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Republic of the Philippines

NUEVA ECIJA UNIVERSITY OF SCIENCE I


MUNICIPAL GOVERNMENT OF TALAVERA
AND TECHNOLOGY
Diaz Street, Pag-asa District, Talavera, Nueva Ecija, Philippines

TALAVERA ACADEMIC OFF - CAMPUS

“THE PERCEIVED IMPACT OF ANIME BINGE-WATCHING WITH ENGLISH

SUBTITLES TO THE VOCABULARY ENRICHMENT”

A Thesis Presented to The Faculty Members of

NUEVA ECIJA UNIVERSITY OF SCIENCE AND TECHNOLOGY

Municipality Government of Talavera

In Partial Fulfilment

of the Requirements for the Degree of

Bachelor of Elementary Education

By:

Patricia Mae J. Dela Cruz

Rose Ann L. Villanueva

Francis Adrian B. Octavio

2023

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APPROVAL SHEET

This thesis entitled, “THE PERCEIVED IMPACT OF ANIME BINGE-WATCHING


WITH ENGLISH SUBTITLES TO THE VOCABULARY ENRICHMENT” prepared
and submitted by Patricia Mae J. Dela Cruz, Rose Ann L. Villanueva and Francis Adrian
B. Octavio in partial fulfillment of the requirements on the Research in the Major Field for
the degree, Bachelor of Elementary Education, has been examined and is recommended
for acceptance and approval for ORAL EXAMINATION.

MYLENE F. DE GUZMAN
Research Instructor and Adviser

PANEL OF EXAMINERS

Approved by the committee on Oral Examination on April 20, 2024.

KING ARDEE N. MIGUEL JOHN A. RUIZ


Panel Member Panel Member

LYNDON M. IBARRA
Chairman

Accepted and approved in partial fulfillment of the requirements on the Research


in the Major Field for the degree, Bachelor of Elementary Education

ERICSON L. NEPOMUCENO
BEED Program Chair

MARCIANA DC. SORIANO


School Administrator

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ABSTRACT

The objective of this research is to examine how the percieved impact of Anime

binge-watching with English subtitles enrich the vocabulary of the repondents.. The study

employed a descriptive research design and utilized purposive sampling to ensure a

diverse representation of participants. A total of 98 second-year Bachelor of Elementary

Education (BEED) students from Nueva Ecija University of Science and Technology—

Municipal Government of Talavera participated in the study. Data was collected using a

standardized tool, focusing on personal profiles and participants' perceptions regarding

the perceived impact of anime binge-watching with English subtitles on their vocabulary

enrichment. The findings indicated that participants acknowledged the positive influence

of watching anime on their vocabulary enrichment.

- Researchers

Keywords: vocabulary enrichment, perceived impact of anime binge-watching with

English subtitles

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ACKNOWLEDGEMENT

The completion of this understanding could not have been possible without the

participation and assistance of people whose names may not all be enumerated. Their

contributions are sincerely appreciated and gratefully acknowledged. However, this group

would like to express their deep appreciation and indebtedness particularly to the

following:

To our research adviser, MYLENE F. DE GUZMAN, who has consistently

offered advice to the researchers while they have been doing this investigation.

To our beloved School Administrator, MRS. MARCIANA SORIANO for her

favorable response regarding the study.

To all the parents/guardians who understand the researchers by allowing them to

spend time in doing the study.

To all friends who helped the researchers in conducting the surveys and

questionnaires.

- Researchers

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DEDICATION

The parents of researchers who have provided unwavering support and unending

inspiration during the study are the recipients of this research paper's dedication. They are

the ones who supplied the resources required to create this study. By helping the

researchers finish the study, it also pays tribute to the teachers who fell behind in enabling

this research. The study's dedication to students who might want assistance in overcoming

mental health concerns is another goal shared by the researchers. This study is also

dedicated to the university that provided the researchers with the tools, training, and

collaboration to construct it.

We look up to and devote this entire study to our All-Powerful God, who has

bestowed upon us the courage, insight, discernment, protection, and perseverance

necessary to complete this research

With love,
Patricia Mae J. Dela Cruz,
Rose Ann L. Villanueva,
And Francis Adrian B. Octavio
Researchers

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TABLE OF CONTENTS
Page
Title Page ……………………………………….………………………. i

Approval Sheet ….…….………………………………………………….. ii

Abstract …………………….……….……………………….……….. iii

Acknowledgement ………………………………………………………. iv

Dedication …………….……………………………………………....... v

Table of Contents ……………………………………………………… vi

List of Tables …….……………………………………………….……….. viii

List of Figures ……………………………………………………… ix

List of Appendices ……………………………………………………… ix

CHAPTERS

1 THE PROBLEM AND ITS SETTING

Introduction ……………………………………………………… 1

Review of Related Literature ……………………………………… 3

Theoretical Framework…………………………...………………... 22

Conceptual Framework……………………………...……………... 22

Research Paradigm ……………………………………………… 24

Statement of the Problem …………………………………….... 25

Hypothesis ….………………………………………………....... 26

Scope and Delimitation of the Study ……………………………… 26

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Significance of the Study ……………………………………… 26

Definition of Terms ……………………………………………… 28

2 RESEARCH METHODOLOGY
Research Design ……………………………………………… 30

Research Locale ……………………………………………… 32

Respondents of the Study ……………………………………… 35

Samples and Sampling Procedures ……………………………… 36

Data Gathering Procedure ……………………………………… 36

Construction and Administration Instrument ……………………… 37

Validations of questionnaires………………………………………. 38

Research Instrument ……………………………………………… 38

Statistical Treatment of Data ……………………………………… 39

Ethical Consideration ……………………………………………… 41

Informed Consent…………………………………………………... 41

Confidentiality……………………………………………………… 42

3 PRESENTATION, ANALYSIS AND INTERPRETATION OF DATA

Profile of the Respondents ……………………………………… 43

Age of the Respondents ……………………………… 43

Sex of the Respondents ……………………………… 45

Family Monthly Income ……………………………… 46

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No. of Hours watching Anime with English subtitle …………….… 47

Vocabulary development of the respondents……………………….………… 48

Percieved impact of Anime binge-watching with English subtitles ...… 48

Correlational Anaysis ………………………..…………………..……. 51

4 SUMMARY, CONCLUSION, AND RECOMMENDATION

Summary ………………………………………………………… 54

Conclusion ………………………………………………………… 56

Recommendation ………………………………………………… 57

List of References …………………………………………………………

List of Tables

Page

Rating Scale and Verbal Interpretation …….………………….……... 40

Age of the Respondents ……………………………............................... 43

Sex of the Respondents ………………………………………………... 45


Family Monthly Income ………………………...............................……... 46

No.of hour watching Anime with English subtitles………...............................… 47

Perceived impact of Anime binge-watching with English subtitles…………… 48

Correlational Analysis …………………………...........…….…….……. 51

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List of Figures
Page

Research Paradigm ……………………………………………….... 24

Map of Nueva Ecija University of Science and Technology

Municipality Government of Talavera ………………………………… 34

List of Appendices

APPENDIX A: Request letter to Validation


APPENDIX B: Letter to Principal of Campus Admin
APPENDIX C: Letter to the Respondents
APPENDIX D: Questionnaire or Interview Guide
APPENDIX E: Sample of Encoded date/ transcriptions or Color coding
APPENDIX F: Documents such as validation, date gathering with caption
APPENDIX G: Letter request to English Critic and, acceptance letter, and certificate of
English Critic
APPENDIX H: Request to Statistician and acceptance letter, certificate of statistician
APPENDIX I: Curriculum Vitae

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CHAPTER 1

The Problem and Its Setting

Introduction

"Embracing the magic of anime keeps the heart forever young, where imagination knows

no age."

Anime, originating from Japan, represents a distinct style of animation

characterized by vibrant visuals depicting dynamic characters in plots often infused with

fantastical or futuristic elements. Its distribution spans theatrical releases, television

broadcasts, home media, and online platforms. While original creations are prevalent,

anime frequently adapts material from Japanese manga, light novels, and video games,

catering to diverse audiences through a plethora of genres.

Anime has always been a contentious subject, particularly among teenagers and

adolescents, who gravitate towards its 2-dimensional format. Despite its widespread

popularity, anime faces criticism and disapproval from parents and adults who perceive it

as both too mature, due to its violent and R-rated content referred to as "hentai," and too

juvenile, being Japanese cartoons. However, there is more to anime than meets the eye, as

evidenced by its enduring appeal to various demographics. This study aims to explore the

perceived impact of binge-watching anime on vocabulary enrichment.

According to the University of the Philippines Asian Center (2012), anime derives

from the English word Animation and embodies Japanese animation. Students attribute

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anime's popularity to its unique storytelling, aesthetics, and its far-reaching impact on

economic, cultural, psychological, sociological, and political realms. This resonates with

our own experiences and underscores its role in vocabulary improvement.

Anime enjoys global fame, although some individuals critique its operations within

local and global media contexts, collaborative studio practices, and distribution networks.

Lamarre (2018) posits that animation transcends its self-contained nature and becomes a

techno social entity, dependent on infrastructures, multimedia franchises, and media

ecologies.

For many, anime serves as a coping mechanism, providing a psychological escape

from the stresses of everyday life. Characters and plots in anime often convey optimism,

fostering a positive outlook and inspiring viewers with constructive ideas and motivation.

