Chapter III

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Research Title

The Effects of Animation and Graphics on

Gamers

Group 3

A research paper submitted to:

Mrs. Liza Tuico

Submitted by:

Ahlea Marie Valenzona

Francesca Janel Del Rio

Francis Dela Cruz

Clark Saligumba

Allenrome Carumay

Kenric Campos

John Aaron Urriza

Kervin Urrete
Chapter III

Methods and Procedures

Research Design

This research utilized a non-experimental quantitative research design, which can

be tested via various statistical methods such as correlation. This research used

qualitative research design with a process of naturalistic injury that seeks an in in-depth

understanding of social phenomena within their natural setting. This research can be

seen as ethnography research, this research is suitable for this study since this study is

all about The Effects of animation and graphics on gamers.

Research Locale

This study will be conducted in Plaridel Integrated National High School. The

responders were asked to respond honestly to the researcher’s request. The data

collected were used by the google form through online survey regarding the experience

of gamers in animation and graphics. The study will be conducted in the first semester

of academic year 2022-2023

Subjects/Units of Analysis

This study will be conducted by the Eleven Plaridelian gamers during the School Year of

2022-2023.
The researchers used the Google form once they had gathered all the data. Hopefully,

the outcome would serve as the foundation for gamers' perceptions of animation and

graphics.

Respondents Total Percent


Male 15 68.18%
Female 7 31.82%
Total 22 100%

Sampling Procedure

The snowball method is used by the researchers, who ask study participants to help

them find more potential candidates. The IRB may occasionally provide permission for

the "snowball sampling," which refers to the practice of recruiting new research subjects

from among those already engaged in studies. However, the protocol must explain why

this method was chosen in light of the study's objectives and target audience. The

approach with the lowest potential for risk should be chosen

Research Instrument

Research Instrument The main instrument that was used in the study is a survey

test via Google form since were in the middle of pandemic, students are not allowed to

go out to interviewed some respondents. This instrument consisted by 5 questionnaires.


Data Gathering

The researcher collects data via online survey questionnaire. For the respondents to

complete the questionnaire fully aware of their role as the study's subject. The

responders were asked to react honestly to the researchers’ request. The study aims to

assess and evaluate the respondents answer to the given question. The data gathered

were utilized by the Google form through online survey and can be presented in a table

way to assess the respondents answer.

Analytical Framework

The cognitive load theory is one such


The effects of animation and approach that contends that a player’s
graphics can be investigated using a performance and pleasure of a game can be
th variety of analytical frameworks. impacted by the amount of mental effort
needed to process visual data

This result in a state of “flow” where The flow theory is another concept that
the player is totally immerse and contends that the best gaming happen when
involved in the game. A different the player experiences happen when the
strategy is player -centred design, players skill level and the level of challenge
which focuses on comprehending are balanced.
players demands and motivations.

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