Practical Reasearch
Practical Reasearch
______________________________________________________
A Quantitative Research
Presented to the Senior High
Faculty of Lupon Vocational High School
Lupon, Davao Oriental
_______________________________________
In Partial Fulfillment of
The requirements for the
Subject: Practical Research 2
_______________________________________
GISELLE C. MELENDRES
LORIFE F. LORICA
RODEL V. CAÑAS
ROLLY B. CINCONIEGUE
ADRIAN CLIFFORD T. CALUNSOD
October 2018
APPROVAL SHEET
________________________________________________________________
PANEL OF EXAMINERS
PASSED.
_______________________________________________________________
RESEARCH 2.
ACKNOWLEDGEMENT
Almighty God for guiding us in our entire journey in completing this research paper,
also for the unending blessings He bestowed upon us, good health, wisdom,
stability, strength and peace of mind to bring out our best in doing this research.
To our dear parents, and other family members who never failed to support us
financially and morally, also for their love and encouragement that serves as our
We also extend our heartfelt gratitude to our Practical Research 2 adviser, Ms.
Nessie Catherine O. Cabusao for her considerable contribution to our topic, for
helping us by giving insights and suggestions that will improve our study, for her
patience and efforts exerted just to finish this research. To the panel list, Mr. Alen
Kelly R. Conte and Ms. Ivy V. Bagay for their valuable advices, informative
comments and their critiques that can contribute in making our manuscript better.
Also for their time and effort given just to meet the accurate measures of our
research study.
a survey to all the students in all grade levels. Also, to our dear respondents for
their time and cooperation given in answering our survey questions, without them
our research would not be possible. Lastly, to our friends and classmates who
of this research.
-The Researchers
ABSTRACT
LVHS” shows the number and percentage of students that are engaged in online
games affects the academic performance of the students. The results were taken
from the from the students in all grade levels who are involve in playing online
games, they were purposively chosen and were given survey questionnaire
consisting questions and statements that help justify our topic. This piece of work
reveals the number of regular students in LVHS who are engaged in online
gaming and how often did they play online games, it also shows the number of
students who find it hard to quit online gaming, and how online gaming affects the
academic performance of these students. It has been concluded that most of the
respondents tried to quit online gaming after they became addicted to it, but found
that they are unsuccessful. However, the percentage of students who skips their
studies just to finish their gaming has no significant relationship with the impact of
This piece of work is dedicated to our family who supported us along the way
in making this research, for their love, encouragement, moral and financial
support. To our dear teachers who teach and support us unconditionally, for their
efforts and time, through them this research became possible. To our friends and
love ones who helped and cheered on us. To the students who participated to
accomplish this research. Above all, to our Almighty God and Creator who
supplied everything that we need and His grace and mercy upon us.
TABLE OF CONTENTS
TITLE PAGE
APPROVAL SHEET
ACKNOWLEDGEMENT
ABSTRACT
TABLE OF CONTENTS
LIST OF FIGURES
LIST OF TABLES
DEDICATION
CHAPTER 1
INTRODUCTION
Rationale
Research Objective
Conceptual Framework
Definition of Terms
CHAPTER 2
METHODS
Research Design
Research Locale
Research Instrument
Data Collection
Statistical Tools
CHAPTER 3
RESULTS
CHAPTER 4
Conclusion
Recommendations
LIST OF FIGURES
FIGURE PAGE
Chapter 1
INTRODUCTION
Rationale
Nowadays, more and more people are starting to use the internet. At the
same time, online games have become extremely popular among the young
platform. According to recent researches, online gaming has become one of the
thesis is interested in discovering the reasons behind why young people start to
play online games as well as how playing such games affects the daily lives and
activities of them, most especially their academic performance or studies (Wan &
Chiou, 2006).
Furthermore, the penetration of video games into the United States alone is
huge, with at least 80% of homes having children that have played (rented or
owned) video games. In the initial research of online gaming addiction by Shatton
a sample of boys over 18 was studied (average age = 29,7 years old ).
