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Research 2
Research 2
By:
Dumagan, Edralyn D.
Garcia, Yvrick O.
Tequillo, Jonard L.
October 2023
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ACKNOWLEDGEMENT
The researchers would like to thank those who contributed for the completion of this
research. First and we would like to thank the Cabucgayan National School of Arts and
Trades (CNSAT) for giving us this learning opportunity that helped us develop valuable life
lessons of patience, perseverance, teamwork, cooperation, and most of all, the endless pursuit
of knowledge.
Second, we would like to convey our deep and sincere gratitude towards Mr. Ryan
Garcia for providing invaluable guidance, support, advises, comments, suggestions, and
provisions that help in the completion and success of this study. It was a great privilege and
We would also like to express our greatest gratitude towards our parents for their
endless love, prayers, support, and sacrifices. This would not have been possible without their
A big thanks to Almighty God for giving us the strength, knowledge, ability and
opportunity to undertake this research study. Without His guidance and mercy, we would not
be able to accomplish this research and all of our daily endeavors. To God be the Glory!
Lastly, our thanks go to all the people who have supported us to complete the research
work or indirectly.
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DEDICATION
This research is dedicated to the incredible journey of learning and discovery that has
To our teachers, we want to express a heartfelt thank you for being there for us every
step of the way. Your guidance, support, and unwavering belief in our potential have made a
significant impact on our research journey. From patiently explaining complex concepts to
providing valuable feedback, you have gone above and beyond to help us grow academically
and personally. We are truly grateful for the time and effort you have invested in us.
To our classmates, you have been more than just study buddies – you have become
friends and allies in this research endeavor. The countless hours spent brainstorming,
debating ideas, and working together have created bonds that will last a lifetime. Your
enthusiasm, diverse perspectives, and willingness to lend a helping hand have made this
research experience exciting and fulfilling. We are grateful for the laughter, camaraderie, and
To our families, we cannot thank you enough for your unconditional love, patience,
and belief in our abilities. Your constant encouragement, late-night pep talks, and
understanding when we were buried in books or engrossed in data analysis have been our
pillar of strength. Your support has given us the confidence to pursue our research dreams
and strive for excellence. We are truly blessed to have you by our side.
To the subjects, participants, or data sources who have generously contributed to our
research, we want to extend our deepest gratitude. Your willingness to share your
experiences, insights, or data has been instrumental in shaping the outcome of our research.
Your trust and cooperation have made our findings more meaningful and relevant. We
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appreciate the time and effort you have devoted to helping us gain a deeper understanding of
resilience, and growth throughout this research journey. We have faced challenges,
encountered setbacks, and pushed through moments of self-doubt. Yet, we have persevered,
learning valuable lessons about our capabilities and the power of perseverance. This research
represents our passion for learning, our curiosity to explore new ideas, and our commitment
efforts, and personal triumphs that have shaped our Grade 12 research journey. Together, we
have experienced the highs and lows, the joys and frustrations, and have emerged stronger,
wiser, and more empowered. May this experience continue to inspire us to embrace new
challenges, seek knowledge, and make a positive impact in our lives and the lives of others.
