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Online Gaming: Its Impact to the Self-confidence of Grade- 11 Students

A Research Paper Presented to the Faculty and Staff


of Liloan National Technical-Vocational High School
Poblacion, Liloan, Southern Leyte

In Partial Fulfillment of the Requirements


of the Subject Practical Research 2

MARK CHRISTIAN MAGSAKAY


SHIELLA MARIE CUARES
MARIANNE EDUBOS

OCTOBER 2019
Acknowledgment

We would like to express our sincerest appreciation to all people who are behind the

success.

First, we give thanks to our Almighty Father who is the creator and source of all things,

who gave us wisdom, good health and knowledge. He never fails to support and guide

us. He always strengthens our faith to keep pursuing and never give up. We can’t do

anything without him.

To our subject teacher, thank you so much ma’am for directing, guiding, and giving us

the courage to finish the research. Without your help and challenge, we won’t be able

to complete the study.

We would also want to extend our heartfelt gratitude to our dearest parents, family

members and friends who never give up on providing us especially in financial,

emotional, and spiritual support. And to our classmates who always give better ideas

and thoughts about our study. We are really grateful. Thank you so much.

All in all we would like to give our utmost regards to all who directly and indirectly have

contributed for the success of this research. We truly owe you a lot.

May the Almighty God continuously bless you all.

ii
Dedication

We would like to dedicate this research to our parents, family members, friends,

classmates and to all people who unceasingly give their support financially, emotionally

and spiritually. Their encouragement truly gave a significant contribution in fulfilling our

research

To our subject teacher who truly gave her time coaching and guiding us with this

research.

Above all we dedicated this study to our greatest Almighty God, who is the source of all

things. He gave us strength, wisdom, knowledge and courage to keep pursuing. He

verily make this possible.

iii
ABSTRACT

Online gaming is a game that playing through the use of the internet or any other

network available. One of the online games where most played by the students is the

mobile legends. As the game starts to widen, young people, especially students,

correspondingly get addicted to the online games. As this matter occur, is playing online

games can affect the self-confidence of the one who played with it especially that they

give more time on playing mobile legend rather than focusing on developing their inner

self. In addition, is mobile legends application where mostly of the students used will

bring positive effect of the self-confidence of the ones who played with it or its just

brought negative impact towards students confidence. Since, self-confidence is

considered one of the most influential motivators and regulators of behavior on a person

lives it is significant to recognize the impact of online gaming towards the self-

confidence of the users especially those students whose engage to this kind of activity.

This study uses Simple Random Sampling in selecting respondents. Simple Random

Sampling is a subset of a statistical population in which each member of the subset has

an equal probability of being chosen (Adam, 2019). A Simple Random Sampling is

meant to be valid and unbiased. Using the Simple Random the researchers obtain 47

respondents using Slovins Formula and these respondents will be randomly selected.

After the interpretation and analysis of data gathered, it was found out that online

gaming does not affect the confidence of students who play online games specifically,

mobile legend application, which means that playing online games have positive effect

towards the self-confidence of a certain gamer. In addition, the regulator of behavior of

a person does not affected at all.

