Research Paper Group 8

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Republic of the Philippines

Department of Education
Region VIII (Eastern Visayas)
Division of Leyte
KANANGA NATIONAL HIGH SCHOOL
KANANGA, LEYTE

“Online games and their effects on the personality development of


Grade 10 students of Kananga National High School.”

In Partial Fulfillment of the Requirements in Research II


SY 2022-2023

Group 8 Members
Timothy James D. Montajes
Rea Joy S. Teves
Wilhona Jesa P. Paa
Lea Jane A. Guisando
ACKNOWLEDGEMENT

First and foremost, we would like to express our heartfelt gratitude to the most
gracious, heavenly, loving, Almighty God for giving us the knowledge and wisdom that we
need in making this research paper. We thank Him for giving us the courage to finish this
paper, along with His guidance in succeeding this research.

We would like to express our unfeigned thanks to the people behind our success, who
prayed, cheered, and encouraged us to pursue this research to its completion.

To our supervisor, Mrs. Dalisay E. Pellero, to whom our utmost gratitude is due for
the patience, kindness and understanding throughout this research. Without her help and
professional guidance, this research would have been more difficult to accomplish. We would
like to thank her for the patience and critiquing our research paper. We would also like to
thank our teachers especially Mr. Roderick Yape for permitting us to conduct our survey
needed in this research paper.

We would like to express our greatest and deepest gratitude to our parents for the
unending support, love, and care. For providing us with our necessities while making this
research paper.

To the respondents from section Capricorn, Taurus, Scorpio, and Aquarius we would
like to thank them for providing us with results needed in making Chapter IV in our research
paper.

To our fellow classmates, we thank them for their little but helpful tutorials. And for
being with us while making our research paper.

To all who helped making this research come into existence, we appreciate your
support.

I
ABSTRACT

In our world today, with the fast-growing technology and the presence of advanced
internet. It introduced us to online games that enhanced our minds as it makes us alert,
competitive and challenged. It is said that online games can be a stress reliever for people
regardless of sex or age. These online games may help people relax the mind, but these same
online games would make the people lose their own minds due to excessive and inappropriate
use of online games. World Health Organization (WHO) recognizes online game addiction as
a mental health condition. In a study conducted by Labana and Hadjisaid they stated that the
rise of excessive online gaming is emerging in the Philippines, with 29.9 million gamers
recorded in the country. This online game addiction would soon affect the students and their
academic performance. It would also affect their personal life and skills, their attitude
towards anyone would also be affected due to excessive playing. Online game addiction
results to worsened learning ability, concentration problems, poor academic performance, and
unhealthy habits. The researchers found out that this same issue happened in their fellow
students in Kananga National High School.

This study is conducted among students from Kananga National High School to
analyze the addiction level of the online games and its impact on the personality development
of the students. With a total of 40 respondents, the set questionnaires employed will act as a
data collection tool. Frequency count and weighed mean were the statistics employed in the
investigation. According to the survey, most of the respondents belong to the 16-year-old age
group. It also revealed that the majority of respondents who are male students results to 90%
of the study’s findings.

II
TABLE OF CONTENTS
ACKNOWLEDGEMENT I
ABSTRACT II
TABLE OF CONTENTS III

CHAPTER 1: PROBLEM AND ITS SCOPE


Background of the Study………………………………………………………………….1
Conceptual Framework…………………………………………………………………...3
Theoretical Framework…………………………………………………………………...4
Scope and Delimitation……………………………………………………………………5
Statement of the Problem…………………………………………………………………5
Research Objectives……………………………………………………………………….5
Significance of the Study………………………………………………………………….6
Definition of Terms ……………………………………………………………………….7

CHAPTER II: REVIEW OF RELATED LITERATURE AND RELATED STUDIES


Related Literature…………………………………………………………………………8
Related Studies ……………………………………………………………………………9

CHAPTER III: METHODOLOGY


Research Design……………………………………………………………………………10
Research Respondents …………………………………………………………………….10
Research Instrument…………………………………………………………………… 10
Research Locale……………………………………………………………………………11
Statistical Treatment………………………………………………………………………11

CHAPTER IV: RESULTS AND DISCUSSION


Results …………………………………………………………………………………….13

CHAPTER V: SUMMARY, CONCLUSION AND RECOMMENDATION


Summary………………………………………………………………………………….17
Conclusion ………………………………………………………………………………...17
Recommendation………………………………………………………………………….18