Consecutive researches focused on younger ages, the view that excessive online
gaming is detrimental for ages below 18 being having already been formed. The
average participants’ age has been recorded to 29 years old in Australia by Brand,
over 55 and 41% of them were women. As for the online gaming frequency, a 22%
were daily players, a 35% would “usually play” while the rest were occasional
players. Researchers have found that gaming addiction physically impacts
academic achievements towards Filipino young people because the student is too
In the Philippines, the population of gamers is very huge. Beginning from the
simple cartoon games played by the toddlers up until the riot playing games
played by the college students and the older ones too. An article posted in
PhilCare in 2014 pointed out that researchers found that video games, particularly
shooter games, have the tendency to strengthen the cognitive skills of their test
perception. These effects shooter games have on test subjects were not evident
on other types of safe video games like puzzles or role-playing games. Gamers
can utilize these advantages of computer games provided they play in moderation.
In Lupon Vocational High School, students most especially male students in all
one of the factors why the students are destructed with their academic activities
and most of them are not participating in some school matters because of their
Computer games have become a very popular leisure activity among children
and adolescents in recent years. In fact, based on popularity alone online gaming
garners a larger share of 'favorite' votes among young people than physical team
sports such as ice hockey and football combined. There are many benefits of the
Internet as it not only acts as an entertainment tool, but also an important
despite all of its inherent advantages, the Internet also had its drawbacks (Brian,
2005).
Research Objectives
The aim of conducting this study is to find out the number of LVHS students
that are engaged in online gaming. Second, is to identify the number of students
who find it hard to quit online gaming. And lastly, is to determine how online
1. To find out the number of LVHS students that are engaged in online gaming
2. To identify the number of students who find it hard to quit online gaming
students in LVHS
system with which a player can play. The electronic device employed can be a
computer, a gaming device or a mobile phone. Most users nowadays opt for
online gaming while most gaming devices provide direct internet access, a
prerequisite for the extremely popular roles games. It has been claimed that they
can serve as a means to obtain knowledge and offer children a means of dialogue
On the other hand, many opposing views claim that modern online games can
2009). The notion of online gaming addiction is not however completely new.
gaming platforms however, tend to increase the problem. Online roles games are
users can formulate the character that represents them throughout the game,
the game’s inspirer. Second life is a good representative of the category. The fact
that the game can cause addiction can be proven by the immense number of
players. 48 million players were reported on April 2008 many of them admitting
that: “Second Life isn’t merely a game but a real second life”. (Voig, Inc., 2008).
when the first report emerged suggesting that video gaming addiction is a
problem for students. Shortly thereafter, the first empirical study on gaming
who claimed they were hooked on their games. Internet gaming addiction is a
behavioral problem that has been classified and explained in numerous ways.
Research indicates that a number of risk factors are associated with internet
gaming addiction. These risk factors include certain personality traits most
hostility, and sensation seeking. Factors that appear to protect frequent online
1983).
individuals played computer games, which fueled the 8% growth of the computer
gaming industry in the same year. Massively Multiplayer Online games (MMO's)
offer the possibility to play together with many other players and can be
differentiated based on game content and player experience. Online games such
revealed that online gaming allow players to achieve game goals, be social and
advancing in the game, namely progressing via leveling up, acquiring status and
power in the game, the game's mechanics, including the possibilities for
optimizing game play, and competition, including challenging and dominating
and making new friends in the game, forming new relationships, and working in a
team. Third, immersion in the game is denoted by discovery, i.e., exploring the
game and "hidden" game content, role playing via one's avatar, customization of
gaming). Second, the individual uses the behavior in order to modify their mood.
Third, tolerance develops (the individual feels anxious, depressed and irritable if
they are prevented from playing). Fifth, interpersonal and intrapersonal conflict
develops as a consequence of the behavior (the individual has problems with their
relationship, job and hobbies, and lack of success in abstinence). Finally, upon
constant occupation with online gaming. The aggressiveness of the modern era
both in school and society can urge children to the creation of virtual world in
which they seek for tranquility. Even in the case of violent or intense games, the
user can be sure that everything will disappear as soon as they log off their
computer, this not being the case in the real world, were violence and tension
our epoch which must be attributed to both the isolation and alienation of people
and families make children prefer virtual gaming worlds. The reasons of online
gaming addiction can also be found among social issues like violence in all forms.
increased self-esteem within the game. Children thus opt for the virtual world
Conceptual Framework
LVHS Students
Online Gaming
Reasons Effects
This figure shows the relationship between our respondents which are the LVHS
students from all grade level towards online gaming, also the students who find it
hard to quit online gaming and how online gaming affects their academic
performance in school.
