Download as docx, pdf, or txt
Download as docx, pdf, or txt
You are on page 1of 22

THE FREQUENCY OF CELLPHONE USAGE GRADE 12 STUDENTS OF CANDON

CITY INFORMATION TECHNOLOGY NATIONAL HIGH SCHOOL SY: 2021-2022

CANDON CITY HIGH SCHOOL


PRACTICAL RESEARCH 2

RESEARCHERS:
JAYSON BALLOCANAG
JOSHUA D. VALDEZ

SUMITTED TO:
MRS. EVELYN MAPILE AYSON
Acknowledgement

This research study is wholeheartedly dedicated to the Almighty God, who has been

our primary inspiration in pursuing this study in order to achieve both our personal and group

goals. And for the wisdom and strength to sacrifice and work harder, as well as the courage to

lift one's head after rejections, and for another day to be calm and serene after a sleepless

night due to the pressures of life. By His grace, we were able to finish this research study. All

of this we offer to you.

To our professors, for their support and advice in the success of this research study,

and for sharing their knowledge and expertise in the field of this study.

To our parents for their moral and financial support, for our mental, health, and

physical conditions while conducting this research study, as well as the ongoing

considerations for our behavioral and emotional practices. This would not be possible without

them.

To our cherished families, friends, and loved ones who have shown their support in a

variety of different ways.

And to ourselves in creating this experience during the study's creation and using our

valuable time in doing so.


Table of Contents
Chapter I - Introduction
Background of the Study
Definition of Terms
Review of Related Literature
Chapter II – The Problem and Its Scope
Statement of the Problem
Scope and Delimitation
Conceptual Framework
Significance of the Study
Chapter III- Research Design and Methodology
Research Design
Research Instrument
Data Collection Procedure
Sampling Procedure
Chapter IV – Data Presentation, Analysis and Interpretation
Data Presentation
Summary of Findings
Chapter V – Conclusions and Recommendation
Conclusions
Recommendations
Chapter I
INTRODUCTION
Background of the Study

Online gaming addiction is a topic of increasing research interest. Since the early

2000s, there has been a significant increase in the number of empirical studies examining

various aspects of problematic online gaming and online gaming addiction. Online game is

very popular today to this modern era. Students nowadays are very prone to the gigantic

influence of technology. They have most the major portion on the online gaming rather than

their school performance or academic matters. Knowing that there is a huge scratch to

academic performance when you become addictive on using technology, epidemics are

continuously touching students one by one. The researcher was triggered to find out where

the students will be when they unceasingly connected regarding on this staple.

Education is an important element of investment in human and economic growth.

Many teachers, parents and netizens are continuously clamored for a tighter clamp over

online gaming. Protest mainly focused on how the trend is becoming a cause of distraction

among students in their studies. The fact that most of the students living on informative

lifestyle where everything is updated, online game became one of the necessities of students.

For some ideologies like the Candon City Information Technology National High School

students, playing online games like Mobile Legends, Rules of Survival, Clash of Clans, Dota

and so on has a number of reasons to be played, for it can be stress reliever, challenge and

competition, relaxation, enjoyment, social interaction, and even mentally escaping from the

real world. For most of these students, on line gaming is one of the best past time that they

acquire.
Definition of Terms

School

- A place where the students study or a teacher where teaching

Effect

- A result of something that was exist, done or happened

Online Game

- A game played by electronically manipulating images produced by a computer

program which is available on or performed using the internet or other computer

network. Games that needs an internet connection. Example, Mobile Legends,

Clash of Clans, Call of Duty etc.

Education

- The knowledge, skills, understanding and attitudes that you can get from attending

school.

Technology

- Invented useful thing that was use in Science in Industry

Senior High School

- An additional two years of grade schooling in secondary level.


Review of Related Literature
In the articles “The internet and Education”, by Neil Selwyn, he discussed that the

internet is not part of the everyday lives of human. He defined it as water that no one can live

without. As Donald Tapscott (2009) put it, “to them, technology is like the air.” In terms for

education, internet is an integral element of education in development nations, and will

increase the educational significance throughout this decade. The internet has always been an

educational tool. The internet and education are both concerned with the information

exchange, communication and the creation of knowledge. The internet offers the individual

learners freedom to explore the internet which enables them to have learning opportunities

and provide educational purposes. Therefore, the internet is allowing education to take over

anytime and anywhere. It is now a medium where it extends the freedom into transcendence

of social and material disadvantage. The internet is seen to be a support to a new culture of

learning, where learners are can access and gain huge amount of sources of information they

need to acquire. Educators consider learner to benefit the rich environment that the internet

supports. Considering, the internet has the ability to support powerful forms of situated

learning and digitally dispersed communities of practices, which is seen to be a powerful tool

in supporting in learning through activities and interactions between people and extended

social environment. The internet has also the capacity to support the mass connectivity b

between people and information. It offers individuals to control the learning and the

information’s that pursue to receive and acquire. Indeed, the internet plays a big role to every

individual in terms of learning. Though, this is unlikely to be case for all. Internet leads to

more engaged or motivated learners, highly skilled workforces, or rising levels of national

intelligence and innovation.

