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CHAPTER 1

INTRODUCTION

Today, people are living in technological era. Computer seems to be an

irreplaceable tool on the people’s daily lives. Technology is an essential part of

our daily lives , and few can imagine living without it. Human can do more with

the help of technology , for example man have the possibility to travel, to keep in

touch with their relatives or on their friends and technology can cure many

illnesses. Rishan (2017) stated that the technology is used by adult generally for

business purposes only, while the youngsters used it for leisure time or for fun

like playing computer games.

Game is one of the greatest technology industries right now. Many

people were hooked to computer games, especially the teenagers. Many of the

students skip school just to play another game on computer. One of the game

that the teenagers or the students love or play the most is league of legends

(LOL) , It is the most popular computer game in the whole world especially for the

teenagers playing and getting addicted to It (Ranker,2018). Because of this

addiction to the game, students or the teenagers prioritize playing on computer

rather than doing their school stuff (Rishan, 2017). Gaille (2012) said that

“Players immerse in the game so much that gamers completely separate from

their surroundings”. This game addiction may cause physical and emotional

stress for a person that is so addicted to a particular game.

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According to Walker (2015), almost half of all 14- and 15-year-olds feel

they are addicted to the computer games, with more than three-quarters of

similarly aged pupils taking a web-enabled laptop, phone or tablet to bed at night,

according to a survey. The peak age for feelings of addiction was year 10, where

pupils are aged 14 or 15, with 49% of those pupils reporting this. The greatest

use of devices in bed comes a year later, with 77% of year-11 pupils.

This research seeks to identify the incidence of excessive playing of

computer games in SHS in San Nicholas III , San Nicholas III Bacoor , Cavite

and to pinpoint a series of characteristic or personalities , common to those

presenting such an excessive playing.

The purpose of this research study is to know the causes of excessive

playing of computer games among the Grade 11-ICT learners of SHS in San

Nicholas III. The main goal of this study is to know what causes Grade 11-ICT

learners to become an excessive computer game player, while trying to analyze

and understood their daily habits being an excessive computer game player .

And also encourage them to seek immediately way to prevent excessive playing

of computer games.

Statement of the Problem

This study seeks to determine the benefits and impact of excessive

playing of computer games on the way of living of a Grade 11-ICT learners that

become an excessive player of computer games.

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1. What computer games do the participants play?

2. How frequent do the participants play computer games?

3. How do participants become an excessive player of computer games?

4. What benefits do the participants get from playing the computer

games?

5. How does the excessive playing of computer games affect the

participant academic performance?

Theoretical Framework

Uses and gratifications theory attempts to explain the uses and functions

of the media for individuals, groups, and society in general. There are three

objectives in developing uses and gratifications theory: 1) to explain how

individuals use mass communication to gratify their needs. “What do people do

with the media”. 2) to discover underlying motives for individuals’ media use. 3)

to identify the positive and the negative consequences of individual media use. At

the core of uses and gratifications theory lies the assumption that audience

members actively seek out the mass media to satisfy individual needs.

The UGT concept provides a framework for understanding the processes

by which students seek information or content selectively, that are

commensurate with their learning needs, beliefs, motivations and intentions. In

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this study, the UGT concept has four functions: (1) it forms a background

theoretical framework for understanding students’ perceptions, thinking and

actions; (2) it acts as an indicator for teaching and learning process; (3) it can be

seen as an inertia force that may constrain students’ uses for electronic media in

an educational context; and (4) as a consequence, it has a forecasting character;

it may be used to predict the success of integration of ‘media and learning’ in

education systems (Schlöglmann, 2001). It is plausible that students’ ‘Uses and

Gratification Expectancy’ in regards to e-learning resources can be a predictor of

their ‘Perceived e-Learning Experience.’

Research Paradigm

GRADE 11 BENEFITS
EXCESSIVE
GAMES GAINED
– ICT GAINED BY PLAYING OF
PLAYED SATISFAC
LEAENERS PLAYING COMPUTER
TION GAMES

The above figure is uses gratification theory model. It show how ICT

learners seek out the use of computer games become the benefits that gain from

it. In effect due to gained satisfaction form excessive playing of computer games

the person tends to manifest excessive use on it.

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Significance of the Study

The results of this study would be beneficial to the following:

Computer Gamers .The results of this study will inform the computer

gamers about the impacts and the bad effects of playing the computer games

excessively to their self. In effect the research will be their guide to avoid playing

computer games excessively.

Parents . The result of the study would provide the parents an idea on

how to support or deal with their children undergoing on an excessive playing of

computer games. In effect , this would help them to understand the situation of

their child playing computer excessively and how would they approach their

children when it comes to studies.