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TABLE OF CONTENTS

Title Page i

Acknowledgement ii

Dedication iii

Abstract iv

Chapter I

INTRODUCTION

Rationale 1

Statement of the Problem 3

Significance of the Study 3

Scope and Delimitation 4

Hypothesis 4

Operational Definition of Terms 4

Chapter II

REVIEW OF RELATED STUDIES AND LITERATURE

Related Studies 6

Related Literature 7

Theoretical/ Conceptual Framework 8

v
Chapter III

RESEARCH METHODOLOGY

Research Design 10

Research Respondents 10

Research Environment 11

Research Instrument 12

Data Gathering Procedure 12

Chapter IV

PRESENTATION AND INTERPRETATION OF DATA

Analysis and Interpretation of Data 13

Chapter V

SUMMARY,CONCLUSION,AND RECOMMENDATION

Findings 19

Conclusion 19

Recommendation 20

References 24

Appendices

vi
A. Letter of Request 26

B. Survey questionnaire 28

C. Curriculum Vitae

C.1 Researcher 1 21

C.2 Researcher 2 22

C.3 Researcher 3 23

vii
Lists of Figures

Figure 1. Theoretical / Conceptual Framework 9

Figure 2. Positive Effects Of Online Gaming Towards Self-Confidence 13

Figure 3. Total Percentage Of Positive Effects 15

Figure 4. Negative Effects Of Online Gaming Towards Self-Confidence 16

Figure 5. Total Percentage Of Negative Effect 18

viii
Chapter I
INTRODUCTION

Rationale

The demand in the use of the internet has led to many particular, this

overwhelming demand has led to the rampant used of online gaming. Online gaming is

a game that play through the use of the internet or any other network available. One of

online games where most played by the students is the mobile legends. As the game

starts to widen, young people, especially students, correspondingly get addicted to the

online games. As this matter occur, is playing online games can affect the self-

confidence of the one who played with it especially that they give more time on playing

mobile legend rather than focusing on developing their inner self. In addition, is mobile

legends application where mostly of the students used will bring positive effect of the

self-confidence of the ones who played with it or its just brought negative impact

towards students confidence. Since, self-confidence is considered one of the most

influential motivators and regulators of behavior on a person lives it is significant to

recognize the impact of online gaming towards the self-confidence of the users

especially those students whose engage to this kind of activity.

There are several studies involving online games. The Addiction to the internet

and Online Gaming by Ng, et al. (2005), it shows in the research that there are certain

users become addicted to online chat or fantasy role – playing games ( MVDS).

According to Ko, et al. (2005) that there is 11.7% of high school students have

developing addiction to internet which can impair academic performance, psychological

1
wellbeing and interaction with peers and family members. On the other hand, Griffith

(2004) focus on Demographic facts and playing variable in online Computer Gaming the

result showed that 81% online games players were male and that mean age of players

was 27.9 years of age. So, in this study it is focusing to the effect of online games

towards the self-confidence whom currently have by grade – 11 students whose

addicted or actively on online games player.

Furthermore, most of the research has tended to concentrate on the more

negative aspects such as excessive play and addiction, the effect of playing online

games and the demographic aspects. Whilst in this study the researchers tends to

recognize the impact of playing online games towards the self-confidence of online

gamers especially focuses on the grade 11 students of Liloan National Technical -

Vocational High School whom often used the mobile legend application.

The researchers would like to find out the effect of online gaming to the self-

confidence of a particular player especially students. In addition, this study will also help

to give information with regards to enlightening us that it is should not focus only on

addiction of online games but there’s also on important aspects that need to recognize

which is the impact of it to the self-confidence, the provider of motivator of a person life ;

where it identifies the self-confidence of a students whose playing online games if the

game may brought good effect towards the students confidence in school.

2
Statement of the Problem

General :

This study aims to recognize the impact of online games towards the self-confidence of

grade – 11 students.

Specific :

Specially, this seek to answer the following:

1.1 To identify the impact of online games towards self-confidence of students.

1.2 To determine if mobile legend may have good effect towards student self-

confidence.

Significance of the Study

This study will help to give awareness in relation to the impact of online games

towards the self-confidence of a person.

Students – this study will give them an idea and help themselves

Family – this study is significant to the family since parents, must also give on advice of

their children in playing online games.

Future Researchers - It would help the future researchers that are interested in this

study. It will serve as one of their basis and background about this topic.

3
Scope and delimitation

The data collection will be herd in Liloan National Technical – Vocational High School

on School year 2019-2020. The participants of the study are the active online gamers of

grade – 11 students. The study will focus on the impact of online games towards the

self-confidence of a student.

Hypothesis

Ha: If mobile legends have a positive impact towards self-confidence of Grade 11

students, there is a significant effect of mobile legend towards students.

Ho: If mobile legends have a negative impact towards self-confidence of Grade 11

students, there is no significant effect of mobile legend towards students.

