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RESAPP
RESAPP
RESAPP
Nancayasan, Urdaneta
SEPTEMBER, 2020
ABM STUDENTS
In Partial Fulfillment of the Requirements for the course Research in Daily Life 1
Prepared by:
CABANAYAN, PIA C.
12 ABM Students
CHAPTER I
INTRODUCTION
A wide range of advanced technology are developed and used during the
globalization era. The advancement and development of technology bring many changes
that can either make students’ lives easier or more complicated. One of the outcomes of
these developments is the availability of online games via the internet, which has become
the most popular leisure activities among many young people, especially students.
results of the study to see how far a student, teacher, or institution has achieved their
educational goals. Academic achievements measures how a student excels inside the
empowerment.
technologies for learning, the knowledge and skills that constitute successful participation
in massive multiplayer online games, places online games among the most promising
new modes of learning to this date. Thus, academic achievement and use of online games
are correlated with each other, most especially this pandemic, as the modality of learning
is through online.
However, with the growing popularity of online video games, there have been
reports suggesting that these games are highly addictive, with some gamers spending in
global gaming markets found that 10.4 percent of gamers aged 18 to 25 years spent an
the academic achievements of Senior High School of PHINMA UPang ABM Students as
the typical ages of PHINMA UPang ABM Students are 18-19 years old. Excessive
exposure to online games may have positive or negative impact on the academic
This research revolves around the Effects of Excessive Exposure to Online Games
on the Academic Achievement of PHINMA UPang ABM Students. This study aims to
determine if excessive exposure to online games has significant effects on the academic
In order to find out solutions for the existing problem, it aims to answer the
central question:
“What are the effects of Excessive Exposure to online games on the academic
1. What are the demographic profiles of the PHINMA UPang ABM Students in
terms of:
a. Name
b. Age
3. How many hours does the student spend in playing online games?
The researchers decided to use “How Computers Affect Our Children’s Minds-
For Better or Worse” constructed by Jane M. Healy as a basis to inform the students,
parents, and teachers about the implications of the subject the researchers have chosen.
This theory supports our goal which is knowing the effects of excessive exposure
performance, especially for children who are still in the midst of developing their
cognitive skills. There is a necessity to address this matter as the effects of excessive
ABM is still unknown therefore, there is no suggested possible course of action to resolve
Conceptual Framework
- SURVEY OF THE
30 Gamer FOLLOWING: Effects of
1. Demographic profiles of the
and 30 Non- excessive
students:
Gamer a. Name exposure to
PHINMA b. Age online games on
UPang Grade 2. Game preferences of the
the academic
12 ABM students:
a. Type of Online Games achievement of
Students
b.Nature of the Online Games PHINMA UPang
3. Hours spent by the students Grade 12 ABM
on online games.
Students
- REQUEST OF
ACADEMIC RECORD OF
THE STUDENT
-STATISTICAL ANALYSIS
1. Measures of Central
Tendency
2. Pearson’s Correlation
Coefficient
and process of the study. The input is the 30 Gamer and 30 Non-Gamer PHINMA UPang
Grade 12 ABM Students that will then undergo the process of answering survey
questionnaires. After they have answered all the questions, the researchers will
coordinate with the school to request their academic records for further statistical
we will arrive at the output of the study which is the Effects of excessive exposure to
online games on the academic achievement of PHINMA UPang Grade 12 ABM Students
This study only focuses on the selected grade 12 ABM Acad and HT students of
PHINMA UPang College Urdaneta who are exposed and not exposed to online games.
The scope of the population to be surveyed by the researchers comprises sixty Grade 12
ABM students of PHINMA UPang College Urdaneta; divided equally into the stratum of
gamer and non-gamer students. The researchers will then distribute survey questionnaires
to the sixty selected PHINMA UPang College Urdaneta 12 ABM students. Due to the
limited number of respondents, the results drawn from this study may be limited by the
This research study aimed to determine the Assessments of PUCU Grade 12 ABM
a.)PARENTS
-This study will help the parents on how to discipline their children and help them
b.) STUDENTS
exposure to online gaming is, and they would have a better understanding on how to
C.) TEACHERS
-They will benefit from this study in a way that they can use the information to
empower themselves to assist students by giving them information about the state of