Future Researchers.. This study aims to contribute for future researchers

who will conduct research about the excessive playing of computer games

among the teenagers. In effect the research would help them to confuct a

research related to the study.

Scope and Delimitations of the Study

This study primarily aims to determine the lived experiences of the

participants and how does the playing of computer games excessively affects

their academic performance. The research also investigates the benefits that the

participants gain while playing computer games excessively.

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The participants of the research study are the grade 11- ICT learners

of Senior High School in San Nicholas lll, San Nicolas lll, Bacoor City .The study

conducted on S.Y 2018-2019.

Definition of Terms

To better understand the study, the following terms are defined.

Excessive Player of Computer Games . More than is necessary,

normal, or desirable; immoderate. Beyond what is typical or normal. When a

person is always spent more time playing computer games.

Computer Addiction. A disorder in which the individual turns to the

Internet or plays computer games in an attempt to change moods, overcome

anxiety, deal with depression, reduce isolation or loneliness, or distract

themselves from overwhelming problems.

Computer Games. 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 the 1980s, 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.

ICT (Information Communication Technology). The participants of

the study , and the one who answer the interview guide of the researchers.

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Internet. A global computer network providing a variety of information

and communication facilities, consisting of interconnected networks using

standardized communication protocols.

Online Computer Games. Are games that are played online via the use

of Internet. They are distinct from video and computer games in that they are

normally platform independent, relying solely on client-side technologies.

Participants. .A person who takes part on the research Study

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CHAPTER 2

REVIEW OF RELATED LITERATURE AND STUDIES

This chapter presents related literature and studies that the researchers

have used to support and serve as valid bases of the study.

Related Literature

Local Literature. The article “The Effects of Computer on Face to Face

Social Skills” . That in this new age of smart phones , millennial , and even older

individuals are finding themselves enveloped in the world of technology and

computer games and even on social media (Feliciano,2017).

Marcial (2013) mentioned that computer game users are increasing

tremendously. Some users are passive and some are active that leads to

addiction. This paper measures empirically prevalence and degree of computer

and being addicted to It.

According to Valaitis (2005) the use of computers and the Internet

can aid communities by supporting communication and access to information,

thereby building social capital and community capacity. Using computers can

assist the community planning process, community participation, and information

sharing. Computer-mediated communication can build community awareness,

encourage local decision making and dialogue between groups, and support

disadvantaged communities. Status barriers can be reduced, and online

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communication with disenfranchised groups, such as women, people of color,

and those with disabilities, can be promoted.

A system approach is necessary to increase productivity and maintain

consistency and quality since information is an important commodity for business

and establishment, a computerized storage is very important within the

organization. According to Caridad Melody,(2007), (Computerized Billing System

for Jet Delivery Services),“In order for us to maintain consistency and quality,

people must make use of the new technology that is not widely used by different

countries, which is computer. As we see, information technology, the application

of computer and related technologies have accompanied information age to

generation and communication of information.”

Foreign Literature. Lepper and Gunther (2001) state that prolonged and

excessive use of these computer games can cause , mainly upon children , a

number of physical and psychological problems which may include obsessive ,

addictive behavior of the player , desensitizing of feelings , personality changes,

hyperactivity learning disorders , health problems (due to lack of exercise and

tendonitis )development of anti-social behavior and lose of free thinking and will .

Payne et, al. (2000) the role of computer games on social isolation,

low self-esteem and violence. The results showed no relationship between

playing computer games and self-esteem in girls, but there was a negative

relationship between the two in boys. Also, the scores of violence had a positive

correlation with amount of exposure to computer games. Other results showed

9
that in spite of children's attraction to games, there was no evidence that

computer games cause socialisolation.17 Since in computer games, players

conform to the characters in the game, in creating the new situations that occur

in the game, the theory of participatory modeling and active conditioning can be

used in explaining data on violent behaviors and possible rewards they get in

response.

Computer addiction can be defined as the extreme or uncontrollable use

of the computer which continues against serious negative corollary for personal,

social or occupational function. The thought of Computer Addiction is generally

separated into two main types, especially offline and online Computer Addiction.

The word offline Computer Addiction is generally used when talking about

excessive gaming addiction, which can be practiced both offline and online. In

the other way online computer Addiction is also called as Internet addiction and

will gets in general more attention from scientific research than compared

to Offline Computer Addiction, mainly because most cases of Computer

Addiction are related to the excessive use of the internet (Dr. Umesh

Kumar,2015).

