sony’s PlayStation in Nintendo’s GameCube.

Sony PlayStation- is a band series of game consoles created

and developed by Sony Computer Entertainment.

Nintendo- is one of the world’s largest video game

companies by market capitalization, creating some of the

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best-known and top-selling video game franchises, such as

Mario, The legend of Zelda, and Pokémon.

GameCube- it is the first Nintendo console to use optical

discs as its primary storage medium. The discs are similar

to mini DVD format; as a result of their smaller size and

the console’s small disc compartment, the system was not

designed to play Standard DVDs or audio CDs.

Nintendo Wii- A popular video game console from Nintendo

introduced in 2006. Pronounced as “wee”, it runs Wii and

GameCube software and features a wireless motion sensing

controller that looks like a TV remote rather than a game

controller.

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CHAPTER II

REVIEW OF RELATED LITERATURE

For the intent of gathering more information and better

understanding, there are different ideas and concepts

gathered from different author’s opinion about the certain

topic. With all due respect to their works, some of them

are mentioned in this paper.

RELATED LITERATURE

Carey (2012) found out that the history of online

gaming included contributions by many different companies

and entities. Online gaming began as multiplayer gaming,

but has evolve to include online gaming servers and

massively-multiplayer online game setting.

According to Jane Hurst (2015), today’s computer games

are loaded with action, and there are many different

categories or genres of games. But, many games can be

considered to be more than one genre. For instance, a

soccer game could be considered a sports game, as well as a

simulation game.

Chang (2009) stated that online gaming was referred to

as internet gaming or electronic gaming. It was a gathering

of players with a common game using local area network

(LAN) where they could be on the same setting. The players

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seem to be in a real situation that they use their mouse or

keypads to move in the monitor, their virtual world.

Nie & Erbing (2000) and Kraut, et al (1998) stated

that some fear that virtual communities was detracted from

social activity and involvement in the real world, replaced

real social relationships with less robust online

substituted and caused users to turn on from traditional

media.

The excessive growth of the internet has had a huge

influence on psychological research in understanding its

role in emotional states and there has been increased

interest in the addictive potential of the internet

(Griffiths, 2012).

Kimberly Young (2009), as gaming revolution evolved,

players could create rich, malleable environments from

designer-generated fantasies to complex Hollywood movie

themes. By 1990s, the gaming industry explored

manufacturers such as Sony and Microsoft have developed

more sophisticated and interactive features into their

games and the technology has become much portable and

mobile, making online games accessible anytime and

anywhere.

Kuss & Griffiths, (2012) stated that, for most

adolescents, gaming is a pleasurable pastime activity.

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However, research suggests that excessive online gaming in

extreme cases may lead to symptoms commonly experienced by

substance addicts, namely salience, mood modification,

craving, and tolerance

Heavy gaming, which means gaming for an excessive

amount of time, is a common symptom, as well as a strong

predictor of game addiction (Smahel, Brown, & Blinka, 2012;

Wang et al., 2011).

Chennan Liu (2014) stated that, although gaming

addiction has been shown to be related to poor academic

performance, poor health conditions, depression,

aggression, and substance use problems in a number of

studies, little is known about whether there are any causal

relationships. Furthermore, there is no study focusing on

how heavy gaming, an indicator and risk factor for gaming

addiction, influences health, mental health, and academic

outcomes.

Rheingold (2012) reiterated that the one reason for

the popularity of online games was that the combination of

fun and challenge of video games with the rewarding social

aspects of online community. Participation in online

communities allows us to stay in touch with old friends,

meet new people, learn and share information.

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RELATED STUDIES

In the study of Poon (2012), there are five aspects of

internet addiction noted by Shaw and Black (2008): Cyber

sexual addiction, cyber-relational addiction, net

compulsions, information overload, and computer addiction.

The main subtype we will be looking at is computer

addiction, as it is described as “Many computers come

equipped with pre-programmed games and people become

addicted to playing them at the cost of work performance or

family obligations”. There is a lot of controversy over the

overlap of devices in gaming, which has resulted in an

ambiguous definition for computer games and computer game

addiction.

According to Dr Kimberly S. Young, the ability to

mentally absorb oneself into a virtual environment that

seems more exciting and more interesting than one’s real

life reinforces the addictive behavior and can be used as a

coping mechanism to deal with missing or unfulfilled needs.

That is, gaming momentarily allows the person to forget his

or her problems. In the short term, gaming may be a useful

way to cope with the stress of a hard situation, however,

addictive behaviors used to escape or run away from

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unpleasant situations in the long run only end up making

the problem worse.

Anastasia & Chaplin (2005) stated that, like most

entertainment, the use of computer games in the workplace

is frowned upon by many employers, although there is

mounting evidence that games can help stimulate thinking

and foster social relationships. Consequently, the effects

of computer games on productivity have not been as

thoroughly explored.

Matthew W.G. Dye, C. Shawn Green, and Daphne Bavelier

(2009, discovered that playing action video games—

contemporary examples include God of War, Halo, Unreal

Tournament, Grand Theft Auto, and Call of Duty—requires

rapid processing of sensory information and prompt action,

forcing players to make decisions and execute responses at

a far greater pace than is typical in everyday life. During

game play, delays in processing often have severe

consequences, providing large incentive for players to

increase speed. Accordingly, there is anecdotal evidence

that avid game players react more readily to their

environment.