Operation Definition of Terms

The following terms are defined as used in the study:

Online chat - may refer to any kind of communication over the internet that offers a

real-time transmission of text messages from sender to receiver. Chat messages are

generally short in order to enable other participants to respond quickly.

Fantasy - is imaginative literature, often set in strange places with unusual characters

and the use of magic.

Role - playing games - used in a specific sense in the context of role-playing games.

This includes both terms used within RPGs to describe in game concept and terms

4
used to RPGs. Role- playing games also have specialized slang jargon associated with

them.

Game addicted - is a hypothetical behavioral addiction characterized by excessive or

compulsive use of computer games or video games, which interferes with a person’s

everyday life.

Academic performance – it is the end result of the efforts exerted by the students. It

represents outcomes that indicated the extent to which a person has accomplished

specific goals.

Gamer – is a hobbyist or individual that enjoys playing various types of digital or online

games. Generally, a gamer refers to any kind of gaming enthusiast, but when used in

IT, the term refers to those that utilize a full range of electronic or digital games.

Mobile Legends – an online game include attacking, defending creating a team to

achieve or defeated if it lose. This game usually students addicted to it.

5
Chapter II

Review of Related Studies and Literature

This chapter presents related studies and literature that are relevant and give

justification to the current study. The following data are needed to give information and

strengthen the research.

Related Studies

In the 2000s, online games became popular, while studies of internet gaming

addiction emerged outlining the negative consequences of excessive gaming, its

prevalence and associated risk factors (Kuss,2013). More common physical and

psychological effects contributes to online video gaming are social isolation increase

aggression, negative academic and occupational consequences ( Subletle and Mullan,

2010 ).

Precious research of Niemz et al. ( 2005 ) study was an attempt to replicate common

findings in the literature and provide more evidence for the existence of internet

addiction among students – a total of 371 British students responded to questionnaire.

Results should that 18.3 % of the sample were considered to be pathological internet

users whose excessive use of the internet was causing academics, social and

interpersonal problem. Whilst in the study of Wan and Chiou ( 2007 ) it investigate the

conscious and unconscious, psychological motivations of online game addicts and

further discuss the relationship between surface and source motivations.

The above related studies discuss about the addiction, its negative impact towards

the academic and social aspects. And discuss about the relationship between surface

6
and the source of motivation of online game addicts. However the current study would

like to find out the impact of online gaming addiction towards the self-confidence of

students which has been neglected by other studies, which tend to find the positive and

negative impact of online games towards the self-confidence of the players.

Related Literature

Recent research has demonstrated broad benefits of video game play to perceptual

and cognitive abilities. This broad improvement suggest that video game bases

cognitive intervention may be ideal to combat that may perceptual and cognitive

declines associated with advancing age ( Boot et al., 2013 ).

Its examines the relationship between action games and video games which studies

have found that relatively short action video game intervention can result in academic

improvements to a number of perceptual and cognitive abilities. Thus video game

interventions are potentially an ideal solution to address the many perceptual and

cognitive decline associated with aging.

However in the study of Zhengchuan et al. ( 2011 ) rely on the functionalist

perspective of human behavior and propose and test a balanced model of antecedents

of online game addiction among adolescents which simultaneously focuses motivating,

prevention and harm reduction forces. Findings suggest that online game playing

partially mediates the effects of prevention/harm reduction and functional needs /

motivation factor on the formation of online game addiction.

On the other hand, Wei ( 2006 ) examines the effects of exposure to online video

game violence on Chinese adolescents attitudes towards violence, empathy and

7
aggressive behavior. Results or analyses show that playing violent video game on the

internet was associated with greater tolerance of violence, a lower emphatic attitude

and more aggressive behavior.

Furthermore, online game addicts are more aggressive behavior and lower emphatic

attitude which may affect the academic performance of students. Negative impacts of

online games are showed. The study will seeks to know about the impact of online

gaming addiction towards the self-confidence of grade – 11 students of its increase or

decrease.