Technologies rapid advance in developing digital media has been

extensively applied in contemporary play materials to enrich children’s play, such

as electronic or computerized toys, electronic story books, television, personal

computers, and game consoles. Recently, studies about digital games in these

areas have begun to appear. Some educators have a vision that these games

have the potential to become powerful motivating digital environments and they

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study digital games in order to determine how motivational components of

popular digital games might be integrated into instructional design. This study

investigated whether digital games facilitate children’s cognitive achievement in

comparison to traditional computer-assisted instruction. One hundred and fifteen

third-graders from a middle/high socio-economic standard school district in

Tainan City, Taiwan participated in the study. Results indicate that digital game

playing not only improves participants’ fact/recall processes, but also promotes

problem-solving skills by recognizing multiple solutions for problems(Wei Fan

Chen,2007).

The good news is that we’ve finally gotten our priorities in

order. According to Nielsen, the average U.S. gamer age 13 or older spent

6.3 hours a week playing video games during 2013. That’s up from 5.6

hours in 2012, which was up from 5.1 hours in 2011. If you like fun, we’re

trending in the right direction. Also of note is that people who play games

on consoles are starting to play games on their phones and tablets more,

too. Half of Nielsen’s console respondents for the 2013 study said they also

played games on mobile devices; that’s up from 46% in 2012 and 35% in

2011 (Aamoth D., 2014).

Relevance to the Present Study

The literatures above help the researchers to gain more knowledge or to

be knowledgeable about the excessive use of computer games. Those literature

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also provides proof on the research study it’s like an evidence to support the

ideas of the research study. The articles that are composing this related foreign

and local literature serves as the guide to make the research.

Related Studies

Local Studies. Students nowadays can be easily engaged in gambling.

Through the internet in the computer a student will easily have an access to the

gambling sites by faking his or her identity .According to the survey conducted at

Mapua Institute of Technology, they have discovered that five to eight percent of

their students are in the danger zone in developing an addiction to the internet

gambling because of the great number of computers, easy access and it is yet

easy to get hooked. With these factors, students neglected their study habits and

school works, and engaged themselves to gamble. Students being addicted to

this kind of program leads them to financial problems which will eventually

become a serious problem to that person (Why Should Computer Addiction Be

Taken Seriously?, Rabacio D. 2018).

The study point out that both genders can improve spatial skills by

practicing video games. Many imply that teens disadvantage in the long run by

games have been envisioned as potentially effectives tools for learning ,

furthermore , researcher believe that online gaming opens a door to computer

literacy SWS,AMA Poll (2018).

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The study found that, in general, there is at least a modest link between

electronic media consumption and, smoking, drinking and violence. The

study focused largely on movies as the basis mentioned the effect of

videogame violence in teens. The research in this study concluded that the

exposure to violent video games increases aggressive thoughts, feelings, and

behavior of the participants (Chaves E.2008).

Internet cafés, or better known as computer shops in the Philippines,

are found on every street in major cities and there is at least one in

most municipalities or towns. There are also interne tcafés in coffee shops and

malls. High-end restaurants and fast food chains also provide free broadband to

diners. Rates range from P10 on streets, up to P100 in malls.(Mendoza M.2013).

The study (The Effects of Computer Addiction to the Academic

Performances of Mapua Institute of Technology First Year Students )was able to

demonstrate the effects of computer addiction to the academic performance of

first year students in Mapua Institute of Technology. The results of the survey

conducted by the researchers have shown that 11 out of 16 students were

considered as computer addicts. These students have an average of four hours

per day in front of computer. Nine of them failed on their major courses and

was not satisfied with their grades during the first semester .Five students

admitted that they do not always study and always use computer. 15 of the

students ,Rabacio(2018).

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Foreign Studies. There are lots of students that develop bad habits in

their computer use that cause so many problems in their study. They spend large

amount of time in front of the computer doing unnecessary things like: visiting

porn sites, watching pornographic videos/images, involving in a cyber-

relationship, involving in information overload, addiction to computer games and

doing net compulsions instead of studying Lowinson (2004).

Research on exposure to television and movie violence suggests that

playing violent video games will increase aggressive behavior. A Meta analytic

review of the video-game research literature reveals that violent video games

increase aggressive behavior in children and young adults. Experimental and

non-experimental studies with males and females in laboratory and field settings

support this conclusion. Analyses also reveal that exposure to violent video

games increases physiological arousal and aggression-related thoughts and

feelings. Playing violent video games also decreases pro social behavior,

Anderson and Bushman (2001).