Peng, et al (2006) in their study of university

students’ attitudes and self-efficacy towards the Internet,

demonstrated the relationship between perceptions of the

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internet and their internet attitudes and self-efficacy.

They showed that there is a positive effect if the students

use the Internet as a functional tool or functional

technology.

In the study of Hollingdale & Greitemeyer (2014), it

is important to note that the violent and the neutral video

game differed in terms of perceived difficulty, enjoyment

and action, with the violent game perceived as being more

difficult, more enjoyable, and being faster. However, when

controlling for these video game properties, there was

still a significant influence of type of video game on

aggression. To put it differently, the effect that playing

the violent relative to the neutral video game increases

aggression is due to differences in perceived difficulty,

enjoyment and action. It should be noted, however, that

controlling for potential confounders within video game

research should be viewed with caution 

However, good games operate at the outer and growing

edge of a player is competence, challenge, but do-able,

while schools often operate at the lowest common

denominator [diSessa 2000]. Since games are often

challenging, but do-able, they are often also pleasantly

frustrating, which is a very motivating state for human

beings. To achieve this, good games allow players to

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customize the game to their own levels of ability and

styles of learning. (JAMES PAUL GEE, 2003)

Calvert and Tan (2000) compared the effects of playing

versus observing violent video games on young adults'

arousal levels, hostile feelings, and aggressive thoughts.

Results indicated that college students who had played a

violent virtual reality game had a higher heart rate,

reported more dizziness and nausea, and exhibited more

aggressive thoughts in a post-test than those who had

played a nonviolent game.

A study by Irwin and Gross (2000) sought to identify

effects of playing an "aggressive" versus "nonaggressive"

video game on second-grade boys identified as impulsive or

reflective. Boys who had played the aggressive game,

compared to those who had played the nonaggressive game,

displayed more verbal and physical aggression to inanimate

objects and playmates during a subsequent free play

session. Moreover, these differences were not related to

the boys' impulsive or reflective traits.

Kirsh (2005) also investigated the effects of playing

a violent versus a nonviolent video game. After playing

these games, third- and fourth-graders were asked questions

about a hypothetical story. On three of six questions, the

children who had played the violent game responded more

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negatively about the harmful actions of a story character

whose intent was ambiguous than did the other children.

These results suggest that playing violent video games may

make children more likely to attribute hostile intentions

to others.

Malone (2008) argued that video games satisfy

children’s need for challenge, fantasy and curiosity,

making them a model for intrinsically motivating

instruction. While cognitive benefits associated with video

game use in and of itself have been documented.

Specific video games are also designed for use in

mental health care. The repeatability aspect of video

games, as compared with other media forms, is useful in

delivering manual-based interventions such as those

involved in cognitive– behavioural therapy. (Usab,

Holzinger, and Gesellschaft,2007)

Kranz (2008) stated that the seriousness of 

the issues caused by computer game addiction and

video game addiction was even claimed to have created

a new face of addiction in modern-day societies.

Since this kind of addiction roots from seemingly

harmless sources, what leads to addiction is the people's

abuse to the effects or benefits that they bring. Since

no one will ever prevent using computer these days,

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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.

In the study of Isabela Granic, Adam Lobel, and Rutger

C. M. E. Engels (2014), video games are a ubiquitous part

of almost all children’s and adolescents’ lives, with 97%

playing for at least one hour per day in the United States.

The vast majority of research by psychologists on the

effects of “gaming” has been on its negative impact: the

potential harm related to violence, addiction, and

depression. We recognize the value of that research;

however, we argue that a more balanced perspective is

needed, one that considers not only the possible negative

effects but also the benefits of playing these games.

In the study of Fleming Seay (2004), though still the

canonical picture of video game play, the solitary player

sitting in front of a PC or television and interacting only

with automatically generated visual and auditory stimuli is

no longer the rule. Though the true “beginning” is a matter

of considerable debate, text based Multi-User Dungeons

(MUDs) began to captivate a niche of gamers with academic

and commercial access to the internet throughout the 1980s

by 4 offering a collaborative social experience in a

persistent online world.

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T. Atilla Ceranoglu (2010) sated that, video games

have found their way into the clinical care of youth in

most medical fields, and academic interest in their use is

increasing steadily. The popularity of video games among

youth may qualify them as a useful tool in psychotherapy

for children and adolescents. Limited literature on use of

video games in mental health care suggests that they can

help young patients become more cooperative and

enthusiastic about psychotherapy. Recent experience

suggests that video games may facilitate therapeutic

relationships, complement the psychological assessment of

youth by evaluating cognitive skills, and elaborate and

clarify conflicts during the therapy process.

Some video games have been associated with aggressive

behaviour. In that case, children imitate online

characters. Some children are at the period of modelling.

(Anderson & Bushman, 2001)

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CHAPTER III

RESEARCH DESIGN AND METHODOLOGY

In this chapter, the researchers will discuss the

research design as well as the sampling technique and the

research environment. Instrument for data collection, and

method of data analysis were also discussed under this

chapter.

RESEARCH METHOD

Data was collected as part of the study of the effects

of online gaming in academic performance of the Junior High

Students of San Isidro High School, Tambulig Zamboanga Del

Sur. This study is designed to seek a broader knowledge and

understanding about how online gaming affects the

performance of the students at school and why students are

much attached on the effects of online gaming.

RESEARCH ENVIRONMENT

The survey was conducted during the second semester of

year 2017- 2018 at San Isidro High School (SIHS) in Lower

Lodiong, Tambulig Zamboanga Del Sur. SIHS is the only

private school in the municipality of Tambulig, Zamboanga

Del Sur with 187 Junior High students.