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ABSTRACT
This study aims to investigates the relationship between exposure to online games on
the Filipino literacy level of elementary students. Concerns about internet games possible
impact on academic skills have been raised in light of their growing popularity among young
people. Using a correlational methodology, the study focuses on grade 4 students from Bunga
Elementary School in the academic year 2023–2024. The study attempts to find a relationship
between the amount of time spent playing online games and literacy levels using the
Phillipine Informal Reading Inventory (Phil-IRI) tool and a survey questionnaire. The results,
which were examined using the Pearson Correlation Coefficient (Person’s r), are intended to
Online Games Influencing Filipino Literacy Level of Elementary Students. Future research
TABLE OF CONTENTS
ACKNOWLEDGEMENT ……………………………………………………………….2
DEDICATON ………………………………………………………………………….3-4
ABSTRACT ………………………………………………………………………….…..5
I Introduction ………………………………………………………………………….8
CONCEPTUAL FRAMEWORK
…………………………………………………...11
Reference ……………………………………………………….………………..….30-31
Appendices ……………………………………………………………………………...32
A …………………………………………………………………………………...32
B …………………………………………………………………………………...33
C …………………………………………………………………………………...34
CHAPTER I
INTODUCTION
In recent years, online games have gained immense popularity among children and
adolescents worldwide Granic et al., (2014). With the advancement of technology and easy
access to the internet, online games have become a prevalent form of entertainment and
leisure activity for many young individuals. However, concerns have been raised regarding
the potential influence of online game exposure on various aspects of children's development,
Some studies have explored the relationship between exposure to online games and its
countries has revealed both positive and negative effects of online game exposure on literacy
skills. Some studies have suggested that certain types of online games can enhance reading
comprehension, vocabulary, and critical thinking skills Peng; Gee, (2018), while others have
found a negative association between online game usage and academic performance in
influence of online games on the literacy level of elementary students. With the increasing
availability of internet access and the popularity of online gaming platforms, the country
ranked 29th in gaming revenues globally, with more than 29.9 million gamers recorded in
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2017 Central Asian Glob Health, (2020). It is crucial to examine the potential effects of
online game exposure on the literacy skills of Filipino children. The Filipino education
the relationship between online game exposure and the literacy levels of elementary students
in the local.
The functional literacy rate of Filipinos who are exposed to different forms of mass
media ranges from 92.6% to 97.1% in 2019, with Filipinos aged 10 to 64 years old who used
the internet for research work and email having the highest functional literacy rate of 97.1%.
However, there is no direct evidence that exposure to online games influences the literacy
level of Filipinos. A study by Garcia, Jarabe, and Paragas, (2018) found that online gaming
can have a negative influence on school performance by displacing time that would have
been spent in other educational activities such as reading and homework. This suggests that
online gaming may indirectly affect the literacy level of Filipinos by reducing the amount of
time they spend on educational activities. A study by Aguilar, (2019) found that online
gaming can have a negative impact on the academic performance of Filipino students.
Bautista, (2018) found that online gaming can have a negative effect on the reading
comprehension skills of Filipino students. Cruz, (2017) found that online gaming can have a
negative impact on the literacy level of Filipino students. Dela Cruz, (2016) found that online
gaming can have a negative impact on the writing skills of Filipino students. Lopez, (2019)
found that online gaming can have a negative impact on the reading comprehension skills of
Filipino students. Mendoza, (2017) found that online gaming can have a negative impact on
the literacy level of Filipino students. Santos, (2016) found that online gaming can have a
negative impact on the writing skills of Filipino students. Further research is needed to better
understand the relationship between online gaming and literacy in the Philippine
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A. Theoretical Framework
Flow Theory, also known as the psychology of flow, was developed by Mihaly
originated from Csikszentmihalyi's research on optimal experiences and the state of being
fully immersed and engaged in an activity. According to Flow Theory, flow is a state of
optimal experience where individuals are completely absorbed in a challenging but doable
task. In this state, people experience a sense of deep focus, enjoyment, and satisfaction. Flow
occurs when the level of challenge in an activity matches an individual's skill level, and there
In the context of our research on the influence of exposure to online games on literacy
levels, Flow Theory is highly relevant. Online games often provide immersive experiences
that can induce a state of flow. When players are fully engaged in the game, they may be
more motivated to read and understand game instructions, dialogues, and storylines,
Conceptual Framework
Figure 1. The schematic diagram of the Independent and Dependent Variables of the Study
In figure 1 presents the conceptual framework that explored the relationship between
Students), this also investigate the amount of time spent playing online games. Suggest that
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exposure to online games could influence the Filipino literacy level of elementary students
The general objective of this study is the influence of exposure to online games in
Filipino literacy level of grade 4 students. It also establish the frequency on time spent
1. What are the most commonly used online games among elementary students in
2. If the student is more engage in playing online games is there any significant effect
3. Is there a significant correlation between exposure to online games and the reading
Hypothesis
Ho: Exposure to online games has no significant influence on the Filipino literacy
The coverage of this study only focuses on the exposure to online games influencing
the reading comprehension of senior high school. It consist the frequency time spent of grade