The results of the study entitled (Effect of Addiction to Computer Games

on Physical and Mental Health of Female and Male Students of Guidance School

in City of Isfahan ) are in agreement with the findings of other studies around the

world. As the results show, addiction to computer games affects various

dimensions of health and increases physical problems, anxiety and depression,

while decreases social functioning disorder Zamani (2009).

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The study entitled (Computer Game Addiction : A Field Study on

Adolescence )carried out in order to analyze the characteristics of game

addiction among the adolescents. The research was tackled within the frame of

screening model and data was collected in accordance with it. The questionnaire

used as a data collecting instrument was applied in a secondary school and a

high school which are considered to have the capacity of representing the

socioeconomic and cultural structure of Selçuklu district of Konya province. After

the analysis, it was determined that the average of the boys as for game

addiction were higher than those of girls. Moreover, the boys were observed to

spend more money on games. The socioeconomic reasons such as educational

status of parents, the number of siblings, having computers and having a private

room weren't seen to be discriminative characteristics. However, a differentiation

related to addiction was observed among genders and stages. The research

suggests that it is necessary to activate the patterns of social communication

networks such as friendly footing, taking more responsibilities, and highlighting

social life to diminish game addiction (Ayhan, 2014).

The research entitled “Online gaming addiction: the role of sensation

seeking, self-control, neuroticism, aggression, state anxiety, and trait anxiety’ the

online gaming has steadily increased over the last decade, although relatively

little research has examined the relationship between online gaming addiction

and personality factors. The study examined the relationship between a number

of personality traits (sensation seeking, self-control, aggression, neuroticism,

state anxiety, and trait anxiety) and online gaming addiction. Data were collected

15
over a 1-month period using an opportunity sample of 123 university students at

an East Midlands university in the United Kingdom. Gamers completed all the

online questionnaires. Results of a multiple linear regression indicated that five

traits (neuroticism, sensation seeking, trait anxiety, state anxiety, and

aggression) displayed significant associations with online gaming addiction. The

study suggests that certain personality traits may be important in the acquisition,

development, and maintenance of online gaming addiction, although further

research is needed to replicate the findings of the present study(Mehroof

M.,2010).

The research “An Interpretative Phenomenological Analysis of Online

Gaming Addiction”, over the last few years the teenagers increasing interest in

Massively Multiplayer Online Role-Playing Games (MMORPGs). The study

represent the latest Internet-only computer gaming experience consisting of a

multi-player universe with an advanced and detailed world. One of the most

popular (and largest) of these is Everquest. The data for this study were taken

from a range of online gaming forums where individuals shared their experiences

of playing EverQuest. Data were analyzed using interpretative phenomenological

analysis (IPA), a method for analyzing qualitative data and meaning making

activities. The study presents an IPA account of online gamers who perceive

themselves to play excessively. The aim of the study was to examine how

individuals perceived and made sense of EverQuest in the context of their lives.

It is clear that the accounts presented by players and ex-players appear to be

‘addicted’ to Ever Quest in the same way that other people become addicted to

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alcohol or gambling. Most of the individuals in this study appear to display (or

allude to) the core components of addiction such as salience, mood modification,

tolerance, conflict, withdrawal symptoms, cravings, and relapse (Chappel D.,

2006).

Relevance to the Present Study

The relevance of those studies is it serves as the guide for the researcher

that they need to follow. The recent studies also provides information about the

recent studies about the computer addiction of a teen or a grade 11 students .

The studies become the basis of the research study that conducted.

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CHAPTER 3

RESEARCH DESIGN AND METHODOLOGY

This chapter discusses the research design, and data gathering procedure

of the study.

Research Design

This investigation is a Case Study. “Case study is a research

methodology, typically seen in social and life sciences. It also can be defined as

an intensive study about a person, a group of people or a unit, which is aimed to

generalize over several units “(Roberata Haele and Alison Twycross, 2017).

This study utilizes in-depth interview as the primary method in gathering

data from the participants.

Participants of the Study

The participants of the study are Grade 11- ICT learners of SHS in San

Nicholas III .There are 30 subjects of the study who frequently play computer

games and manifest excessive playing to it.

Research Instrument

This study utilizes an interview guide as the main tool in gathering

the data. It is composed of 5 open-ended questions which aim to identify the

18
causes of excessive playing of computer games among the Grade 11-ICT

learners coming from SHS in San Nicholas.

Validation of Research Instrument

The researcher, consulted experts to validate the research instrument of

the study last February 28, 2019.