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RESEARCH SUBJECT

The selected respondents were the Junior High Students

of San Isidro High School. There were a total of 187 Junior

High Students in SIHS. The researcher randomly selected 19

respondents every section to meet the 50 percent of the

total respondent’s population.

RESEARCH DESIGN

The study used two methods: the qualitative method and

quantitative method. The quantitative method takes more

expressive and highlighted data and information while the

qualitative method that create firm morals like quantities.

These two methods were used in the study in order to

evaluate, know and better interpret the how online gaming

affect the academic performance of the students.

RESEARCH INSTRUMENT

The researchers generated a 4-point likert scale

questionnaire consisting twenty four questions. The

questions were easy and can be answered based on their

experiences. After collecting the questionnaires, the

analysis of the data was conducted by using Correlational

statistic method.

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DATA COLLECTION METHOD

Before conducting interviews and surveys, the

researchers submitted a letter signed by the coordinator of

the thesis, their adviser and the Principal of San Isidro

High School Tambulig Zamboanga Del Sur. The letter seeks

permission and approval in gathering the information needed

of the study.

The survey questionnaires were disseminated to the

Junior High students in a random order. The questionnaire

has very simple instruction in answering the questions. The

students just checked the item that corresponds to their

answer. The questionnaire consisted of questions which

seeks to answer the identified problem stated in the study.

STATISTICAL TREATMENT

To interpret the date effectively, the researcher will

employ the following statistical treatment. The Percentage,

Weighted Mean and Person-r are the tools use to interpret

data.

1. Percentage

This will employ to determine the frequency counts and

percentage distribution of personal related variables of

the respondents.

F
Formula: %= x 100
N
21
 % is the percentage F is the Frequency N is the total

number of respondents and 100 is a constant value

2. Weighted Mean

This will be used to determine the assessment of the

respondents with regards to their personal profiles.

fx
Formula:  x́=
N

Where:  x́ = the weighted mean

F = the frequency

 x = the weight of each item 

3. Person Correlational Coefficient

This is a statistical formula that measures the

strength between variables and relationships. When

conducting a statistical test between two variables, it is

a good idea to conduct a person correlation coefficient

value to determine how strong are the relationship between

the two variables.

Formula:  r =N ∑ xy −¿ ¿ ¿

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Where: N = number of pairs of scores

∑ xy = sum of the products of paired 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

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CHAPTER IV

RESULTS AND DISCUSSION

RESPONDENT’S PROFILE

Table 1. Gender Distribution of the Junior High Students of


SIHS in the Year 2017-2018 showing the Frequency
and Percentage.
Gender Frequency Percentage
Male 42 44.21%
Female 53 55.79%
TOTAL 95 100%

Table 1 shows the gender distribution of the Junior

High students of San Isidro. It indicates that 42 or 44.21

percent of the respondents are male and 53 or 55.79 percent

are female. A total of 95 respondents. It shows that

majority of the respondents are Female.

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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%

Table 2 indicates the range of age of the Junior High

students of San Isidro High School. It shows that 43 or

45.26 percent of the respondents are at the age range of 12

to 13 years old, 33 or 34.74 percent of the respondents are

at age range of 14 to 15, 17 or 17.89 percent are at the

age range of 16 to 17 years old and 2 or 2.11 percent of

the respondents are 18 and above. It shows that most of the

respondents are within the age range of 12-13 years old.

Table 3. Academic Status Distribution of the Junior High


Students of SIHS in the Year 2017-2018 showing
the Frequency and Percentage

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Academic Frequency Percentage

Status
ESC 68 71.58%

Regular 23 24.21%

Alumni 4 4.21%

Scholar
TOTAL 95 100%

Table 3 displays the Academic distribution of the

Junior High students of San Isidro High School. It

indicates that out of the 95 respondents, 68 or 71.58

percent are ESC, 23 or 24.21 percent are regular, and 4 or

4.21 percent of the respondents are an Alumni Scholar. Most

of the respondents are ESC scholar.

Table 4. Religious Affiliation Distribution of the Junior


High Students of SIHS in the Year 2017-2018
showing the Frequency, Percentage and Ranking
Religious Frequency Percentage

Affiliation

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Roman 86 90.53%

Catholic
UCCP 2 2.11%

Born Again 2 2.11%

Aglipayan 1 1.05%

Grace Gospel 2 2.11%

Alliance 1 1.05%

TOTAL 95 100%

Table 4 shows the religious affiliation distribution

of the Junior High Students of San Isidro High School. It

appears that out of the 95 respondents, a majority of 86 or

90.53 percent are Roman Catholic, 2 or 2.11 percent of the

respondents are UCCP, 2 or 2.11 percent are Born Again, 1

or 1.05 percent is an Aglipay, 2 or 2.11 percent are Grace

Gospel, and 1 or 1.05 percent of the respondents is an

Alliance. This indicates that majority of the respondents

are Roman Catholic.

Table 5. Ethnicity Distribution of the Junior High Students


of SIHS in the Year 2017-2018 showing the
Frequency, Percentage and Ranking
Ethnicity Frequency Percentage

Cebuano 93 97.89%

Maranao 1 1.05%

Ilocano 1 1.05%

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TOTAL 95 100%

Table 5 shows the different ethnicity of the Junior

High Students of San Isidro High School. It displays the

result that a majority of 93 or 97 percent of the

respondents are Cebuano, 1 or 1.05 percent is a Maranao,

and 1 or 1.05 is an Ilocano. Survey have resulted that

majority of the respondents are Cebuano.

