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Department of Education

Region VI
Division of Iloilo City
Mandurriao National High School
Q. Abeto Street, Mandurriao, Iloilo City

Students Perception on the Effects of Video Games

A Research Proposal
Presented to

Cheryl D. Uy
Faculty, Senior High School
Mandurriao National High School
Iloilo City

In Partial Fulfillment
of the Requirements for the Subject
Practical Research 2 (Quantitative Research)
General Academic Strand

Presented by

Lyian O. Toboso
Jerrey Castor
12 – GAS B
Department of Education
Region VI
Division of Iloilo City
Mandurriao National High School
Q. Abeto Street, Mandurriao, Iloilo City

TABLE OF CONTENTS

Acknowledgement

Abstract

Chapter 1 - Introduction

Background of the Study

Theoretical Framework

Conceptual Framework

Statement of the Problem

Hypothesis

Significance of the Study

Scope and Delimitation

Definition of Terms

Chapter 2 – Review of Related Literature

Effects of Video Games

Video Games

Summary
Department of Education
Region VI
Division of Iloilo City
Mandurriao National High School
Q. Abeto Street, Mandurriao, Iloilo City

Chapter 3 – Methodology

Research Design

Respondents of the Study

Instrument

Procedure

Data Analysis

Chapter 4 – Presentation, Analysis and Data Interpretation

Table

Table

Table

Table

Chapter 5 – Summary of Findings, Conclusions and Recommendations

Summary of Findings

Conclusions

Recommendations

References
Department of Education
Region VI
Division of Iloilo City
Mandurriao National High School
Q. Abeto Street, Mandurriao, Iloilo City

Appendices

Letter to the Respondents

Letter to the Principal

Questionnaire
Department of Education
Region VI
Division of Iloilo City
Mandurriao National High School
Q. Abeto Street, Mandurriao, Iloilo City

Chapter I

Introduction to the Study

This chapter consist of seven parts. Part 1, Background of the Study; Part 2,

Conceptual Framework; Part 3, Statement of the Problem; Part 4, Research Hypothesis;

Part 5, Significance of the Study; Part 6, Scope and Delimitation; and Part 7, Definition of

Terms.

Background of the Study

A video game is an electronic game that involves interaction with a user interface to

generate visual feedback on a two or three dimensional video display device such as a TV

screen, virtual reality headset or computer monitor. Since the1980s, video games have

become an increasingly important part of the entertainment industry, and whether they are

also a form of art is a matter of dispute. The electronic systems used to play video games

are called platforms. Video games are developed and released for one or several platforms

and may not be available on others. Specialized platforms such as arcade games, which

present the game in a large, typically coin operated chassis, were common in the 1980s in

video arcades, but declined in popularity as other, more affordable platforms became

available. These include dedicated devices such as video game consoles, as well as general

purpose computers like a laptop, desktop, or handheld computing devices.


Department of Education
Region VI
Division of Iloilo City
Mandurriao National High School
Q. Abeto Street, Mandurriao, Iloilo City

However. video games can change the brain regions responsible for attention and

skills and make them more efficient. The researchers also looked at studies exploring brain

regions associated with the reward system, and how these are related to video game

addiction.

According to Danielle Dai and Amanda Fry 2014, there are various types of video

games available in today’s industry. Video games are intended to target different aspects of

a child’s life. These video games are comprised of a variety of educational, serious, and

casual games, but in reality, what child is going to choose a game about learning versus a

game where they can kill zombies or drive cars at unruly amounts of speed? A study from

Buchman and Funk found that “violent games became consistently popular across grades

for both boys and girls” (Cesarone, 1998).

Educational games were more popular for some of the girls being asked, but

throughout all the age groups, violent video games never lost their superior power in the

gaming industry. Studies have shown the negative effects violent video games have on the

younger generation. Calvert and Tan did a study on young adults, where they compared the

differences between playing versus observing violent video games. Studies found that

“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 posttest than those

who had played a nonviolent game” (Cesarone, 1998).


