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Chapter3 TIQUIEL (1) (3)

This chapter outlines the research methodology for a study on the challenges faced by Humanities and Social Science students in a face-to-face learning environment. It details the quantitative research design, sampling procedure, data collection instruments, and ethical considerations, focusing on the impact of Mobile Legends on student behavior. The study involved 117 respondents from a total population of 190 Grade 11 students, utilizing a researcher-made questionnaire and analyzing data through various statistical tools.

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

Chapter3 TIQUIEL (1) (3)

This chapter outlines the research methodology for a study on the challenges faced by Humanities and Social Science students in a face-to-face learning environment. It details the quantitative research design, sampling procedure, data collection instruments, and ethical considerations, focusing on the impact of Mobile Legends on student behavior. The study involved 117 respondents from a total population of 190 Grade 11 students, utilizing a researcher-made questionnaire and analyzing data through various statistical tools.

Uploaded by

dennisraypan
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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CHAPTER 3

Research Methodology

The chapter present the research design, research population and sample, sampling procedure,
research instruments, data collection procedure, data analysis, and ethical considerations.

Research Design

This study is within a quantitative research tradition as the results


were expressed in numbers, statistics, and tables using rating scales or
counting frequencies. The study tried to know the challenges of Humanities
and social science students in a Face-to-face setup within the given specific
variables such as learning environment, time management, accessibility to
the internet, and subject matter through scaling and determined the
academic performance of HUMSS students.

Research Population and Sample

This study utilized the grade 11 students under academic track: Humanities and Social Sciences
which consists 5 section and Accountancy, Business and Management stands with only 1 section. This
student our from PCNHS.

The total population of Grade 11 students consists of 190. However, there are only 117
students that considered as respondents.

Sampling Procedure

As mentioned, the total respondent of this study was 117 students out of 190 total population
of grade 11 students. This number of respondents were solved through the Slovins formula: the Slovins
formula is established for the computation of an acceptable sample size it helps researcher determine
the minimum sample size.

Slovins formula

N= the total population

E= margin error (0.05)

The sampling that the researcher used was simple random sampling Through lottery. The
researcher list all the name of grade 11 students and randomly picked.
Research Instruments

The researchers used researcher-made questionnaire throughout the


research in getting the data from the respondents. The instruments that were
used in this study is the Effects of Mobile Legend on Behavior of Grade 11
Students. This is questionnaire containing situations experienced by the
students is Mobile legends. Students tried to scale the given experience from
the given numbers with the corresponding descriptions. The questionnaire was
divided into from variables: learning environment time management,
accessibility to the internet, subject matter. Each variable consists of 10-item
statement an in total, there are 30-item statement in the questionnaire. The
researchers used Likert Scale to access a single attitude or trait of the HUMSS
students in the Challenges they experienced in the mobile legend set up by
selecting the given scale with description as show in the table below. Table 2.
Scale and Interval of the Likert Scale with Description and Interpretation. Scale
description Interpretation 1. Yes. Low 2. No. High In the results, the mean was
used as an indicator for interpretation of whether the experienced and
encountered. Every statement indicated was the ideal environment for doing
games. In the results fail into high, and low that the games. The researcher's
used Likert Scale. However, the result that favored high, means that the
students is encountering low difficulty in this study.

Data Gathering Procedure

Crafting of Questionnaire

 Validation Pre-informed
 Revision Consent

Data Retrieval of Distribution of


Analysis Questionnaires Questionnaires
Figure 8. Flow of Gathering Data

The researchers prepared questionnaire that was researcher-made. Changes and validation of
the researcher-made questionnaires then prepared a pre-informed consents together with me
validation questionnaires, The researchers then proceeded dry-run questionnaire in grade 11 students
who experienced absences. After testing for reliability of the questionnaire, the researchers then
conduct the survey to the intended respondents.

The researchers obtained a consent letter from the school administrator and another consent
letter for the respondents as the participants of the study. After obtaining the authorization letter, the
researchers distributed the questionnaires to the selected respondents. All the collected data were then
thoroughly analyzed in order to get the appropriate results.

Data Analysis

The statistical tools used in this study were the following:

 Frequency Distribution Table. This was used to present the data from the
modular distance learning questionnaire which were divided into four variables.

 Mean. This was used to show the result of modular distance learning questions and
will be using and an indicator was used in interpreting the result.