BIBLIOGRAPHY………………………………………………………………………....19
APPENDICES…………………………………………………………………………….20
Appendix 1: Research Instrument……………………………………………………….20
CURRICULUM VITAE………………………………………………………………….21
LIST OF FIGURES IV
CHAPTER I
PROBLEM AND ITS SCOPE

Background of the Study

Internet use has become part of our everyday lives, it makes our lives better, provide
easy communication, for entertainment and providing us with useful information. Today, with
the fast-growing technology, it introduced us to online games meant for relaxation and
entertainment. Online games are means of entertainment for majority of the people regardless
of sex or age around the world. Online games became a popular form of entertainment, and
they target a variety of people of different ages. In a study conducted by Castillo and
Dumrique(2017), they stated that online games can be a stress reliever, challenge and
competition, relaxation, enjoyment, social interaction and even mentally escaping from the
real world. Playing online games makes the player alert, active and strategic since they come
up with solutions and decisions in tight situations.

World Health Organization (WHO) recognizes online game addiction as a mental


health condition. In a study conducted by Labana and Hadjisaid they stated that the rise of
excessive online gaming is emerging in the Philippines, with 29.9 million gamers recorded in
the country. The incidence of depression is also increasing in the country. The current
correlation analysis evaluated the association between online game addiction and depression
in Filipino adolescents. Depression as associated with online game addiction, is a serious
threat that needs to be addressed. High level of online game addiction, as positively
correlated to the rate of depression among adolescents in Manila, could potentially be
attributed to the booming internet industry and lack of sufficient mental health interventions
in the country.

Online games had a great impact on students in Kananga National High School
resulting in both positive and negative effects on their academic performance and their social
development regarding their social skills. There are students in Kananga National High
School who play online games and still handle their academic performance well. On the other
hand, there are those students who are addicted in online games so that they fail their grades.

Online games are meant to be a stress reliever, for entertainment and relaxation. But

1
inappropriate use of online games leads to problems such as distraction and addiction. Online
game addiction results to worsened learning ability, concentration problems, poor academic
performance, and unhealthy habits. In addition to that, inappropriate use of online game also
affects their social skills as they spend hours playing unceasingly and won’t even stop and try
to talk with a family, a friend or even a random stranger. They may interact with fellow online
gamers, but true social lives and personal relationships suffer.

2
Conceptual Framework

Figure 1.1

3
Theoretical Framework

Figure 1.2

Scope and Delimitation


The major goal of this study is to determine the impacts of playing online games on a
students’ personality development. It is delimited only for the chosen Grade 10 Students in
Kananga National High School. The major goal of this study is to determine the impacts of
playing online games and whether they can have positive or negative effects on a student’s
personality development. The study is conducted at Grade 10 students’ building in Kananga
National High School.

Statement of the Problem

General Problem
The study aims to determine the effects of online games on the personality
development among Grade 10 students in Kananga National High School.
Specific Problem
1. What type of online game do Grade 10 students frequently play nowadays?
2. How many hours do Grade 10 students spend in playing online games?
3. What type of device do Grade 10 students use in playing online games?
4. Does playing online games affect the social development, academic performance and
mental health of Grade 10 students?
5. How does playing online games affect the social development, academic performance
and mental health of Grade 10 students?

Research Objectives

1. To determine what type of online game do Grade 10 students frequently play.


2. To determine how many hours do Grade 10 students spend playing online games.
3. To determine what device do Grade 10 students use in playing online games.
4. To determine if it affects the Grade 10 students’ social development, academic
performance and mental health.
5. To determine how it affects the Grade 10 students’ social development, academic
performance, and mental health.
5

Significance of the Study


The goal of this study is to determine how playing online games affects the
personality development of the Grade 10 students in Kananga National High School.

As a student, we know that playing online games can be detrimental to a students’


health and social life. I came to the realization that playing online games is a waste of our
time than taking action to fulfill our dreams. Focusing on our goals and current progress is
preferable. We are capable to achieve our dreams if we decide to stop playing online games.

This research is also useful to some teachers since they can explain to their students
the benefits and drawbacks of playing online games on their social lives and study habits.
This study will let them know that playing online games have a good and bad effect in
students, teachers, and their children.

This research is also important to the parents since they need to know what the
common issues about teenagers are and if their child is also addicted to online games. Parents
can prevent their children from playing online games and warn them that many online games
can harm them.

