Effects of Online Games To The Physical and Mental Health of The Selected Computer Programming 1102 Gamers

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Republic of the Philippines

Department of Education
Region IV (A) – CALABARZON
City Schools Division Office of Antipolo
ANTIPOLO CITY SENIOR HIGH SCHOOL
Brgy. Sta. Cruz, Antipolo City

EFFECTS OF ONLINE GAMES TO THE PHYSICAL AND MENTAL HEALTH

OF THE SELECTED COMPUTER PROGRAMMING 1102 GAMERS

A Research Paper
Presented to the Faculty of
Antipolo City Senior High School
Antipolo City

In partial fulfillment
of the Requirements for the Subject
Practical Research I

By:

CP 1102 – GROUP 2

Leader: JOAN DOLORICO


Members: MARK JOHN DUGAN
EDMER ESTEBAN
SAIMON GALSIM
JHORBHIE GAMBOA
JOYCE NIKKI DELFIN

Submitted to:
MRS. ROCHELLE R. NAVA
OCTOBER 2019

ACSHS: Enabling Full Potentials and Embracing Diversity


Towards Academic Imperatives and Career Demands Conformity
Republic of the Philippines
Department of Education
Region IV (A) – CALABARZON
City Schools Division Office of Antipolo
ANTIPOLO CITY SENIOR HIGH SCHOOL
Brgy. Sta. Cruz, Antipolo City

APPROVAL SHEET

In partial fulfillment of the requirements for the subject Practical Research

I, this research study entitled EFFECTS OF ONLINE GAMES TO THE

PHYSICAL AND MENTAL HEALTH OF THE SELECTED COMPUTER

PROGRAMMING 1102 GAMERS has been prepared and submitted by CP 1102

– GROUP 2, who is hereby recommended for the corresponding oral

examination.

October, 2019 ROCHELLE R. NAVA


Date Practical Research I Teacher

Approved in partial fulfillment of the requirements for the subject Practical

Research I by the Panel of Oral Examination Committee.

KRISTINE G. VYTIACO
Chairman

ROCHELLE R. NAVA GRACE U. BALETE


Member Critic/Member

Accepted in partial fulfillment of the requirements for the subject Practical

Research I.

KRISTINE G. VYTIACO
Research Coordinator

ACSHS: Enabling Full Potentials and Embracing Diversity


Towards Academic Imperatives and Career Demands Conformity
Republic of the Philippines
Department of Education
Region IV (A) – CALABARZON
City Schools Division Office of Antipolo
ANTIPOLO CITY SENIOR HIGH SCHOOL
Brgy. Sta. Cruz, Antipolo City

CHAPTER I

INTRODUCTION

This chapter presents the background of the study, the statement of the

problem, the significance of the study and its scope and delimitations.

Background of the Study

Online game is a video game that is played through internet or any other

computer network available. It became a usual past time for all ages.

The internet introduced Farmville, treasure hunts and war games to

occupy the gaming enthusiasts. In often observe ways for any age, many of

online games can affect both mental and physical health.

Mature adults monitoring their own screen time with online games can

learn some valuable lessons that will influence health and wellness both through

these facts. Young adults should be limited in game playing when that activity

interferes with accomplishing home and school requirements. Behaviors will

become obvious when the game time on the computer is curtailed or eliminated,

so preventing is a better road to pursue for mental and physical goal and health

(AAP Organization, 2012).

In this new era of technology online gaming has become more popular

among teenager as it can be played whether on smart phone, tablet or computer.

As it become accessible almost anywhere at any time, all range of age are now

possible to be addicted into playing online video game which at the end of the

ACSHS: Enabling Full Potentials and Embracing Diversity


Towards Academic Imperatives and Career Demands Conformity
Republic of the Philippines
Department of Education
Region IV (A) – CALABARZON
City Schools Division Office of Antipolo
ANTIPOLO CITY SENIOR HIGH SCHOOL
Brgy. Sta. Cruz, Antipolo City

day, they become less care about themselves, their performances at school or

workplace and their social life. In addition to that, player can also now access

their game progress anywhere they went as most of the online gaming nowadays

enable player to store and save their data on cloud storage (Cortes, M.D et. al,

2012).

Many teachers, parents and other concerned organizations and people

continuously clamor for a tighter clamp over computer gaming. Protest mainly

focused on how the trend is becoming a cause of distraction among students in

their studies.

Online games are created to be an entertainment during leisure time.

However, students nowadays are being addicted to online games in a prolong

period of time. This makes them have a several changes to their physical and

mental state. This research was conducted because of the rising number of

students playing online games and by that many students become addicted. In

that way it effects on their physical health such as not eating on time and mental

health or behavior.

The above mentioned premises, the researchers find the needs to conduct

the study to determine the effects of online games to the physical and mental

health of the selected Computer Programming 1102 gamers.