Department of Education
Region VI
Division of Iloilo City
Mandurriao National High School
Q. Abeto Street, Mandurriao, Iloilo City

Although these studies do not directly determine if aggression increases in their

experimenters, they are able to observe behavioral changes that include more aggressive

patterns.

Theoretical Framework

One of the early innovators working in the video game industry during the 1970s and

1980s, Tim Skelly has a number of notable accomplishments which influenced the

growing video game industry. While working at Cinematronics, he designed and wrote

vector games, the first of which, Starhawk (1978) saved the company from going bankrupt

(Starhawk was also one of the earliest games to breach the boundary between the diegetic

and non-diegetic aspects within a video game; see his description below). Skelly’s second

game, Sundance (1979), for which he also designed the cabinet artwork (as he did for all

his games), had a switch that could set the display to either English or Japanese, making it

one of the first multilingual games produced. Next Skelly wrote Warrior (1979), the first

one-on-one fighting game which began the fighting genre. Warrior featured a top view of

two knights sword-fighting, and it was the first game to use inverse kinematics, a computer

animation technique which determines the positions of joints based on the endpoints of the

jointed figure (in Warrior, the points of the swords), rather than requiring the movements to

be calculated segment by segment. In addition to inventing the fighting genre, Skelly also
Department of Education
Region VI
Division of Iloilo City
Mandurriao National High School
Q. Abeto Street, Mandurriao, Iloilo City

designed the first true two-player cooperative game, Rip Off (1980). (An earlier two-player

game, Atari’s Fire Truck (1978), came close, but was really a single-player game operated

by two players.) After three more vector games for Cinematronics, Armor Attack (1980),

Star Castle (1980), and War of the Worlds (1982), Skelly created Reactor (1982) for

Gottlieb, which became the first video game in which the game company agreed to feature

the designer’s name onscreen. Skelly would create two more games for Gottlieb (later

renamed Mylstar), Insector (1982) and Screw Loose (1983), before going on to co-found a

company, Incredible Technologies, which designed and developed interactive software.

Conceptual Framework

The major concept of this study is focused on the students perception on the effects of

video games.

Independent Variables Dependent Variables

A. Sex Effects of Video Games

B. Strand
Department of Education
Region VI
Division of Iloilo City
Mandurriao National High School
Q. Abeto Street, Mandurriao, Iloilo City

Figure 1. Shows the Relationship between the Dependent and Independent Variables on

the effects of video games.

Statement of the Problem

This study determined students perception on the effects of video games.

Specifically, this study seeks to answer the following Questions:

1. What are the effects of video games

2. What is the students perceptions on the effects of video games when the respondents

are classified or grouped according to:

A. Sex

B. Year Level

C. Strand

3. Is there a significant difference in the students perception on the effects of video

games when respondent are grouped or classified into:

A. Sex

B. Year Level

C. Strand
Department of Education
Region VI
Division of Iloilo City
Mandurriao National High School
Q. Abeto Street, Mandurriao, Iloilo City

Research Hypothesis

Based on the stated problems, the following hypothesis are hereby formulated:

1. There is no significant difference on the perception of the effects of video games

when the respondents are grouped or classified into:

A. Sex

B. Year Level

2. There is a significant difference on the perception of the effects of video games

classified into:

A. Sex

B. Year Level
Department of Education
Region VI
Division of Iloilo City
Mandurriao National High School
Q. Abeto Street, Mandurriao, Iloilo City

Significance of the Study

This study was conducted to determine the students perception on the effects of video

games. The result of this study will be beneficial to the teachers, students administration of

school, parents and as well the future researchers and the others interested individuals

because it can give empirical data as base individuals for suggestions on the effects of

video games.

Teachers - The data will be used to inform the parents about the effects of video games

on their children.