To the students, this research is primarily important to students for it will enable
Through this research, they will know the possible effects of engaging in online
games so that they will acquire ideas or knowledge on how to manage it. Also, it
will enable them to realize to prioritize studies first before online gaming.
To the teachers, this research will help the teachers to deal with their students
who are engaged in online gaming. This will give them ideas to motivate the
students to concentrate with their academics and balance their past time activities
Moreover, this study will be beneficial to the school. This research can contribute
outcome of this research can also give insights to the administrator to avoid future
Online gaming- is a general term used to describe any form of video game that id
played online. In the gambling world, it means any gambling game that is played
profession.
Chapter 2
METHOD
Research Design
Quantitative research methods are research methods dealing with numbers and
It is also a non-biased research since this aim to measure the overall number for
descriptive research is all about describing people who take part in the study.It is
a methodology that is not exclusive to market researchers but one that can apply
of an audience. While it’s not grounded in statistics, and usually leans towards
Research Locale
The target respondents of this study are the students of Lupon Vocational
High School from all grade levels who are engage on online gaming, the
researchers choose them as the preferred scope of information. The location of
Province of Davao Oriental located in Region XI. The researchers have used the
Data Collection
The researchers chooses to conduct a survey to collect data for our target
respondents. They will distribute survey questionnaires so that we can gather all
the information regarding our study. Our questionnaires are composed with ten
(10) questions that are divided into two (2) sections. Section 1 is composed of 5
questions that will be answered by their choice of answers from the given choices.
also be identified whether engaging with online gaming can generally affect their
academic performance or not through the data that we will gather. The
respondents are purposively chosen, which is three hundred fifthteen (315) . For
the best result of our study, we assured to ask questions that are related and
convenient to our research topic. By that, survey questionnaires are our preferred
type of collecting data since we found it feasible to us the researchers and can
Statistical Tools
fraction of 100. It is often denoted using the percent sign "%" or the abbreviations
showing the statistical result of our findings we used the percentage in order to
140
39%
120
100
26%
80
60
13% 12%
40
8%
20
2%
0
Grade 7 Grade 8 Grade 9 Grade 10 Grade 11 Grade 12
students in LVHS that are engaged in playing online games. Out of the
of them are Grade 7 students which shows 39%; eighty-two (82) are Grade
8 students which shows 26%; forty (40) are Grade 9 students which shows
13%; thirty-nine (39) are Grade 10 students which shows 12%; twenty-four
are Grade 11 students which shows 8%; and only seven (7) students from
100
80 23%
60 16%
15%
40 10%
20
0
Strongly Agree Agree Neutral Disagree Strongly Disagree
This figure shows the number of students who find it hard to quit online
gaming. One hundred thirteen is the highest number of respondents who agreed
that they tried to quit online gaming after they become addicted to it, but found
that were unsuccessful, the percentage is 36%. This means that most of the
respondents find it hard to quit online gaming, which is one of the factors that may
to the statement, which means only few online gamers that they tried to quit online
200
150
32%
100
50
0
Yes No
Figure 5: Number of students who skips classes just to play online games
This figure shows the number of students who skips their studies just to
finish their game. Two hundred fourteen (214) students answered yes which
shows the percentage of 68%, it means that most of the online gamers skips their
classes just to finish their gaming. It is one of the factors that can affect their
160
43%
140
120
100
80
60
40
20
0
Yes No
Yes No
performances are affected. Out of the 315 respondents, one hundred thirty five
students answered Yes, which shows 43%. One hundred eighty students
answered No, which shows 57%. Therefore, the academic performances of most
of the online gamers in LVHS are not affected. They only skip their classes but
online gamer students in LVHS. The study focuses on knowing how online
gaming affects their academic performance in school. The researchers were able
to gather and analyze the data. Below are the discussions on the result of the
This study first and foremost want to know the total number of students who
are engaged in Online Gaming. The total respondents that we have surveyed in
this research is 315. This means that 315 students are engaged in online gaming.
