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Chapter 3 - Group 3

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0% found this document useful (0 votes)
14 views

Chapter 3 - Group 3

Uploaded by

ladymaelapa2002
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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CHAPTER 3

Research Methodology
The methodology for the analysis is described in this chapter. It describes the
study's location, the research design, the respondents and sampling procedure, and
the research instruments Instrument Validity and Reliability Data Collection Research
Protocol Data Gathering Procedure and Statistical Technique. The research
methodology used in the analysis is discussed in this chapter. It will also cover all
aspects of the overall data analysis in this report. This involves the research
environment, research design, respondents, and the data collection process from the
respondents. This chapter also contains testing instruments that will be provided to
respondents in order for them to respond to the data collection procedure.

Research Design
To see the effect of online gaming on the academic work of the Grade 12 students at
the East Gusa National Highschool– EGNHS Campus, Researchers will be using
descriptive research design, in this design showing and describing the effect of online
gaming on students’ academic performance. It will apply and determine the relationship
between independent and dependent variables. “Quantitative Descriptive research
design is a process that involves the description, analysis and interpretation of
condition that exists”.

Table 1. Frequency and Percentage Distribution of the Respondents


TYPES OF ONLINE FREQUENCY PERCENTAGE
GAMES
1. MOBILE LEGENDS 1-2 Hrs 62.66%
2. MINECRAFT 5 Hrs 22.66%
3. CLASH OF CLANS 3-4 Hrs 7.34%
4. CALL OF DUTY 3-4 Hrs 7.34%
TOTAL: 100%
Respondents Frequency Percentage
1. Male 42 84%
2. Female 8 16%
TOTAL: 100%

Locale of the Study


This study will be conducted at East Gusa National Highschool, Purok 4-A, Gusa,
Cagayan de Oro City, Region X. The school started with only 195 students but has
grown significantly, now serving over a thousand students across various programs,
including an Open High School Program designed to accommodate diverse learning
needs. EGNHS offers a variety of subjects and extracurricular activities aimed at
fostering both academic and personal development among students.

East Gusa National High School plays a vital role in the educational landscape of
Cagayan de Oro City by providing quality education with a focus on science and
technology. Its commitment to academic excellence and community involvement
continues to shape the future of its students.

Legend :
East Gusa National Highschool
Figure 2. Map of Cagayan De Oro City
Sampling Technique

The respondents of this study are the Grade 12 student of East Gusa National
Highschool, EGNHS campus. The researchers needed 30 students as data in this
study.
We were able to select a group of respondents from the Grade 12 student of East
Gusa National Highschool, EGNHS campus using Purposive Sampling, we use this
sampling techniques because our study is limited only to those who are playing online
games, our respondents are selected only according to our purpose.

Data Gathering Instruments

The instrument used by the researchers is a well-constructed modified questionnaire


from the study Tajjudin (2018). This study will use a survey questionnaire in gathering
data which will be answered and accomplished by the respondents. The researchers
only focused on the effects of Online Gaming. The survey questionnaire consists of two
parts, the first part would be the respondent’s profile that asks to provide their
Demographic profile specifically their gender and a space for them to write their name
which is optional.

The second part of the survey questionnaire is composed of questions that elicited
responses from the respondents with answer options: Strongly Agree (SA), Agree (A),
Disagree (D) and, Strongly Disagree (SD).
Data Gathering Procedure

The study on the effects of online gaming on the academic performance of Grade
12 students at East Gusa National High School (EGNHS) will employ a descriptive
correlational research design. This approach allows for the exploration of existing
relationships between online gaming habits and academic performance without
manipulating variables. The target population will consist of all Grade 12 students
enrolled at EGNHS, and a stratified random sampling technique will be utilized to
ensure representation across different sections and demographics, capturing a diverse
range of experiences regarding online gaming.
A structured questionnaire will be developed as the primary data collection instrument,
comprising demographic information (such as age, gender, section, and average
grades), gaming habits (including types of games played and average hours spent
gaming per week), and perceptions of the impact of gaming on academic
responsibilities. The questionnaire will feature both closed-ended and open-ended
questions to facilitate comprehensive responses. Before full deployment, a pilot test will
be conducted with a small group of students to identify any issues related to question
clarity or technical problems.
Data Gathering Procedure

The following are the steps in gathering data:

1. The researcher must first ask permission from the principal of the Senior High School
RNP campus for them to be able to conduct a survey. Once approved, the researchers
will provide a questionnaire for the respondents.