This coping strategy creates a sense of familiarity and security, contributing to its

enduring appeal.

Since the 1980s, anime has enjoyed global popularity, facilitated by foreign

language programming and, more recently, streaming services. The 2010s witnessed a

surge in its cultural acceptance, both in Japan and internationally. As of 2016, Japanese

animation commanded a significant majority, constituting 60% of the world's animated

television content. This introduction sets the stage for an exploration into the multifaceted

world of anime, spanning its artistic innovation, cultural impact, and enduring global

appeal.

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Review of Related Literature

Overview of Anime History

The start of anime in Japan, it was also the beginning of Japanese television anime

exports to the USA, where it was also first broadcast in 1963. However, Takahashi and

Tsugata go on to argue that, at this early time, anime was still "a phenomenon only for the

special community at Mushi Pro (Tezuka's animation company, founded in 1961]. It was

probably in the 1990s that its use was properly clarified by fans" (2011, 9). These recent

historically focused accounts of Japan's animation history are, therefore, helping to repeal

assumptions about anime's dominance in Japan. Through them, we can see that anime is a

category that has emerged out of the erasure of historical complexity. However, these

claims are being made with the benefit of hindsight, safe in the knowledge that anime has

become the dominant domestic industry and a significant transnational cultural

phenomenon.

In Japan, Japanese animation refers to ‘anime’ that is a style of animation

originated in its state. Anime has a far longer history in which they modernized in the early

20th century. The oldest example of Japanese animation is Namakura Gatana that means

Blunt Sword in 1917. In the first decades of the 20th century, animation from these times

shows artists trying to incorporate traditional stories and motifs in a new modern form. The

artwork styles of anime are unique and can be easily separated from that of cartoon. The

characters and the environment in an anime are described in depth and tend to have

detailed background stories. Japanese animation has all kinds of genres to suit all ages

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and preferences including action, adventure, comedy, drama, fantasy, mystery, romance,

science - fiction, sitcoms, sports and many more

At the time when the second edition of the, The Anime Encyclopedia was printed,

the anime world was reaching a historical production peak. The year 2006 saw the Japanese

animation industry produce 135,530 minutes (about 3 months) of new animation, some

19,980 minutes more than the previous year. This, however, was an anomaly, caused by a

large number of productions initiated to meet foreign demand, and partly funded with

foreign money, chiefly from America. As the flood of foreign interest diminished post-

Poémon and post-SPIRITED AWAY, overseas earnings similarly ebbed away, from an

early-20th-century peak of up to 50% of Japanese animation's profits, to a 10% level more

like conditions in the 1990s. Many of the Japanese producers saw it coming. Company-

specific sales figures show two distinct waves of profit- -one in the children's market that

peaked in 2001, and another in the teenage/adult market that peaked between 2003 and

2005, depending on the studio. It is tempting to suggest that these differing pinnacles in

the early 21st century represent the growth and maturation of the same audience the

POKéMoN generation, born at the beginning of the 1990s, turning into teenagers in the

middle noughties, and dwindling in the 2010s.

If anime is an object, the people who interact with it can be visualized on a chain

(see the diagram below), from ownership of the intellectual property, through the

authorship and production of the work, through its distribution to theatres, TV channels or

rental stores, its exhibition through, for example, cinema screenings or TV broadcast,

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through its eventual access by the viewer. This not only helps produce Barbara Klinger's

desired, Rashomon-like effect (1997: 110) of using multiple perspectives to bring a work's

significance into focus, it also brings other works into consideration that might not

normally be regarded as typical of Japanese animation, despite clear connections to the

chain. Final Fantasy: The Spirits Within (2001) is only owned by the Japanese - paid for

with Japanese money but made in the US. Rudolph the Red-Nosed Reindeer (1964) is only

produced by the Japanese, made in Japan for export to foreign markets. Disney's Snow

White and the Seven Dwarfs (1937), the cartoon that the Japanese call Shirayuki-hime, is

localized and exhibited by the Japanese, but not made by them. And if, somewhere in Japan

at this moment, an internet user is watching an untranslated foreign web cartoon, the

existence of that cartoon within the framework of Japanese animation is merely one of

access. However, all of these objects might be considered somewhere in an appraisal of the

Japanese animation industry'.

Since the success of the animated series Pokemon in the late nineties, Japanese

animation has been enjoying greater popularity and recognition in America. Known

increasingly by the Japanese term “anime”, Japanese animation is gaining recognition as a

medium that appeals to children and young people. Anime has had an undeniable effect on

American popular culture.

For example, many children’s cartoons, such as The Powderpuff Girls and Kim

Possible have begun to use an anime copycat style, “anime looks [were] leaping from the

screen” at last fall’s fashion runways2, and Hollywood blockbusters either use animated

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scenes directly (Kill Bill Vol. 1) or borrow imagery from anime (The Matrix Trilogy).

Though the effect anime is having on the visual style of American entertainment and

fashion is easy to see, the implications of anime’s growing popularity for its country of

origin, Japan, are much less clear.

In the following discussion the report of findings based on a poll and take a closer

look at the role anime plays in stimulating interest in Japan, and how interest in anime and

Japanese popular culture are closely related to an interest in Japan. It is in fact difficult to

tease the two apart from each other, since it is impossible to participate in anime fan culture,

except at the very shallowest level, and not be exposed to other forms of Japanese popular

culture and traditional Japanese culture, and thereby be encouraged to explore them further.

Anime and its relationship to interest in Japan are useful to consider in the context of

teaching and learning about Japan. At the very least, one would think that a medium as

easy to swallow as animation would lend itself well to teaching about foreign cultures. But

anime remained obscure and marginalized for some time and was hardly considered a

worthwhile tool for teaching people about Japan. Ironically, according to scholars like

Iwabuchi, that which makes animation easy to understand arguably strips it of any cultural

value it may have. He argues that anime lacks an inherent cultural identity because it is

commonly dubbed into English, edited to suit local tastes, and lacks distinct cultural

markers such as racial features or foreign architecture, and often was not recognized as a

legitimate form of Japanese culture.

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Japan has a long tradition of art and literature. During the Heian period (794-1185),

e-maki (picture scrolls) became established as an art form. Mainly created during the

twelfth century, these beautiful illustrations depicted scenes of court life or historical

events. The origins of the Japanese art aesthetic can be seen in these scrolls. During the

Edo period (1600-1868) woodblock prints became incredibly fashionable. These were

pictures created by artists and transferred onto a woodblock whereupon craftsmen would

carve away at the wood to produce a relief of the image, in reverse.

This could then be inked and printed to reproduce copies of the original drawing.

Multiple blocks could be produced to create multiple colors, sometimes with several inking

to obtain a greater depth of hue, and the finished product could be reproduced quickly and

in large quantities. It was a collaborative process that can, in some respects, be likened to

the production of anime - whereby the writer, director, and key artists determine the

creative element of the narrative and design, after which artists and in-betweeners generate

the final product. Woodblock prints were easy to reproduce and cheap, which meant that

they were very accessible and could be distributed widely. Sometimes a series of popular

prints would run to hundreds of thousands of copies. It's similar to the distribution of manga

today - multiple copies printed on low-grade paper and sold cheaply to the public (the price

of the woodblock prints could compare roughly with a double helping of soba noodles;

manga sells for the equivalent of just a couple of dollars), who are constantly waiting for

the next episode in the series.

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The primary market for these prints generally comprised the lowest ranking of the

social hierarchy of the time - merchants and artisans - although the prints were also

appreciated by the samurai classes. Known as ukiyo-e, or 'pictures of the floating world',

these woodblock prints depicted beautiful landscapes, everyday life from the Edo period,

and pictures of animals and flowers. Particularly popular were the prints from the pleasure

quarters, of geisha and teahouses, as well as kabuki (classical Japanese drama) actors in

famous roles.

Status of Anime Watching in the Philippines

Why is Anime So Popular in the Philippines? Anime has a unique storytelling style

that appeals to people from all walks of life. It combines vibrant visuals, compelling

narratives, and relatable characters to create an immersive experience that transcends

language and cultural barriers. The themes explored in anime, such as friendship, love, and

perseverance, deeply resonate with Filipino audiences, who value these values in their own

culture.

Additionally, the rise of streaming platforms and the accessibility of anime content

online have made it easier than ever for Filipinos to discover and enjoy their favorite shows.

With just a few clicks, they can access a vast library of anime series and movies, both old

and new.

Anime's popularity and pervasiveness have been observed in the Philippines with

Japanese cartoons earning a niche in youth lifestyles and Filipino popular consciousness.

The dynamics of this phenomenon in the Philippine context was this study's main topic of

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inquiry because of the scarcity of writing on the subject matter. The research problems and

objectives were also delineated in this chapter. The general objective was to analyze the

anime phenomenon in the Philippine setting by characterizing the Japanese cultural

influence that results from it and framing it within the development of Philippine-Japan

relations and the process of globalization. The specific objectives were the following: to

present a historical account of anime's presence in the Philippines; to take a closer look

into the cultural phenomena brought about by anime's popularity; to evaluate the Japanese

cultural influence from the anime phenomenon in terms of the history of Philippine-Japan

relations and to assess this occurrence in the light of contemporary processes taking place

in the international scene.