ACSHS: Enabling Full Potentials and Embracing Diversity


Towards Academic Imperatives and Career Demands Conformity
Republic of the Philippines
Department of Education
Region IV (A) – CALABARZON
City Schools Division Office of Antipolo
ANTIPOLO CITY SENIOR HIGH SCHOOL
Brgy. Sta. Cruz, Antipolo City

Statement of the Problem

This study aims to determine the effects of online games to the physical

and mental health of the selected Computer Programming 1102 gamers.

Specifically, if sought answers to the following questions:

1. What are the effects of online games to the physical health of the

students?

2. What are the effects of online games to the mental health of the

students?

3. What are the suggestions of the selected Computer Programming 1102

students to limit online gaming?

Scope and Delimitations of the Study

This study focuses on the selected Computer Programming 1102 students

of Antipolo City Senior High School. This study was conducted during first

semester in the academic year of 2019-2020. This study is limited to the 10

students who is engaging technologies in Antipolo City Senior High School. It

focuses to determine the effects of online games to the physical and mental

health of the selected Computer Programming 1102 gamers. The information

needed will be gathered using observation and interview questionnaires.

ACSHS: Enabling Full Potentials and Embracing Diversity


Towards Academic Imperatives and Career Demands Conformity
Republic of the Philippines
Department of Education
Region IV (A) – CALABARZON
City Schools Division Office of Antipolo
ANTIPOLO CITY SENIOR HIGH SCHOOL
Brgy. Sta. Cruz, Antipolo City

Significance of the Study

This will be beneficial to the following:

To the Students. The output of the study could help the students to be

aware on the effects of online games to their physical and mental health;

To the Parents. The result of this study would help the parents to be

aware how online games affect their child's physical and mental health;

To the School. The outcomes of the study could help the school because

this kind of research give a way for them to understand better regarding the

effects of online games to the physical and mental health of students and also for

them to take action such as seminars;

To the Researchers. The output of the study could help the researchers

to deepens or learn more about the chosen topic; and

To the Future Researchers. The output of the study could serve as a

guide for the future researchers.

ACSHS: Enabling Full Potentials and Embracing Diversity


Towards Academic Imperatives and Career Demands Conformity
Republic of the Philippines
Department of Education
Region IV (A) – CALABARZON
City Schools Division Office of Antipolo
ANTIPOLO CITY SENIOR HIGH SCHOOL
Brgy. Sta. Cruz, Antipolo City

CHAPTER II

REVIEW OF RELATED LITERATURE AND STUDIES

This chapter presents the review of related literature and studies, the

conceptual models of the study, the research assumptions and the definition of

terms used in this study.

Related Literature

The following literatures are found to be related to the study as it focuses

on the effects of online games to the physical and mental health.

The Effects of Online Game: A study on Online Game Addiction

Some claimed that playing online games is one way to release stress and

fill their free time. While some said that too much game can affect individual's

mind and attitude. For example, people who play games are constantly feeling

tired. When someone spends more time in playing online game, some of them

may end up with being addicted to it. Friends and surrounding environment plays

a big part in influencing gamers towards playing online game as the city with

better internet connection and easy access to computer will make it easier for the

people to gain the access to online game. (Dini Fadhli Najimuddin, Shamsul

Naim Jefri et. al., 2014)

Effects of Online Gaming on Young People and Children

In United Kingdom, the research done by David Rudd (2011) stated that

ACSHS: Enabling Full Potentials and Embracing Diversity


Towards Academic Imperatives and Career Demands Conformity
Republic of the Philippines
Department of Education
Region IV (A) – CALABARZON
City Schools Division Office of Antipolo
ANTIPOLO CITY SENIOR HIGH SCHOOL
Brgy. Sta. Cruz, Antipolo City

the addiction in playing online game is believed to drive someone to extreme

consequences so much so that from some evidence demonstrated, parents tend

to have concerns about their child's future and health. While the health could be

an issue due to lack of exercise but failing to focus on their education and lack of

future job prospects has no strong solid evidence to indicate this is a true thus

have no findings about the matter.

Online Gaming Addiction in Children and Adolescents

Online gaming can also become a dysfunctional media focused coping

strategy (Thalemann, 2009). Researcher claims that teenagers tend to use

online games to cope up with their stress.

Internet Gaming Addiction

Internet Gaming Disorder is proposed as a disorder, it is still discussed

how much this disorder is caused by the gaming activity itself, or whether it is to

some extent an effect of other disorders. Research suggests that excessive

online gaming may lead to symptoms commonly experienced by game

enthusiasts, namely salience, mood modification, craving, and tolerance

(Wolfling, Grusser and Thalemann, 2008; Young, 2009; Hsu, Wen and Wu, 2009;

Ko et al., 2009; Mehroof and Griffiths, 2010).