Theoretical / Conceptual Framework

Self-efficacy theory was developed within the framework of a social cognitive theory (

Bandura, 1986). Bandura poses self-confidence as a common cognitive mechanism for

mediating people’s motivation, thought patterns, emotional reactors, and behavior. The

theory was originally proposed to account for the different results achieved by the

diverse methods used in clinical psychology for treating anxiety. It has since been

expanded and applied to other domains of psychosocial functioning, including

motivation, cognitive skill acquisition, career choice and development, health and

exercise behavior, and motor performance.

8
Figure 1: Online Gaming: Its Impact to the Self-confidence of Grade-11 students

Self- efficacy Theory

( Ian Pavlov's 2009 )

Online Gaming: Its


Impact to the Self-
confidence of Grade-
11 students

Impact Subject

The effect of Mobile Legend


Playing Mobile players in Grade 11
mobile legend
Legends
towards self-
confidence

9
CHAPTER III
METHODOLOGY

In this chapter it covered collections of responses of the respondents towards certain

issue that researches are focused on. This chapter discussed the research design,

environment, sampling procedure, research instrument and data gathering. With this,

the responses from the respondents are the vital key for the researchers towards the

interpretation and analyzation on how online gaming affect the self-confidence of Grade

11 students.

Research Design

The design used in the study is Quantitative Research Design. Specifically, Causal-

comparative type of research. Quantitative research is an inquiry into a social problem,

explain phenomena by gathering numerical data that are analyzed using mathematically

based method e.g. in particular statistics (Aliaga, 2002). A Causal-comparative research

is an attempt to identify a causative relationship between an independent variable and

dependent variable (Maheshwari, 2018). This type of research is useful in this study

because it will identify the impact of online gaming towards the self-confidence of Grade

11 students.

Research Respondents

The respondents of this study are all mobile legends players in Liloan National

Technical-Vocational High School specifically Grade 11 students. They are selected

using the Simple Random Sampling which uses Slovins formula with a standard 5%

10
margin of error. The researchers identified mobile legends players in Grade 11 on

different strands. Active players of mobile legends has a total population of 53 students,

39 males and 14 females. The respondents of the study has an average age of 15.

Research Environment

The research will be conducted at Liloan National Technical-Vocational High School

that has been located at the heart of Poblacion, Liloan, Southern Leyte. The school was

established on the year 2012, and headed by Mr. Wilfredo S. Mosong Principal 1, the

area of the school is about 2 hectares with a total population of 1633 including 76

teaching staff, 6non-teaching staff and 1551 enrollees. This school offers Academic

Strands and TVL track. Academic strands includes Humanities and Social Sciences

(HUMSS), Accountancy, Business And Management (ABM) and General Academic

Strand (GAS). Technical-Vocational and Livelihood (TVL) on the other hand, includes

Shielded Metal Arc Welding (SMAW), Bread and Pastry (BPP) and Electrical Installation

and Maintenance (EIM). LNTVHS is an integrated Technical-Vocational High School

which has Senior High School and Junior High School. The school has 5 laboratories

including TVL, Cookery, Housekeeping, Beauty Care and Computer Lab.

Sampling Procedure

Simple Random Sampling is a subset of a statistical population in which each member

of the subset has an equal probability of being chosen (Adam, 2019). A Simple Random

Sampling is meant to be valid and unbiased. Using the Simple Random the researchers

obtain 47 respondents using Slovins Formula and these respondents will be randomly

selected.

11
Date Gathering Procedure

The researchers first send a letter of request to the Admin Office for approval of

conducting the research. When the permission is obtained the researcher will start the

research. In gathering the data, the researchers made questionnaires will be provided,

distributing the questionnaires to all randomly selected respondents. Bottommost, the

collected data from the respondents will be reflected on the paper and assures that the

data is valid.

Research Instrument

The research gathered information and data about the topic “Online Gaming: Its Impact

to the Self-confidence of Grade 11 students.” using the questionnaires to be answered

by the randomly selected respondents. Questionnaire is a written set of questions that

are given to people in order to collect facts or opinions about something. Researchers

made questionnaires will be the instrument of this study because it is easier and quicker

to collect information than personal interview.