The interview guide was revised based on the suggestions and

comments given by the experts. Upon revision, the research instrument is

subjected to a dry-run with the GAS 11 learners on March 4, 2019 at SHS in San

Nicholas III.

Data Gathering Procedures

The researchers first seek permission to Sir Adorando R. Darvin the

principal of SHS in San Nicholas III, for the conduct of interview among the

participants of the study. Upon approval, The proponents of the study conduct an

interview to the Grade 11 ICT –ICT Learners of SHS in San Nicholas III, Bacoor ,

Cavite on February 28, 2019.

The researcher will conduct an interview on March 6, 2019 to Grade 11-

ICT learners. The individual interview will last 10-15 minutes.

19
REFERENCE LIST

Books

Shotton M.(2003). Computer Addiction Pb: A Study Of Computer

Dependency. Unitedkingdom: CRC Press, Inc.

Greenfield D.(2000).Virtual Addiction. New York: New Harbinger Pubns Inc.

Published and Unpublished Studies

Anderson and Bushman(2001). Effects of Violent Video Games on Aggressive

Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal,

and Prosocial Behavior: A Meta-Analytic Review of the Scientific

Literature.

Chappel D.(2006). An Interpretative Phenomenological Analysis of Online

Gaming Addiction. New Zealand: Springer Nature Inc.

Mehroof M.(2010). Online gaming addiction: the role of sensation seeking, self-

control, neuroticism, aggression, state anxiety, and trait anxiety. United

States of America: Cyber psychology, Behavior, and Social Networking

Inc.

Rabacio P.(2018). The Effects of Computer Addiction to the Academic

Performances of Mapua Institute of Technology First Year

Students.Philippines:University of Mapua.

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Zamani E.(2009). Effect of Addiction to Computer Games on Physical and Mental

Health of Female and Male Students of Guidance School in City of

Isfahan. Iran :Isfahan University.

Online References

Abbas D.(2018).Games Addiction of a College Students. Retrieved March 2,

2019 from https://pointguardsite.wordpress.com/2017/03/10/effects-of-

online-game-addiction-to-the-students-of-the-senior-high-school-students-

of-southern-christian-college/.

Ally (2007). What is MMORPG? Retrieved February 28,2019 from

https://plarium.com/en/blog/difference-between-mmo-and-mmorpgs/.

Amanda F.(2014). Effect of Video Games on Child Development. Retrieved

February 8 ,2019 from

https://my.vanderbilt.edu/developmentalpsychologyblog/2014/04/effect-of-

video-games-on-child-development/.

Azad Fallah et al (2001). Effect of Addiction to Computer Games on Physical and

Mental Health. Retrieved February 10, 2019 from

https://www.researchgate.net/publication/260091813_Effect_of_Addiction

_to_Computer_Games_on_Physical_and_Mental_Health_of_Female_and

_Male_Students_of_Guidance_School_in_City_of_Isfahan.

Blumler J. (2014). Uses and Gratification Theory . Retrieved March 7, 2019 from

http://zimmer.csufresno.edu/~johnca/spch100/7-4-uses.htm.

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Buchanan M.(2014).Technology. Retrieved February 1 ,2019 from

https://www.britannica.com/technology/history-of-technology.

Chraska M.(2016). Computer Games – Preferred Way of Using ICT by Grammar

School Students. Retrieved March 2, 2019 from

https://www.futureacademy.org.uk/files/images/upload/63_4322.

Drago E.(2013). Technology on Face-to-Face Communication. Retrieved

February 8 ,2019 from https://www.elon.edu/docs/e-

web/academics/communications/research/vol6no1/02DragoEJSpring15.

Emelin V.(2013). Excessive Use of Internet, Mobile Phones and Computers: The

Role of Technology-related Changes in Needs and Psychological

Boundaries. Retrived February 13,2019 from

https://www.sciencedirect.com/science/article/pii/S1877042813027407.

Grady C.(2013). Computer games, self‐esteem and gratification of needs in

adolescents. Retrieved February 11 2019 from

https://www.researchgate.net/publication/229616875_Computer_games_s

elf-esteem_and_gratification_of_needs_in_adolescents.

Klein E.(2017). Technology is changing how we live, but it needs to change how

we work. Retrieved February 1,2019 from https://www.vox.com/a/new-

economy-future/technology-productivity.

Kumar S. (2015). The bad effects of excessive use of computers and smart

phones on the eyes. Retrieved February 14, 2019 from

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https://www.quora.com/What-are-the-bad-effects-of-excessive-use-of-

computers-and-smartphones-on-the-eyes.