ACSHS: Enabling Full Potentials and Embracing Diversity


Towards Academic Imperatives and Career Demands Conformity
Republic of the Philippines
Department of Education
Region IV (A) – CALABARZON
City Schools Division Office of Antipolo
ANTIPOLO CITY SENIOR HIGH SCHOOL
Brgy. Sta. Cruz, Antipolo City

Related Studies

According to the study created by Eshrat Zamani, PhD, Maliheh Chashmi,

MSc, and Nasim Hedayati, DDS (2013) claims that there was a significant

positive correlation between students' computer games addiction and their

physical and mental health in dimensions of physical health, anxiety and

sleeplessness There was a significant negative relationship between addictions

to computer games and impaired social functioning.

Based on the literature review that has been done, this paper will find out

the effects of online games to the physical and mental health of the selected

Computer Programming 1102 students. It is hypothesized that those who are

spending more time playing online video game will lead to addiction and it might

affects their health.

Theoretical Framework

This chapter has a single purpose: to describe the computer game as a

subject for theoretical study, with a special focus on its relationship to narratives.

Brenda Laurel has tried to describe the computer with terms from

dramaturgy(1991), Theodor Nelson has proposed to examine computers like

examining movies(1990), Peter Bogh Andersen has tried to apply

semiotics(1990), George P. Landow has used poststructuralist literary

theory(1992, 1997). All of these initially assume a correspondence between their

ACSHS: Enabling Full Potentials and Embracing Diversity


Towards Academic Imperatives and Career Demands Conformity
Republic of the Philippines
Department of Education
Region IV (A) – CALABARZON
City Schools Division Office of Antipolo
ANTIPOLO CITY SENIOR HIGH SCHOOL
Brgy. Sta. Cruz, Antipolo City

theory and the new field of study. Espen Aarseth has described this as

theoretical imperialism (1997, p.16).

This work leads to a theory of computer games, a theory that tries to

account for the primary qualities of the computer game, the primary conflicts, and

the areas of the greatest variation between different games.

People can learn many complicated behaviours, attitudes, expectations,

beliefs and perceptual schemata through observation and participation in video

games. And, as they observe and perform these new behaviours, they are also

learning scripts. Scripts are well-learned and well-rehearsed concepts often

involving an understanding of causation, goals and plans of action (Abelson,

1981; Anderson, Benjamin, & Bartholow, 1998; Schank & Abelson, 1977).

Research Assumptions

The assumptions that pursued in this study were the following:

1. There are no effects of online games to the physical health of the

students.

2. There are no effects of online games to the mental health of the

students.

Definition of Terms Used in the Study

The following terms used as they are operationally and theoretically

ACSHS: Enabling Full Potentials and Embracing Diversity


Towards Academic Imperatives and Career Demands Conformity
Republic of the Philippines
Department of Education
Region IV (A) – CALABARZON
City Schools Division Office of Antipolo
ANTIPOLO CITY SENIOR HIGH SCHOOL
Brgy. Sta. Cruz, Antipolo City

defined for purposes of clarity and better understanding:

Effects. This pertains to the change which is a result or consequence of

an action or other cause;

Gamers. This pertains to a person who plays video games or participates

in role-playing games;

Mental Health. This pertains to a person’s condition with regard to their

psychological and emotional well-being;

Online Games. This pertains to the games that are played over some

form of computer network, most often the internet;

Physical Health. This pertains to the onset of modern medicine would

have considered someone physical healthy if he or she was not stricken with a

serious illness; and

Students. This pertains to a person who is studying in order to enter a

particular profession.

ACSHS: Enabling Full Potentials and Embracing Diversity


Towards Academic Imperatives and Career Demands Conformity
Republic of the Philippines
Department of Education
Region IV (A) – CALABARZON
City Schools Division Office of Antipolo
ANTIPOLO CITY SENIOR HIGH SCHOOL
Brgy. Sta. Cruz, Antipolo City

CHAPTER III

RESEARCH METHODOLOGY

This chapter presents the method of research used, the sources of data,

the data gathering instrument, the data gathering procedure and the statistical

treatment of data.

Research Design

This study utilized the phenomenology research design to determine the

effects of online games to the physical and mental health of the selected

Computer Programming 1102 gamers at Antipolo City Senior High School.

Phenomenology is an approach to qualitative research that concentrate on

the similarity of a lived experience within a particular group. Arriving at a

description of the nature of the particular phenomenon is the essential goal of the

approach (Creswell, 2013).

Research Locale

This study will undertake at Antipolo City Senior High School, located at

Oralia Road, Barangay Santa Cruz, Antipolo City. Antipolo City Senior High

School is located in the province of Rizal. This study will mainly focus on

Computer Programming 1102 gamers.

ACSHS: Enabling Full Potentials and Embracing Diversity


Towards Academic Imperatives and Career Demands Conformity
Republic of the Philippines
Department of Education
Region IV (A) – CALABARZON
City Schools Division Office of Antipolo
ANTIPOLO CITY SENIOR HIGH SCHOOL
Brgy. Sta. Cruz, Antipolo City

Figure 1
Vicinity Map of Antipolo City Senior High School

Sources of Data

The main sources of data in the study were the Computer Programming

1102 gamers of Antipolo City Senior High School during the First and Second

Quarter of the First Semester from June to October 2019 of the School Year

2019-2020 having a total number of participants of ten. The samples were

chosen using the Non-Probability sampling technique specifically Purposive or

Judgmental Sampling. The Computer Programming 1102 gamers were served

as the subject of the study since they have the characteristic of a sample frame.