12
Chapter IV

Presentation, Analysis and Interpretation

This chapter included the presentation, analysis and interpretation of data regarding the

problem stated in chapter one. It further elaborated the numerical data in a form of

graph, figure and table that composed of imperative information for drawing conclusion

and recommendation.

Figure 2: Positive Effects

80
70
60
50
40
30
20
10
0
Item 1 Item 2 Item 3 Item 4 Item 5 Item 6 Item 7 Item 8 Item 9 Item 10
Strongly Agree Somewhat Agree Disagree

The graph above shows the responses of respondents to the positive impact of

online gaming towards the self-confidence of Grade 11 students.

The graph above implies that strongly agree has a higher percentage of 68 to

the statement “Online gaming can increase your self-confidence in oral recitation” which

13
means that playing mobile legends make students gain confidence to make the oral

recitation, there are also 17% of respondents who disagreed which show that mobile

legend can’t make the self-confidence of grade 11 students Also,15% of respondents

who somewhat agree to the statement.

Still 68% who strongly agreed on statement 2 which talks about playing online

games increasing the ability of the online gamers to solve problems. Strongly agree also

has the higher percentage also in statement 3 which there are 57% of respondents who

agreed to “online gaming can motive and make them feel alive”, while only 28% who

somewhat agree and 15% who disagree. Still the higher percentage in statement 4 is

the strongly agree with 45% respondents who agreed that online gaming can motivate

students to study for exam. While 40% who disagreed about the matter in the statement

5 “online gaming can make you a responsible student”, strongly agree has the highest

percentage of 47 which means that online makes students responsible, followed by

30% somewhat agree and 23% for disagreed.

Strongly agree has the highest percentage on statement 6 “Online gaming can

make you have positive thoughts which is 68%. Also, in statement 7, 8, 9, 10 still

strongly agree has the highest percentage of 60 in the statement “online gaming can

make you believe in yourself and stop your insecurities, 43% in “online gaming can

make you willing to take risks to achieve your goal”, 51%for “online gaming can make

deal with negative emotions” and 41% in the statement 10 ”prove to your friend that you

are good in this game.”

14
Figure 3: Total Percentage of Positive Effects

22.80%

Disagree
54.80%
24.40% Somewhat Agree
Strongly Agree

The figure above shows the total response of respondents to the positive impact of

online gaming towards self-confidence of Grade 11 students.

Based on the result obtained 54.8% of respondents who strongly agreed on the

positive impact of online gaming towards self-confidence which means that online

gaming have positive effects in students confidence While 24.4% of the whole was for

somewhat agree, there still some respondents whose neutral. However, 22.8% of

respondents disagreed on the positive impact of online gaming. Furthermore the figure

above shows that strongly agree has the higher percentage of 54.8% which means that

mobile legend brought significant effect towards students self-confidence.

15
Figure 4: Negative Effects

90%
80% 80%
80% 73% 75%

70%
60%
60% 55%
50% 50% 50%
50% 46%

40% 33%
30%
30% 25% 25%
25% 25%
25% 25%
21% 20% 20%
20% 15% 15% 15% 15%
12% 10% 10%
10%
10% 5%

0%
Item 1 Item2 Item3 Item4 Item5 Item6 Item7 Item8 Item9 Item10

Strongly Agree Somewhat Agree Disagree

The Figure above shows the percentage of responses from the respondents

about the negative impact of online gaming towards the self-confidence of students.

The graph above implies that Disagree has the higher percentage of 73 in the

item 1, which means that playing mobile legend will not make the self-esteem of the

online gamers lower, while there are also 12% who somewhat agree and another 15%

who also strongly agree. On the statement number two 60% of the respondents who

disagreed about playing mobile legends discouraged students about going to school,

however 25% of respondents who also somewhat agree and another 15% for the

strongly agree, which means that playing online games don’t discourage students to be

confident in going to school.