Lepper and Gunther (2001). Social and Psychological Effects of Computer

Games. Retrieved on February 8, 2019 from

https://msu.edu/~pengwei/Lee%20Peng.

Milan (2014). Meaning of ICT. Retrieved March 6, 2019 from

https://techterms.com/definition/ict.

PsychGuides.com(2018). Computer/Internet Addiction Symptoms, Causes and

Effects. Retrieved February 13 ,2019 from

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symptoms-causes-and-effects/.

Rose L.(2012). What can uses and gratifications theory tell us about social

media? Retrieved March 9, 2019 from

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theory-tell-us-about-social-media/.

Seneca(2015). Reading Comprehension - Computer Addiction. Retrieved

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addiction.php.

Steitz B.(2006). Computer History .Retrieved February 10, 2019 from

http://people.bu.edu/baws/brief%20computer%20history.html.

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Valaitis , E(2005). Enabling youth participation in school-based computer-

supported community development in Canada. Retrieved on February

8,2019 from https://academic.oup.com/heapro/article/20/3/260/702985.

Vollmer C.(2014). Computer Game Addiction in Adolescents and Its Relationship

to Chronotype and Personality. Retrieved March 2, 2019 from

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https://www.ncbi.nlm.nih.gov/pubmed/15875758.

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APPENDIX A

RESEARCH INSTRUMENT

Interview Guide

1. What computer games do you usually play?

2. Do you play computer games every day? If yes,

How many hours do you play computer games every day?

3. Are you playing computer games excessively? If yes ,

How did you become an excessive user of the computer games?

4. Do you find playing computer games beneficial? If yes,

What benefits could you get from playing computer games?

5. How does excessive playing of computer games affect your academic

performance?

25
APPENDIX B

VALIDATION LETTER

Republic of the Philippines


Department of Education
Region IV-A CALABARZON
City Schools Division of Bacoor
SENIOR HIGH SCHOOL IN SAN NICHOLAS III
San Nicolas III , Bacoor City , Cavite

February 28, 2019


FRANSISO S. TORNO JR.
ICT Teacher
SHS in San Nicholas III
Sir,
We are currently conducting a study entitled “Computer Games Addiction of
Grade 11-ICT Learners: A Case Study” This is a requirement in our Practical
Research 1 subject
With this, may we request you to validate our interview guide which is our main
tool in gathering the data for our research study. Your comments and
suggestions will greatly help in the revision/improvement of our research
instrument. This is to ensure its correctness and suitability to our research study.
We are looking forward for your favorable response to this request.
Thank you.

Respectfully yours,

MILES JOHN S. LUNA

Noted by:
DR. ALMA TERESA A. CORPUZ
Subject Teacher/MT II

26
Republic of the Philippines
Department of Education
Region IV-A CALABARZON
City Schools Division of Bacoor
SENIOR HIGH SCHOOL IN SAN NICHOLAS III
San Nicolas III , Bacoor City , Cavite

February 28, 2019


JERICO D. CASTILLO
ICT Teacher
SHS in San Nicholas III
Sir,
We are currently conducting a study entitled “Computer Games Addiction of
Grade 11-ICT Learners: A Case Study” This is a requirement in our Practical
Research 1 subject
With this, may we request you to validate our interview guide which is our main
tool in gathering the data for our research study. Your comments and
suggestions will greatly help in the revision/improvement of our research
instrument. This is to ensure its correctness and suitability to our research study.
We are looking forward for your favorable response to this request.
Thank you.

Respectfully yours,

MILES JOHN S. LUNA

Noted by:
DR. ALMA TERESA A. CORPUZ
Subject Teacher/MT II

27
APPENDIX C

PERMISSION LETTER

Republic of the Philippines


Department of Education
Region IV-A CALABARZON
City Schools Division of Bacoor
SENIOR HIGH SCHOOL IN SAN NICHOLAS III
San Nicolas III , Bacoor City , Cavite

February 28, 2019


MR. ADORANDO R. DARVIN
Principal II
SHS in San Nicholas III

Sir,
We are currently conducting a study entitled “Computer Games Addiction of
Grade 11-ICT Learners: A Case Study” This is a requirement in our Practical
Research 1 subject
With this, may we request your good office to allow us conduct an interview
among the selected Grade 11- ICT Learners on March 8, 2019 To ensure that no
classes are disrupted, interview will be conducted during their break time.
Rest assured that all the information gathered will be treated with utmost
confidentiality and will only be used in this study.
Attached here is the interview guide for your reference.
Thank you.
Respectfully yours,
MILES JOHN S. LUNA