ACSHS: Enabling Full Potentials and Embracing Diversity


Towards Academic Imperatives and Career Demands Conformity
Republic of the Philippines
Department of Education
Region IV (A) – CALABARZON
City Schools Division Office of Antipolo
ANTIPOLO CITY SENIOR HIGH SCHOOL
Brgy. Sta. Cruz, Antipolo City

Subject of the Study

The distribution of Computer Programming 1102 gamers was presented in

Table 1.

Table 1

Distribution of Computer Programming 1102 Gamers

Male Female
Participants
Frequency Percentage Frequency Percentage
CP1102 5 50% 5 50%
Total 5 50% 5 50%

Table 1 revealed that equal number of participants was chosen from male

and female Computer Programming 1102 gamers with the number and

percentage. There were a total of ten participants in the study.

Data Gathering Instrument

This study utilized a semi-structured interview as an instrument in

gathering the data to determine the effects of online games to the physical health

of the students; effects of online games to the mental health of the students and

suggestions of the selected Computer Programming 1102 students to limit online

gaming. This interview was researchers-constructed and it was validated through

consultation with the strand expert and English critic teacher. A total of eight (8)

questions were asked by the researchers.

ACSHS: Enabling Full Potentials and Embracing Diversity


Towards Academic Imperatives and Career Demands Conformity
Republic of the Philippines
Department of Education
Region IV (A) – CALABARZON
City Schools Division Office of Antipolo
ANTIPOLO CITY SENIOR HIGH SCHOOL
Brgy. Sta. Cruz, Antipolo City

Data Gathering Procedure

A permission to conduct the study was secured from the School Head, Ms.

Roda T. Tayamora of Antipolo City Senior High School to allow the

administration of the phenomenology study. Upon the approval of the request, a

validation of instrument was conducted and the data gathering instrument was

administered to the Computer Programming 1102 gamers and done personally

by the researchers to ensure accuracy and completeness of the data. They were

transcribed as soon as possible and were then coded and categorized for

interpretation. Based on the results, the summary of findings, conclusion and

recommendation were formulated.

Statistical Treatment of Data

The following statistical tools used for a better appreciation on the

interpretation and analysis of the data gathered:

To determine the effects of online games to the physical health of the

students, frequency was used;

To determine the effects of online games to the mental health of the

students, frequency was used; and

To determine the suggestions of the selected Computer Programming

1102 students to limit online gaming, frequency was used.

ACSHS: Enabling Full Potentials and Embracing Diversity


Towards Academic Imperatives and Career Demands Conformity
Republic of the Philippines
Department of Education
Region IV (A) – CALABARZON
City Schools Division Office of Antipolo
ANTIPOLO CITY SENIOR HIGH SCHOOL
Brgy. Sta. Cruz, Antipolo City

CHAPTER IV

RESULTS AND DISCUSSION

This chapter deals with the presentation, analysis and interpretation of

data gathered in this study.

Statement of the Problem Number 1:

What are the effects of social media of the selected Computer

Programming 1102 students?

According to Nadkarni and Hofmann (2012) Facebook is also used for

self-presentation while Peluchette and Karl (2010) further mentioned that some

students share inappropriate materials on Facebook in order to get the attention

of their classmates. Teacher use of Facebook is received to have a positive

effect on students where it is argued that it increases their motivation and

learning (Mazer et. al.2007). (Gross,2009) for that reason, this research had

been carried out in order to observe the attitudes and Facebook usage of

students and to examine behaviors of students on social media, especially

Facebook. Learning via virtual world also had been analyzed by Zhang, et al.

(2015) stated that the use of social networks can satisfy esteem as users can

present themselves to friends who think similarly.

ACSHS: Enabling Full Potentials and Embracing Diversity


Towards Academic Imperatives and Career Demands Conformity
Republic of the Philippines
Department of Education
Region IV (A) – CALABARZON
City Schools Division Office of Antipolo
ANTIPOLO CITY SENIOR HIGH SCHOOL
Brgy. Sta. Cruz, Antipolo City

Question #1:

What social media do you have?

Here are some of the responses taken from participants during the actual

interview regarding the possible effects.

It was started from participant #1: “Facebook”

Participant #4: “Its only Facebook”

Participant # 8: “Facebook, Instagram, Tweeter.”

This further implied that the participants commonly use Facebook as a

social media platform.

Question #2:

How often do you use your social media?

Here are some of the responses taken from participants during the actual

interview regarding the possible effects.

It was started from participant #2: “Everyday”

Participant #5: “Everyday”

Participant #4: Twice a week”

This further implied that most of the participants usually use social media

every day.