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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

San Isidro High School to online gaming. This table

indicates the overall response of the respondents toward

online gaming. It is shown that the overall response of the

respondents on how attached they are to online gaming has

an average weighted mean of 3.07 with an adjectival

equivalent of high.

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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

Table 7 shows the negative effects of online gaming

that have happened to the Junior High Students of San

Isidro High School. It indicates that the overall response

of the respondents about the negative effects of online

gaming that have happened to them has an average weighted

mean of 3.12 which has an adjectival equivalent of very

high.

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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

Table 8 displays the good effects of online gaming

that have happened to the Junior High Students of San

Isidro High School. It indicates that the overall response

of the respondents about the good effects of online gaming

that have happened to them has an average weighted mean of

2.62 which has an adjectival equivalent of high

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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

Table 9 displays the school performance of the Junior

High Students of San Isidro High School. This shows the

overall response of the students has an average weighted

mean of 2.83 which has an adjectival equivalent of high

when it comes to the effects of online gaming to school

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%

Table 10 displays frequency and percentage of the

average grade of the Junior High Students 10 or 10.53

percent have a range of average grade of 73-75, 14 or 14.74

percent have a range of average grade of 76-78, 17 or 17.89

have a range of average grade 79-81, 12 or 12.63 percent

have a range of average grade of 82-84, 20 or 21.05 percent

have an average grade of 85-87, 13 or 13.68 have an average

grade of 88-90, and 9 or 9.48% have an average grade of 91

and above. A total of 95 respondents or 100 percent. It

shows that 85-87 is the leading range of grade of the

Junior High students of San Isidro High School.

Table 11. Average Grade: 73-75; Online Gaming

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

Table 11 shows the response of the Junior High

students of San Isidro High School who have an average

grade of 73-75. On how attached they are to online gaming.

This shows that among the students averaging 73-75 has a

weighted mean of 3.44 which has an Adjectival equivalent of

very high when it comes to how attached they are to online

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

Table 12 shows the response of the Junior High

Students of San Isidro High School who had an average grade

of 73-75 toward the negative effects of online gaming that

have happened to them. This shows that among the students

who have an average grade of 73-75 has an average weighted

mean of 3.73 which has an Adjectival Equivalent of very

high when it comes to the negative effects of online gaming

that have happened to them.

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

Table 13 displays the good effects of online gaming

that have happened to the Junior High Students of San

Isidro High School who have an average grade of 73-75. It

shows that among the students averaging 73-75 has an

average weighted mean of 2.4 which has resulted to a fair

adjectival equivalent in terms of the of the positive

effects of online gaming.

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

Table 14 displays the school performance of the Junior

High Students of San Isidro High School who have an average

grade of 73-75. This shows that among the students who has

an average grade of 73-75 has an average weighted mean of

3.58 which has an adjectival equivalent of very high when

it comes to the effects of online gaming to school

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

Table 15 shows the response of the Junior High

students of San Isidro High School who have an average

grade of 76-78. On how attached they are to online gaming.

This shows that among the students averaging 76-78 has a

weighted mean of 3.53 which has an Adjectival equivalent of

very high when it comes to how attached they are to online

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

1. limbs had less 9 5 0 0 51 3.64 VH


energy to work
2. poor school 8 6 0 0 50 3.57 VH
performance
3. not enough sleep 9 5 0 0 51 3.64 VH
and always feeling
tired
4. blurred vision 13 1 0 0 55 3.93 VH
because of online
gaming
AWM 9.75 4 0 0 51.75 3.67 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 16 shows the response of the Junior High

Students of San Isidro High School who had an average grade

of 76-78 towards the negative effects of online gaming that

have happened to them. This shows that among the students

who have an average grade of 76-78 has an average weighted

mean of 3.67 which has an Adjectival Equivalent of very

high when it comes to the negative effects of online gaming

that have happened to them.

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

Table 17 shows the good effects of online gaming that

have happened to the Junior High Students of San Isidro

High School who have an average grade of 76-78. It shows

that among the students averaging 76-78 has an average

weighted mean of 2.82 which has resulted to a high

adjectival equivalent in terms of the of the positive

effects of online gaming.

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

Table 18 displays the school performance of the Junior

High Students of San Isidro High School who have an average

grade of 76-78. This displays that among the students who

has an average grade of 76-78 has an average weighted mean

of 3.21 which has an adjectival equivalent of high when it

comes to the effects of online gaming to school

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

students of San Isidro High School who have an average

grade of 79-81. On how attached they are to online gaming.

This shows that among the students averaging 73-75 has a

weighted mean of 3.44 which has an Adjectival equivalent of

very high when it comes to how attached they are to online

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

1. limbs had less 11 5 1 0 61 3.59 VH


energy to work
2. poor school 14 3 0 0 65 3.82 VH
performance
3. not enough sleep 9 8 0 0 60 3.53 VH
and always feeling
tired
4. blurred vision 15 2 0 0 66 3.88 VH
because of online
gaming
AWM 12.25 4.5 0.25 0 63 3.70 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 20 shows the response of the Junior High

Students of San Isidro High School who had an average grade

of 79-81 towards the negative effects of online gaming that

have happened to them. This shows that among the students

who have an average grade of 79-81 has an average weighted

mean of 3.70 which has an Adjectival Equivalent of very

high when it comes to the negative effects of online gaming

that have happened to them.