Noted by:
DR. ALMA TERESA A. CORPUZ
Subject Teacher/MT II

28
APPENDIX D

CURRICULUM VITAE

CURRICULUM VITAE
MILES JOHN S. LUNA
189 Molino II, Bacoor City, Cavite
Email Address: milesjohnluna@gmail.com
Cell No. 09381676352

EDUCATIONAL BACKGROUND:
Senior High School CBSHS in San Nicholas III
S. Y. 2018-Present San Nicolas III, Bacoor City

Junior High School BNHS- Villa Maria Annex


S. Y. 2017-2018 Molino III, Bacoor City

Elementary Molino Elementary School


S. Y. 2012-2013 Molino III, Bacoor City

AWARDS/ACHIEVEMENTS:
Elementary 3rd place – Quiz bee

Junior High 1st place – poster making contest

29
PERSONAL INFORMATION:
Birthday: September 27, 2001
Birthplace: Molino II, Bacoor City
Gender: Male
Civil Status: Single
Nationality: Filipino

Father’s Name: Johnson R. Luna


Mother’s Name: Winnelia S. Luna

CHARACTER REFERENCES:
Mr. Mark Joseph Orillo
Class Adviser/Teacher
SHS in San Nicholas III
09239292922

Mrs. Sheila Abaigar


Teacher
Bacoor National High School-Villa Maria Annex
09306091406

Mr. Roel Ruiz


Teacher
Bacoor National High School-Villa Maria Annex
09071121049

30
CURRICULUM VITAE
DEVE ANN LORAINE DE GUZMAN
Sunvar Queens Row West, Bacoor City, Cavite
Email Address: deguzmanloraine@gmail.com
Cell No. 09567149821

EDUCATIONAL BACKGROUND:
Senior High School CBSHS in San Nicholas III
S. Y. 2018-Present San Nicolas III, Bacoor City

Junior High School Eastern National High School


S. Y. 2017-2018 Queens Row, Bacoor City

Elementary Nito Norwuins Living Legacy


Academy
S. Y. 2012-2013 Queens Row Central, Bacoor City

AWARDS/ACHIEVEMENTS:
Elementary 1st place – Science Quiz Bee
Best in Social Studies

Junior High With Honor

PERSONAL INFORMATION:
Birthday: September 19, 2001
Birthplace: Molino II, Bacoor City
Gender: Female
Civil Status: Single
Nationality: Filipino

31
Father’s Name: Delio De Guzman
Mother’s Name: Venus De Guzman

CHARACTER REFERENCES:
Mr. Mark Joseph Orillo
Class Adviser/Teacher
SHS in San Nicholas III
09239292922

Mrs. Jennifer Bitoz


Teacher
Eastern National High School
09306091406

Mr. Magic John Niccolo Sempron


Teacher
Eastern National High School
09071121049

32
CURRICULUM VITAE
RICHARD GALLEGO
Las Pinas City, Cavite
Email Address: richgallego@gmail.com
Cell No. 09786539120

EDUCATIONAL BACKGROUND:
Senior High School CBSHS in San Nicholas III
S. Y. 2018-Present San Nicolas III, Bacoor City

Junior High School Malbug National High School


S. Y. 2017-2018 Malbug, Masbate

Elementary Calumpang Elementary School


S. Y. 2012-2013 Calumpang , Masbate

AWARDS/ACHIEVEMENTS:
Elementary 2nd Honor

Junior High With Honor – grade 9

PERSONAL INFORMATION:
Birthday: April 4, 2000
Birthplace: Masbate
Gender: Male
Civil Status: Single
Nationality: Filipino
Father’s Name: Rey Gallego
Mother’s Name: Razel Gallego
33
CHARACTER REFERENCES:
Mr. Mark Joseph Orillo
Class Adviser/Teacher
SHS in San Nicholas III
09239292922

Mrs. Yana Villaganas


Teacher
Masbate National High School
09761930943

Mr. Ronnie Banan


Teacher
SHS in San Nicolas
09071121049

34
CURRICULUM VITAE
ROBERT GAMIL
Blk 10 L 11 Gawaran Extention City, Cavite
Email Address: robgamil@gmail.com
Cell No. 09121657821

EDUCATIONAL BACKGROUND:
Senior High School CBSHS in San Nicholas III
S. Y. 2018-Present San Nicolas III, Bacoor City