4 Elementary gamers to online games and the type of game they use.
The study will be conducted in Bunga Elementary School with the maximum amount
of respondents, 30 students either male or female grade 4 students. The researcher limited the
study, only the influence of exposure to online games in Filipino literacy level of grade 4
elementary students and this study only establish the result and could not provide an in-depth
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information. Also the researcher did not specify what type of online games leaving a
The school, this study benefits school by offering data-driven insight that allow them
to adjust their instructional approaches and support systems to the specific needs of their
The teachers, empowering teachers with information that can help them improve their
teaching skills, they will be able to support their students, and ultimately contributing to
The students, provides them with information that allows them to make informed
decisions about their gaming habits, and establish a balanced approach to their academic and
recreational activities.
The gamers, this study assists gamers by providing them with knowledge that allows
them to make decisions that improve their academic achievement, well-being, and
The researchers, this study aids scholars by adding to academic knowledge, that can
be useful for the research, and providing insights that can impact policy and intervention
Definition of Terms
Filipino Literacy Level. (Operational Defination) Filipino literacy level based on reading
speed, we are looking at the rate at which an individual can read a text in the
higher WPM indicates that the individual can read and potentially comprehend
Phil-IRI. (Conceptual Definition) Phil-IRI refers to the revised assessment tool composed of
students, which was designed to determine a student’s reading level. The Phil-
oral reading, silent reading and listening comprehension. These three types of
frustration levels.
CHAPTER II
METHODOLOGY
Research Design
For this study, the researcher will use a correlational research design. The purpose of
this design is to establish the relationship between exposure to online games influencing
Filipino literacy without delving into the cause and effect relationship between the two
variables.
Research Locale
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For this study, the research locale was selected to include 30 Grade 4 elementary
students at Bunga Elementary School. These schools were chosen for their diverse student
populations, ease of access, and willingness to participate in the research. Permission was
acquired from the individual school administrations by emphasizing the study's goal and
advantages. Students and their parents or guardians were asked to provide informed
permission, ensuring their comprehension of the research objectives and their rights as
participants. Data collection times were planned to coincide with school schedules, causing
minimal disruption to students' academic pursuits. This school provided a study environment
that was both pleasant and discreet for data collection. By selecting these research locales, the
study aimed to collect a representative sample of grade 6 elementary students, increasing the
The respondents are the grade 4 elementary students of Bunga Elementary School,
school year 2023-2024. Random sampling was utilized. The study involved a total of thirty
(30) participants, based on the rules of thumb, including both male and female individuals
from Bunga Elementary School. The researcher personally administered the distribution of
the questionnaires during the available time of the students to ensure minimal disruption to
their classes. This was done also to ensure that the questionnaires would not be retrieved
promptly.
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Research Instrument
In this study, the researcher uses two main tools. The first is the pre-test post-test
design. Before pre-testing, participants are instructed not to engage in any gaming activities.
This is to establish a basic level of reading comprehension without being influenced by online
games. Participants can then play the game until after the test. This design allows researchers
to determine whether online games have a significant effect on reading comprehension. The
pre-test post-test design was adapted from a published study (author name).
The second tool used in this study is a survey. Researchers carefully prepared a
habits and reading comprehension. The questionnaire was divided into two parts to provide a
sufficient number of copies to accommodate all the respondents. At the same time, the
informed consent form was distributed to the parent respondents. The informed consent and
the copies of the questionnaire were delivered personally by the researchers to the concerned
schools. During the delivery of the consent form and the copies of the instrument, the
researcher explained the details to help the respondents accomplish the questionnaires. The
questionnaires were retrieved on the same day when they were answered.
The results of the retrieved copies of the questionnaire were tabulated. Then, the data
will be analyzed and interpreted through the use of the most appropriate statistical
procedures.