Most online gamers meet new friends through playing online games. Even though
they didn’t meet in person, and their friendship has a strong bond. In playing online games,
put a limit set a specific time and do what you’re supposed to do so that you won’t become
addicted in playing online games.

6
Definition of Terms
Academic performance- the extent to which a student, teacher or institution has attained
their short or long-term educational goals.

Biographic- relating to the events of a person’s life or a biography.


Closed-ended questions- are questions that have predetermined answers for respondents to
choose from.

Demographic- relating to the structures of populations.

Game addiction- is a condition characterized by severely reduced control over gaming


habits, resulting in negative consequences in many aspects of your life.

Gamers- is a person who plays a games or games, typically a participant in a computer or


role-playing game.

Internet- a global computer network providing a variety of information and communication


facilities, consisting of interconnected networks using standardized communication protocols.

Limit- to stop or prevent an increase in (something).

Mental health- the capacity to think, feel, and act in ways that enhance our ability to enjoy
life and deal with challenges.

Online games- is any game that is played online, based online or has a majority of its
content/game play online.

Personality development- the development from the organized pattern of attitudes and
behaviors which makes an individual distinctive.

Social development- means acquisition of the ability to behave in accordance with social
expectations.

Unceasing- never stopping, not ceasing.

WHO- World Health Organization

7
CHAPTER II
REVIEW OF RELATED LITERATURE AND RELATED
STUDIES

Related Literature
Internet games (also known as online games) refer to games that are played over some
form of computer network, most often the Internet. Online games can range from simple text-
based games to games incorporating complex graphics and virtual worlds populated by many
players simultaneously. They are distinct from video and computer games in that they are
normally platform independent, relying solely on client-side technologies. Its purpose is to
connect with people from all around the world, getting real-time feedback on how well you
are playing, improving teamwork skills and building relationships with friends.(Markus
friedl, 2002)

Personality development is defined as a process of developing and enhancing one’s


personality. It helps an individual to gain confidence and high self-esteem. Personality
development also is said to have a positive impact on one’s communication skills and the way
he sees the world. Individuals tend to develop a positive attitude as a result of personality
development. It also influences what we think, our beliefs, values, and expectations. What we
think about others depends on our personality.(Nur Shazreen and Zul Kamal, 2020)

Online addiction involves playing games uncontrollably for hours. Students use
online games to relieve them of their stresses but the excessive use of online games may lead
to worsened learning ability, concentration problems, poor academic performance and
decreased interactions with other people. One most common effect of online gaming
addiction is withdrawal from social interactions. Instead of interacting with family or friends,
students would prefer to stay home or in internet cafes. The effect of this isolation will lead to
collapse of interaction and communication.(Catherine L. Jongco, 2022)

8
Related Studies

Interactivity is one of the most important and distinguishable features of a game.


Designing effective interactivity, however, can be a challenge for even the most experienced
game developer. This is especially true in the design process of multiplayer online games, so
it is critical that developers have a solid understanding of game design and interactivity.
Online Game Interactivity Theory is about online game design—its concepts, techniques, and
tools. It guides you through the design process for multiplayer online games, beginning with
discussions of online game history, the differences between single-player games and online
games, and how the various categories of online games affect design. The emphasis
throughout the process is on interactivity—how to define it, how to cope with its complexity,
and how to integrate it into your designs.

Another study that we found on the internet was designed to examine the impact of
online gaming addiction on mental health among International Islamic University Malaysia
(IIUM) students. The objectives of this study are to determine: (a) the exposure to online
gaming, (b) the levels of online gaming addiction and mental health, and (c) the relationship
between online gaming addiction and mental health, particularly depression, anxiety, and
loneliness. Online gaming addiction among students in universities is not a trivial issue as it
can lead to mental health if not addressed properly. Thus, the Ministry of Education (MOE)
might gain by looking at the seriousness of online gaming among students, especially Muslim
students who are not supposed to waste time.

Internet use has become one of the most important habits in our daily lives.
Nowadays, it became one of the necessities of human beings regardless of sex or age, thus
making it an efficient tool to cope up with the fast-growing technology. It is a source of
information and a means for communication and relaxation. One of the influences of this
technology is computer gaming. Computer games are the most popular entertainment and
they target a variety of people of different ages. Online gaming is one of the widely used
leisure activities by many people. In a study conducted by Castille and Dumrique(2017), they
stated that online games can be a stress reliever, challenge and competition, relaxation,
enjoyment, social interaction, and even mentally escaping from the real world.