Interviews were also conducted with selected members who identified themselves

in the survey as being exposed to Rurouni Kenshin and having it as one of their

motivations; being exposed to Rurouni Kenshin and not having it as one of their

motivations; being exposed to Rurouni Kenshin and having it as their only motivation; and

not being exposed to Rurouni Kenshin at any point before and after their kendo

membership. A large majority of the Filipino participants in this survey were in their

twenties. The majority of Filipino respondents came from IGA Kendo Club Arena, the

oldest of the four dojos surveyed. Two-thirds of the 50 respondents were male. Most of the

Filipino respondents to the survey said that they were exposed to Rurouni Kenshin. The

movie and anime were the most common Rurouni Kenshin productions that most

respondents were exposed to. One of the two respondents who said that they did not watch

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or read any Rurouni Kenshin material was 43-year-old Florencio Sebastian from IGA

Kendo Club Arena. “While I appreciate Japanese culture, I am not attuned to the latest in

fictional characters, anime or otherwise, unless those who are into it introduce these to me”

(personal communication, December 5, 2015), he said. As for exposure to a combination

of Rurouni Kenshin productions, the most common was exposure to all three forms by 20

respondents, together with another 20 being exposed to the anime and movie only. No

respondent was exposed to manga alone, suggesting that the consumption of the manga

version has always been in connection with the consumption of other forms of Rurouni

Kenshin. From these findings, one can see that the most common form of exposure is from

the animated and live-action versions of Rurouni Kenshin. The anime and the movie

express movement, and these screen forms are much more visual than the static nature of

the print manga.

The impact of anime can be traced back to the block timing company Questor,

which was one of the first businesses to bring anime into the country. By securing rights to

some shows, their arrangement with GMA-7 led to the broadcast of Mechander Robo,

Tōshō Daimos, Mazinger Z, UFO Robo Grendiser, and Voltes V during the 6:00 – 6:30

pm “block” on weekdays. Anime’s blocktime schedule proved effective at capturing

Filipino audiences. Children could enjoy these mecha anime shows every day after school,

particularly Voltes V which was broadcast on Fridays, the end of the school week.

However, while Voltes V became one of the most-watched anime in the

Philippines, the broadcast of its finale was cut short in 1979 when the country’s Martial

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Law regulations imposed a ban on all blocktime robot series. Although the exact cause of

the cancellation remains unresolved, this controversial move left a mark on the generation’s

children for years to come. Anime returned to Philippine television after the success of the

1986 People Power Revolution. Up until then, anime in the Philippines was aired in

English. It wasn’t until the mid-1990s that channels such as RPN-9, IBC Channel 13, and

ABC Channel 5 (TV5) started launching Filipino-dubbed anime like Ranma ½, Dragon

Ball Z, and Sailor Moon. The last unaired episodes of Voltes V were dubbed and released

by GMA Films in 1999, much to the delight of many viewers. Up until the early 2010s,

access to Japanese media in the Philippines has been limited to traditional outlets,

expensive imports, and occasional events initiated by Japanese-led organizations or

fandoms. Finally, in 2016, the company iFlix offered subscription video-on-demand

services in the Philippines. Soon afterward, the expansion of global streaming platforms

made various Japanese shows legally accessible in the country.

The passionate love for anime in the Philippines continues to expand with its

widespread cultural presence. Filipino animation in the pandemic has remained resilient,

opening immense opportunities for people who want to make anime a part of their career.

“Cosplaying can a profession, or anime culture [can] be taught in universities too,”

said MSI Gaming Philippines Ambassador Roxanne Kho.

Anime has also built a loyal following of fans who learned relatable life lessons

from their favorite shows. For Joson, what makes anime stand out is its captivating and

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mature themes, which he said “aren’t often seen in other cartoons that are made for younger

children.”

The Philippines is one of the countries that have been holding cosplay conventions

annually since 2008. Activities include workshops, costume-building contests, and cosplay

competitions for individuals and groups. The Japan Foundation, Manila, and the Embassy

of Japan in the Philippines actively promote different Japanese popular cultures here in the

country such as the Japanese Film Festival (Eiga Sai), JPop Anime Singing and Dance

Contest, Mini Cosplay contest and travel exhibits to be enjoyed by the Filipinos, also to

commemorate the “Philippines-Japan Friendship Month”.

Binge-watching can lead to Language Acquisition

One of the most significant benefits of learning a language through TV series is

exposure to authentic language. While textbooks and language apps can provide a

foundation for grammar and vocabulary, they often lack the nuances and colloquialisms of

everyday speech. TV series, on the other hand, offer a window into real-life language use.

By listening to and mimicking the language used in TV series, you can develop a more

natural-sounding accent and learn common phrases and expressions that aren’t typically

taught in a classroom setting.

Audiovisual or multimodal materials are recognized by language learners and

teachers as an excellent way to receive exposure to the target language. Specifically,

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original version (OV) TV series have the potential to provide learners with large amounts

of spoken input (Webb Citation2014). Furthermore, it has been claimed that the addition

of captions – a simultaneous, on-screen written text representation of the soundtrack –

benefits language learners because the three input sources (audio, visual and caption text)

complement each other and support learning from audiovisual input by distributing the

information among the three channels (see Vanderplank Citation2016). Captioning has

proven to be a useful technique to suppport L2 listening comprehension, vocabulary,

grammar, collocations and pronunciation (see Montero Perez Citation2022). Previous

audiovisual studies have focused on factors such as individual differences, and type of on-

screen text. However, little is known about the role of time distribution – how much time

should be left between viewings, for example between consecutive episodes of a TV series.

While there have been studies on time distribution in reading-while-listening (e.g. Serrano

and Huang Citation2018) audiovisual input has only started to be examined from this

perspective (Muñoz et al. Citation2022). In particular, the phenomenon of binge-watching

– watching at least two TV series episodes consecutively (Castro et al. Citation2021) – has

not been explored from the second language acquisition (SLA) point of view.

As binge-watching has become more extended during the times of COVID-19

lockdown and is becoming an ‘established viewing norm’ (Rubenking and Bracken

Citation2021), it is likely that this increase is not only limited to L1 viewers. Several studies

point out that watching L2 TV is one of the most popular methods of engaging with a

foreign language outside of the classroom (De Wilde et al. Citation2021; Lindgren and

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Muñoz, Citation2013; Muñoz Citation2020). Additionally, with the increasing use of

streaming platforms, probably, the growth of binge-watching has seen in L2 media

consumption.

The habit of binge-watching movies provides opportunities to study language about

vocabulary. Moreover, students should have a schedule for it is. They can get new

vocabulary and find much information about grammar to help language skills. Sometimes

they also found problems with structure, and difficult new vocabulary based on the

dialogue by the native speaker. Then, they can look for the solution to the problems by

asking the teacher or looking for another referent. Indirectly, students studied about the

vocabulary of English by watching a movie. This study replicates the research conducted

by Ahmad Syafi’i (2013) but there are some differences from the previous research such

as the object of research and the method. This study was conducted in ABA and using

qualitative methods while the previous research (Ahmad’s) was conducted in SMKN 1

Salatiga and using SPSS 16.00 Windows Program to analyze the data.

Watching TV in a foreign language can also be a valuable tool for improving

vocabulary and pronunciation. When you're exposed to a wide range of vocabulary in

context, you're more likely to remember and retain new words and phrases. Additionally,

by listening to native speakers, you can develop a better ear for the rhythm and

pronunciation of the language, helping you to sound more natural when speaking yourself.

One of the biggest issues foreign language learners have is adapting to various

accents. It is said that binge-watching series can help overcome this barrier. The most

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dramatic results come from binge-watching with subtitles, in the language of origin of the

show for intermediate and more advanced levels; and in the learner’s native language for

lower levels

Understanding the meaning of something also requires having a lexicon of words

at our fingertips and all the rules of “grammar and syntax” by which researchers can

understand what others are saying. This applies to visual components of communication,

where an understanding of body language helps comprehend what the other person means.

Watching a program matches personal interests procures enjoyment and induces the desire

to binge-watch, in turn improving language skills due to regular exposure.

Anime with English Subtitles can lead to Second Language Acquisitions

The authenticity and variedness of a language's vocabulary can be provided by the

utilization of animated films. Animations give students concrete examples of English

language vocabularies that are used in real – life situations or scenarios outside the four

corners of the classroom – specifically, interactive vocabularies. Likewise, students are

exposed to natural expressions and normal flow of speech especially if students are not

living with English–speaking people or surroundings. Perhaps, only animated films and

televisions provide students with real-life language input.

Theoretically speaking, using animations in learning is based on dual-coding

theory. Dual-coding theory asserts that language knowledge learning is more effective if

both visual and verbal channels are used in the process (Pavio, 2006). Besides, the five

senses of students are being addressed with the use of animation even considering its

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interactivity that contributes to the autonomous learning of students and makes learning

permanent. Animation also offers visual context to L2 students which makes animated

films useful as language teaching tools, for instance, students understand the full context

of the language to understand the film. Donaghy also states that animated films help student

to focus their attention and comprehend meanings by enabling them to look at the visual

clues such as facial expressions and gestures of the characters in the films and to listen to

the language used through verbal messages like dialogues.