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

Table 21 shows the good effects of online gaming that

have happened to the Junior High Students of San Isidro

High School who have an average grade of 79-81. It shows

that among the students averaging 79-81 has an average

weighted mean of 2.95 which has resulted to a high

adjectival equivalent in terms of the of the positive

effects of online gaming.

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

1. You forget your 5 5 4 3 46 2.71 H


school
responsibilities
when gaming
2. You skip classes 5 11 1 0 55 3.24 H
for game
3. During class hours, 4 8 1 4 46 2.70 H
you are thinking
about gaming
4. You spend more time 12 2 0 3 57 3.35 VH
on gaming rather
than your works or
studies
AWM 7.5 6.5 1.5 2.5 51 3.00 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 22 displays the school performance of the Junior

High Students of San Isidro High School who have an average

grade of 79-81. This shows that among the students who has

an average grade of 76-78 has an average weighted mean of

3.00 which has an adjectival equivalent of high when it

comes to the effects of online gaming to school

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

Table 23 shows the response of the Junior High

students of San Isidro High School who have an average

grade of 82-84 on how attached they are to online gaming.

This shows that among the students averaging 82-84 has an

average weighted mean of 3.33 which has an Adjectival

equivalent of very high when it comes to how attached they

are to online gaming.

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

Table 24 shows the response of the Junior High

Students of San Isidro High School who had an average grade

of 82-84 toward the negative effects of online gaming that

have happened to them. This shows that among the students

who have an average grade of 82-84 has an average weighted

mean of 3.50 which has an Adjectival Equivalent of very

high when it comes to the negative effects of online gaming

that have happened to them.

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

Table 25 shows the good effects of online gaming that

have happened to the Junior High Students of San Isidro

High School who have an average grade of 82-84. It shows

that among the students averaging 82-84 has an average

weighted mean of 2.67 which has resulted to a high

adjectival equivalent in terms of the of the positive

effects of online gaming.

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

Table 26 displays the school performance of the Junior

High Students of San Isidro High School who have an average

grade of 82-84. This shows that among the students who has

an average grade of 82-84 has an average weighted mean of

2.60 which has an adjectival equivalent of high when it

comes to the effects of online gaming to school performance

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

Table 27 shows the response of the Junior High

students of San Isidro High School who have an average

grade of 85-87 on how attached they are to online gaming.

This shows that among the students averaging 85-87 has a

weighted mean of 3.24 which has an Adjectival equivalent of

high when it comes to how attached they are to online

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

Table 28 shows the response of the Junior High

Students of San Isidro High School who had an average grade

of 85-87 toward the negative effects of online gaming that

have happened to them. This shows that among the students

who have an average grade of 85-87 has an average weighted

mean of 3.03 which has an Adjectival Equivalent of high

when it comes to the negative effects of online gaming that

have happened to them.

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

Table 29 shows the good effects of online gaming that

have happened to the Junior High Students of San Isidro

High School who have an average grade of 85-87. This shows

that among the students averaging 85-87 has an average

weighted mean of 2.51 which has resulted to a high

adjectival equivalent in terms of the of the positive

effects of online gaming.

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

Table 30 displays the school performance of the Junior

High Students of San Isidro High School who have an average

grade of 85-87. The shows that among the students who has

an average grade of 85-87 has an average weighted mean of

2.7 which has an adjectival equivalent of high when it

comes to the effects of online gaming to school

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

Table 31 shows the response of the Junior High

students of San Isidro High School who have an average

grade of 88-90 on how attached they are to online gaming.

This shows that among the students averaging 88-90 has a

weighted mean of 2.47 which has an Adjectival equivalent of

54
fair when it comes to how attached they are to online

gaming.

Table 32. Average Grade: 88-90; Negative effects of playing


online games that have happened to students.
No. of respondents: R E S P O N S E S
13
Statement 4 3 2 1 TWP WM AE
1. limbs had less 0 2 5 6 22 1.69 P
energy to work
2. poor school 0 1 8 4 23 1.77 F
performance
3. not enough sleep 1 5 5 2 31 2.38 F
and always
feeling tired
4. blurred vision 1 3 7 2 29 2.23 F
because of
online gaming
AWM 0.5 2.53 6.25 3.5 26.25 2.02 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

Table 32 shows the response of the Junior High

Students of San Isidro High School who had an average grade

of 88-90 toward the negative effects of online gaming that

have happened to them. This shows that among the students

who have an average grade of 88-90 has an average weighted

mean of 2.02 which has an Adjectival Equivalent of fair

when it comes to the negative effects of online gaming that

have happened to them.

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

Table 33 shows the good effects of online gaming that

have happened to the Junior High Students of San Isidro

High School who have an average grade of 88-90. It shows

that among the students averaging 88-90 has an average

weighted mean of 2.36 which has resulted to a fair

adjectival equivalent in terms of the of the positive

effects of online gaming.