9
CHAPTER III
METHODOLOGY

Research Design
The research design adopted for this study is descriptive, non-experimental, and
qualitative. Our general procedure of describing had the main description of the effects of
online games on the personality development of Grade 10 students of Kananga National High
School. the researchers provide questionnaires consisted mostly of closed-ended questions
whereas close-ended questions had options which were determined by the researchers.
Respondents were approached who are willingly and potentially had the information that they
could share and so purposive sampling was used. Close-ended questions were included
because they are easier to administer and to analyze. This study is limited only among chosen
Grade 10 students in 4 different sections.

Research Respondents
The respondents of the survey are Grade 10 students from Kananga National High
School. One of the essential steps for the success of this study. These participants were all
chosen via random sampling. Using this sampling technique, every person in the population
has the potential to be included in the sample.

The chosen respondents were selected from 4 different Grade 10 Sections in Kananga
National High School. The researchers chose 10 students from 4 sections namely, Taurus,
Scorpio, Capricorn, and Aquarius. These respondents were mostly male students for they are
qualified in the said survey.

Research Instrument
Biographic and demographic information forms or questionnaires was prepared by the
researchers. It consisted of 5 questions with given choices. In this form the participants were
asked to answer each question related to (gender, which class he/she attends, etc.) as well as
computer-internet related questions. The survey questions were aimed to determine the
effects of Online games on the personality development among grade 10 students of Kananga
National High School.

10

Research Locale
The study was conducted at Kananga National High School, a DepEd managed
secondary public school found in Población, Kananga, Leyte, Philippines. The survey was
conducted among chosen 40 students from 4 different Grade 10 sections namely, Taurus,
Scorpio, Capricorn, and Aquarius. The respondents were given survey questionnaires in their
respective classrooms, and they gave us a good result needed in our research paper.
Statistical Treatment

1. What type of online game do you frequently play?

Mobile Legends DOTA 2 Call of Duty League of Legends


30 2 5 0
P= x 100 P= x 100 P= x 100 P= x 100
40 40 40 40
P = 0.75 x 100 P = 0.05 x 100 P = 0.125 x 100 P = 0 x 100
P = 75% P = 5% P = 12.5% P = 0%

Clash of Clans Valorant


2 1
P= x 100 P= x 100
40 40
P = 0.5 x 100 P = 0.025 x 100
P = 5% P = 2.5%

2. How many hours do you spend paying online games?

30 minutes 1-2 hours 3-4 hours 5-6 hours 7-8 hours


5 20 11 2 2
P= x 100 P= x 100 P= x 100 P= x 100 P= x
40 40 40 40 40
100
P = 0.125 x 100 P = 0.5 x 100 P = 0.275 x 100 P = 0.5 x 100 P = 0.5 x 100
P = 12.5% P = 50% P = 27.5% P = 5% P = 5%

3. What device do you use I playing online games?

Cellphone Laptop Tablet PC


35 2 2 1
P= x 100 P= x 100 P= x 100 P= x 100
40 40 40 40
P = 0.875 x 100 P = 0.5 x 100 P = 0.5 x 100 P = 0.025 x 100
P = 87.5% P = 5% P = 5% P = 2.5%

11
4. Does it affect your social development, academic performance, and mental health?

Yes No
26 14
P= x 100 P= x 100
40 40
P = 0.65 x 100 P = 0.35 x 100
P = 65% P = 35%

5. How does it affect your social development, academic performance, and mental
health?

Sleep deprived Exhaustion Poor diet Poor academic


performance
20 3 5 5
P= x 100 P= x 100 P= x 100 P= x 100
40 40 40 40
P = 0.5 x 100 P = 0.075 x 100 P = 0.125 x 100 P = 0.125 x 100
P = 50% P = 7.5% P = 12.5% P = 12.5%

Poor vision Poor emotional regulation Lack of social skills


3 2 2
P= x 100 P= x 100 P= x 100
40 40 40
P = 0.075 x 100 P = 0.05 x 100 P = 0.05 x 100
P = 7.5% P = 5% P = 5%

12
CHAPTER IV
RESULTS AND DISCUSSION
Taurus Scorpio Capricorn Aquarius Total Percentage
Questions Choices
1.What type Mobile 6 9 8 7 30 75%
of online do legend
you frequently
play?
DOTA 2 2 0 0 0 2 5%
Call of duty 2 1 1 1 5 12.5%
League of 0 0 0 0 0 0%
legends
Clash of 2 0 0 0 2 5%
Clans
Valorant 0 1 0 0 1 2.5%
2.How many 30 minutes 1 1 2 1 5 12.5%
hours do you
spend playing
online games?