Furthermore, the use of animations can be flexible for it makes language learning

suitable for L2 student that has different learning styles. This idea is referenced to Howard

Gardner‟s Theory of Multiple Intelligences which promotes equal attention not only to the

linguistic and logical-mathematical bits of intelligence of learners but also to other types

of intelligences such as naturalist, intrapersonal, interpersonal, musical, bodily-kinesthetic,

and spatial. Animations can solve the problem of students‟ having different styles and

strategy in learning a language such as students who are aural, visual, tactile and kinesthetic

learners, their demands can be met and accessed by using animations that are well–suited

to their learning style preference plus animations provide multiple modalities (Butler-

Pascoe & Wiburg, 2003).

Allowing various learning styles and strategies in learning a language like

multimedia particularly animations can be a factor in having high motivation levels in the

part of students in a positive way for the reason that they can find something attractive

(Kayaoglu, 2011). Additionally, a whole animated film can serve as a medium in enhancing

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students‟ macro skills: listening, speaking, reading, writing, and viewing and it can be a

springboard for different tasks in class such as discussions, debates, role plays, constructing

dialogues and summarizing text.

Language is an element that is acquired rather than learned and the subconscious

process is much more prominent in the case of language learning, as Chomsky (1960) states

that all humans are born with an innate knowledge of grammar that serves as the basis for

all language acquisition. In other words, for humans, language is a basic instinct. Therefore,

what can be deduced from the aforementioned quote by Noam Chomsky is that language

acquisition is an essential part of the complex process of human development and survival.

In addition to that, it is also important to mention that a language is intricately connected

with the process of its acquisition. As a result, the process of language acquisition is vitally

important for any language to exist and enhance human understanding of the world.

Recent research has been consistent regarding the positive effects of OV television

for L2 development (see Montero Perez Citation2022). However, mere extensive exposure

to audiovisual input is unlikely to be sufficient in itself for language learning to occur. It

has been found, for instance, that to process uncaptioned audiovisual input efficiently, L2

learners need to have high levels of working memory capacity (Pattemore and Muñoz

Citation2020). On the other hand, the addition of captions attenuates the limits in the

working memory capacity thus providing a necessary scaffold. A few studies have

provided robust evidence of an advantage of viewing OV media with captions rather than

without, for vocabulary, grammar, and speech processing (Montero Perez Citation2022).

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This advantage could be explained through input processing theories such as the 'subtitle

principle' (Mayer et al. Citation2020) that proposes that on-screen text provides L2 viewers

with an opportunity to revisit the language content if they are unable to fully process the

audio. This way, viewers would have a ‘backup option’ and their working memory would

not become overloaded. Rather than overloading the viewer’s cognitive capacity, captions

would maximize L2 learning from audiovisual input, as the three input sources balance

each other’s processing loads (Frumuselu et al. Citation2015).

There have been several studies addressing the potential of anime as a tool for

language

acquisition. Fukunaga’s (2006) study titled “Those ‘anime students’: Foreign

Language Literacy Development” served as a catalyst for this research as one of the first

studies to identify a shift in the demographics of learners in Japanese as a Foreign Language

(JFL) classroom. Previously, the majority of JFL students were studying Japanese as they

aimed to further their professional development. However, now an increasing number of

JFL students are studying Japanese because of their interest in anime. Thus, Fukunaga

created the label “those anime students.” Likewise, many scholars have claimed anime to

be a primary motivator for enrolling in JFL courses (Abe, 2009; Alsubaie & Alabbad, 2020;

Chan & Wong, 2017a, 2017b; Chan et al., 2017; Furo, 2009; Manion, 2005). In fact,

Fukunaga proposes “a cycle of anime students’ JFL learning”. First, anime viewers are

initially exposed to the Japanese language through anime.

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Second, this exposure is utilized as prior knowledge when entering the JFL

classroom and learning the language in a formal setting (2006, p. 215). Then, when

returning to anime, JFL learners can recognize more vocabulary, grammar, and language

features, reinforcing learned concepts. Finally, learners become cognizant of the subtitles

and are even capable of distinguishing between quality subtitles. These trends have

underscored the importance of empirical investigations of language acquisition through

viewing anime.

The motivation to learn a new language is an elusive construct (Chik, 2019). In

other words, a learner may be motivated to learn a new skill in a formal educational context

but fails to extend the learning process in an informal context or vice versa (Benson, 2015).

The word “motivation” has numerous definitions in extant literature. Dörnyei and Ushioda

(2011) confirm that motivation is related to “the choice of a particular action, the

persistence with it, and the effort expended on it.” In a general sense, a language learner

may choose a particular “action” from a great variety of options (e.g., using an anime series,

TV shows, or online network resources), which consequently impacts his or her

“persistence and effort” associated with that action (i.e., may extend or contract language

learning). Several studies in psychology have defined various kinds of motivation

including intrinsic vs. extrinsic, instrumental vs. integrative, and interactive (Deci & Ryan,

1985; Gardner & Lambert, 1972; Sade, 2003). However, these studies have divided

motivation into two separate linear dimensions: individually vs. socially oriented

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motivations, which cannot accommodate for the complexity of motivation in its current

state (Sade, 2011).

L2 motivation has evolved rapidly and undergone different theoretical phases since

the 1960s. Recent developments in SLA have examined motivation from a new

perspective, thereby leading to the emergence of three motivational theories that comprise

the nature of constant learning. These theories are developed not only to account for L2

learning but also to accommodate the learning of a third, foreign, additional, heritage,

global language, lingua franca (Note 1), or any basic language skills (Dörnyei & Ushioda,

2011).

Anime can lead to Language Enrichment

Using anime and movies to acquire or learn vocabulary has come into focus for

many learners and teachers of ESL these days. Furthermore, many researchers believe that

these anime and movies provide a context for the learners which helps them to acquire

more through direct experience. According to Danan (1992), viewers are more motivated

and eager to understand what is said through the context of anime and movies. Now,

learning vocabulary is considered significantly important as a skill while learning a second

language. Learning vocabulary makes the language adoptable in a short period especially

when it comes to the conscious process of learning. Nonetheless, the whole process takes

a lot of time for many learners. Knowing the process of gathering words in our mental

dictionary is helpful for language instructors when it comes to taking a certain path of

learning.

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As stated in the study by Palmes (2014), there was a big possibility that a student

could change his or her behavior by watching anime based on genre, specific time, and

frequency. The positive effects and benefits of watching anime are that it can help others

enhance their way of communication and their minds to be more imaginative and creative,

become conscious, gain passion, acquire good traits of the hero/heroine, and emulate the

characteristics of their favorite anime. On the other hand, it could still influence them

resulting in bad attitudes which are the negative effects.

Watching Japanese anime series in English offers a multifaceted approach to

language improvement. The exposure to diverse vocabulary, varied pronunciation, and

nuanced content can collectively contribute to a more comprehensive and nuanced

understanding of the English language.

There is significant difference wherein students who have exposure to Japanese animated

films with English subtitles performed better in vocabulary and reading comprehension as

compared to those who did not.

Theoretical Framework

Mayer and Moreno’s (1999) Cognitive Theory of Multimedia Learning states that

deeper learning can occur when information is presented in both text and graphics than by

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text alone. The theory of Multimedia Learning hinges on the presumption that there are

two channels for learning: auditory and visual. These channels are both used to process

information into working memory. This theory is predicated on the theories of cognitive

load and information processing. Cognitive load occurs when extraneous information

completes the processing capabilities of the working memory and therefore interferes with

the learning process. Information processing theory states that information people learn

passes through stages in our memory via a series of processes that allow it to be retained

in long-term memory. Multimedia learning theory is based on the idea that when using

multimedia, it is important to reduce cognitive load and therefore improve the information-

processing capabilities of our memory. Mayer and Moreno (2003) state: “A major

challenge for instructional designers is that meaningful learning can require a heavy

amount of essential cognitive processing, but the cognitive resources of the learner’s

information processing system are severely limited. Therefore, multimedia instruction

should be designed in ways that minimize any unnecessary cognitive load”

Conceptual Framework
The effects of multimedia learning material on students’ academic achievement and

attitudes towards science courses

This research investigated the impact of multimedia learning materials on 5th-grade

students' academic achievement and attitudes toward science courses, focusing on the topic

of "Food and Healthy Nutrition." Employing a pre-test-post-test quasi experimental design,

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a control group, and a convenience sample of 62 students, the study utilized an achievement

test and a science attitude scale as research instruments. The experimental group engaged

with multimedia learning materials, while the control group followed traditional teaching

methods. Analysis through independent-samples t-test, paired-samples t-test, and

ANCOVA revealed significant differences in post-test achievement scores between the

experimental and control groups, with the former performing better. Gender-wise, females

outperformed males in post-test scores. Additionally, there was a significant divergence in

science attitude post-test scores between the experimental and control groups. In summary,

the findings suggest that multimedia learning enhances science education effectiveness.

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SOCIO-
DEMOGRAPHIC
PROFILE
• Age
• SUMMARY PERCIEVED IMPACT
• Sex
• CONCLUSION OF ANIME BINGE-
• Family Monthly
• RECOMMEND WATCHING WITH
Income
ATION ENGLISH SUBTILES
• No. of hours
watching Anime
with English
subtitles

Figure 1 Research Paradigm

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Figure 1 shows the research paradigm of this study. The purpose of this study is to

evaluate second-year BEEd students' vocabulary enrichment by watching anime with

English subtitles. The researchers collected data from respondents to assess the relationship

of the respondents' socio-demographic profile, including the number of hours, on the

vocabulary enrichment of second-year BEEd students through watching anime with

English subtitles on anime sites in terms of proficiency: perceived impact of Anime binge-

watching with English subtitles.