2. The researcher will explain the contents of the questionnaire to the respondents

3. The respondents will be given a period of time to answer the questionnaire and
retrieve it.

Statistical Treatment
The statistical technique that the researchers will use in this study would be,
frequency distribution, percentage, weighted mean and t-test.
Validity and Reliability of the Instruments

This research uses a consistence and accurate instrument to sure the reliability and
validity of the instruments as particular to this conducted research.
The designed instruments of the study to be valid and reliable will be submitted to
the Research adviser, grammarian, statistician and other mentor that can help the
researchers before distributing it to the respondents.

Research Protocol

To ensure the quality and reliability of research findings, the Senior High School
student researchers shall observe the following Research Protocol:

1. The researchers will seek approval from the adviser after careful assessment and
review of the research paper/investigatory project manuscript.

2. The Senior High School Principal will approve the schedule for the defense of the
research proposal/investigatory project proposal after thorough assessment and review
of the final manuscript.

3. After the proposal defense, the researchers will accomplish the Research Ethics
Application Form and submit it to the Office of the Vice President for Research,
Publication, and Extension together with the approved research proposal.

4. The Associate Director of the Research and Publication Office reviews the proposal
and Research Ethics Form for completeness and for compliance with the University
format and guidelines. The research ethics form shall be forwarded to the Vice
President for Research, Publication, and Extension for further review and approval of
the Research Ethics Committee.

5. The researchers will write letters to secure permission from the Principall where the
researchers plan to conduct the study.
6. The researchers will secure the respondents’ consent to participate in the study.
Moreover, the respondents will be assured that all their responses would be treated with
utmost confidentiality.

7. Provision of the final manuscript. The researchers will provide the adviser the copy or
the manuscript for assessment and review of the quality and relevance of the paper
prior to the scheduling of the final research presentation.

8. Once the paper is approved by the adviser, it will be forwarded to the Research
Coordinator for further review of the completeness of the paper. The Coordinator then
meets with the Principal for the scheduling of the paper presentation.

9. After the final paper presentation, the researchers shall incorporate all the corrections
and suggestions of the Research Panel. It will be reviewed by the adviser and the panel
members.

10. After the paper is approved by the panel, it will be submitted to the Office of the Vice
President for Research, Publication, and Extension for Plagiarism and Grammarly
Tests.

11. The researchers will forward the final paper to their assigned editor. After
incorporating all the corrections, the researchers shall submit the final paper to the
adviser and Research Panel for signature and approval for binding.

12. The researchers shall submit the soft bound copies and electronic copy of their final
paper to the Research Teacher/Adviser. The Research Teacher/Adviser shall endorse
the copies to the Research Coordinator.
East Gusa National Highschool
R.N. 4A Hillside Gusa,Cagayan De Oro City
Senior High School Department

This survey will help to determine the impact of online gaming on students ’academic work.
We are looking forward to your honest reply, thank you very much.

Name(optional): _______________ Gender: M____F____


Grade &Section: __________ General Weighted Average (GWA):

Strongly Agree (A) Dis-agree Strongly


Questions: Agree (SA) (3 points) (DA) Dis-agree
(4 points) (2 points) (SDA)
(1 point)

1.) Playing
online games is
made to give fun
and attention to the
learning
experience.
2.) The games
motivated me to
attend classes.
3.) The games
motivated me to
arrive classes on
time.
4.) I believe that
the games
improved my
understanding.
5.) Performing
well in the games
improved my
understanding.
6.) Online
games are
affecting my
studies.
7.) I’m doing my
academic work on
time.

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