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Sample Chapter 4
Sample Chapter 4
Sample Chapter 4
A Research Paper
Presented to
Integrated School
Taal, Batangas
By:
Duller, Nathaniel T.
Chapter IV
This chapter presents the analysis and interpretation of data based on the
statistical procedure. The data used in the interpretation were gathered from junior
Table 3
Student Gamers’ Number of Playing Hours per Week
As indicated in the table, out of 383 student gamers from junior and senior
high school in Our Lady of Caysasay Academy, 98 or 25.59 percent are playing
who are playing for 13 and above hours in a week. Those gamers who are playing
7 – 9 hours per week are 84 or 21.93 percent of the total number of respondents.
Meanwhile, 61or 15.93 percent are playing for 4 – 6 hours in a week. Lastly, 46
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or 12.01 percent are playing the said video game for only 1 – 3 hours. Based on
the above results, majority of the student gamers in junior and senior high school
in Our Lady of Caysasay Academy are playing for 10 – 12 hours per week. On
the other hand, 1 – 3 hours of playing time has the least frequency. It could be
implied that the student gamers tend to play eSport games for longer hours.
from 4,500 gamers in different countries, highlights that people who play video
games spend an average of seven hours and seven minutes each week playing.
This number has increased 19.3 percent compared in the last year’s report. With
that, weekly, boys spend about 20 hours playing video games; twice of that of
girls’. Their study also found out that 26.4% of their total respondents plays more
than three hours a day, garnering about twenty-one hours a week. With these,
truly, in this digital world where the use of video game is a common practice,
games could cause addiction which may take over a person’s main way of coping
with life, and affect them negatively. Often times, video game users tend to lose
focus on real-life scenarios because of it. She mentioned that even though this
disadvantageous feedbacks.
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In contrast, Dr. Peter Gray (2012), a research professor at Boston College,
mentioned that many people spend a lot of time pursuing hobbies and passions,
but they’re not addicted to those passions. It’s the same for gaming, such that
somebody can love video games, get much joy from them, play them for many
hours every day, and not have a gaming disorder. He emphasizes that being long-
Even so, a study authored by Twenge and conducted by San Diego State
University and Florida State University (2017) found that, in teens, more than five
hours of video games daily is too much. Thus, such student gamers should have
self-discipline towards video game usage for it helps them to balance actual and
digital life.
Table 4
Level of Problem Solving Skills of Student Gamers
Level f %
Advanced (90 and above) 97 25.33
Proficient (85 – 89) 143 37.34
Approaching Proficiency (80 – 84) 32 8.36
Developing (75 – 79) 37 9.66
Beginning (74 and below) 74 19.32
Total 383 100
It can be observed from the table above that the proficient level got the
highest frequency with the number of 143 or 37.34 percent. It was followed by the
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advanced level with 97 or 25.33 percent. Also, 74 or 19.32 percent belongs to the
beginning level. The developing level has a frequency of 37 or 9.66 percent. Lastly,
the level that got the lowest frequency is the approaching proficiency level with 32
or 8.36 percent.
In the table above, it shows that the level of problem solving skills which got
the highest frequency is the proficient level. It is an implication that the student
gamers are good critical thinkers, yet still need more practices to further enhance
the ability. Moreover, it depicts that eSport games have the potential to improve
that involves diagnosing the students’ cognitive processes that occur during
proficiency of students, overall, they found out that it was good. She stated that
those students who has great problem solving skills are more liable to act positively
and Development (2014), across OECD countries, about one in five students is
only able to solve very straightforward problems, and that just 11.4% of 15-year-
old students are top performers in problem solving. These findings could be
associated to the result of the current study whereby the present study shows a
our thinking. They have mentioned that students who have learned problem
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solving process can be successful in every stage of their lives by using these skills
determining and evaluating the students’ efforts on how they locate a solution is
essential because problem solving is more on the process than the result.
that applies to any scenarios. Making this skill advance is very essential in
fast decisioning, and working with pressure are some of the many queries that this
Moreover, according to Butts and Shell (2019), this ability could be enhance
through variety of ways; and that playing eSports is one. They mentioned that
problem solving skills often develop for a gamer before they even realize it. While
gaming, there are instance where the gamer has to think rapidly because of time
limit so that they won’t lose. eSport games are anchored with buying of equipment
which is vital for enhancing the power of a character, which means that the gamer
b. Eye-Hand Coordination
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The student gamers’ level of eye-hand coordination is showed in Table 5.