According to this study, students in NEUST-MGT enrich their vocabulary. The

increase in vocabulary is potentially attributed to their engagement with anime websites

such as Anime. As a result of this research, a new hypothesis about vocabulary can be

established. In particular, this paper answered the following questions:

Statement of the Problem

1. How may the profile of the respondents be described in terms of:

1.1.age;

1.2.sex;

1.3. family monthly income; and

1.4.no. of an hour watching anime with English subtitles?

2. How may the perceived impact of watching Anime be developed describe in terms of:

3. Is there a significant relationship between the no. of hours and the perceived impact of

Anime binge-watching with English subtitles?

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Statement of the Hypothesis

There is no significant relationship between the no. of hours watching Anime with

English subtitles and the respondent's vocabulary enrichment.

Scope and Delimitations

This investigation uncovered educational shifts in today's internet age. This article

investigates binge-watching of Anime with English subtitles. This researchers believes that

new theories and instructional approaches emerged over time that embrace distinctive

viewing behaviors like anime sites.

The assessment was especially concerned with the effects of binge-watching Anime

with English subtitles on anime sites among Filipino young people, specifically NEUST-

MGT college students. The study is focused with how binge-watching with English

subtitles affects the student's vocabulary development.

This project's official conduct was limited to Pag-asa District Talavera, Nueva

Ecija, during the first semester of the academic year 2023-2024, and it was completed

during the second semester of the same academic year.

Significance of the Study

This study aims to determine the perceived impact of Anime binge-watching with

English subtitles on Vocabulary Enrichment. Several sectors benefit from the study,

including the following:

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To Students. The results of this study may provide further information regarding how

students' vocabulary grows when they watch anime with English subtitles, which can be

helpful for them in deciding whether or not to use it. This can support the use of and give

students a customized, dynamic learning experience.

To Teachers. Teachers may find this study valuable, as it mayprovide them with insights

into how their vocabulary is developing. It can also tell them that language skills can be

improved by watching anime with English subtitles

To Parents. The findings of this study should help parents become more conscious of how

watching binge-worthy content with English subtitles affects their kids' vocabulary

development. With the advantages of anime viewing, parents may successfully assist their

children in their adventures.

To Administrators. This study may provide some insight into how students on campus

view the effects of binge-watching anime with English subtitles on their vocabulary

development. To address the various requirements of their students, school administrators

can investigate the possibilities of these tools.

To Future Researchers. If more people are ready to look into the effects of binge-

watching anime, this study may provide a solid foundation. This study might be used in

the future as a resource for anyone who wants to delve deeper into similar subjects.

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Definition of Terms

For the reader's benefit, the following terminology have been defined both

theoretically and operationally:

Anime binge-watching- For this research, anime binge-watching refers to the prolonged

and frequent viewing of Japanese animated television series or films with English subtitles

by Bachelor of Elementary Education (BEED) students, beyond typical or moderate

viewing habits, often involving consecutive episodes or extended viewing sessions.

English subtitles- refer to the written text displayed on the screen while watching anime,

providing a translation of the dialogue spoken in Japanese into English. In the context of

this research, participants engaged in binge-watching anime with English subtitles,

implying that they watched anime content with English text captions accompanying the

Japanese audio, facilitating comprehension and language learning.

Perceived impact- in this research context refers to the subjective beliefs, attitudes, and

opinions of the participants regarding the influence of binge-watching anime with English

subtitles on their vocabulary enrichment. This includes their interpretations and

assessments of how watching anime has affected their vocabulary acquisition and

development, as self-reported by the participants in the study.

Vocabulary enrichment- refers to the process of enhancing and expanding one's

vocabulary, typically by learning new words, phrases, and expressions. In the context of

this research, vocabulary enrichment specifically pertains to the improvement or expansion

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of participants' vocabulary as a result of binge-watching anime with English subtitles. This

may involve the acquisition of new vocabulary items, the strengthening of existing

vocabulary knowledge, and the development of a deeper understanding of language usage

within the anime context.

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CHAPTER II

RESEARCH METHODOLOGY

This chapter discusses and describes the methods and procedures to be used in the

study. It covers research design, research locale, respondents of the study, sample and

sampling procedures, data gathering instrument, construction, and administration of

instrument, validation of questionnaire, data collection procedures, research instrument,

statistical treatment of data, and ethical considerations.

Research Design

Ary (2010) posits that research design serves as the researchers’ blueprint for

comprehending a specific group or phenomenon within its contextual framework.

Accordingly, the research design for this study adopts a descriptive approach, employing

a mixed-methods strategy. In quantitative methods research, the process involves the

collection, analysis, and quantitative research methodologies within a single study, offering

a holistic understanding of the research problem. To effectively implement this design, a

comprehensive grasp of both quantitative and qualitative research methods is imperative

(Ary, 2010).

Descriptive research, as elucidated by Gay (1992: 217), involves the systematic

collection of data to test hypotheses or address questions related to the current state of the

subject under study. McCombes (2022) further emphasizes that descriptive research aims

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to meticulously portray a population, situation, or phenomenon, answering questions

related to what, where, when, and how, though not delving into the realm of why.

Survey research design emerges as the most prevalent and efficient methodology

for collecting pertinent data. Surveys, being a subset of descriptive research, enable the

systematic gathering of responses and feedback. In line with the focus of this study on the

Perceived Impact of Anime binge-watching with English subtitles on Vocabulary

Enrichment, the descriptive research method is deemed most fitting. The research involved

selecting a subset of qualified respondents from the population, specifically second-year

students pursuing a Bachelor of Elementary Education at Nueva Ecija University of

Science and Technology – Municipal Government of Talavera for the Academic Year 2022

– 2023.

To collect data, the researchers employed a structured questionnaire designed to

elicit responses relevant to the study's objectives. This survey instrument was administered

to the identified subset of participants, aiming to garner honest and insightful feedback on

the perceived impact of anime binge-watching on vocabulary enrichment.

Research Locale

The Nueva Ecija University Science and Technology Talavera Campus Academic

Extended Venue in Cabanatuan City hosted this study. It runs alongside Talavera National

High School, which is located on Diaz Street in Pag-asa, Talavera Nueva Ecija.

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The school opened on June 8, 2010, with 223 students; it was an extension of

NEUST's mother campus. Mr. Jose M. Pancho, finance officer; Mr. Jose DL. Emana,

registrar; Mrs. Wilma S. Bernabe, secretary/clerk; Mrs. Leonora Valdez, record keeper;

Mr. Rommel Castillo, encoder; and security guards and administrative aides, Mr.

RodelioMaliwat (2008), Mr. Peter Buenaventura, Mrs. Melanie Buenaventura, Mr. Arnel

Balde

An extension campus built in 2008 with the support of Mr. Nerito L. Santos, the

previous Mayor of Talavera. Mr. Santos has seen that there are many promising young

people who want to study but are unable to do so owing to financial constraints. Mr.

Martinez's affection and attention gave the youngsters a new feeling of hope and an

opportunity to accomplish their dreams.

Students are thus referred to as "scholar ng bayan." Furthermore, in recent years,

the job has been passed down to his daughter, Mayor Nerivi Santos Martinez, who will

continue the project until tertiary education in public colleges is free. Bachelor of

Elementary Education, Bachelor of Science in Business Administration, and Bachelor of

Science in Information Technology are among the undergraduate degrees offered by Nueva

Ecija University of Science and Technology Municipal Government of Talavera.

The mentioned institution was chosen so that the researchers could perform the

study and measure the development the vocabulary of students by watching Anime on

Anime sites.

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Figure 2:Map of Nueva Ecija University of Science and Technology Municipal

Government of Talavera

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Respondents of the Study

This study focuses on the perceived impact of anime binge-watching with English

subtitles to the vocabulary enrichment of the second year of Bachelor of Elementary

Education (BEEd) from NEUST – MGT during the Academic Year 2023 – 2024.

The master list of the students was provided by the school registrar. In that list, one

hundred forty-two (142) students were enrolled as second-year BEEd students. The

researchers used purposive sampling. Through the pre-survey ninety-eight (98) students

became the respondents in gathering the data.

The total population of the selected year level is one hundred forty-two (142). The

researchers used purposive sampling to determine the qualified respondents to participate

in the study. Based on the pre-survey, 25 students are the selected respondents from Section

A, 16 students from Section B, 23 from Section C and 34 students from section D with a

total of ninety-eight (98) students in second year BEEd. These students were asked about

their perceived impact of binge-watching of anime with English subtitles to vocabulary

development using the survey questionnaire

Sample and Sampling Procedure

The researchers conducted a pre-survey for NEUST students in order to find the

respondents who are qualified in this study. The respondents are students who have been

watching Anime with English subtitles. This procedure is called purposive sampling.

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Purposive sampling is a technique used in qualitative research to select a specific

group of individuals or units for analysis. Participants are chosen “on purpose,” not

randomly.

Purposive sampling, often referred to as judgment, selective, or subjective

sampling, is a sampling approach where the researchers uses personal judgment to select

respondents from the population. It is a non-probability sampling technique. It takes place

when the researchers selects based on their judgment. Researchers believe that by applying

good judgment and obtaining a representative sample, they may have accurate results and

it may save time and money.

