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POSITIVE AND NEGATIVE EFFECTS OF ONLINE GAMES ON LEARNER’S

PERFORMANCE

RESEARCHERS

Fiona Marie F. Miramonte

Sarah Marie M. Bernardo

Samantha Nicole A. Lachica

MJ J. San Lorenzo

Karl Andrei L. Pascua

Romeo G. Ferrer
METHODOLOGY

A. Sample and Sampling Technique

The study population will be all students who play online games. The sample size will be the
Grade 10 (Special Class) students from General Mamerto Natividad National High school. The
data will be collected through interview. Researchers will be doing an interview using a survey
questionnaire which contains how the student’s life is affected by playing games. Purposive
sampling is a technique in which researchers choose the respondents based on the qualifications
they need. The researchers only need some of the students who play games, therefore, purposive
sampling is best suited for gathering the respondents.

B. Data Collection

The data collection instrument includes an interview format. Another tool is a questionnaire that
contains information asking about how playing online games affects the student’s life. This
questionnaire will be assessed to students in Grade 10 Special Class (SP-ICT and STE) who
participate in online gaming. Students who play video games account for 60% of the student
population. As a result, approximately 45 students will be the respondents. But we will only
need a few respondents, so there will be only 20 students that will participate, 10 from the STE
Class and another 10 from SP-ICT Class. The questionnaire will be based on the 3 point Likert
scale and will be scored from 1-3. This will be used to measure agreement. Options will include:
Agree, Disagree, and Neutral.

SURVEY QUESTIONS AGRE DISAGREE NEUTRAL


E
I feel less anxious and stressed while I’m
playing video games.
Every time I play an online game, I learn
new skills.
I can balance my time between academics
and playing.
Playing games affect my mood or
behavior.
Playing online games helps me to improve
my multitasking abilities.

C. Data Analysis

The research used a questionnaire to gather data from the students who play online games. We
asked them things about their experiences, behavior, and skills that they have encountered while
playing games. All of the respondents have answered their survey questionnaire, we are able to
communicate with them through an interview. We have here an illustration of the result of the
interview.

D. Risk and Safety

1. The only potential dangers are that some students may feel offended when responding to the
survey because the most kids today are somewhat more sensitive when discussing their behavior.
Additionally, since the majority of the respondents typically don’t take part in these kinds of
activities, it could be challenging to get all of them to complete the questionnaire. Last but not
the least, avoid making physical contact with the respondents since the epidemic is still ongoing
and is not available to do so.

2. Remember everything you need, including your cellphone, wallet, bag, and research papers.
Also, always be aware of your health and safety. Wear face mask while interviewing not only for
your protection and also the safety of the interviewees. Also, bring something that will help you
maintain your composure in social situations weather you are sick or not. Alcohol is also
necessity, Finally, maintaining our composure is important even if we are doing better than
before.

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