1-2 hours 3 6 7 4 20 50%


3-4 hours 5 3 1 2 11 27.5%
5-6 hours 1 0 0 1 2 5%
7-8 hours 0 0 0 2 2 5%
3.What Cellphone 8 10 10 7 35 87.5%
device/s do
you use in
playing online
games?

Laptop 1 0 0 1 2 5%
Tablet 1 0 0 1 2 5%
PC 0 0 0 1 1 2.5%
4.Does it Yes 5 7 6 8 26 65%
affect your
social
development,
academic
performance
and mental
health?

No 5 3 4 2 14 35%
5.How does it Sleep 5 5 5 5 20 50%
affect your deprived
social
development,
academic
performance
and mental
health?

Exhaustion 1 0 2 0 3 7.5%
Poor diet 2 1 1 1 5 12.5%
Poor 0 2 1 2 5 12.5%
academic
performance
Poor vision 1 1 0 1 3 7.5%
Poor 0 1 0 1 2 5%
emotional
regulation
Lack of 1 0 1 0 2 5%
social skills

Figure 2

Frequently Played Online Game


Mobile Legend DOTA League of Legends
Call of Duty Clash of Clans Valorant

3%
5%3%
10%

5%

75%

Figure 3.1
14
1. The most popular online game among the students is Mobile Legends because it is
easier to play and you don’t need a full PC setup to play with, so it’s actually more
economical, also you get to select from a collection of different types of heroes, their
different abilities and items having a characteristic use and of course advanced
‘skins’. That’s why most students prefer to play Mobile Legends because it is more
convenient and fun to them.
Hours spent playing
30 minutes 1-2 hours 3-4 hours 5-6 hours 7-8 hours

5%12%
5%

28%

50%

Figure 3.2
2. The information came from surveying 40 students from different sections in Kananga
National High School. On average, 50% of the students are playing for around 1-2
hours, 28% of the students spend 3-4 hours playing,12% of the students spend 30
minutes playing, 5% of the students play for 5-6 hours and another 5% of the students
play for 7-8 hours. These results show us that majority of the students spend around 1-
2 hours playing online games and that students don’t usually spend more hours
playing online games.

DEVICES USED IN PLAYING


Cellphone Laptop Tablet PC

3%
5%
5%

88%

Figure 3.3
15
3. The most used device in playing online games is cellphone because it is common, and
it is more convenient and easier to use. They are much more accessible than
traditional video games. They can always bring their phones with them and play
online games wherever they go and whenever they want.
does it affect the students?
Yes No

35%

65%

Figure 3.4
4. The result in this question proves that online game affects their academic, social life
and personality development. Most of the students suffer due to online games
addiction according to their answers.

effects on the students


Sleep Deprived Exhaustion Poor Diet
Poor Academic Performance Poor Vision Poor Emotional Regulation
Lack of Social Skills

5%
5%
8%

13% 50%

13%
8%

Figure 3.5
5. Results show that many students suffer from lack of sleep, poor academic
performance and poor diet. Few students suffer from poor vision, exhaustion, lack of
social skills and poor emotional regulation.
16

CHAPTER V:
SUMMARY,CONCLUSION AND RECOMMENDATION

Summary
According to our research and by conducting a survey, we got a very interesting
result.

So to sum it up, most of the students (mostly male students) play Mobile Legends for around
1-2 hours using a device such as a cellphone. Playing online games affects their social
development, they suffer from lack of sleep, exhaustion, and poor diet.

Very few of them answered that it doesn’t affect their social development, academic
performance and mental health. Very few of them hinted that they weren’t suffering from
poor emotional regulation and lack of social skills.

These results will help the future researchers and help more people who are curious
about this issue.

Conclusion

The study tries to find out how playing online games affect the personality
development of Grade 10 Students in Kananga National High School. It concludes that online
gaming addiction has the capability of damaging students mental and social health, it can
even ruin your future and education. Although, some people that are playing online games
can still handle their academic performance and has a good social skill and help them as this
can be a stress reliever. So therefore, it is all about time management and controlling yourself
in playing online games.