In itemt 3, 50% respondent disagree in online gaming can’t make students

operate one’s duty, while 25% for strongly agree. Clearly signifies that student still can

operate their duty especially at home and their responsibility at school, to keep always

16
clean their surroundings. In statement 4, 46% of the respondents who disagreed about

the statement “Delay submission of project” ,and 33% who also for somewhat agree,

while 21% for strongly agree, signifies that respondents still submit their project at the

pointed deadline which teachers assigned.

In item 5 there are 50% of respondents disagree in online gaming make them

loss productivity ,while there are also 25% who somewhat agree and other 25% who

strongly agree which means that respondents believes that online gaming will not loss

their productivity. Initem 6, 75% of the respondents disagreed that playing online games

will not make them more confident to participate at class time specially during group

activities, 10% of the respondents also somewhat agree and 15% for strongly agree. In

item 7, 80% of the respondents disagreed about online gaming will make them have no

confidence to work through struggles. While another 10% responded strongly agree and

another 10% for somewhat agree. Which means that, while playing online games there

is no effect towards their confidence to still go through struggles in school.

In item 9, the response from the respondents shows that disagree has the

highest percentage of 50,followed by strongly agree which is 30% and 20% for

somewhat which means that online does not affect the views of respondents to be

confidents to their physical appearance. In item 10, 80% of the respondents responded

disagree about playing mobile legends will affect the confidence to interact with other

strangers, there are also 5% who somewhat agree and 15% who strongly agree. Which

reason out their, while respondents play mobile legends at given time it doesn’t affect

their confidents to talk or communicate with other people especially strangers.

17
Figure 5: Total Percentage of Negative Effects

Negative Impact of Online Gaming towards


Self-confidence of Grade 11 Students
61.9%
60
Strongly Agree
40
19.5% 19% Somewhat Agree
Disagree
20
Strongly Somewhat Disagree
Agree Agree
0

The figure above shows the total percentage of the negative impact of online

towards self -confidence of Grade 11 students.

Based on the result obtained 19.1% of respondents who strongly agreed on the

positive impact of online gaming towards self-confidence which means that online

gaming may brought good on students behavior because of its response on all

statements. While 19% was for somewhat agree, there still some respondents whose

neutral about deciding the negative effect of online gaming towards self-confidence .

However, 61.9of respondents disagreed on the positive impact of online gaming.

18
Chapter V

Summary, Conclusion and Recommendation

This chapter summarized the result of the study followed by the conclusion based on

the findings for the impact of online gaming towards the self-confidence of grade 11

students.

Summary

The study was conducted at Liloan National Technical-Vocational High School.

Researchers used Simple Random Sampling for the selection of respondents.

Furthermore, based on the data obtained, strongly agreed has the higher percentage of

53.1 in the positive impact of online gaming towards the self-confidence of Grade 11

students and 61.9% who also disagreed to the negative impact of online gaming.

Signifies that most of the responses from the respondents was for good effect of online

gaming towards their self-confidence.

Conclusions

After the interpretation and analysis of data gathered, it was found out that online

gaming does not affect the confidence of students who play online games specifically

mobile legend application which means that playing online games have significant effect

towards the self-confidence of a certain gamer. In addition, playing mobile legend brings

significant effect towards students based on the result gathered online games makes

them believe in their self and stop insecurities, and also they can prove to others that

they are good in playing that kind of activity.

19
Recommendation

Given the findings and conclusions, the following recommendation were made:

 The researchers recommend that wise utilization of online gaming improves

one’s self-esteem so it is necessary for us to observed our characteristics

towards online addiction.

 The researchers recommends future researchers of this subject to study deeply

regarding the positive influence of online gaming towards students performance.