As what Wan and Chiou (2006) stated online games have become one of the
most addictive internet activities to date. As what the respondents have answered
most of them plays online games every day, with that the students became
age of online gamers are in seven (7) to twenty-nine years old, excessive online
gaming is detrimental for ages below 18 being having already been formed.
Based on our survey to our respondents, most of the online gamers are Grade 7
students which aged 11-13 years old. In addition of findings of our study, is that
the online gamers gain higher self-esteem if they play online games, this is in line
with the article of Jeong and Kim, 2011; that because of some social issues like
violence in all forms. In such cases the child’s real-life decreased self-esteem is
replaced by the increased self-esteem within the game.
With the total of 315 respondents who said that they are engaged in online
gaming, they also would have thinking about quitting in playing online games. As
what our survey result showed, some of students said that they tried to quit but
they find it hard to quit. This is in line to the article of Haagsima, 2008 that modern
online games can cause addiction which in turn leads to depression, isolation and
dependency. These only shows that online gaming is addictive and it can affect
the academic performance of an online gamer who goes to school. In addition, the
identified students who were engaged in online gaming were asked about it’s
survey result showed, some of the respondents answered that they skip their
studies sometimes just to finish their game. Supported by the statement of Cole
(2007) where he stated that some students are sometimes skipping their classes
CONCLUSIONS
It has been determined that the percentage of the online gamers in Lupon
Vocational High School is high. This shows that there are massive amount of
online gamers in LVHS. Upon conducting the study, it has been identified that
most of the online gamers plays online games every day and because of playing
online games every day the student’s academic performance is affected. The
students may have less time spent in studying and more time playing online
games, this means that it can lead to distraction of his/her classes and it can
cause to attain low or average grades depending on the capability of time
management of the student. Moreover, because the students are engaged too
RECOMMENDATIONS
To the students, most especially those who are involved in online gaming, that
the result of this study may give them more knowledge on how to manage their
studies and their online gaming. This may serve as their guideline and basis to be
more responsible enough with their priorities, that they should set aside online
To the parents, that the result of this study may provide them more information
about the engagement of their sons/daughters in online gaming. They may used
this as their basis in taking proper actions to guide their children towards the right
To the teachers, that the result of this study may give them enough
information about the involvement of their students in online gaming. This may
serve as their basis in guiding their students towards the management of online
To the school administrators, the result of this study may provide them more
knowledge about online gaming and how it affects the academic performance of a
student.
To the future researchers, that the result of this study may help them get
students. That this manuscript may serve as their guideline and basis in
completing their study.
Research Instrument
Section 1
Instruction: Please answer the questions by checking the box that suits your
choice of answer.
1. How often do you play online games?
Once a week
Twice a week
3-6 times a week
Everyday
5. Do you usually play over a LAN outside home (i.e. Cyber Cafe, Game shop) or
at home over the Internet/ LAN?
Outside home (Cyber Cafe, Game shop)
At home
Section 2
Instruction: Please tell us how much you agree or disagree with each of the
following statements (1= strongly disagree; 5=strongly agree). Kindly check your
choice for each respective item.
CRISTOPHER C. VALE
Principal II
Lupon Vocational High School
Dear Sir,
Greetings!
In line with this, the researchers would like to request your permission to conduct
a survey to the Junior High School students. They will be our respondents to
justify our research topic.
We are assuring you that the information we gathered will be confidential. We are
looking for your favorable response on the said request. Thank you very much.
Sincerely Yours,
GISELLE C. MELENDRES
LORIFE F. LORICA
RODEL V. CAÑAS
ROLLY B. CINCONIEGUE
ADRIAN CLIFFORD T. CALUNSOD
Noted by:
ROEL A. MACASERO
Assistant Principal-SHS
Lupon Vocational High School
Dear Sir,
Greetings!