Junior High School Bacoor National High School


S. Y. 2017-2018 Molino I, Bacoor City

Elementary Gawaran Elementary School


S. Y. 2012-2013 Gawaran, Bacoor City

AWARDS/ACHIEVEMENTS:
Elementary Best in A.P

Junior High None

PERSONAL INFORMATION:
Birthday: May 17, 2002
Birthplace: Molino VII, Bacoor City
Gender: Male
Civil Status: Single
Nationality: Filipino
Father’s Name: Simon Gamil
Mother’s Name: Melinda Gamil
35
CHARACTER REFERENCES:
Mr. Mark Joseph Orillo
Class Adviser/Teacher
SHS in San Nicholas III
09239292922

Mrs. Fate Padua


Teacher
Bacoor National High School
09306091406

Mr. Marcial Jinovero


Teacher
Bacoor National High School
09071121049

36
CURRICULUM VITAE
DANILO JOEL GILDORE
Blk 17 Lot 5 jasmine st. Queen’s West Bacoor City, Cavite
Email Address: gildoredj@yahoo.com
Cell No. 09316565380

EDUCATIONAL BACKGROUND:
Senior High School CBSHS in San Nicholas IIIk
S. Y. 2018-Present San Nicolas III, Bacoor City

Junior High School Queen’s Row Christ Centered


Academy Inc.
S. Y. 2017-2018 Queensrow, Bacoor City

Elementary Queen’s Row Gospel Church School


S. Y. 2012-2013 Queensrow, Bacoor City

AWARDS/ACHIEVEMENTS:
Elementary 3rd Honor

Junior High 3rd Honor

PERSONAL INFORMATION:
Birthday: July 1, 2001
Birthplace: Manila
Gender: Male
Civil Status: Single
Nationality: Filipino

37
Father’s Name: Dennis Gildore
Mother’s Name: Joy Gildore

CHARACTER REFERENCES:
Mr. Mark Joseph Orillo
Class Adviser/Teacher
SHS in San Nicholas III
09239292922

Mrs. Abby Jacinto


Teacher
SHS in San Nicholas III
09306091406

Mr. Ronnie Banan


Teacher
SHS in San Nicholas III
09071121049

38
CURRICULUM VITAE
RHONA MACALIT
Latero Green Valley San Nicolas III , Bacoor City, Cavite
Email Address: rhonamclt@gmail.com
Cell No. 09782316003

EDUCATIONAL BACKGROUND:
Senior High School CBSHS in San Nicholas III
S. Y. 2018-Present San Nicolas III, Bacoor City

Junior High School Gawaran – Annex National High


School
S. Y. 2017-2018 Gawaran, Bacoor City

Elementary Gawaran Elementary School


S. Y. 2012-2013 Gawaran, Bacoor City

AWARDS/ACHIEVEMENTS:
Elementary None

Junior High None

PERSONAL INFORMATION:
Birthday: June 11, 2001
Birthplace: Malitbog Southern Leyte
Gender: Female
Civil Status: Single

39
Nationality: Filipino

Father’s Name: Ronald A. Beloy


Mother’s Name: Irene R. Macalit

CHARACTER REFERENCES:
Mr. Mark Joseph Orillo
Class Adviser/Teacher
SHS in San Nicholas III
09239292922

Mrs. Donna Cruz


Teacher
Gawaran National High School
09306091406

Mr. Marcial Jinovero


Teacher
Gawaran National High School
09071121049

40
CURRICULUM VITAE
RHECELIN MANZANO
Platinum Ville Green Valley San Nicolas III, Bacoor City, Cavite
Email Address: manzano21@gmail.com
Cell No. 09714562901

EDUCATIONAL BACKGROUND:
Senior High School CBSHS in San Nicholas III
S. Y. 2018-Present San Nicolas III, Bacoor City

Junior High School Munting Ilog National High School


S. Y. 2017-2018 Munting Ilog Silang Cavite

Elementary Hukay Elementary School


S. Y. 2012-2013 Hukay, Silang Cavite

AWARDS/ACHIEVEMENTS:
Elementary Top 9

Junior High With Honor

PERSONAL INFORMATION:
Birthday: July 11, 2002
Birthplace: Poblacion III, Oriental Mindoro
Gender: Female
Civil Status: Single
Nationality: Filipino

41
Father’s Name: Teodorico Reyes
Mother’s Name: Rina Manzano

CHARACTER REFERENCES:
Mr. Mark Joseph Orillo
Class Adviser/Teacher
SHS in San Nicholas III
09239292922

Mrs. Haydee Narvaez


Teacher
Munting Ilog National High School
09306091406

Mr. Edson Solano


Teacher
Muntinh Ilog National High School
09071121049

42
APPENDIX E

DOCUMENTATIONS

Validation of Interview Guide


43
Dry -Run

44

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