Students - It will help the student on their studies and also it will give

information on how to minimize the effects of video games.

Administration of School - This study may serve as a baseline data for the

improvement of school and to lessen the students using video games.

Parents - They are concerned to the performance on their children about their school

performance because of the effects of video games.

Future Researchers - A researcher findings investigation in due future.


Department of Education
Region VI
Division of Iloilo City
Mandurriao National High School
Q. Abeto Street, Mandurriao, Iloilo City

Scope and Delimitation

This study determined the students perception on the effects of video games. This

study includes the sex, year level and strand of the respondent as variables.

This study included 229 SHS students of MNHS who will be randomly selected. Each

respondents will be given the questionnaires to answer. This study was conducted on

January 24-31, 2019 at MNHS.

Definition of Terms

For the Purpose of clarity and Understanding of the terms used in the study. The

following are defined conceptually and operationally.

Effects-A change which is a result or consequence of an action or other cause. (Oxford

Dictionaries)

Perception- The act or the effect of perceiving. (Collins Dictionary)

Students- A person who attends a school. (Merriam Webster)

Video Games- A game in which the player controls moving pictures on a television

screen by pressing buttons or moving a short handle. (Cambridge Dictionary)


Department of Education
Region VI
Division of Iloilo City
Mandurriao National High School
Q. Abeto Street, Mandurriao, Iloilo City

Chapter II

Review Related Literature

This chapter is the synthesis of research that provides supporting concepts and ideas

in student’s perception on the effects of video games.

Anderson & Bushman. (2001). Most of the bad effects of video games are blamed on

the violence they contain. Children who play more violent video games are more likely to

have increased aggressive thoughts, feelings, and behaviors, and decreased pro social

helping, according to a scientific study.

J soc Psychol. (2013) According to self-perception theory, individuals infer their

characteristics by observing their own behavior. In the present research, the hypothesis is

examined whether helping behavior increases perceptions of one's own humanity even

when help is given that does not benefit a real person. In fact, two studies revealed that

playing a pro social video game (where the goal is to help and care for other game

characters) led to increased perceptions of the player's own humanity (in particular, for

positive humanity traits). Results also revealed that playing a violent, relative to a neutral,

video game decreased perceptions of humanity on positive humanity traits and increased

perceptions of humanity on negative humanity traits. Taken together, it appears that being
Department of Education
Region VI
Division of Iloilo City
Mandurriao National High School
Q. Abeto Street, Mandurriao, Iloilo City

helpful while playing video games leads to the perception of being more human, whereas

being harmful while playing video games leads players to perceive themselves negatively.

Gwen Dewar. (2010-2014) Video games are highly interactive and adaptive, and

often induce a sense of psychological "flow" in players -- that sense of effortless

concentration that makes time fly.

Such features make for compelling entertainment, and promising educational applications.

But they might also lead some players to spend too much time on the couch. And there is

also the worry that the content of certain video games--particularly those with violent

themes--might have a negative effect on behavior.

Drea Christopher. Whether your child plays video games on a portable unit, a

television or the Internet, excessive gaming can affect his life. Video game addiction can be

as problematic as gambling and affects players as young as 8 years old, notes Keith Baker,

director of Smith and Jones Addiction Consultants, in an article for Brigham Young

University’s News Net. Be aware of the effects of a video game compulsion to keep your

child's hobby in check. He shouldn't be getting any more than two hours of screen time per

day and this includes time playing games, watching television and surfing the Internet,

according to HealthyChildren.org
Department of Education
Region VI
Division of Iloilo City
Mandurriao National High School
Q. Abeto Street, Mandurriao, Iloilo City

Chapter III

Research Methodology

This chapter represent the description of research design. The respondents, research

instrument and research procedure.

Research Design

This study was used the descriptive type of Research Design determining the students

perception on the effects of video games.