- Selwyn, M. (2013)
The internet has become very useful to people in term of learning and in research

development. It has said that the internet is a powerful instrument of obtaining knowledge

and a source of research. It provides latest information, fact-findings, and the most useful

invention in the areas of communication. The author stated some advantage and disadvantage

of internet for learners and research. First, discussing the advantage of the internet that is for

easier communication. It serves researchers and provides original and reliable source of

information, easy to access and helps to save and manage time of learners or students. It said

that internet is a valuable research tool and has been informative for academic research,

another advantage of internet is the ability to quickly share information all around the globe.

It’s matter of receiving and giving information using the internet. Internet is also a wealth of

knowledge, meaning that it can give learners lots of academic information especially for their

research. The internet also serves as a tool for making communication easier; without barrier.

But due to the numerous information found in the internet, some are hardly obtain the

information. It’s also a way for spam and viruses to break in. but as a conclusion, internet has

been a part of our lives for it is very useful to us. In terms for education, the internet should

be understood deeply in order to properly use the internet.

- Essays, UK. (November 2018)


Chapter II
THE PROBLEM AND ITS SCOPE
Statement of the Problem
The purpose of this study is to find out the frequency of cellphone usage of grade 12
students of Candon City Information Technology National High School, School Year 2021-
2022
Specifically, this study sought answer to the following research question;
1. What is the profile of the respondents in terms of:
a. Gender
b. Section
c. Age
d. Parents’ monthly income
e. Number of hours spent in gaming in a day?
f. What kinds of game are in your cellphone?
g. What is the respondents favorite game?
h. How many gadgets are being used in the family?

2. Are the respondents able to finish their modules and other school requirements on time?

Scope and Delimitation


This study is limited only at Candon City Information Technology National High

School (CCITNHS) located at Patpata 1st Candon City, Ilocos Sur with the minimum count of

the respondents, 20 students either male or female, Senior High School (SHS) students only.

This study also includes the personal information and response of a senior high school

students.
Conceptual Framework

PROCESS OUTPUT
The frequency of
IN PUT
cellphone usage of
The researchers grade 12 students of
conduct an interview candon city
Interviews and survey information
questionnaire technology national
high school, school
Survey year 2021-2022
Questionnaire The researchers sort
and gathered data by
percentage of survey

Significance of the Study


The significance of this study is to help the students to overcome their addiction in

cellphone usage.

Students: This study is really significant for students since it will tell them about the

impacts of playing Mobile Legends. They will be more aware of the aforementioned

consequence, and they will recognize that playing too much Mobile Legends is not worth

their money.

Parents. This research will provide parents with sufficient information regarding the

impact of Mobile Legends on their children.

Readers. This research will assist readers in understanding the impacts of playing

Mobile Legends.

Future Researchers. This might provide the basis for future studies.
Chapter III
RESEARCH DESIGN AND METHODOLOGY
Research Design
The study was laid out in a descriptive design where researcher formulated

questionnaire through multiple choice. Descriptive research design is a scientific method

which involves observing and describing the behavior of a subject without influencing it in

any way. This research design helped the researchers to collect and analyze the responses of

the respondents to the checklist designed by the researchers and to obtain their views,

opinions, and perceptions to the subject.

Research Instrument
This study use survey questionnaire as a research instrument. We distributed

questionnaire with 6 questions to the students of Grade 12 at Candon City Information

Technology National High School.

Data Collection
In collecting the data, the researcher distributed the survey questionnaires to the

respondents face-to-face and online. The students were given enough time in answering the

questionnaires.