ACSHS: Enabling Full Potentials and Embracing Diversity


Towards Academic Imperatives and Career Demands Conformity
Republic of the Philippines
Department of Education
Region IV (A) – CALABARZON
City Schools Division Office of Antipolo
ANTIPOLO CITY SENIOR HIGH SCHOOL
Brgy. Sta. Cruz, Antipolo City

Question # 3:

What are the effects when you are using social media in terms of your

behavior and attitude?

Here are some of the responses taken from participants during the actual

interview regarding the possible effects.

It was started at participant #3: “Influenced”

Participant #4: “Based on my experience is sometimes na aapektuhan din

talaga and behavior ko kase minsan pag na adik na talaga ako sa pag

fafacebook walanaakong paki alam sa paligid ko.”

Participant #5: “Pwedeng maka inspire.”

Participant #:2 “Pagiging self-conscious ka sa mga nakikita mo.”

This further implied that some of participant say’s that it can inspire them,

some participant say’s they don’t really get addicted to it, and some participant

say’s that I makes them self-conscious when they are using social media in

terms of their behavior and attitude.

Question #4:

When you are exposed too much in social media, how do you feel?

Here are some of the responses taken from participants during the actual

ACSHS: Enabling Full Potentials and Embracing Diversity


Towards Academic Imperatives and Career Demands Conformity
Republic of the Philippines
Department of Education
Region IV (A) – CALABARZON
City Schools Division Office of Antipolo
ANTIPOLO CITY SENIOR HIGH SCHOOL
Brgy. Sta. Cruz, Antipolo City

interview regarding the possible effects.

It was started at participant #4: “Na cacarried away pag nakakabasa ng

mga post diba.”

Participant #8: “Masaya.”

Participant #10: “I feel so saya.”

This further implied that some of the participants feel happy and getting

carried away when they are exposed too much in social media.

Statement of the Problem Number 2:

How social media influence the behavior and attitude of the selected

Computer Programming 1102 students?

According to Nadkarni and Hofmann (2012) Facebook is also used for

self-presentation while Peluchette and Karl (2010) further mentioned that some

students share inappropriate materials on Facebook in order to get the attention

of their classmates.

Since the 2000’s, there has been worldwide internet penetration and

technological advances such as smart phones with free communication methods

(Facebook, WhatsApp, Viber, etc.) It is argued that shift in student habits will also

cause shifts in their behaviors. Facebook is also used for self-presentation

ACSHS: Enabling Full Potentials and Embracing Diversity


Towards Academic Imperatives and Career Demands Conformity
Republic of the Philippines
Department of Education
Region IV (A) – CALABARZON
City Schools Division Office of Antipolo
ANTIPOLO CITY SENIOR HIGH SCHOOL
Brgy. Sta. Cruz, Antipolo City

Question #5:

What kind of post in social media influences your behavior and attitude?

Here are some of the responses taken from participants during the actual

interview regarding the possible influences.

It was started at participant #3: “politics.”

Participant #5: “Inspirational and Religious posts.”

Participant #10: “Religious and Inspirational quotes.”

This further implied that the participants were influenced by inspirational

quotes, politics, and religious posts.

Question #6:

What will happen to you when you are too much exposed to social media?

Here are some of the responses taken from participants during the actual

interview regarding the possible influences.

It was started at participant #8: “Nahihilo.”

Participant #4: “Nakakalabo ng mata.”

Participant #1: “When I am too much exposed in social media sometimes I

feel dizzy at pananakit ng mata.”

This further implied that the participants experienced dizziness and blurry

ACSHS: Enabling Full Potentials and Embracing Diversity


Towards Academic Imperatives and Career Demands Conformity
Republic of the Philippines
Department of Education
Region IV (A) – CALABARZON
City Schools Division Office of Antipolo
ANTIPOLO CITY SENIOR HIGH SCHOOL
Brgy. Sta. Cruz, Antipolo City

eyes when they are too much exposed in social media using the gadget they use

to access social media.

Question #7:

What will you do when someone tells you foul words in social media?

Here are some of the responses taken from participants during the actual

interview regarding the possible influences.

It was started at participant #4: “Di ko na pinapansin.”

Participant #6: “Wala akong paki sakanila.”

Participant #10: “I will tell them it too”.

This further implied that some of the participant don’t pay attention to it,

some participant just don’t even care, and some participant fight back with foul

words when someone tells them foul words in social media.

Statement of the Problem Number 3:

What are the possible solutions to avoid the bad influence of social media

to the behavior and attitude of Computer Programming 1102 students?

Kord (2009) confirmed that the involvement of students in social media

has increased considerably since 2004. Boyd (2010), in his study reported most

ACSHS: Enabling Full Potentials and Embracing Diversity


Towards Academic Imperatives and Career Demands Conformity
Republic of the Philippines
Department of Education
Region IV (A) – CALABARZON
City Schools Division Office of Antipolo
ANTIPOLO CITY SENIOR HIGH SCHOOL
Brgy. Sta. Cruz, Antipolo City

teenagers and students use social media often to interact with their peers,

sharing information and update latest news, sometimes they reformulate their

personalities therefor getting their social lives off the ground. Boyd in his study

also mentioned that students spend several hours a day attending to different

social media sites even during their formal classes and study hours which create

destruction and reducing the quality time to focus on their studies.