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

1. You forget your 0 7 2 4 29 2.23 F


school
responsibilities
when gaming
2. You skip classes 0 2 6 5 23 1.77 F
for game
3. During class 4 4 2 4 36 2.77 H
hours, you are
thinking about
gaming
4. You spend more 1 3 4 5 26 2.00 F
time on gaming
rather than your
works or studies
AWM 1.25 3.75 3.5 4.5 28.5 2.19 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

Table 34 displays the school performance of the Junior

High Students of San Isidro High School who have an average

grade of 88-90. This shows that among the students who has

an average grade of 88-90 has an average weighted mean of

2.19 which has an adjectival equivalent of fair when it

comes to the effects of online gaming to school

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

Table 35 shows the response of the Junior High

students of San Isidro High School who have an average

grade of 91-above on how attached they are to online

gaming. This shows that among the students averaging 91-

above has a weighted mean of 2.22 which has an Adjectival

58
equivalent of very high when it comes to how attached they

are to online gaming.

Table 36. Average Grade: 91-above; Negative effects of


playing online games that have happened to
students.
No. of R E S P O N S E S
respondents: 9
Statement 4 3 2 1 TWP WM AE
1. limbs had 0 0 2 7 11 1.22 L
less energy
to work
2. poor school 0 0 3 6 14 1.56 L
performance
3. not enough 0 0 2 7 11 1.22 L
sleep and
always
feeling tired
4. blurred 0 0 7 2 16 1.78 F
vision
because of
online gaming
AWM 0 0 3.5 5.5 13 1.45 L

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 36 shows the response of the Junior High

Students of San Isidro High School who had an average grade

of 91-above toward the negative effects of online gaming

that have happened to them. This shows that among the

students who have an average grade of 90-above has an

average weighted mean of 1.45 which has an Adjectival

59
Equivalent of Low when it comes to the negative effects of

online gaming that have happened to them.

Table 37. Average Grade: 91-above; Good effects of playing


online games that have happened to students
No. of respondents: R E S P O N S E S
9
Statement 4 3 2 1 TWP WM AE
1. Improve your 1 3 3 2 21 2.33 H
hand-eye
coordination
2. Improve your 0 2 3 4 16 1.78 F
responsiveness
3. Being fast in 1 0 3 5 15 1.67 L
problem solving,
quick thinking
4. Bring you 3 2 2 2 24 2.67 H
happiness,
satisfaction
AWM 1.25 1.75 2.75 3.25 19 2.11 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

Table 37 shows the good effects of online gaming that

have happened to the Junior High Students of San Isidro

High School who have an average grade of 90-above. It shows

that among the students averaging 90-91 has an average

weighted mean of 2.11 which has resulted to a fair

adjectival equivalent in terms of the of the positive

effects of online gaming.

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

Table 38 displays the school performance of the Junior

High Students of San Isidro High School who have an average

grade of 91-above. This shows that among the students who

has an average grade of 88-90 has an average weighted mean

of 1.81 which has an adjectival equivalent of fair when it

comes to the effects of online gaming to school

performance.

61
Figure 2. Scatterplot: Online Gaming

.81 - .99 Very High Positive Correlation

Legend

r value Descriptive Meaning


± 1.00 Perfect Positive or Negative correlation

±.81 - ±.99 Very High Positive or negative Correlation

±.61 - ±.80 Substantial Positive or Negative Correlation

±.41 - ±.60 Moderately Positive or Negative Correlation

±.21 - ±.40 Low Positive or Negative Correlation


±.01 - ±.20 Negligible Correlation
±.0 No Correlation

The figure shows that the r-value is .8890 which is

positively high correlated. Therefore, the hypothesis is

rejected. Thus, online gaming is positively correlated with

the student’s academic performance.

62
63
Figure 3. Scatterplot: The Negative effects of online

gaming

.81 - .99 Very High Positive Correlation

Legend

r value Descriptive Meaning


± 1.00 Perfect Positive or Negative correlation

±.81 - ±.99 Very High Positive or negative Correlation

±.61 - ±.80 Substantial Positive or Negative Correlation

±.41 - ±.60 Moderately Positive or Negative Correlation

±.21 - ±.40 Low Positive or Negative Correlation


±.01 - ±.20 Negligible Correlation
±.0 No Correlation

The figure shows that the r-value is .8968 which is

positively correlated. Consequently, the hypothesis is not

accepted. Thus, the negative effects of online gaming is

positively very high in correlation with the student’s

academic performance.

64
Figure 4. Scatterplot: The Good effects of online gaming

.41 -.60 Moderately Positive in correlation

Legend

r value Descriptive Meaning


± 1.00 Perfect Positive or Negative correlation

±.81 - ±.99 Very High Positive or negative Correlation

±.61 - ±.80 Substantial Positive or Negative Correlation

±.41 - ±.60 Moderately Positive or Negative Correlation

±.21 - ±.40 Low Positive or Negative Correlation


±.01 - ±.20 Negligible Correlation
±.0 No Correlation

The figure shows that the r-value is .5985 which is

positively correlated. Consequently, the hypothesis is

accepted. It indicates that there is a moderate positive

correlation between the student’s academic performance and

the good effects of online gaming.

65
Figure 5. Scatterplot: The Effects to School Performance

.81 - .99 Very High Positive Correlation

Legend

r value Descriptive Meaning


± 1.00 Perfect Positive or Negative correlation

±.81 - ±.99 Very High Positive or negative Correlation

±.61 - ±.80 Substantial Positive or Negative Correlation

±.41 - ±.60 Moderately Positive or Negative Correlation

±.21 - ±.40 Low Positive or Negative Correlation


±.01 - ±.20 Negligible Correlation
±.0 No Correlation

The figure shows that the r-value is .9777 which is

positively correlated. Therefore, the hypothesis is

rejected. It shows that there is a very high positive

correlation between the student’s academic performance and

the effects of online gaming to the academic performance.