Table 5
Level of Eye-Hand Coordination of Student Gamers
Level f %
Strongly Agree (3.5 – 4.0) 51 13.32
Agree (2.5 – 3.49) 269 70.23
Disagree (1.5 – 2.49) 60 15.67
Strongly Disagree (1.0 – 1.49) 3 0.78
Total 383 100
From the table above, it is showed that the agree level got the highest
frequency, having 269 or 70.23 percent. It is followed by the disagree level with a
agree level. Lastly, the strongly disagree level got the lowest frequency, garnering
3 or 0.78 percent.
It is presented on the table that majority of the student gamers agree to the
implied that they have good eye-hand coordination, such that their eyes and hands
According to Spivey (2013), eyes move to gather visual information for the
purpose of guiding behavior. On short timescales, this guidance takes the form of
coordination. This is associated with the combinatory system of eyes and hands
Also, it is mentioned by Zhang et al. (2012) that one’s hand movements and
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eye sight are interrelated. The actions that people do are greatly dependent to
what they see. People usually make motor actions using their hands after the eyes
perceived the message. The simultaneous work of these visionary and grasping
The results can be associated to one of the findings in the study of Faber et
age. Those people who are older tend to have more harmonious eye-hand actions.
Babies, for example, are still incapable to perform greatly when using their hands
and eyes together. They are in need of activities which may develop this skill over
the time. Baseball, rubik’s cube, and wire loops are few games that could improve
Moreover, as stated in the study of Gozli et al. (2014), people who play
to those individuals with poor hand-eye coordination, like those with autism, that
video games could help them prosper their skills. Video games, in the genre of
eSports, require a gamer to manipulate their devices rapidly in order to make better
actions in the game. Proper and synchronous movement of their eyes and hand is
coordination can affect various activities, which may lead to developmental and
learning disorders, and problems in academics and professional areas. Being said
that, writing, drawing, typing, driving, biking, and playing sports or eSports are just
few of the many practices that could be performed to enhance the skill. He
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emphasizes that majority of the activities that people do in a day-to-day life use
some degree of eye-hand coordination, which is why it's important to ensure that
it is as developed as possible.
Cognitive Skills
Table 6
Relationship between eSport Involvement and Problem Solving Skills
Mean Level Mean Level of r- Description p- Decision Verbal
of eSport Problem value value (Ho) Interpretation
Involvement Solving Skills
8.14E-
3.35 83.55 0.78 High 81 Reject Significant
Table 7
Relationship between eSport Involvement and Eye-Hand Coordination
Mean Level Mean Level of r- Description p- Decision Verbal
of eSport Eye-Hand value value (Ho) Interpretation
Involvement Coordination
4.14E-
3.35 2.88 0.77 High Reject Significant
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Meanwhile, the mean level of the student gamers’ problem solving skills and eye-
the computed r-value is 0.78, verbally interpreted as having high correlation. Since
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the computed p-value is less than 0.05 level of significance, it rejects the null
involvement and problem solving skills of student gamers. This means that number
of playing hours of student gamers greatly affect their problem solving ability.
well. The computer p-value is less than 0.05 level of significance, rejecting the null
hours greatly affects the harmonious action of their eyes and hands.
These results agree with the study of Griffiths (2007) which stated that video
gamers tend to have improved problem solving skills. He highlighted that eSport
games, such as Mobile Legends: Bang Bang and League of Legends, allow users
their ability to solve problems. Mastery of gameplays tend to make optimum results
Moreover, the study of Li Li et al. (2016) emphasizes that video games offer
gamers reacted more rapidly and precisely during strenuous situations. Since it is
part of the gamers’ technicalities to mainly use their eye and hand to play, it is
Likewise, the current study’s results paralleled that of Bediou et al. (2017)
revealing that there is a strong positive relationship between the amount of time
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gaming and cognitive skills. It is interpreted that those who played video games
longer in their existence has better cognition than those who experience less to
and problem solving skill disagrees with the result of the study of Baro and Paraon
(2017) which states that, using the chi-square test, the problem solving skills and
the estimated number of hours spent playing video games per week has no
significant relationship.