Sampling Procedure
The researcher used Simple random sampling in choosing the respondents. Simple

random sampling is a subset of a statistical population in which each member of the subset

has an equal probability of being chosen. A simple random sampling is meant to be an

unbiased representation of a group. Since the study focuses on the frequency of cellphone

usage of Grade 12 Students of Candon City Information Technology National High School,
through the use of simple random sampling the researchers randomly identify and select the

respondents of the study, since it only focuses to the students who are inclined in online

gaming.
Chapter IV:
DATA PRESENTATION, ANALYSIS AND INTERPRETATION
Data Presentation
Number of Respondents Percentage (%)
SEX
Female 12 60%
Male 8 40%
TOTAL 20 100%
AGE
17 6 30%
18 12 60%
19 1 5%
20 1 5%
TOTAL 20 100%
STRAND
GAS 20 100%
ICT 0 0
TOTAL 20 100%
Parents’ income
0-5,000 6 30%
5,001- 10,000 8 40%
10,001 – 20,000 2 10%
20,001+ 4 20%
TOTAL 20 100%
Number of hours spent in
gaming in a day
0-2 hours 14 70%
2.01- 4 hours 4 20%
4.01- 6 hours 2 10%
6.01% and above hours 0 0%
TOTAL 20 100%
What kinds of games are in
your cellphone
Candy Crush 1 5%
Mobile Legends 11 55%
Clash of Clans 2 10%
Others 6 30%
TOTAL 20 100%
What is your favorite game?
Mobile Legends 11 55%
Clash of Clans 2 10%
Candy Crush 1 5%
Call of Duty Mobile 6 30%
TOTAL 20 100%
How many gadgets are in
being used in the family
0-2 1 5%
3-4 10 50%
5-6 9 45%
TOTAL 20 100%
Are you able to finish your
modules and other school
requirements on time?
YES 9 45%
NO 11 55%
TOTAL 20 100%

The table revealed that 12(60%) out of 20 respondents are female while 8 (40%) are

male. This presumes that most of the respondents in the survey are female. The majority of

the respondents, 12 (60%) are ages of 18. 6 (30%) of the respondents are ages of 17. And

lastly, 1 (5%) are ages of 19 and 20. The table shows that 20 (100%) all of the students are

GAS.
We ask our respondents about their parents’ monthly income, 8(40%) respondents are

5001- 10,000 monthly income, followed by 6(30%) respondents in 0-5,000, 4(20%)

respondents are 20,000 monthly income and lastly is 2(10%) respondents in 10,001-20,000

income. The data shows that most of parents’ monthly income of the respondents are 5,001 –

10,000.

We also ask the number of hours spent in gaming in a day, 14(70%) respondents are

0-2 hours, 4 (20%) respondents are 2.01 – 4 hours spent in gaming in a day, and 2 (10%) are

4.01 – 6 hours a day. The data shows that the majority of the respondents are 0-2hours time in

spending in gaming all day.

The table shows that 11(55%) respondents have a mobile legends games in their

phone, 6(30%) are none of the choices, clash of clans with 2(10%) respondents, and candy

crush with 1(5%) respondents. In terms of favoritism, mobile legends garnered 11(55%)

respondents, call of duty with 6(30%) respondents, clash of clans with 2(10%) respondents,

1(5%) candy crush. The data shows that mobile legends is the most favorite game of the

respondents.

According to the study, 10(50%) out of the respondents have 3-4 gadgets in the

family, followed by 5-6 gadgets garnered 9(45%) respondents, and lastly 0-2 gadgets with

1(5%). The data shows the majority number of gadgets are 3-4.

According to the survey, 11(55%) respondents are not able to finish their modules and

school requirements due to a lot of time spending in gadgets, 9(45%) respondents are able to

finish their activity on time because of time management.

Summary of Findings
This study was conducted to determine the effects of Mobile Legends on Grade 12

students of Candon City Information Technology National High School.


Random Sampling Technique used to select the respondents of the study since it only focuses

to the students who are inclined in cellphone usage, a total of 20 out of 51 Grade 12 students

are the respondents of the said study. Researchers used questionnaires as an instrument to

gathered necessary data for this study.


Chapter V
CONCLUSION AND RECOMMENDATIONS
Conclusion
In conclusion, Cellphone is a beneficial hobby for the students, there are many

disadvantages that could befall you and others around. Cellphone addiction may even ruin

your future and education. Based on the findings, cellphone addiction and online gaming

specifically playing Mobile Legend may cause an addiction. The students may not be able to

finish their module and school activities on time because of a lot of time spending in

cellphone. Majority of the respondents are not able to finish their module and school activity

due to a lot of time spending in their gadgets. Players who spend most of their time playing

mobile legends and are not able to accomplish tasks on their daily routines are starting to get

addicted to the game. They lose opportunities to be productive and choose to settle on a

digital platform to accomplish roles which can give them more fulfillment and sense of pride.