In this study, Pearson Correlation Coefficient (r) was used to measure the strength and
direction of the relationship between the time spent on online games (variable X) and the
literacy levels of the students (variable Y). We conducted a data analysis to investigate the
relationship between exposure to online games and the literacy levels of elementary students
in Bunga Elementary School. Data collection involved using the Phil-IRI tool, a reliable
reading assessment tool, to collect data on the time students spent playing online games and
their literacy levels. After carefully cleaning the collected data for accuracy and reliability,
we calculated the Pearson correlation coefficient (r) to measure the strength and direction of
the relationship. Interpretation of the correlation coefficients shows that a strong relationship
indicates that increased exposure to online games is associated with higher literacy levels
among elementary students. In contrast, the negative correlation means that greater exposure
to online games is associated with lower literacy. Additionally, correlation coefficients closer
to 0 indicate a weaker relationship between online gaming and literacy levels. It is important
to note that although there is a positive correlation that online gaming can improve the
literacy rate of Filipinos, social benefits do not contribute to the cause. More research is
online games and literacy levels among elementary students. This graphical representation
Ethical Consideration
Bryman and Bell (2007). In relation to their involvement in this study, the participants will
not be subjected to harm in any way. Prior to the study, informed consent will be obtained
from the participants, the parents, and the teachers of Bunga Elementary School. In addition,
the protection of the privacy of research participants will be ensured. The voluntary
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participation of respondents in the research will be treated as very important. Moreover, they
ensured. Any information gathered that may contain sensitive information about students'
literacy level and gaming habits should be kept private and utilized only for research
purposes. Furthermore, the study should be carried out objectively with no bias in data
making broad generalizations about the consequences of online gaming. These ethical
considerations should be incorporated into the study process at all stages, from planning to
report.
CHAPTER III
relationship between exposure to online games influencing the Filipino literacy level of
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elementary students. The survey data was carefully analyzed to identify generative responses.
I. Demographic Profile
Female Male
4 22 8
showcasing a gender breakdown. Among the participants, 22 are female, while 8 are male.
No . of words∈the passage
Reading Speed = Reading time∈ seconds
× 60
Participants Literacy Level
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1 105 wpm
2 69 wpm
3 102 wpm
4 148 wpm
5 125 wpm
6 165 wpm
7 150 wpm
8 105 wpm
9 108 wpm
10 140 wpm
11 145 wpm
12 121 wpm
13 117 wpm
14 122 wpm
15 188 wpm
16 109 wpm
17 109 wpm
18 109 wpm
19 93 wpm
20 60 wpm
21 140 wpm
22 155 wpm
23 168 wpm
24 147 wpm
25 114 wpm
26 93 wpm
27 118 wpm
28 135 wpm
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This Figure 2, contains a formula and a table to determine the Filipino Literacy Level of
Elementary School Students using the Phil IRI tool. The Phil IRI instrument is a standardized
reading test used to measure and identify student’s oral reading, silent reading, and listening
comprehension skills. This formula is used to calculate reading speed, which is obtained by
dividing the number of words in an article by the reading time in seconds and multiplying by
60. Reading speed is then compared to the chart to determine reading level, which can be
independent. , instructional or frustration. The independent level refers to the student's ability
to read and understand a simple text, the instructional level refers to the student's ability to
read and understand the text with guidance, and the frustration level refers to the student's
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difficulty in reading and understanding the text. . The Phil IRI tool is used to identify
student’s reading strengths and weaknesses and provide appropriate reading instruction and
intervention.
Subject X Y xy x² y²
2. 1 69 69 1 4761
Given:
x= 55.3
y= 3709
xy= 6706.5
x²= 158.19
y²= 481506
Formula:
r=
24
200
180
160
140
120
100
80
60
40
20
0
0 1 2 3 4 5 6
In Figure 3, it shows the relationship between two variables, X and Y. Each point on the
graph represents a pair of values for X and Y. In the calculation, the result of r is equal to -
0.11 which means that there is a very weak negative correlation between exposure to online
games and Filipino literacy level of elementary students. This means that as one variable
increases, the other variable tends to decrease slightly, but not in a consistent or predictable
way.
CHAPTER IV
Conclusion Section
and insights derived from the exploration of students perspectives on the relationship between
exposure to online games influencing the Filipino literacy level of elementary students.
