Академический Документы
Профессиональный Документы
Культура Документы
Region VI
Division of Iloilo City
Mandurriao National High School
Q. Abeto Street, Mandurriao, Iloilo City
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
Theoretical Framework
Conceptual Framework
Hypothesis
Definition of Terms
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
Instrument
Procedure
Data Analysis
Table
Table
Table
Table
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
Questionnaire
Department of Education
Region VI
Division of Iloilo City
Mandurriao National High School
Q. Abeto Street, Mandurriao, Iloilo City
Chapter I
This chapter consist of seven parts. Part 1, Background of the Study; Part 2,
Part 5, Significance of the Study; Part 6, Scope and Delimitation; and Part 7, Definition of
Terms.
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
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
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
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
Conceptual Framework
The major concept of this study is focused on the students perception on the 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
2. What is the students perceptions on the effects of video games when the respondents
A. Sex
B. Year Level
C. Strand
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:
A. Sex
B. Year Level
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
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
Administration of School - This study may serve as a baseline data for the
Parents - They are concerned to the performance on their children about their school
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
Definition of Terms
For the Purpose of clarity and Understanding of the terms used in the study. The
Dictionaries)
Video Games- A game in which the player controls moving pictures on a television
Chapter II
This chapter is the synthesis of research that provides supporting concepts and ideas
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
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
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
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
Research Design
This study was used the descriptive type of Research Design determining the students
This is because the nature of the study is to generate knowledge from a critical
the present condition. The purpose is to find the truth. The truth may have different forms
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
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
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
n= N
1 + Ne 2
SEX Frequency %
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
Strand Frequency %
ABM 27 11.79%
GAS 78 34.06%
HUMSS 60 26.20%
TVL 64 27.95%
Table 1.1 shows the distribution of the respondents according to Strand. 229 respondents
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.
questionnaire.
Research Procedure
The original title by the researcher was rank order, revised and rank by the researcher’s
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
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
This chapter presents the Presentation, Analysis and Interpreting Data. This
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 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
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
Statements Mean
shyness/social anxiety
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
Female Male
shyness/social anxiety
Department of Education
Region VI
Division of Iloilo City
Mandurriao National High School
Q. Abeto Street, Mandurriao, Iloilo City
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.
Grade 11 Grade 12
shyness/social anxiety
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
Male 19.34
Female 18.91
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
This chapter presents the summary or research work undertaken, the conclusions
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
Recommendation
Based on the findings and conclusion presented, the following recommendations are
suggested.
2. Students recommend to limit their self using computers, and be supervised by the
adults.
For them to improve their skills and talents and also to stay away in their rooms
Instruction/Direction:
Please check (✔) the response that corresponds to your choice. Please answer as honest as
you can.
Grade 12
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
2- Disagree
1- Strongly Disagree
or eye strain