It becomes their escape to the reality and detach to the things that bother them. The students

who are addicted to mobile legends may end up having negative effects like receiving low

grade in school and not passing the school requirements on time.

Recommendation
Limiting the use of mobile phones, according to the experts, would have a significant

impact on the youth's addiction to playing online games. Parents should also strive to

encourage their children to play traditional games when they are young. There are numerous

more hobbies that might improve your physical and emotional wellbeing. Teachers who act

as the student's second parents must advise them of any problems that arise. They must not

allow the student to continue in this manner. Encourage and urge them to engage in other

meaningful and school-related activities in order to change their negative habit or routine into

a good one.
REFERENCES:

https://www.academia.edu/40725063/
MOUNT_CARMEL_SCHOOL_OF_MARIA_AURORA_MCSMA_INC_Senior_High_
School_A_Study_on_the_Implementation_of_having_Internet_for_the_Requirements_
of_the_A_Study_on_the_Implementation_of_Having_Internet_for_the_Requirements_
of_the_Grade_12_Curriculum_By?email_work_card=view-paper
https://www.academia.edu/40726347/
Effects_Of_Online_Games_in_Academic_Performance_Among_Senior_High_School?
email_work_card=view-paper
QUESTIONNAIRE:

The frequency of cellphone usage of Grade 12 Students of Candon City Information Technology
National High School SY: 2021-2022

Name: _________________ Gender: _______


Age: ____ Grade/Section: ___________
DIRECTION: Answer the question that follow by checking the box that corresponds to your choice.

1. Parents’ monthly income?

 0-5,000
 5,001-10,000
 10,001-20,000
 20,000+
2. Number of hours spent in gaming in a day?

 0-2 hours
 2.01- 4 hours
 4.01- 6hrs
 6.01 and above hours
3. What kinds of game are in your cellphone?

 Candy Crush
 Mobile legends
 Clash of Clans
 Others
4. What is your favorite game?

 Mobile Legends
 Clash of Clans
 Candy Crush
 Call of Duty Mobile
5. How many gadgets are being used in the family?

 1-2
 3-4
 5-6
6. Are you able to finish your modules and other school requirements on time?
Yes? Why? Or No? Why?
PROFILE
Name: Joshua Valdez
Address: Patpata 2nd, Candon City,
Ilocos Sur
Birthday: December 19, 2004
Age: 18
Nationality: Filipino
Religion: Roman Catholic
Civil Status: Single
Contact#: 09706444357
Email: joshuavaldez276@gmail

EDUCATIONAL BACKGROUND
Candon City High School
(Senior High School)
Darapidap, Candon City, Ilocos Sur
ABM – ACCOUNTANCY BUSINESS MANAGEMENT
(2021 – 2022)

Candon City Information Technology National High School


(Junior High School)
Patpata 1st, Candon City, Ilocos Sur
(2019 – 2020)

Patpata Elementary School


Patpata 1st, Candon City, Ilocos Sur
(2015 – 2016)
ACHIEVEMENTS
Awards:
NONE

TRAININGS/WEBINARS/SEMINARS
NONE

WORK EXPERIENCE
NONE

CHARACTER REFERENCES
Mrs. Janice G. Gallen
TEACHER, CCHS

Ms. Liza Toquero


TEACHER, CCITNHS

Mrs. Beatriz T. Agbunag


PRINCIPAL, CCHS
PROFILE
Name: Jayson Ballocanag
Address: Patpata 2nd, Candon City,
Ilocos Sur
Birthday: January 8, 2003
Age: 19
Nationality: Filipino
Religion: Roman Catholic
Civil Status: Single
Contact#: 09309575639
Email: jaysonballocanag17@gmail.com

EDUCATIONAL BACKGROUND
Candon City High School
(Senior High School)
Darapidap, Candon City, Ilocos Sur
ABM – ACCOUNTANCY BUSINESS MANAGEMENT
(2021 – 2022)

Candon City Information Technology National High School


(Junior High School)
Patpata 1st, Candon City, Ilocos Sur
(2019 – 2020)

Patpata Elementary School


Patpata 1st, Candon City, Ilocos Sur
(2015 – 2016)
ACHIEVEMENTS
Awards:
: With Honors
Grade 2, Patpata Elementary School
(2012)

TRAININGS/WEBINARS/SEMINARS
NONE

WORK EXPERIENCE
NONE

CHARACTER REFERENCES
Mrs. Janice G. Gallen
TEACHER, CCHS

Ms. Liza Toquero


TEACHER, CCITNHS

Mrs. Beatriz T. Agbunag


PRINCIPAL, CCHS

You might also like