20
Appendix C.1

Curriculum Vitae

Personal Information

Name: Mark Christian Magsakay

Birthdate: December 24, 1994

Birthplace: Cupang, Arevalo, Compound, Muntinlupa City

Gender: Male

Address: Curba, Cagbungal, Southern Leyte

Religion: Roman Catholic

Email: Christianjohn@yahoo.com
Contact number: 09558740909

Citizenship: Filipino

Parent/Guardian

Father: Benjamin Magsakay

Mother: Nenita Magsakay

Educational Background

Elementary: Cupang Elementary School


Address: Arevalo, Compound, Muntinlupa City

Secondary: Muntinlupa National High School Annex


Address: South Ville3 Poblacion,Muntinlupa City

Senior High School: Liloan National Technical-Vocational High School


Address: Poblacion, Liloan, Southern Leyte

21
Appendix C.2

Curriculum Vitae

Personal Information

Name: Shiella Marie Cuares

Birthdate: May 22, 2002

Birthplace: San Isidro, Liloan, Southern Leyte

Age: 17

Gender: Female

Address: San Isidro, Liloan, Southern, Leyte

Religion: Roman Catholic

Email: shiellamarie@gmail.com

Contact number: 09355790417

Citizenship: Filipino

Parent/Guardian

Father: Narciso C. Cuares Jr.

Mother: Marlita E. Cuares

Educational Background

Elementary: San Isidro Elementary School


Address: San Isidro, Liloan, Southern Leyte

Senior High School: Liloan National Technical-Vocational High School


Address: Poblacion, Liloan, Southern Leyte

22
Appendix C.3

Curriculum Vitae

Personal Information

Name: Marianne Edubos

Birthdate: May 4, 2001

Birthplace: Quezon City

Gender: Female

Address: Curva, Cagbungalon, Liloan, Southern Leyte

Religion: Roman Catholic

Email: marianneedubos@gmail.com

Contact number: 09263662913

Citizenship: Filipino

Parent/Guardian

Father: Ranulfo Lombres Jr.

Mother: Maricho Lombres

Educational Background

Elementary: Vicente N. Chaves Mimorial Central School


Address: Villanueva Missamis Oriental

Junior High School: Liloan National Technical-Vocational High School


Address:Poblacion, Liloan, Southern Leyte

Senior High School: Liloan National Technical-Vocational High School


Address: Poblacion, Liloan, Southern Leyte

23
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25
APPENDIX A
LETTER OF REQUEST

Department of Education
Region VIII, Eastern Visayas
Division of Southern Leyte
District of Liloan
LILOAN NATIONAL TECHNICAL-VOCATIONAL HIGH SCHOOL
Poblacion, Liloan, Southern Leyte
School ID: 313409

September ____, 2019


MR.WILFREDO S. MOSONG
School Principal
Poblacion, Liloan, Southern Leyte

Dear Sir:

A pleasant day!

We are senior high student from Grade 12 Decency and Prudence, currently taking up
General Academic Strand (GAS) and Accountancy, Business and Management (ABM).
As part of our requirement in the semester, particularly in Practical Research 2, we are
doing research entitled “Online Gaming: Its Impact to the Self-confidence of Grade
11 Students.” This study aims to recognize the impact of online gaming towards the
self-confidence of grade 11 students. Part of our methodology is to conduct a survey
with the active online gamers specifically the Grade 11 students of Liloan National
Technical-Vocational High School. With this concern, we humbly ask for your
permission to please allow us to conduct our research inside the campus and gather
relevant data needed for our study. The survey was agreed to be held on September
11-13, 2019 and at exactly 7:30-8:30 in the morning.

Your positive and immediate response is highly appreciated. Thank you and God bless!

Respectfully yours,

MARK CHRISTIAN MAGSAKAY SHIELLA MARIE CUARES MARIANNE EDUBOS


Researcher Researcher Researcher

Noted by: Approved by:

VANESSA R. CASTOR WILFREDO S. MOSONG


Research Teacher School Head

26
APPENDIX B
LETTER OF REQUEST

Department of Education
Region VIII, Eastern Visayas
Division of Southern Leyte
District of Liloan
LILOAN NATIONAL TECHNICAL-VOCATIONAL HIGH SCHOOL
Poblacion, Liloan, Southern Leyte
School ID: 313409

__________________________
Adviser
Poblacion, Liloan, Southern Leyte

Dear Sir/Maam:

Good Day!