In line with this, the researchers would like to request your permission to conduct
a survey to the Senior High School students. They will be our respondents to
justify our research topic.
We are assuring you that the information we gathered will be confidential. We are
looking for your favorable response on the said request. Thank you very much.
Sincerely Yours,
GISELLE C. MELENDRES
LORIFE F. LORICA
RODEL V. CAÑAS
ROLLY B. CINCONIEGUE
ADRIAN CLIFFORD T. CALUNSOD
Noted by:
EDUCATIONAL ATTAINMENT
Secondary education
Junior High School: Lupon Vocational High School
Cambing Baratua Street, Lupon Davao Oriental
2012-2017
Senior High School: Lupon Vocational High School
Cambing Baratua Street, Lupon Davao Oriental
2017-2019
Elementary Education: Comara T. Manuel Central Elementary School-II
Aguinaldo Street, Poblacion Lupon Davao Oriental
2007-2012
Personal Background
Name: Lorife F. Lorica
Nickname: Pingping
Age: 17
Gender: Female
Address: Langka, Lupon Davao Oriental
Date of Birth: August 14, 2001
Religion: Roman Catholic
Civil Status: Single
Citizenship: Filipino
Parents:
EDUCATIONAL ATTAINMENT
Secondary education
Junior High School: Lupon Vocational High School
Cambing Baratua Street, Lupon Davao Oriental
2012-2017
Senior High School: Lupon Vocational High School
Cambing Baratua Street, Lupon Davao Oriental
2017-2019
Elementary Education: Langka Elementary School
Langka, Lupon Davao Oriental
2007-2012
Personal Background
Name: Rodel V. Cañas
Nickname: Dodo
Age: 19
Gender: Male
Address: Osmeña Street, Lupon Davao Oriental
Date of Birth: April 12, 1999
Religion: Roman Catholic
Civil Status: Single
Citizenship: Filipino
Parents: Rodrigo V. Cañas
Thelma V. Cañas
E-mail address: [email protected]
EDUCATIONAL ATTAINMENT
Secondary education
Junior High School: Lupon Vocational High School
Cambing Baratua Street, Lupon Davao Oriental
2012-2017
Senior High School: Lupon Vocational High School
Cambing Baratua Street, Lupon Davao Oriental
2017-2019
Elementary Education: Comara T. Manuel Central Elementary School-I
Aguinaldo Street, Poblacion Lupon Davao Oriental
2007-2012
Personal Background
Name: Rolly B. Cinconiegue
Nickname: Rolly
Age: 18
Gender: Male
Address: Ceboleda, Lupon Davao Oriental
Date of Birth: July 14, 2000
Religion: Roman Catholic
Civil Status: Single
Citizenship: Filipino
Parents: Rolly G. Cinconigue Sr.
Marilou B. Cinconigue
E-mail address: [email protected]
EDUCATIONAL ATTAINMENT
Secondary education
Junior High School: Lupon Vocational High School
Cambing Baratua Street, Lupon Davao Oriental
2012-2017
Senior High School: Lupon Vocational High School
Cambing Baratua Street, Lupon Davao Oriental
2017-2019
Elementary Education: Comara T. Manuel Central Elementary School-II
Aguinaldo Street, Poblacion Lupon Davao Oriental
2007-2012
Personal Background
Name: Adrian Clifford T. Calunsod
Nickname: Adrang
Age: 20
Gender: Male
Address: Comarra Street, Lupon Davao Oriental
Date of Birth: March 4, 1998
Religion: Protestant
Civil Status: Single
Citizenship: Filipino
Parents: Alberto Calunsod
Marilyn T. Calunsod
E-mail address: [email protected]
EDUCATIONAL ATTAINMENT
Secondary education
Junior High School: Lupon National Comprehensive High School
Ilangay, Lupon Davao Oriental
2012-2017
Senior High School: Lupon Vocational High School
Cambing Baratua Street, Lupon Davao Oriental
2017-2019
Elementary Education: Comara T. Manuel Central Elementary School-II
Aguinaldo Street, Poblacion Lupon Davao Oriental
2006-2012