CHAPTER V

66
SUMMARY, FINDINGS, CONCLUSION AND RECOMMENDATION

This Chapter presents a brief summary of the study, it

emphasize the significant findings, conclusions and

proposed recommendation based on the findings of the study.

SUMMARY

This research was inspired by the cases of online

gaming addiction of the Junior High Students. San Isidro

High School was set as the subject of the study with

regards to this case. The researchers aimed to know the

level of correlation between online gaming and the academic

performance of the students through a correlational

statistic study. Furthermore, the researchers also aimed to

describe the respondents in terms of age, gender, religious

affiliation, grade level, scholarship status, and their

grade for the latest rating period. To maximize the

reliability of the study, the researchers surveyed half of

the population of the Junior High Students. The data were

analysed and interpreted using the frequency, percentage,

weighted mean and the Person Correlation Coefficient.

FINDINGS

67
1. HO1 is rejected. Online gaming is positively

correlated with the student’s academic performance.

2. HO2 is rejected. The negative effects of online gaming

is positively very high in correlation with the

student’s academic performance.

3. HO3 is accepted. It indicates that there is a moderate

positive correlation between the student’s academic

performance and the good effects of online gaming.

4. HO4 is rejected. It shows that there is a very high

positive correlation between the student’s academic

performance and the effects of online gaming to the

academic performance.

68
CONCLUSION

Based on the findings of the study, the researchers

conclude that there is a correlation between online gaming

and the academic and school performance of the students.

Thus, online gaming has negative effects to their academic

performance to some of the students, hence, it has also

positive effects.

69
RECOMMENDATION

1. Students

1.1. The Students must focus on the importance in

maintaining balance in one’s life, a balance

between online and off-line interactions.

2. School Administration

2.1. The School should spare an attention on the case

of online gaming, for this may be an unseen factor

of why the students have a poor school performance.

3. Parents and Guardians

3.1. Parents and guardians should ask their children’s

report card, and monitor them at school, to know

their academic performance.

3.2. Parents and guardians should limit the amount of

time children spend in playing video games to make

sure the activities do not get in the way of their

social life and school work.

3.3. Parents and guardians should set time limits on

playing time. They should tell their children that

they can play for a couple of hours after they have

done their homework or their chores- Not Before

3.4. Parents and Guardians should always get their

children to follow the recommendations by the game

manufacturers and/or service providers to avoid

such complications (e.g., Sit at least two feet

70
from the screen, never have the screen at maximum

brightness, and never engage in gaming when feeling

tired.

3.5. If then, their children has a poor academic

performance because of online gaming, the parents

or guardians can prohibit their children from

playing online games. In this manner they can also

keep their children away from gaming addiction.

4. Future Researchers

4.1. The Future Researchers could use this study for

reference and revision.

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

SAN ISIDRO HIGH SCHOOL


Tambulig, Zamboanga Del Sur
Senior High School

February 14, 2018

Dear Respondents,

Greetings!

Please allow us the privilege of requesting you to be


one of our respondents for our thesis entitled “The effects
of online gaming in academic performance in Junior High
Students of San Isidro High School Tambulig, Zamboanga Del
Sur”, as a partial fulfillment of the subject Project 12.
Therefore, we have constructed self-made
questionnaires to gather information for our study. Your
support is highly appreciated.
Please feel assured that the information gathered will
be treated with the strictest confidentiality.
Thank you very much for your kind response to our
request.

Respectfully yours,

Jhon Mark V. Zarcaoga


Ralp Waldo P. Baje
Coleen T. Anding

Noted by:

SHERIE ANN T. GOM-OS, LPT SOLLY SUZANNE B. MUGOT, LPT


Coordinator Adviser

SR. NANIE MARIA A. BALEROSO, MCM


Principal

73
APPENDIX B

QUESTIONNAIRE

I. Respondents Profile

Name (optional): ___________________________

Grade and section: ___________________________

Instruction: Put a check (/) on the space provided that


corresponds to your answer.

1.Gender: Male( ), Female( )

2.Age: 12-13( ), 14-15( ), 16-17( ), 18-above( )

3.Academic Status: ESC Scholar( ), Regular( )

Others (Please specify)


______________________________________

4.Religious Affiliation: Roman Catholic( ), Islam( ),


SDA( ), Jehovah’s Witness ( ), UCCP ( ), Born again ( )
Grace Gospel ( )

Others (Please specify)


______________________________________

5.Ethnicity: Cebuano( ), Tausug( ), Chavacano( ),


Maranao( ), Subanin ( ), Ilocano ( )

Others (Please specify)


______________________________________

6. Average grade: ( ) 73- 75 ( ) 76-78 ( ) 79-81


( ) 82-84 ( ) 88-90 ( ) 91-above

74
II. Question Proper

Instruction: Put a check (/) on the space provided that


corresponds to your answer.

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

Inspired by the success of Columban missionaries

priests in establishing schools in north-western part of

Mindanao and moved by the enthusiasm of the parishioners,

Rev. Fr. William Carrigan, SSC, the parish priest of San

Labrador Parish, conceived the idea of founding a parochial

school in Tambulig. With the help of MR. Ismael Jumalon,

Mr. Nicolas Quimno, and the support of the parishioners,

the construction of a three-classroom school building was

realized. For the school to officially operate, Atty.

Fernando G. Cagoco Sr. helped procure the school permit.