Data Gathering Procedures

1. The researchers sought approval from the Nueva Ecija University of Science and

Technology administrator to conduct a study involving BEEd third-year college students

at NEUST Talavera-Off Campus. Before the study, a pre-survey was conducted to identify

eligible respondents.

2. Upon approval, the researchers submitted the application letter to the NEUST Talavera-

Off Campus school administration and teachers.

3. Before data gathering, the researchers obtained consent from the respondents, ensuring

the confidentiality of their personal information, while only necessary data for the study

was disclosed.

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4. The researchers emphasized the importance of honesty among respondents to ensure the

accuracy of the answers during the explanation phase.

5. Respondents then proceed to complete the questionnaires provided by the researchers.

Construction and Administration of the Instruments

To create a better survey questionnaire, the adviser assigned worked together with the

researchers.

1. The researchers created questions aligned with the title and the statement of the

problem.

2. The instruments that the researchers used were a survey questionnaire and pre-test

and post-test.

3. The content of the questionnaire was checked and validated by the research adviser.

4. The researchers are conducting a pilot testing of the questionnaire on the first-year level

BEEd students.

5. All the necessary changes on the questionnaire were applied after the pilot testing

Validations of Questionnaires

1. The researchers surveyed the socio-demographic profile of the respondents. The

researchers prepared questions via questionnaire which the respondents answered.

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2. The prepared questions by the researchers were answered through a survey

questionnaire. After that, the researchers used descriptive statistics to assess all the answers

of respondents about the perceived impact of binge-watching anime with English subtitles

to vocabulary development.

3. To fill in the standard form of a questionnaire, the comments of the consultant, the

recommendations were directed towards the final instrument.

Research Instruments

Creating a suitable instrument is essential for performing a productive research study. To

use and further arrange this research, the researchers employ the following tools:

Questionnaire

A questionnaire, as defined by Cresswell (2011, p. 382), is a survey form that

allows study participants to select possible answers before a scale is applied. The

respondents were required to choose the option on the scale that best expressed their

thoughts or beliefs regarding the given statement.

Data collection refers to the process of gathering information from a sample of

people based on their responses to survey questions. This form of research survey provides

numerous alternatives for participant recruiting, data gathering, and instrumentation. This

sort of sociological research collects data on people's thoughts and behaviors through

statistical or question-based surveys (Check and Schutt, 2012).

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Names, gender, age, year, family monthly income and the time of day that one

watches anime are examples of profile variables

STATISTICAL TREATMENT OF DATA

In order to facilitate the accuracy and reliability of interpretations of data, the

following statistical tools were used: Pearson R, frequency, percentage, and weighted

mean.

Through the use of survey questionnaires, the data was collected. To create the

results and discussion of the data gathered, it was necessary to add up, tabulate, compute,

and organize the frequency of the percentage system for each item.

Pearson’s Correlation coefficient is the test statistic that measures the statistical

relationship, or association, between two continuous variables. It is known as the best

method of measuring the association, correlation, as well as the direction of the

relationship.

Percentage (P) was computed to determine the proportion of a part to a whole such

as the given number of respondents in relation to the entire population.

The weighted mean is used to describe the degree of respondents’ responses. The

formula of the extraction of the weighted mean is as follows:

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Weighted Mean (WM) refers to the overall average of responses/perception of the

respondents. It is the sum of the product of the frequency of the responses.The numerical

value of its item was determined by the following formula used by Barrientos Tan (2006)

Weighted Mean, Scale and Verbal Interpretation in the Questionnaire

The degree of responses of the respondents to the rating scale is categorized as follows:

WEIGHTED MEAN SCALE VERBAL INTERPRETATION

3.25 - 4.00 4 Highly Applied

2.50 - 3.24 3 Moderately Applied

1.75 - 2.49 2 Slightly Applied

1.00 - 1.74 1 No application at all

Table 1: Weighted Mean, Scale and Verbal Interpretation in the Questionnaire

In this study, the researchers utilize Pearson Correlation to examine the relationship

between the profile of BEEd Second Year Students and intra-formal second-language

learning while watching Anime on Anime sites.

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Ethical Considerations

Voluntary Participation

Voluntary participation is protected as an ethical idea by international law and

numerous scientific principles of behavior. Respondents to this study are free to choose

whether or not to participate without any pressure or compulsion. Every responder has the

option to withdraw from the study at any moment without feeling obligated to do so. There

is no requirement that respondents provide a reason for leaving the study. It is critical to

emphasize to participants that declining to participate has no negative consequences.

Informed Consent

All potential responders in this study received and comprehended all of the

information they required to decide whether or not to participate. This section contains

information on the study's benefits, dangers, funding, and institutional approval.

Informed consent information could include the following:

• The research's objective

• The benefits and drawbacks of joining

• The length of the study

• The researchers’ and the school's chief administrator's names and contact

information.

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Furthermore, the researchers remind the respondents that the information they

supply was kept private and that they may withdraw from the survey at any moment for

any reason. They can also choose not to participate by contacting researchers or the school

administrator.

Confidentiality

All respondents have a right to privacy; thus researchers must safeguard their

personal information for as long as it is stored or used. Protecting data from unauthorized

access, use, disclosure, alteration, loss, or theft is part of the ethical obligation of

confidentiality. The integrity of the research endeavor and the trusting relationship between

researchers and respondents are dependent on the confidentiality commitment being met.

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CHAPTER III
PRESENTATION, ANALYSIS, AND INTERPRETATION OF DATA
This chapter presents the result, analysis, and interpretation of data from the

current study entitled “The perceived impact of binge-watching Anime with English

subtitles to vocabulary development. The results are presented and discussed based on

the sequence of the problem in the statement of the problem.

1. Socio-Demographic Profile of the Respondents

The initial statement of the problem posted in Chapter 1 dealt with the profile

of the respondents in terms of age, sex, family monthly income, and number of hour

watching Anime with English subtitles.

TABLE 1

Age of the Respondents

Age Frequency Percent

19-21 92 94%

22-24 3 3%

25 and above 3 3%

Total 98 100%

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Table 1 shows the age of the respondents. As shown in the table, the respondents

who were 19-21 years old 92 or 93.87 percent is the highest. However, there was only 3 or

3.06 percent of the respondents who were 25 years old and above is the lowest. All in all,

there were 98 respondents in total.

The data shows that most respondents are in 19-21 years old with a frequency of 92
or 93.87 percent.
According to the findings of Jayvee Cuerdo Cebu's study on the self-efficacy of

Filipino college students about demographics (2023), a significant portion of second-year

college students fall within the age range of 18 to 20 years old. This aligns with previous

research by Brown and Jones as well as Smith et al. (2016), which suggests that third-year

university students typically range from 19 to 21 years old. This age distribution reflects

the conventional progression of students from secondary to tertiary education.

Republic Act 10533, also known as the "Enhanced Basic Education Act of 2013,"

stipulates that kindergarten pupils should be five years old upon enrollment, while students

in grade twelve should generally be aged 17 to 18. Consequently, college-bound students

are typically 18 years old or older. The majority of first-year college students are thus 18

or younger, while second and third-year students, constituting the largest student cohort,

predominantly fall within the 19–21 age bracket. This elucidates the prevalence of

respondents aged between 19 and 21 in the study.

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TABLE 2
Sex of the Respondents

Sex Frequency Percent

Male 37 38%

Female 61 62%

Total 98 100%

Table 2 presents the distribution of respondents by gender. It indicates that out of

98 respondents, 61 were female, accounting for 62 percent, while there were 37 male

respondents, making up 37 percent. There were 98 respondents in total.

In brief, the data in the table implies that the female-dominated the number of the

respondents.

According to the study of Sun et al, (2020) it has shown that females are more

inclined to use support forums and to reply to surveys compared to men. Based also on the

list given by the Registrar's Office at NEUST-MGT, since the number of female registrants

is larger than the number of male enrollees, there are more female respondents than male

respondents.

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TABLE 3

Family Monthly Income of the Respondents


Family Monthly Income Frequency Percent

1,000-5,0000 38 39%

5,000-10,000 24 24%

10,000-15,000 32 33%

15,000 and above 4 4%

Total 98 100%

Table 3 presents the respondents according to their monthly household income.

Details regarding the monthly income distribution of the 98 families included in the study.

According to the data, 38 respondents, or 39%, indicated that their monthly incomes were

highest when they were between 1,000 and 5,000 pesos. Additionally, the respondents (4,

or 4% of the total) stated that the lowest family incomes were above 15,000 pesos.

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TABLE 4

No. of hours of watching Anime with English subtitles of the Respondents

No. of hour watching Frequency Percent


Anime with English
subtitles

1-2 hrs 54 55%

3-4 hrs 26 27%

5 hrs and above 18 18%

Total 98 100%

The data presented provides insight into the viewing patterns of a sample group of

anime with English subtitles, as measured by the number of hours spent watching. Most

respondents with a frequency of 54 and 55.10 percent of the overall sample said they

watched anime for 1 to 2 hours. The overall sample said they watched anime for 5 hours

and above in the 'Other' group, indicating various viewing patterns outside of the defined

time spans. This data shows a wide range of viewing durations among respondents,

demonstrating preferences across different time intervals. Overall, it reveals the significant

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interest and involvement with anime material among the studied population, providing vital

data for content developers and distributors in the anime sector.