This is because the nature of the study is to generate knowledge from a critical

investigation. According to Zulueta et al (2006),” descriptive method of research focus on

the present condition. The purpose is to find the truth. The truth may have different forms

such as increased quantity of knowledge, new generalization or new “law”, an increased

insight into factors which are operating, the discovery of new causal relationship, or more

Accurate formulation of the problem to be solved”. This research design is suit to our

study.
Department of Education
Region VI
Division of Iloilo City
Mandurriao National High School
Q. Abeto Street, Mandurriao, Iloilo City

Research Procedure

The researchers proposed a title, was examined and revised by the adviser and come

up with the topic entitled “Student’s perception on the effects of video games”.

The chapter 1 was presented in front of the panels and approved then chapter 2 was used as

a baseline for the questionnaire and questionnaire check list was being used. The

researchers will gather the data, encode, tally and process using the Microsoft word

Software, the result will be analysed and interpreted. The statistical tools that will be used

to analyse the data were the mean, t-test and one-way ANOVA.

Research Instrument

The Researchers will be used a questionnaire–checklist to gather data. The

questionnaire checklist is divided into two parts.

Part one of the questionnaire checklist is the demographic profile of the respondents

which include their sex, year level and strand which are the research variables.

Part two of the questionnaire – checklist will obtain the students level of agreement

on the perception on the effects of video games. Using the Likert-type scale, each statement

will be given one set of five checkboxes and it will be ranked by the Respondents from
Department of Education
Region VI
Division of Iloilo City
Mandurriao National High School
Q. Abeto Street, Mandurriao, Iloilo City

Strongly Agree, Agree, Neither agree or nor disagree, Disagree, Strongly Disagree will be

use to determined the students perception on the effects of video games.

Respondents of the study

The identified respondents of the study are the 539 SHS students enrolled in

Mandurriao National High School. 229 included as the sample of the study. This sample

size is determined using the Slovin’s formula set at 5% margin of error

The respondents will be selected using the stratified random sampling

n= N

1 + Ne 2

Table 1. Distribution of population According to sex.

SEX Frequency %

Male 115 50.21%

Female 114 49.79%

Total 229 100%

Table 1 shows the distribution of the respondents according to Sex of the 229 respondents

115 or 50.21% are the male and 114 and 49.79% are the female.
Department of Education
Region VI
Division of Iloilo City
Mandurriao National High School
Q. Abeto Street, Mandurriao, Iloilo City

Table 1.1 Distribution of Population According to Strand

Strand Frequency %

ABM 27 11.79%

GAS 78 34.06%

HUMSS 60 26.20%

TVL 64 27.95%

TOTAL 229 100%

Table 1.1 shows the distribution of the respondents according to Strand. 229 respondents

ABM 27 or 11.79%, GAS 78 or 34.06%, HUMSS 60 or 26.20% and TVL 64 or 27.95%.

Table 1.2 Distribution of respondents according to Year level.

Year level Frequency %

Grade 11 110 48.04%

Grade 12 119 51.96%

Total 229 100%

Table 2. shows the distribution of the respondents according to Year level. 229 respondents

110 or 48.04% are Grade 11 and 119 or 51.96% are Grade 12.
Department of Education
Region VI
Division of Iloilo City
Mandurriao National High School
Q. Abeto Street, Mandurriao, Iloilo City

Research Instruments

The main tool that will be used in this study is a researcher’s made questionnaire – rank

order - the set of questionnaire – rank order will be consists of the student’s respondents.

The questionnaire – rank order is consists of the student level of agreement to

questionnaire.

Research Procedure

The original title by the researcher was rank order, revised and rank by the researcher’s

advisers to maintain conformity on the subject of research. The questionnaire-rank order

that aims to draw out proper responses on the objective of this study will be constructed.

This questionnaire-rank order will be made by the researcher and will be presented to,

analyzed and rank by the research adviser to ensure the validity of responses.