 Frequency count. A tally or calculation of how many students fit into the given grade
range and describe to wit:
Ethical Consideration

Mobile Legends, a popular multiplayer online battle arena game, has gained
significant attention among Grade 11 students. While the game offers entertainment
and social benefits, concerns arise regarding its influence on students' behavior.
Exposure to violent gameplay may increase aggressive thoughts and behaviors, while
excessive gaming can lead to decreased face-to-face interactions, potentially harming
social skills. Moreover, Mobile Legends' engaging nature can result in addiction,
negatively impacting academic performance and mental health. Online interactions may
expose students to harassment, bullying, or toxic communication, and overemphasis on
gaming can lead to poor time management, neglecting academic responsibilities.
Additionally, students may develop unhealthy spending habits, purchasing in-game
items or currency, and late-night gaming sessions can disrupt sleep patterns, affecting
physical and mental well-being. Reduced face-to-face interactions may decrease
empathy and understanding of others perspectives. To address these concerns, open
dialogue between parents, teachers, and students about responsible gaming practices
is crucial. Media literacy programs can educate students about the potential impact of
online games. Parental controls, such as limits on gaming time and monitoring online
activities, are also essential. Game developers should incorporate features promoting
healthy gaming practices. Schools should develop guidelines for gaming during school
hours and provide resources for students struggling with gaming-related issues. By
acknowledging potential concerns and implementing proactive measures, we can
promote responsible gaming practices, ensuring a positive experience for Grade 11
students.
Age

Figure 2. The Age Profile of the Respondents as illustrated in Figure 2. the majority of
respondents were 16 years of age, accounting for the 87.4 percent of the population,
Whereas the 87 percent of the population was under the age of 18 and the 2.4 percent
was under the age of 17. All of the respondents were beyond the age of consent. At this
age, the respondents were able to comprehend the survey questionnaire and
understand the purpose of this study. Though they were beyond the age of consent, the
researchers still required the student’s consents as part of the research ethics
Sex

Figure 3. The Sex Distribution Profile of the Respondents The sex distribution of
respondents across three (3) senior high schools in Zamboanga del Sur is depicted in
Figure 3. Females made up the 52.1 percent of the population, while males made up
the 46.2percent. However, the 1 percent of the population chooses to prefer not to say
about their sexes. Thus, this response is protected by the principles of research ethics
under confidentiality. This means that the respondents had the right to choose an option
of keeping their personal preferences as it is confidential for them
Ethnicity

Figure 4. The Ethnicity Profile of the Respondents Depicted in Figure 4 is the ethnic
breakdown of the STEM students as respondents of this study. Most of the respondents
were Bisaya with the 29.4 percent of the population. Though Zamboanga del Sur
province is ethnically diverse, Bisaya is the predominant group in the province. On the
other hand, the 3.8 percent of the respondents were Tagalog while the 1 percent were
Ilonggo, Subanon, and Bohofano.
Economic Socio Status

The respondents' monthly gross family income is shown in Figure 5 With the 427
percent of the population, the majority of respondents chose not to disclose their
family's socioeconomic status. This conforms to one of the three research ethics
principles, which is to respect the responses of the respondents that they think and
consider as confidential. Meanwhile, the 34 percent of respondents reported having a
monthly gross family income of 10,000 pesos or less, while the rest of the monthly
income ranges were reportedly 1 percent of the population.
Parents Educational Attainment Mother

Figure 6. The Educational Attainment Profile of the Respondents Mother The mother's
educational attainment of the respondents is presented in Figure 7. Similarly, with the
respondents' fathers the majority of the respondents' mothers are college graduates
with the 31.1 percent of the population. The 16.5 percent of the population were the
respondents' mothers who are at the college level and master's degree holders. While
only the 1 percent of the respondents' fathers is Ph. D. holder, the least number of
responses in the population.
Parents Educational Attainment Father

Figure 6. The Educational Attainment Profile of the Respondents Father Figures 6 and 7
displayed the respondents, parent’s educational attainment more specifically, Figure e is on
their fathers. The majority of the respondents fathers the 36.9 percent of the population, are
college graduates while the 18. 4 percent of the whole population are at the college level.
The east number of responses are the respondents hatinere who have curator Selbytoe and
Ph. D. holders with the 1 percent among the conuidlig

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