Furthermore, the number of hours may affect the language acquisition of the

respondents as it determines how long they have been exposed to watching more than one

episode. As stated in the study of Alm (2021), the trend to watch several episodes or even

entire seasons at once is driven by Netflix, as entire seasons are released at once, instead

of daily or weekly episodes, as was customary with traditional TV series. In addition, the

auto-play feature, which automatically progresses from one to the next episode, encourages

viewers to keep watching. It is therefore not surprising that most participants watched more

than one episode at a time, and ended up watching more than the assigned three episodes

2. Vocabulary Development of the Respondents

Table 5

Benefits of Watching Anime to the Vocabulary Development

Perceived Impact of Anime binge-watching Mean Verbal

Interpretation
In Anime binge-watching, I…

1. Believe that watching helps me remember 3.17 Moderately Applied

vocabulary acquisition in other contexts, such as

academic performance.

2. Anime binge-watching improved my academic 3.11


Moderately Applied
performance.

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3. Expand my vocabulary after warching through 2.97 Moderately Applied

listing new words.

4. Motivated to learn new words so I can applied it in


3.05
Moderately Applied
my everyday life.

5. Find myself integrating new words to my 2.96


Moderately Applied

academic tastk and activity

6. Expose myself learning new vocabulary


2.95 Moderately Applied
7. Applied the vocabulary acquisition in essay 2.92 Moderately Applied

writing
2.72
8. Utilize new learning in my recitation Moderately Applied

9. Used new words from watching in my social


2.95
Moderately Applied
media posting

10. Find myself enjoying learning vocabulary 3.03 Moderately Applied

acquisition

3.06 Moderately Applied


11. Express myself learning new words
2.83
12. Conclude that watching contribute to my Moderately Applied

vocabulary acquisition

13. Find myself confident to used new words from 2.61


Moderately Applied
watching

14. Improving my language skills to communicate


2.55 Moderately Applied
foreign people

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15. Used to correct my improper grammar 2.91
2.83 Moderately Applied
16. Enhance my creativity and my visualization
Moderately Applied
2.68
17. Learn to enhance my critical thinking skills Moderately Applied

through lesson from watching

18. Easily understand the question in exam because I 2.95

encountered the unfamiliar words Moderately Applied


2.58
19. Eagerness to understand the high falutin words
Moderately Applied
20. Used to help others to understand unfamiliar words 2.59
Moderately Applied

AVERAGE WEIGHTED MEAN


2.87

Moderately Applied

Table 6 illustrates the perceived impact of binge-watching of Anime with English

subtitles in terms of benefits of watching anime with English subtitles. Based on the results,

item “Believe that watching helps me remember vocabulary acquisition in other contexts,

such as academic performance.” attained the highest weighted mean of 3.17 and interpreted

as "Moderately Applied" while item 14, "Improving my language skills to communicate

foreign people" obtained the lowest weighted mean of 2.55 and can be interpreted as

"Moderately Applied".

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As seen in the result, it can be interpreted that the perceived impact of binge-

watching of Anime with English subtitles in terms of benefits of watching anime with

English subtitles of the respondents acquired an average weighted mean of 3.17 and can

be interpreted as "Moderately Applied".

Moreover, the table clearly infers that watching Anime with English subtitles helps

them to develop vocabulary in terms of benefits of watching Anime with English subtitles.

Table 6

Correlational Analysis Between the Profile of the Respondents and


the Impact of Binge- watching Anime with Subtitle to Vocabulary

Profile Variables Impact of Binge-Watching Anime


Benefits of watching Anime with
English subtitles

Age Correlation Coefficient -.046


Sig. (2-tailed) .652
N 98
Sex Correlation Coefficient -.185
Sig. (2-tailed) .068
N 98
Income Correlation Coefficient -.198
Sig. (2-tailed) .050
N 98
Hours Correlation Coefficient -.071
Sig. (2-tailed) .487
N 98

Legend: ** - Correlation is significant at 0.01 level (2-


tailed)

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Table 6 shows the correlational analysis between the profile of the

respondents and the impact of binge-watching anime with subtitles on vocabulary.

As shown, sex is highly negatively correlated to the challenges of watching anime

with English subtitles by having a correlation coefficient of -.318 with a

significance or p-value of .001. It means that female respondents were more

consistent with the impact of binge-watching anime in terms of the perceived

impact of Anime binge-watching with English subtitles. It implies their preference

for certain genres and storytelling styles, their language proficiency, and simply

their dedication and focus during the challenge.

Overall, there was a limited correlation between the profile of the

respondents and the impact of anime binge-watching with subtitles on

vocabulary. Thus, the null hypothesis, “There is no significant relationship

between the profile of the respondents and their impact of anime binge-watching

with subtitle to vocabulary.” was not rejected. It implies that, generally, the

impact of binge-watching anime with subtitle to the vocabulary of the

respondents had nothing to do with their profile.

On the relationship between the socio-demographic of the second-year

students of the Bachelor of Elementary Education (BEED) and their vocabulary

enrichment, results showed that the sociodemographic profile of the second-year

students of the Bachelor of Elementary Education at Nueva Ecija University of

Science and Technology school has no direct relationship to their vocabulary

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enrichment. It showed that no matter what, the profile of the students has no direct

relationship to the vocabulary enrichment of the students. This also means that

the vocabulary enrichment of the students depends mainly on their eagerness to

learn. It showed that binge-watching anime with English subtitles has nothing to

do with the status of their enrichment.

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CHAPTER IV

SUMMARY, CONCLUSIONS, AND RECOMMENDATION

The study's summary is given in this chapter. It outlines the research question, the

participants, the methodologies, and the conclusion from the findings. It also offered

suggestions that other academics should follow up on, given their primary focus is the

apparent effect of binge-watching English-subtitled anime on vocabulary enrichment.

Summary

This study attempted to determine the perceived impact of anime binge-watching

with English subtitles on the Vocabulary enrichment of BEED students in NEUST-MGT.

The data were gathered from 98 BEED students on the second-year level. To determine the

total number of respondents, the purposive sampling procedure was employed. The

researchers conducted a pre-survey to determine the qualified respondents. A descriptive

method of research was also applied in this study.

The perceived impact of anime binge-watching with English subtitles to

Vocabulary enrichment was dealt with in terms of: How does binge-watching anime

contribute to students' vocabulary enrichment and what impact does binge-watching anime

have on the lives of viewers.

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The results were statistically analyzed using descriptive statistics such as mean,

percentage, and inferential statistical methods such as the Pearson R correlation analysis

which is used to test the relationships between the personal profile of the respondents and

perceived impact of binge-watching of Anime with English subtitles of the respondents.

Summary of Findings

The findings of the study were presented sequentially:

1. Socio-demographic Profile of the Respondents

1.1 Age

The age level with the highest frequency of 92 was within the age bracket of 19 to

21 years old and had a percentage of 93.8 percent.

1.2 Sex

The majority of respondents who were female comprised of 61 or 62.24 percent

however, there was only 37 or 137.76 percent of male respondents. There were 98 in total.

1.3 Family Monthly Income

The majority of respondents said that their monthly income ranges from 1,000 to

5,000, with a total of 38 respondents or 38.80 percent

1.4 No. of hour watching Anime

The majority of the respondents consumed 1-2 hours in watching anime with English

subtitles and had a percentage of 55.10 percent.

2. Perceived Impact of Anime binge-watching with English subtitles to the

Vocabulary Enrichment

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Using a verbal interpretation of "moderately applied," the greatest weighted mean

of 3.17 was attained by the respondents who acknowledged that watching anime had

aided in the enrichment of their vocabulary. Respondents scored 2.55, with a verbal

interpretation of moderately applied, indicating that they are aware that watching anime

may impede the growth of their vocabulary.

3. Significant relationship between watching Anime with English subtitles

and Vocabulary Enrichment of the respondents.

There is no significant relationship between watching anime with English subtitles

and their vocabulary enrichment. Therefore, the null hypothesis which stated that there was

no significant relationship between watching Anime with English subtitles and Vocabulary

enrichment of the respondents is not rejected.

Conclusion

1.The results of this study make it clear that the respondents' sociodemographic

profile had a major impact on how engaged they were with binge-watching anime with

English subtitles and how much of an impact they thought it had on vocabulary

enrichment. To begin with, a significant proportion of respondents were between the ages

of 19 and 21, suggesting that young adults were well-represented in our sample.

Furthermore, a greater percentage of female respondents than male respondents was

found, indicating the possibility of gender variations in anime watching preferences.

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Furthermore, the information showed that a sizable portion of the respondents were from

households earning between 1,000 and 5,000 pesos per month. The availability of

resources for language acquisition outside of anime viewing may be impacted by this

socioeconomic issue. Regarding watching habits, the majority of participants stated that

they watched anime with English subtitles for one to two hours.

2.This moderate degree of engagement points to a well-rounded method of

information consumption, which might permit active vocabulary assimilation.

Additionally, respondents' perceptions of how anime binge-watching affected their

vocabulary enrichment differed. Although most people agreed that it had a favorable

impact, several people were worried about possible obstacles to vocabulary expansion.

This nuanced viewpoint emphasizes the intricate connection between media use and

language acquisition.