We are senior high student from Grade 12 Decency and Prudence, currently taking up
General Academic Strand (GAS) and Accountancy, Business and Management (ABM).
As part of our requirement in Practical Research 2, we are doing research entitled
“Online Gaming: Its Impact to the Self-confidence of Grade 11 Students.” This
study aims to recognize the impact of online gaming towards the self-confidence of
grade 11 students. Part of our methodology is to randomly select online gamers in
Grade 11 who used to play online games based on the result your advisory was
selected for the collection of data needed in our study. With this concern, we humbly
ask for your permission to please allow us to conduct a survey in your class. The survey
was agreed to be held between 7:30 and 8:30 in the morning. Furthermore the outcome
of this research will surely give significant contribution to our study.

Your positive and immediate response is highly appreciated. Thank you and god bless!

Respectfully yours,

MARK CHRISTIAN MAGSAKAY SHIELLA MARIE CUARES MARIANNE EDUBOS


Researcher Researcher Researcher

Noted by: Approved by:

VANESSA R. CASTOR WILFREDO S. MOSONG


Research Teacher School Head

27
APPENDIX C
SURVEY QUESTIONNAIRE

Department of Education
Region VIII, Eastern Visayas
Division of Southern Leyte
District of Liloan
LILOAN NATIONAL TECHNICAL-VOCATIONAL HIGH SCHOOL
Poblacion, Liloan, Southern Leyte
School ID: 313409

September ___, 2019

Dear Respondent:

Greetings!

We, the researchers of Grade 12-Decency and Prudence taking up General Academic
Strand (GAS) and Accountancy, Business and Management (ABM). As part of our
requirement in Practical Research 2, we are doing research entitled “Online Gaming:
Its Impact to the Self-confidence of Grade 11 Students.” This study aims to
recognize the impact of online gaming towards the self-confidence of grade 11 students.
Gathering data and doing some intensive survey are part of our research. In relation to
this, we humbly ask you to please fill in the following questions. The questionnaire is
designed to determine the impact of online gaming towards the self-confidence of a
student specifically the Grade 11 students of Liloan National Technical-vocational High
School.

The information you will provide is highly considered as confidential and it will be used
for academic purposes only.

Thank you and God bless!

Yours truly,

MARK CHRISTIAN MAGSAKAY SHIELLA MARIE CUARES MARIANNE EDUBOS


Researcher Researcher Researcher

Noted by: Approved by:

VANESSA R. CASTOR WILFREDO S. MOSONG


Research Teacher School Head

28
Part I: Demographic Profile
Name (Optional):______________________________

Part II: Impact of Online Gaming towards self-confidence

Strongly Agree =3 Somewhat Agree=2 Disagree=1

Direction: Put a check () mark besides each question that corresponds your answer.

Positive Effects Strongly Somewhat Disagree


Agree Agree

Is online gaming can…

1. Increase your self-confidence in oral recitation.

2. Increase you ability to solve problem.

3. Motive you and make you feel alive.

4. Motivate you to study for your exam.

5. Make you a responsible student.

6. Make you have positive thoughts.

7. Make you believe in yourself and stop you


insecurities.

8. Make you willing to take risks to achieve your


goal.

9. Make you deal with negative thoughts.

10. Prove to your friends that you are good in this


game.

30
Strongly Somewhat
Negative Effects Agree Agree Disagree
Online gaming can…
1. Lower your self-esteem

2. Discourage you about


being confident to go to
school.

3. Can’t operate one’s duty

4. Delay submission of
project.

5. Loss productivity

6. Less confident in
participating group
activities.

7. Have no confidence to
work through
struggles(projects,
assignment, research,
etc.)

8. Don’t make you


confident in your
response towards your
teacher questions.

9. Lower your self-


confidence to your
physical appearance.
10. Affecting your
confidence to interact
with strangers.

30

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