Thus in the school year 1967-1968, the school formally

opened and ninety-eight first year students enjoyed the

privilege to study at San Isidro High School.

Rev. Fr. Carrigan laid the foundation of a catholic

education with the help of Mr. Jose Cabalit, the first

80
principal and the pioneering teachers namely: Mrs. Lucy

Rada Cabalit, mrs. Norma Fuentes Talip, Mr. Fructoso

Andales, Mrs. Necita Turado Nericua, Mrs. Evangeline

Tenebrp, Mr. Pompey Geromo, Mrs. Juanuta Talip Mediana and

Mr. Numeriano Gilbolingo.

The first commencement exercise in March 1971 had Miss

Bernadith C. Jumalon, as the class valedictorian, Mr.

Crisiligo Ragupa, the salutatorian and Miss Esther Lara,

the first honorable mention.

In 1973, there was a sudden decline of enrolment

caused by the rise of EHANCA, now Tambulig National High

School, and other public schools that mushroomed in the

neighbouring towns. For some time in the history of the

school, the parish priest was the designated school

director. Consequently, in 1976-198, the new parish priest,

Fr. Bernard Steed took over as the school director wi7th

Fr. Francis Carey to assist him.

In the late 1980’s the diocesan priest took over the

management of the parish and the school. However, they

still continued what had been started by the Columban

priest. They were Fr. Clarito Rara, Fr. Beda Belotendos.

Fr. Juan Cardinal Pintac, Fr. Danilo Jungco, Fr. Mario

Sarsaba, Fr. Rey Mutia, and Fr. Eugene Elson Cagoco.

However, in 1996 it was deemed to separate the position of

81
the parish priest from the school director hence, the

position as a school director was given to another diocesan

priest to enable him to concentrate on school matters more

closely.

In the year 2005-2006, diocesan sister from the

Missionary Congregation of Mary in the person of Sr. Joy

Cajes took over the administration of the school as

directress. Plans for the development of the school have

been intensified and additional institutional development

plans were started.

In response to the rapid technological changes of the

world, in the year 2007-2008, SIHS gave way to

computerization program, an innovation by the Pagadian

diocesan schools powered by digital information system and

technologies. Since then teacher’s work load was lessen.

Likewise, with the leadership of the next directress Sr.

Teresita Sajelan, MCM, plans of action for a more enhanced

teaching-learning process were given attention. Improvement

of the school, physical plant, and acquisition of

innovative instructional facilities was done. Furthermore,

the school has also come up with the revised school seal

having faith and diligence as the motto.

In the year 2011-2012, sr. Nally G. Espiritu, MCM, was

appointed as the next school directress of SIHS. Countless

82
efforts and sacrifices were evidently made to cater the

needs of the clientele and to respond to the challenges of

the technological world. Thus, she continued to advocate

the greater formal partnership among the stakeholders just

to strengthen the bond in the community.

Since 2012-2013, sr. Rowena J. Suarez, MCM, is the

directress of the said educational institution. Good

quality of instruction was emphasized and encourage in

touching people’s lives. Seminar-workshops were

intentionally attended to enhance teaching performances in

order to produce graduates needed for the national

development.

San Isidro High School is no different from any other

catholic school in the country experiencing lights and

shadows but it has continued to produce graduates who have

been successful in the different fields of endeavour.

83
APPENDIX E
DOCUMENTATION

84
85
CURRICULUM VITAE
PERSONAL BACKGROUND
Name: Ralp Waldo P. Baje

Nickname: Jamboo

Current Address: Purok 4, Balucot Tambulig,

Zamboanga Del Sur

Age: 18

Date of Birth: October 27, 1999

Place of Birth: Pagadian City

Sex: Male

Civil Status: Single

Church Affiliation: Roman Catholic

Citizenship: Filipino

Language/ Dialects Spoken: Cebuano

Email Address: [email protected]

Contact Number: 09096723022

Education Attainment

Senior High School: San Isidro High School

Junior High School: San Isidro High School

Elementary: Tambulig Central Elementary School (SPED)

86
CURRICULUM VITAE
PERSONAL BACKGROUND

Name: Coleen T. Anding

Nickname: Cute

Current Address: Purok Sab-a,Tungawan

Tambulig, Zamboanga del Sur

Age: 18

Date of Birth: September 14, 1999

Place of Birth: Riverside Tambulig Zamboanga del Sur

Sex: Female

Civil Status: Single

Church Affiliation: Cristohanon

Citizenship: Filipino

Language/ Dialects Spoken: Cebuano

Email Address: [email protected]

Contact Number: 09072431267

Education Attainment

Senior High School: San Isidro High School

Junior High School: San Isidro High School

Elementary: Tambulig Central Elementary School (Regular)

87
CURRICULUM VITAE
PERSONAL BACKGROUND

Name: Jhonmark V. Zarcoaga

Nickname: Mackoy

Current Address: Purok 2, Upper Lodiong

Tambulig, Zamboanga del Sur

Age: 18

Date of Birth: February 13, 2000

Place of Birth: Riverside Tambulig Zamboanga del Sur

Sex: Male

Civil Status: Single

Church Affiliation: Roman Catholic

Citizenship: Filipino

Language/ Dialects Spoken: Cebuano

Email Address: [email protected]

Contact Number: 09464990931

Education Attainment

Senior High School: San Isidro High School

Junior High School: Tambulig National High School

Elementary: Riverside Elementary School

88

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