17

Recommendation

In the light of foregoing findings, the researchers highly recommend the following:
1. Parents should be aware of the effects of online games on the academic performances
of their children and that proper guidance and supervision on their extra-curricular
activities must be monitored.
2. Students must find other activities where they can engage in other than online games
for them to be more productive.
3. Students should be responsible to manage their time accordingly.
4. The school should implement a rule to forbid playing any type of online games while
the students are inside the school premise for them to stay focused in school activities.
5. A similar study can be conducted where an in-depth analysis can be done.

18
BIBLIOGRAPHY
Background of the Study
https;//www,researchgate.net/publication/
347652081_THE_IMPACT_OF_ONLINE_GAMING_ADDICTION_ON_MENTAL_HEALTH_
AMONG_IIUM_STUDENTS
Conceptual Framework
http;//www.udyong.gov.ph/index.php?option=com_content&view=article&id=11076:effects-of-
online-gaming-addiction-towards-students&catid=90&Itemid=1368#: ͠ :text=Online
%20addiction%20involves%20interactions%20with%20other%20people.

Review Related Literature and Review Related Studies


.https://www.igi-global.com/dictionary/online-games/20978#:~:text=1.,populated%20by
%20many%20players%20simultaneously

https://www.managementstudyguide.com/personality-development.htm

http;//www.udyong.gov.ph/index.php?option=com_content&view=article&id=11076:effects-of-
online-gaming-addiction-towards-students&catid=90&Itemid=1368#: ͠ :text=Online
%20addiction%20involves%20interactions%20with%20other%20people.

https://dl.acm.org/profile/81330491049

19
APPENDICES

Appendix 1: Research Instrument

Survey Questionnaire
To the respondents ,
This survey is being conducted by Grade 10 STE Group 8 students of Kananga National High School as part of the Research II
Activity. This questionnaire is about
“ Online games and their effects on the personality development of Grade 10 students of Kananga National High School.”
It’s purpose to gather data essential for this study

Demographic Profile
Name (optional): _________________
Gender: _ Male _Female
Age : ____
Grade & Section: _________________

Direction: Please read each question carefully and choose the best answer. Put a check mark on the circle of your preferred answer.

Questions:
1. What type of Online Game/s do you frequently play?
o Mobile Legend
o DOTA 2
o Call of Duty
o League of Legends
o Clash of Clans
o Valorant
2. How many hours do you spend playing online games?
o 30 minutes
o 1-2 hours
o 3-4 hours
o 5-6 hours
o 7-8 hours
3. What device/s do you use in playing online games?
o Cellphone
o Laptop
o Tablet
o PC
4. Does it affect your social development, academic performance and mental health?
o Yes
o No
5. How does it affect your social development, academic performance and mental health?
o Lack of sleep resulting to poor sleep hygiene
o Exhaustion due to unceasing playing and lack of exercise
o Having a bad habit of not eating and drink water resulting to dehydration and poor diet
o Poor academic performance due to lack of participation in school or class activities
o Poor vision due to prolonged exposure to blue light from phone screen
o Poor emotional regulation, you become anxious, depressed and you tend to outburst anger
o Lack of social skills because you feel awkward talking to people

Draft of the survey questionnaire

20
CURRICULUM VITAE

Timothy James D. Montajes Rea Joy S. Teves


November 14,2006 October 18, 2006
B. Recta St., Poblacion Inday Dora Sub. St.
Kananga, Leyte Kananga, Leyte

Wilhona Jesa P. Paa Lea Jane A. Guisando


December 17, 2007 March 26, 2007
Sitio Looc, Tugbong Sitio Looc, Tugbong
Kananga, Leyte Kananga, Leyte

21
List of Figures
Figure 1.1 Conceptual Framework……………………………………………………….3

Figure 1.2 Theoretical Framework………………………………………………………4

Figure 2 Table of Results………………………………………………………………….13

Figure 3.1 Pie Graph of Question no. 1………………………………………………….14

Figure 3.2 Pie Graph of Question no. 2………………………………………………….15

Figure 3.3 Pie Graph of Question no. 3………………………………………………….15

Figure 3.4 Pie Graph of Question no. 4………………………………………………….16

Figure 3.5 Pie Graph of Question no. 5………………………………………………….16

IV

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