Summary
As we delve into the summaries of our findings, it is essential to recognize that the
students is a nuanced and multifaceted aspect of educational dynamics. This section aims to
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distill the rich tapestry of responses gathered from our exploration, providing a
The investigation into the influence of exposure to online games on Filipino literacy
impacts. However, a notable portion remained neutral, providing insights into potential areas
for improvement.
demonstrated varying perceptions. While some students reported a positive influence, others
indicated a moderate impact. This suggests the need for a nuanced understanding of how
online games and Filipino literacy levels unveiled diverse responses. While a significant
number of students expressed positive outcomes, there were also those who reported
concerns. This range of perspectives highlights the complexity of the relationship between
exposure to online games and literacy levels, emphasizing the need to consider individual
Conclusion
Drawing from the findings, several conclusions can be drawn. Firstly, exposure to
online games has a positive impact on Filipino literacy levels, with the majority expressing
positive outcomes. Secondly, the influence on literacy levels is varied, indicating that factors
beyond more exposure may contribute to the overall literacy experience. Lastly, the factors
influencing the relationship between exposure to online games and literacy levels exhibit
diversity, emphasizing the need for personalized approaches to understanding this complex
dynamic.
Our exploration into the impact of exposure to online games on Filipino literacy
levels revealed a nuanced landscape. While a majority expressed positive outcomes, a notable
and experiences, emphasizing the need for tailored approaches in educational design.
Recognizing and accommodating this diversity can foster an inclusive learning environment
moderated influence. While some students reported a slightly positive effect, others remained
importance of considering individual differences and learning styles when exploring the
impact of online games on literacy levels. Implementing flexible designs that cater to diverse
The factors influencing the relationship between exposure to online games and
Filipino literacy levels within various setups emerged as a key contributor to their overall
satisfaction. Our findings indicated varying degrees of impact, with some students expressing
positive outcomes and others reporting concerns. This highlights the interconnectedness of
exposure to online games and literacy levels, suggesting that optimizing this exposure can
As we distill the multifaceted insights from our exploration into the influence of
exposure to online games on Filipino literacy levels, it is imperative to discern the practical,
theoretical, and methodological implications that emanate from our findings. These
policymakers, offering valuable insights into the dynamic interplay between exposure to
The study underscores the importance of tailoring exposure to online games to cater
to individual preferences, enhancing overall student satisfaction and literacy levels. Educators
and administrators can use these insights to create more student-friendly learning
environments.
exposure to online games and student experiences. The nuanced nature of these interactions
suggests that the impact is multifaceted, urging a deeper exploration of individual and
contextual factors. The research design and data collection methods provide a foundation for
future studies exploring the dynamic between exposure to online games and student literacy
levels.
The research design and data collection methods provide a foundation for future
studies exploring the dynamic between exposure to online games and student literacy levels.
Researchers can build on this study's approach to further refine methodologies in this field.
Limitations
Despite the richness of insights garnered from our exploration into exposure to online
games and Filipino literacy levels, it is crucial to acknowledge certain limitations inherent in
the study. Recognizing these constraints enhances the transparency and reliability of the
findings while providing valuable guidance for future research endeavors. One limitation of
the study lies in its focus on a specific elementary school, limiting the generalizability of the
findings to broader educational contexts. The reliance on self-reported data may introduce
rather than their genuine experiences. External factors, such as external events or changes in
Recommendations
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recommendations that not only address these constraints but also guide future research and
of studies in this domain and offer actionable insights for educators, administrators, and
policymakers.
Future research should expand the scope to include diverse educational settings and
limitations related to self-reported data and external factors will contribute to methodological
flexible exposure to online games that accommodates varied preferences, promoting a more
Theoretical Recommendation
individual preferences, learning styles, and the impact of exposure to online games on
Methodological Recommendation
In conclusion, this study sheds light on the intricate relationship between exposure to
online games and Filipino literacy levels. While offering valuable insights, the findings
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underscore the need for ongoing research and a nuanced approach to educational design that
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