Chapter 4 Group6
Chapter 4 Group6
Chapter 4 Group6
This chapter contains the data gathered by the researchers. It also includes
table of the results which obtained from the online survey questionnaires.
Interpretation
Table 1
According to Gender
Table 1 represents the number of males, females, and others, of the 50 respondents,
The gender with the largest population of 34 or 68% are males, Next is 15 or 30% are
Table 2
Frequency and Percent Distribution of the Respondents
According to Age
16 years old 3 6%
20 years old 2 4%
TOTAL: 50 100%
Table 2 shows that 20 out of 50 respondents belong to the age of 17 years old
represent the highest percentage having 20 (40%) of the respondents. The second-
highest-ranking ages were those respondents whose ages were 18 years old or 19
(38%) of the respondent population. The third highest-ranking percentage was those
respondents who are within the age of 19 or 6 (12%). The ages of 16 turned out to be 3
(6%) of the total respondents and fourth in rank. The fifth and last in highest-ranking
percentage were those respondents who are within the age of 20 years old or 2 (4%) of
Table 3
According to Strand
It can be gleaned from Table 3 that 46% or 23 of the respondents were in ITMAWD
Academics Strand) and 10% or 5 were in HUMMS (Humanities and Social Sciences)
Table 4
Frequency and Percent Distribution of the Respondents
As shown in Table 4, of the 50 respondents, the grade levels with the highest
Table 5
28% plays in the ranges of 3 to 4 hours and 17 or 34% of the respondents can go more
2. The Impact of the Video Games on the Senior High Student’s Behavior
Table 6
You're improving
your problem-
solving skills,
logic, and quick 3.68 1 Major
thinking and it
helps you to
identify your
academic ability
by playing video
games.
Table 6, shows that the impact of student’s behavior in terms of school performance
that there are 3.68% responses that the student’s performance was improving through
logically thinking and it helps them to identify their ability. While 2.03% of students are
having failing grades. The Grand mean is 2.86% verbally interpreted as Moderate.
Table 7
By playing video
games, you are
making more
friends online than 3.68 1 Major
from the outside.
relationship that 3.68% responds that by playing video games or using online platforms
makes them better at social interaction than interacting outside of the platform.
Therefore 1.82% respond that their friends don’t want to play with them because they’re
bad at video games. Overall of the weighted mean is 2.75% and the verbal
interpretation is Moderate.
Table 8
In Table 8, the result shows that 3% responds that they are feeling strong emotionally
and mentally in terms of the impact of self-esteem by playing video games. While 2.42%
are feeling down when they lose their game. Self-esteem Grand mean is 2.71%
Table 9
You're having
trouble thinking
straight in school
because you've 1.78 2 Minor
been playing video
games too much.
escape reality in terms of the impact student’s behavior through psychological effect.
And 1.78% are having trouble in school because of playing video games too much. The