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Republic of the Philippines

Department of Education
National Capital Region

TAGUIG SCIENCE HIGH SCHOOL

PRACTICAL RESEARCH 2
PERFORMANCE TASK # 1
TOPIC PROPOSAL – Group PAINTING in Phil Arts
12-ABM A

GROUP MEMBERS:
• Acorda, Shaira Mae
• Estrada, Darren
• Ferrer, Charmane
• Mallillin, James Angelo
• Monte, Hannah Nicole
• Rongavilla, Ronah Mae
• Tamayo, Sophia Aletheia

A. PERFORMANCE ASSESSMENT RUBRIC


B. Criteria Description for the highest possible point
Research Title (5 points) Title is ORIGINAL and interesting, provides a relevant idea of the
whole study and is at most consist of 12 words.
Rationale/ Purpose of doing Information presented displays expanded scope of the problem
research (10 points) and its relevance/ impact to the community
Practical Research 2

Type of Qualitative Research (5 Research design is appropriate and provides clear description of
Points) how it will solve the problem.
Target subjects (5 Points) Details of the subjects are clear and is chosen based on a
specified criterion of the problem
Experimental procedure (5 Procedure is clearly described
points)
Perceived significance of the Provides a comprehensive list of beneficiaries and possible
results to the general community implications of the research to the community
(10 points)
Timeliness (10 points) The presentation is submitted on or before the set deadline.
Total: 40 x 2 + 10 = 90 points
NAME: SECTION: 12-ABM A

Proposed Quantitative Research 1:


Research Title: The Relationship of Play Time and Study Habits with Academic
Performance
Rationale/ Purpose of doing • Expands on previous studies related to the relationship of video
the Research (bullet form, games and academic performance by adding a third variable: study
at least 3) habits
• Examines the combined effect of studying and playing video games
on academic performance of students
• Determine whether ample play time and/or good study habits result in
excellent/poor academic performance
Target Subjects: Senior High School Students of Taguig Science High School
Procedure of gathering the • Conducting of Cross-Sectional Survey – to determine play time and
needed data study habits of students
• Collection of previous and most recent grades/test scores – to
determine academic performance
Perceived significance of the • Improves time management skills and habits of students to better
results to the general balance play time and studying
community (bullet form, at • Provides potential ways to incorporate good studying habits during
least 3) play time
• Establishes an empirical basis for the community to gauge either the
significance/threats of playing video games paired with certain study
habits
• Provides teachers with insightful information which they can use to
improve pedagogical methods
Research references (if there Anand, V. (2007, August 21). A Study of Time Management: The Correlation
are any) between Video Game Usage and Academic Performance Markers.
Mary Ann Liebert, Inc. Retrieved October 3, 2022, from
https://www.liebertpub.com/doi/abs/10.1089/cpb.2007.9991

Miller, K., Danner, F., & Staten, R. (2010, August 6). Relationship of Work
Hours With Selected Health Behaviors and Academic Progress Among
a College Student Cohort. Taylor & Francis. Retrieved October 3,
2022, from
https://www.tandfonline.com/doi/abs/10.3200/JACH.56.6.675-679

Proposed Quantitative Research 2:


Research Title: The Association of Social Media Use with Social Well-being and Social
Displacement
Rationale/ Purpose of doing • Expands on previous studies regarding the correlation of social
the Research (bullet form, media use with social well-being, seeking to obtain more consistent
at least 3) results
• Incorporates the theory of social displacement in the study and
determines its truth
• Relates and merges social displacement with social well-being to see
whether the two are correlated
Target Subjects: Senior High School Students of Taguig Science High School
Procedure of gathering the • Conducting of Cross-Sectional Survey – to measure social media
needed data use, social well-being, as well as social displacement using the Likert
scale
Perceived significance of the • Provides a deeper understanding of the concept of social
results to the general displacement
community (bullet form, at • Promotes awareness of the implication of social media use on social
least 3) well-being
• Addresses a gap in knowledge where the correlation of social well-
being and social displacement is not examined
Research references (if there Boer, M., Eijnden, R. J. J. M. van den, Boniel-Nissim, M., Wong, S.-L.,
are any) Inchley, J. C., Badura, P., Craig, W. M., Gobina, I., Kleszczewska, D.,
Klanšček, H. J., & Stevens, G. W. J. M. (2020, May 20). Adolescents'
Intense and Problematic Social Media Use and Their Well-Being in 29
Countries. Journal of Adolescent Health. Retrieved October 4, 2022,
from
https://www.sciencedirect.com/science/article/pii/S1054139X20300835

Hall, J. A., & Liu, D. (2022, March 11). Social media use, social
displacement, and well-being. Current Opinion in Psychology.
Retrieved October 4, 2022, from
https://www.sciencedirect.com/science/article/pii/S2352250X22000513'

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