Question #8:

How can you convert the bad influence of social media into a good one?

Here are some of the responses taken from participants during the actual

interview regarding the possible solutions.

It was started from participant #1: “Sa pamamagitan ng, o magiging

inspirasyon mo siya sa buhay”.

Participant #3: “Tingin kalang sa Brightside.”

Participant #4: “Gagawing siyang inspirasyon, o ano halimbawa naka

receive ka ng bad words, ipapakita mo sakanila na yung bad words na yun hindi

bagay sasarili mo.”

This further implied that the participants prefer to look at the Brightside

and use it as an inspiration and make into a good one.

ACSHS: Enabling Full Potentials and Embracing Diversity


Towards Academic Imperatives and Career Demands Conformity
Republic of the Philippines
Department of Education
Region IV (A) – CALABARZON
City Schools Division Office of Antipolo
ANTIPOLO CITY SENIOR HIGH SCHOOL
Brgy. Sta. Cruz, Antipolo City

Question #9:

What solutions can you do so that the bad influence of social media will be

prevented?

Here are some of the responses taken from participants during the actual

interview regarding the possible solutions.

It was started from participant #2: “Lessen sa paggamit ng foul words or

bad words, think before you click.

Participant #9: ”Stop using Social Media.”

Participant #10: “Try to report bad posts or offensive posts.”

This further implied that some of the participants solution is to stop using

social media, some of the participant say’s that lessen the use of foul words, and

some of the participant say’s to report the bad post in the social media for the

bad influence of the social media will be prevented.

Question #10:

How do you use social media in a proper way?

It was started at participant #8: “ Mag research ng mga ano… assignment,

kung ano man lang and di maintindihan ayun lang.”

Participant #9: “By chatting with friends in a friendly way and not in a

wrong way.’

ACSHS: Enabling Full Potentials and Embracing Diversity


Towards Academic Imperatives and Career Demands Conformity
Republic of the Philippines
Department of Education
Region IV (A) – CALABARZON
City Schools Division Office of Antipolo
ANTIPOLO CITY SENIOR HIGH SCHOOL
Brgy. Sta. Cruz, Antipolo City

Participant #10: “I will use it for interaction with friends.”

This further implied that some of the participants use social media to

interact with their family and friends by chatting with them in a nice way and in a

proper way.

ACSHS: Enabling Full Potentials and Embracing Diversity


Towards Academic Imperatives and Career Demands Conformity
Republic of the Philippines
Department of Education
Region IV (A) – CALABARZON
City Schools Division Office of Antipolo
ANTIPOLO CITY SENIOR HIGH SCHOOL
Brgy. Sta. Cruz, Antipolo City

CHAPTER V

SUMMARY, CONCLUSIONS AND RECOMMENDATIONS

This chapter presents the summary of the findings, conclusion and

recommendations of the study.

Summary

Based on the analysis of the data gathered, the following were the findings

of the study:

1. Results of the study showed that all of the respondent have a Social

media account of Facebook.

2. The result of the study showed that social media used for

communication purposes. It started from participant #8: “by chatting with friends

and family in a good way”. And participant # 10 said: “I will use it for interactions

with friends”

3. The result of the study showed that social media affects the behavior

and attitude of the selected Computer Programming 1102 students. In a negative

way. It started at participant #1 said: “Based on my experience is sometimes na

aapektohan din talaga and behavior ko kasi minsan pag naadik na ako sapag

fafacebook, wala na talaga akong pakialam sa paligind ko, ganun. Only

Participant #4 and participant #6 out of 10 participants says that there’s no bad

influence when they are using social media.

ACSHS: Enabling Full Potentials and Embracing Diversity


Towards Academic Imperatives and Career Demands Conformity
Republic of the Philippines
Department of Education
Region IV (A) – CALABARZON
City Schools Division Office of Antipolo
ANTIPOLO CITY SENIOR HIGH SCHOOL
Brgy. Sta. Cruz, Antipolo City

4. The result of the study showed that social media influence the behavior

and attitude of the selected Computer Programming 1102 students in a good way

because all of them said that they make the bad influence of social media as an

inspiration.

Conclusion

On the bases of the foregoing findings, the researcher arrived at the

following conclusions:

1. Based on the study the researchers arrived at the conclusion that the

Social Media affect the behavior and attitude of the selected Computer

Programming 1102 students in a negative way.

2. In this research we prove that the social media influence the behavior

and attitude of selected Computer Programming 1102 students by using it,when

they use it too much and they will see or read a foul post in the social media.

3. The Computer Programming 1102 students give a solution that will

satisfied and resolve the problem brought by the Social Media.