Permit to conduct research and study will be secured of letter requesting, permission to

the principal of Mandurriao National High School. Data gathered from answered

questionnaire will be rank, classified, tabulated and analyzed according to the research

design described in this chapter using Microsoft Excel and prepared for final presentation

to the expects of different fields of the specialization.


Department of Education
Region VI
Division of Iloilo City
Mandurriao National High School
Q. Abeto Street, Mandurriao, Iloilo City

Data Analysis

The data gathered for this study will be processed and analysed using the following

statistical tools.

Mean. This will be used to analyse Students perception on the Effects of Video Games.

This will be used to tabulate the responses based on their answer on the research

questionnaire.

T-test. This will be utilize to test the significant difference in Students perception on

the Effects of Video Games when they are classified according to sex, strand and year

level

ANOVA (Analysis of Variables). This will utilized to test Students Perception on the

Effects of Video Games when they are classified according to sex, year level and

strand.
Department of Education
Region VI
Division of Iloilo City
Mandurriao National High School
Q. Abeto Street, Mandurriao, Iloilo City

Chapter IV

Data Analysis Interpretation and Results finding

This chapter presents the Presentation, Analysis and Interpreting Data. This

investigation was conducted at the Mandurriao National High School Department on

January 24-31, 2019.

Respondents

The identified population of this study is the 539 Senior High, School students of

Mandurriao National High School. 229 Senior High School students were included as the

sample size of the study. The sample size was determined using of slovin's formula set at 5%

margin of error. Stratified random sampling was used in selecting the respondents.

Table 1.1 Distribution of Respondents

Sex Frequency Percentage

Male 115 50.21%

Female 114 49.79%

Total 229 100%


Department of Education
Region VI
Division of Iloilo City
Mandurriao National High School
Q. Abeto Street, Mandurriao, Iloilo City

Table 1.1 Shows the distribution of respondents according to sex. In 229 respondents, 115

(50.21%) are male and 114 (49.79%) are the female. This is not equal distribution of

respondents when classified according to sex.

Table 1.2 Distribution of Respondents According to Year Level.

Year Level Frequency Percentage

Grade 11 110 48.04%

Grade 12 119 51.96%

Total 229 100%

Table 1.2 Shows the distribution of the respondents according to year level of the 229

respondents, 110 (48.04%) are Grade 11 and 119 (51.96%) are Grade 12. There is not equal

distribution of respondents when classified according to year level.

Table 2. Students Perception on the Effects of Video Games.

Statements Mean

Cause violent behaviors 4.21

Cause addiction to video games 3.87

Cause brain damage 3.37


Department of Education
Region VI
Division of Iloilo City
Mandurriao National High School
Q. Abeto Street, Mandurriao, Iloilo City

Cause migraine due to intense concentration or eye strain 4.17

Cause depression, low self-esteem, high stress levels, and 4.19

shyness/social anxiety

OVERALL MEAN 3.96

Table 2 Shows Students Perception on the Effects of Video Games. The majority of

respondents Strongly Agree that the effects of video games can cause violent behaviors

with the mean 4.21 and the least or Strongly Disagree that the effects of video games can

cause brain damage with the mean 3.37.

Table 3 Students Perception on the Effects of Video Games according to sex.

Questions Mean Overall mean

Female Male

Cause violent behaviors 4.38 4.09 4.23

Cause addiction to video games 3.77 3.99 3.88

Cause brain damage 3.61 3.47 3.54

Cause migraine due to intense 3.08 3.78 3.43

concentration or eye strain

Cause depression, low self-esteem,

high stress levels, and 4.07 4.01 4.04

shyness/social anxiety
Department of Education
Region VI
Division of Iloilo City
Mandurriao National High School
Q. Abeto Street, Mandurriao, Iloilo City

Overall Mean 18.91 19.34 19.12

Table 3 Shows Students Perception on the Effects of Video Games when they are classified

according to sex. Both Male and Female agreed that the effects of video games can cause

violent behaviors with the highest mean (4.23). And the lowest mean of (3.43).