advantage that eSport games could offer to them, they should be more educated
with regards to the proper use of it. More so, it is suggested that parents and
teachers must be open and familiar in their students and children’s digital-playing
practices. This is related with what Karm (2014) stated; that since online gaming
is one the fastest growing trend in today’s generation, gamers should be mindful
that it is both useful and harmful for them. Indeed, lack of discipline will result to
students to understand the common concepts regarding eSports and video games
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such invited guest speakers who are capable to apprise the target people
the goals of the proposed seminar workshop. During schools’ sport festivals,
since eSports has blossomed into one of the fastest-growing industries in the
Philippines, with its high feasibility of becoming part of the Commission on Higher
recommended. This is to brief the students concerning its effects on human and
the economy, and to enlighten them about the option of considering a degree on
Rationale
recommendation plan that will benefit teachers, parents, and most especially,
and inclusivity.
I. Program Title
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II. Program Description
video game use, take the role of leading the student gamers toward a better
gaming habit which will help them to achieve supreme cognitive advantages.
enlightened of the effects and the totality of video games. Moreover, it serves as
It is the aim of this recommendation plan that all participants will benefit from
becoming more responsible digital gaming users are eagerly anticipated as well.
the genre of eSports, and how to implement it effectively in the campus are the
primary purposes of the proposed plan of action. In addition, though the study
showed that these games could deal positive effects to users, such plans’ purpose
is about allowing the audiences to realize the importance of balancing digital and
real life. Moreover, relative to the assessment on student gamers’ problem solving
for the betterment of the expected results. The overall recommendation plan could
be of great help, in the present and then, to those people who are playing video
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to interested people.
Question and Answer Portion. This will further satisfy the audience’s need on clarifying
their uncertainties and queries. They may ask anything from the guest speakers
regarding the proper use of video games and its effectivity to one’s cognitive skills. By
this, the symposium, anchored with its purpose, could end up optimally.
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Various
activities and
games will be
implemented
such as:
o 4 Pics 1
Word,
o Drill Card
Rush, Improved
To enhance o Catch the student
one’s cognitive Seminar Egg, Game Managers cognition –
abilities, Workshop: An o Fix the Students problem
namely Approach Rubik’s, and solving skills
problem Towards o Aim and Dart. and eye-
solving skills Cognitive hand
and eye-hand Development Rational coordination
coordination. game
managers will
be handling
the workshop
to ensure its
effectivity.
They would
also facilitate
all the
possible
game
teachings and
mentoring.
4 Pics 1 Word. This activity will stimulate the audience’s cognitive ability on recognition
and logic. It provides an integrated and revolutionary buzzword game which will allow the
audience to think and participate well.
Drill Card Rush. This activity deals more on improving problem-solving skills using
mathematics. As part of the mechanics, the goal is to answer many drill cards correctly
using basic math knowledge and expertise.
Catch the Egg. This activity, which is common to play during events and parties, is a
great way to enhance eye-hand coordination. Using one’s sight, the participants shall
spot where the thrown egg will fall, and catch it using their hands.
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Fix the Rubik’s. This activity will allow the participants to extensively enhance their eye-
hand coordination by manipulating a rubik’s cube. Participants shall solve a scrambled
cube by twisting the puzzle so that all six sides are entirely their own colors.
Aim and Dart. This activity will help the participants to improve their sight line as if their
target, dart, angles of elbow and shoulder, and dominant eye are all in the same aiming
line. By continuous and focused gameplays, it could improve the participants’ eye-hand
coordination as well.
During
intramurals in
October,
eSport
tournaments
are widely
encouraged,
allowing
To introduce eSports: A interested A campus
and advocate a New student Student Gamers that
new arena of Intramural gamers to Teachers celebrates
sport activities Sport join. modern and
digital sport
This friendly
and
competitive
event are
administered
by teachers
who are also
intent on
eSports
gaming.
Every week,
senior high
To extensively school
prosper the students will
students’ be confronting
knowledge eSports as a eSports as Students Enlightened
regarding Weekly their elective, eSport Instructor students
eSports. Elective tackling its
effects on the
society in all
aspects.
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To help such Instructors
students to who are
decide on literate on this
taking a degree field may
on eSports facilitate the
said class.
Tokens P2,500
Total: P19,000
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