Recommendations

In view of the conclusions arrived in this study, the researcher

recommends the following:

1. Use Social Media in a proper way.

ACSHS: Enabling Full Potentials and Embracing Diversity


Towards Academic Imperatives and Career Demands Conformity
Republic of the Philippines
Department of Education
Region IV (A) – CALABARZON
City Schools Division Office of Antipolo
ANTIPOLO CITY SENIOR HIGH SCHOOL
Brgy. Sta. Cruz, Antipolo City

2. Social Media help shape students to motivate their self towards their

study and academic acheivement.

3. We as a researcher recommend that the teacher should lessen the use

of social media in schooling and always took an aye to their students everytime

they are told it to do so.

ACSHS: Enabling Full Potentials and Embracing Diversity


Towards Academic Imperatives and Career Demands Conformity
Republic of the Philippines
Department of Education
Region IV (A) – CALABARZON
City Schools Division Office of Antipolo
ANTIPOLO CITY SENIOR HIGH SCHOOL
Brgy. Sta. Cruz, Antipolo City

REFERENCES

Allport, G. W. (2011). Attitudes. In C.M Nurchison (Ed), Handbook of Social


Psychology. Winchester, MA: Clark University Press.

Boyd, D. (2007). Why youth (heart) social network sites: The role of networked
publics in teenage social life. MacArthur foundation series on digital
learning–Youth, identity, and digital media volume, 119-142.

Creswal, J.W. (2013). Qualitative Inquiry and Research Design: Choosing


Among the Five Approaches. Thousand Oaks, CA: SAGE Publications,
Inc. (pp.77-83)

Dijck, J. (2011). 'You'as in'YouTube': Defining user agency in social media


platforms. In Z. Vukanovic, & P. Faustino (Eds.), Managing media
economy, media content and technology in the age of digital convergence
(pp. 291-317) Media XXI.

Facebook.(2015).Stats.http://newsroom.fb.com/company-info/Retrieved
21.08.15. Fill, C.(2011) .Essentials of marketing communications. Harloco:
Person Eduacation Limited

Gross, D.(2009). Dictionary word of the year : “Unfriend”,


http://edition.cnn.Com/2009/TECH/11/17/Unfriend,world/. Retrieved
10.06.15

Kaplan, A., & Haenlein, M. (2010). Kaplan, A., & Haenlein, M. (2010). , 53(1),
59-68. Doi: https://doi.org/10.1016/j.bushor.2009.09.003

Krasnova, H, Hilder brand, T., Guenther, O, Kovrigin, A., and Novuobilska,


A.(2008) ECIS 2008 proceedings. Retrieved from
http://aisel.asnet.org/ecis 2008/33/.

Marshall. T. C. Lefring Hausen, K , and Ferenczi, N, (2015). The Big Five, self-
esteem and narelssm as predictors of the topics people write about in
Facebook states updates. Personality and Individual Differences,
85.35.40http://dx.doi.org//0:10 16/j. paid.2015. 04.039

Maxwell, J. A. (2013). Qualitative Reasearch Design: An Interactive


Approach.Thousand Oaks, CA: SAGE Publications, Incs. (pp.135-136).

ACSHS: Enabling Full Potentials and Embracing Diversity


Towards Academic Imperatives and Career Demands Conformity
Republic of the Philippines
Department of Education
Region IV (A) – CALABARZON
City Schools Division Office of Antipolo
ANTIPOLO CITY SENIOR HIGH SCHOOL
Brgy. Sta. Cruz, Antipolo City

Mazer, J. P. Murphy. R. E. and Simonds, C.J. (2007) I’ll see you on Facebook;
the effects of computer. Mediated teacher self-disclosure on students
motivation, affective learning and classroom climate, Communication
Education, 56, 1-17

Nicholas Christakis and James Fowler (2015) Connected; The surprising Power
of Our Social Media Networks. And How They Shape Our Lives.

Nadkarni, A. & Holmann S>G> (2012). Why do people use Facebook?


Personality and individual Differences, 53(3), 243-249,
http://dx.doi.org/10..1016/j.paid 2011.11.007.

Peluchette, J, & Karl, K.(2010).Examining students’ intended image on


Facebook:”What were they thinking?!” ; Journal of Education of Business,
85(1), 30-37.

Prensky, M, (2001). Digital natives, digital immigrants. From on the Horizon, 9(5),
1-6, http://dx.doi.org/10.1108/10748120110424816.

Zhang, X, Gao, Y, Yan, X, DePablos, P, O, Sun, Y, and Cao, X, (2015). Frame-


learning to social , learning: mapping development of studies on social
media supported knowledge management. Computers in Human
Behavior, 51,803-811. http://d.doi.org/10/1016/j.chb.2014.11.084

ACSHS: Enabling Full Potentials and Embracing Diversity


Towards Academic Imperatives and Career Demands Conformity
Republic of the Philippines
Department of Education
Region IV (A) – CALABARZON
City Schools Division Office of Antipolo
ANTIPOLO CITY SENIOR HIGH SCHOOL
Brgy. Sta. Cruz, Antipolo City

Appendices

ACSHS: Enabling Full Potentials and Embracing Diversity


Towards Academic Imperatives and Career Demands Conformity
Republic of the Philippines
Department of Education
Region IV (A) – CALABARZON
City Schools Division Office of Antipolo
ANTIPOLO CITY SENIOR HIGH SCHOOL
Brgy. Sta. Cruz, Antipolo City

APPENDIX A
LETTER OF REQUEST TO THE SCHOOL HEAD
TO CONDUCT THE STUDY

September 16, 2019


MS. ROSA T. TAYAMORA
Assistant Principal II
Antipolo City Senior High School

Madam:
Greetings of peace and good will!