Table 4 Students Perception on the Effects of Video Games when classified into Year

Level.

Questions Mean Overall mean

Grade 11 Grade 12

Cause violent behaviors 4.12 4.21 4.16

Cause addiction to video games 3.71 3.87 3.79

Cause brain damage 3.53 3.37 3.45

Cause migraine due to intense 4.2 4.17 4.18

concentration or eye strain

Cause depression, low self-esteem,

high stress levels, and 3.87 4.19 4.03

shyness/social anxiety

Overall Mean 19.43 19.81 19.61

Table 4 shows the Students Perception on the Effects of Video Games when they are

classified according to Year Level. Both Grade 11 and Grade 12 Agreed that video games
Department of Education
Region VI
Division of Iloilo City
Mandurriao National High School
Q. Abeto Street, Mandurriao, Iloilo City

can cause violent behaviors with the mean of (4.16). And the lowest is cause brain damage

with the mean of ( 3.45).

Table 4.1 Level of significance Differences of the Research Variable Sex.

SEX MEAN P-VALUE INTERPRETATION

Male 19.34

Female 18.91

YEAR LEVEL MEAN P-VALUE INTERPRETATION

Grade 11 19.34

Grade 12 19.81
Department of Education
Region VI
Division of Iloilo City
Mandurriao National High School
Q. Abeto Street, Mandurriao, Iloilo City

Chapter V

Summary of Findings, Conclusion, and Recommendation

This chapter presents the summary or research work undertaken, the conclusions

drawn and the recommendation made as outgrowth of this study.

Summary of Findings

This study included the 229 participants in the Senior High School students of

Mandurriao National High School who will be randomly selected. This study is conducted

to determine the Students Perception on the Effects of Video Game. The main purpose of

the study is to determine the students perception on the effects of video games. And the

result of this study is the highest is Cause violent behaviors with the mean (4.21).

Conclusion

On the basis of the findings of the study, the following conclusion are drawn.

The researchers concluded that most of the respondents believed that video games

can cause violent behaviors and because of the negative feedback of the respondents

regarding the “Violent behavior” with the mean of (4.21).


Department of Education
Region VI
Division of Iloilo City
Mandurriao National High School
Q. Abeto Street, Mandurriao, Iloilo City

Recommendation

Based on the findings and conclusion presented, the following recommendations are

suggested.

1. Students recommend to lessen the amount of time spending in playing video

games, because it can cause addiction.

2. Students recommend to limit their self using computers, and be supervised by the

adults.

3. Students recommend to engage in outdoor sports like basketball, Volleyball, etc.

For them to improve their skills and talents and also to stay away in their rooms

playing video games.


Department of Education
Region VI
Division of Iloilo City
Mandurriao National High School
Q. Abeto Street, Mandurriao, Iloilo City

"STUDENTS PERCEPTION ON THE EFFECTS OF VIDEO GAMES"

Instruction/Direction:

Please check (✔) the response that corresponds to your choice. Please answer as honest as

you can.

Part I. Respondents Profile

Name: (Optional) Sex: Male

Year Level: Grade 11 Female

Grade 12

Strand: ABM TVL

HUMMS GAS

II. Direction: Put a check on the boxes that corresponds to your responses to the following

statements.

5-Strongly Agree

4-Agree
Department of Education
Region VI
Division of Iloilo City
Mandurriao National High School
Q. Abeto Street, Mandurriao, Iloilo City

3-Neither Agree or nor Disagree

2- Disagree

1- Strongly Disagree

In my opinion, Video games can.. 1 2 3 4 5

1. Can cause violent behaviors

2. Cause addiction to video games

3. Cause brain damage

4. Cause migraine due to intense concentration

or eye strain

5.Cause depression, low self-esteem, high

levels, and shyness/social anxiety.

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