The undersigned is currently taking Practical Research I. At present, we are conducting


a research study entitled EFFECTS OF ONLINE GAMES TO THE PHYSICAL AND
MENTAL HEALTH OF THE SELECTED COMPUTER PROGRAMMING 1102
GAMERS.

In connection to this, we would like to ask permission from your good office to allow us to
conduct the gathering of data. The participants of the study are mostly some of the
students and/or teachers.

It is hoped that this request will merit your favorable consideration and approval. Rest
assured that all data gathered will be treated with utmost confidentiality.

Thank you very much and God bless.

Respectfully yours,
The Researchers
Grade & Section: CP 1102
Group: 2

Noted by:

ROCHELLE R. NAVA
Practical Research I Teacher

Approved by:

ROSA T. TAYAMORA
Assistant Principal II

ACSHS: Enabling Full Potentials and Embracing Diversity


Towards Academic Imperatives and Career Demands Conformity
Republic of the Philippines
Department of Education
Region IV (A) – CALABARZON
City Schools Division Office of Antipolo
ANTIPOLO CITY SENIOR HIGH SCHOOL
Brgy. Sta. Cruz, Antipolo City

APPENDIX B
CERTIFICATE OF CONTENT VALIDATION

CERTIFICATE OF CONTENT VALIDATION

This is to certify that the following professionals/ experts have checked

and advised the necessary changes for the research questionnaire/ interview

questions with the approved title:

EFFECTS OF ONLINE GAMES TO THE PHYSICAL AND MENTAL HEALTH

OF THE SELECTED COMPUTER PROGRAMMING 1102 GAMERS

of CP 1102 group number 2 student-researchers of Antipolo City Senior

High School.

Name of Professional Area/


Signature Date
Experts/Consultants Specialization

MR. CHRISTOPHER A. ABOGADO Strand Expert Signed Sept. 25, 2019

MRS. GRACE U. BALETE English Critic Signed Sept. 25, 2019

ACSHS: Enabling Full Potentials and Embracing Diversity


Towards Academic Imperatives and Career Demands Conformity
Republic of the Philippines
Department of Education
Region IV (A) – CALABARZON
City Schools Division Office of Antipolo
ANTIPOLO CITY SENIOR HIGH SCHOOL
Brgy. Sta. Cruz, Antipolo City

APPENDIX C
RESEARCH INSTRUMENT

RESEARCH TITLE: EFFECTS OF ONLINE GAMES TO THE PHYSICAL AND


MENTAL HEALTH OF THE SELECTED COMPUTER
PROGRAMMING 1102 GAMERS
Grade and Section: CP 1102 Group Number: 2

SOP 1. What are the effects of social media of the selected Computer Programming
1102 students?

Question 1. What social media do you have?

Question 2. How often Do you use your social media?

Question 3. What are the effects when you are using social media in terms of your
behavior and attitude?

Question 4. When you are exposed too much in social media, how do you feel?

SOP 2. How social media influence the behavior and attitude of the selected Computer
Programming 1102 students?

Question 1. What kind of post in social media influence your behavior as a


student?

Question 2. What will happen to you when you are exposed too much to social
media?

Question 3. What will you do when someone tells you foul words in social media?

SOP 3. What are the possible solutions to avoid the bad influence of social media to the
behavior and attitude of Computer Programming 1102 students?

Question 1. How can you convert the bad influence of social media into a good
one?

Question 2. What solutions can you do so that the bad influence of social media
will be prevented?

Question 3. How do you use social media in a proper way?

ACSHS: Enabling Full Potentials and Embracing Diversity


Towards Academic Imperatives and Career Demands Conformity
Republic of the Philippines
Department of Education
Region IV (A) – CALABARZON
City Schools Division Office of Antipolo
ANTIPOLO CITY SENIOR HIGH SCHOOL
Brgy. Sta. Cruz, Antipolo City

APPENDIX D
DOCUMENTATION

ACSHS: Enabling Full Potentials and Embracing Diversity


Towards Academic Imperatives and Career Demands Conformity
Republic of the Philippines
Department of Education
Region IV (A) – CALABARZON
City Schools Division Office of Antipolo
ANTIPOLO CITY SENIOR HIGH SCHOOL
Brgy. Sta. Cruz, Antipolo City

CURRICULUM VITAE

ACSHS: Enabling Full Potentials and Embracing Diversity


Towards Academic Imperatives and Career Demands Conformity

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