3. In conclusion, this research offers significant perspectives on the interaction of

sociodemographic variables, viewing preferences, and the perceived influence of binge-

watching anime with English subtitles on vocabulary expansion. To further understand

these dynamics and develop focused language acquisition strategies, more study is

necessary.

Recommendations

Based on the aforementioned findings and conclusions, the following

recommendations are hereby offered:

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1. To improve vocabulary acquisition, encourage BEED students to investigate

a range of anime genres and styles. Students' language abilities can be enhanced by

exposure to a wider variety of terminology in diverse contexts, which can be achieved

through broadening their viewing content.

2. Provide applications or interactive learning resources that enhance the

viewing experience of anime with English subtitles. Features like word games, vocabulary

tests, and interactive subtitles are a few examples of these technologies that let students

actively participate with the language material while watching anime.

3. Provide additional tools to assist BEED students in their language learning

journey, such as study aids, online forums, or lists of vocabulary. These materials can

support vocabulary development outside of anime binge-watching sessions by offering

more context, explanations, and discussion starters.

4. Include in BEED curriculum or language courses efficient ways for learning

languages, such as mnemonic devices, contextual learning, and spaced repetition. By using

these techniques, students can enhance their vocabulary application and retention while

also reaping the rewards of binge-watching anime with English subtitles.

5. Students in BEED should be encouraged to critically evaluate their

experiences learning a language and their viewing habits of anime. Encourage students to

think about the benefits, drawbacks, and effects of binge-watching anime with English

subtitles on vocabulary acquisition through conversations or reflection exercises. This

helped them build a deeper knowledge of the learning process.

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By putting these suggestions into practice, teachers and language professionals

can assist BEED students in using anime binge-watching with English subtitles as an

effective way to expand vocabulary and improve language skills.

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APPENDIX A
REQUEST LETTER FOR VALIDATION

MYLENE F. DE GUZMAN, LPT, MAED


Instructor

Dear Sir/Ma’am:

Good day.

We, the undersigned, are 3-A pursuing a degree in Bachelor of Elemnetary Education and are
currently enrolled in Research in Education 2:I Undergraduate Thesis.

This is to humbly request your service and expertise to serve as an INSTRUMENT VALIDATOR
for our thesis entitled The Perceived Impact of Anime Binge-watching with English
Subtitles to the Vocabulary Enrichment of . We believe that your knowledge and insights
will be valuable and will greatly enrich our work. Attached herein is the copy of our Research
Proposal/Concept Paper, Survey Questionnaire and Interview Protocols for your perusal.

Thank you for your consideration and we hope you will be able to fulfill our request.

Sincerely yours,

Dela Cruz, Patricia Mae J.


Villanueva Rose Ann L.
Octavio Francis Adrian B.
Researchers

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APPENDIX B
LETTER FOR PRINCIPAL AND CAMPUS ADMIN

ERICSON L. NEPOMUCENO
BEEd Program Head

Dear Sir,

We are writing to request permission to conduct a pilot survey titled “THE PERCEIVED

IMPACT OF ANIME BINGE-WATCHING WITH ENGLISH SUBTITLES TO THE

VOCABULARY ENRICHMENT” at Nueva Ecija University of Science and Technology-

Municipal Government of Talavera (NEUST-MGT). This survey aims to gather insights on the

perceived impact of watching anime with English subtitles on the vocabulary enrichment of 2nd-

year BEED students. Your approval for this initiative would be greatly appreciated.

The pilot phase will assess question clarity and participation ease. We assure

confidentiality and will use data solely for improvement purposes.

Thank you for your consideration.

Sincerely yours,

Dela Cruz, Patricia Mae J.


Villanueva Rose Ann L.
Octavio Francis Adrian B.
Researchers

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APPENDIX C
Letter to the Respondents

BEED STUDENTS

NEUST-MGT

Pag-asa District Talavera, Nueva Ecija

Dear Respondent,

Greetings!

The undersigned are presently undertaking research “The Perceived Impact of Anime

Binge-watching with English Subtitles to the Vocabulary Enrichment” leading to

the Degree of Bachelors of Elementary Education - Major in General Education.

In line with this, we are soliciting your valuable assistance by answering the attached
questionnaire sincerely and accurately. We assure you that your responses will be treated
with outmost confidentiality.

Thank you very much for your support and cooperation.

Respectfully yours,

PATRICIA MAE J. DELA CRUZ

ROSE ANN L. VILLANUEVA

FRANCIS ADRIAN B. OCTAVIO

Recommending approval

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MYLENE F. DE GUZMAN MYLENE F. DE GUZMAN


Research Instructor Research Adviser

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APPENDIX D

QUESTIONNAIRE

“THE PERCEIVED IMPACT OF ANIME BINGE-WATCHING WITH ENGLISH

SUBTITLES TO THE VOCABULARY ENRICHMENT”

Dear students,

We are the students’ researchers from Nueva Ecija University of Science and

Technology. As part of the curriculum we are required to do a survey on“THE

PERCEIVED IMPACT OF ANIME BINGE-WATCHING WITH ENGLISH

SUBTITLES TO THE VOCABULARY ENRICHMENT”

This survey contains 20 questions for perceived impact of anime binge-watching

with English subtitles to the vocabulary enrichment. All the responses given by you will

be kept confidential and used for academic purposes only.

I. Socio-demographics Profile

Name: __________________ (optional)

Sex: Male Female

Age: 18 and below 19-21

22-24 25 and above

Family Monthly Income:

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₱1,000-₱5,000 ₱10,000-₱15,000

₱ 5,000-₱10,000 Other (specify): _______

No. of hours of watching Anime with English subtitles:

1hour- 2hours

2hours- 3hours Other (specify): ______

II. Questions

Direction: Answer the questionnaire honestly by checking (√) the

appropriate application by watching Anime with subtitles into English

language.

4- Highly Applied

3- Moderately Applied

2- Slightly Applied

1- No Application at All

Percieved Impact of Anime binge-watching 4 3 2 1


with English subtitles

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1. Believe that watching helps me remember
vocabulary acquisition in other contexts, such as
academic performance.

2. Anime binge-watching improved my


academic performance

3. Expand my vocabulary after watching

through listing new words.

4. Motivated to learn new words so I can

applied it in my everyday life.

5. Find myself integrating new words to my

academic task and activity.

6. Expose myself learning new vocabulary.

7. Applied the vocabulary acquisition in essay

writing.

8. Utilize new learning in my recitation.

9. Used new words from watching in my social

media posting.

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10. Find myself enjoying learning vocabulary

acquisition.

11. Express myself learning new words.

12. Conclude that watching contribute to my

vocabulary acquisition.

13. Find myself confident to used new words

from watching.

14 Improving my language skills to communicate

foreign people

15. Used to correct my improper grammar.

16. Enhance my creativity and my visualization

17. Learn to enhance my critical thinking skills

through lesson from watching.

18. Easily understand the question in exam

because I encountered the unfamiliar words

19. Eagerness to understand the high falutin

words

20. Used to help others to understand unfamiliar

words.

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APPENDIX E:
Sample of Encoded date

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Appendix E
Documentation

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Appendix F
Documentation

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Appendix G
Request to English Critic
MYLENE F. DE GUZMAN, MAED, LPT
Instructor, NEUST- Talavera Off-Campus

Dear Sir/Ma’am:

Good day.
We, the undersigned, are 3rd Year pursuing a degree in Bachelor of Elementary
Education and are currently enrolled in EED 20 Research in Education: Undergraduate
Thesis.
This is to humbly request your service and expertise to serve as a LANGUAGE EDITOR
for our thesis entitled: The Perceived Impact of Anime Binge-watching with English
Subtitles to the Vocabulary Enrichment. We believe that your knowledge and
expertise will be valuable and will greatly enrich our work. Attached herein is the copy of
our Research Proposal/Concept Paper for your perusal.

Thank you for your consideration and we hope you will be able to fulfill our request.

Sincerely yours,

DELA CRUZ, PATRICIA MAE J.

VILLANUEVA, ROSE ANN L.

OCTAVIO, FRANCIS ADRIAN B.

Researchers

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Acceptance Letter

MARCIANA C. SORIANO
Campus Administrator

Thru: KING ARDEE N. MIGUEL


Chair of Research, Extension, and Training

MYLENE F. DE GUZMAN
Instructor, Methods of Research & Undergraduate Thesis

Dear Madam:

I am delighted to confirm my ACCEPTANCE as the LANGUAGE EDITOR of the following


title and group of student researchers:

Title of the Study:


The Perceived Impact of Anime Binge-watching with English Subtitles to the
Vocabulary Enrichment
Program: Bachelor of Elementary Education

Names of Student Researchers:

DELA CRUZ, PATRICIA MAE J.

VILLANUEVA, ROSE ANN L.

OCTAVIO, FRANCIS ADRIAN B.

As such, I will do my responsibilities as LANGUAGE EDITOR for the betterment of their study.

Thank you.

Yours sincerely,

MYLENE F. DE GUZMAN, LPT, MAED


Language Editor

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CERTIFICATE OF LANGUAGE
EDITING
This certificate confirms that the manuscript entitled The Perceived Impact of Anime
Binge-watching with English Subtitles to the Vocabulary Enrichment by Dela
Cruz, Patricia Mae J., Villanueva, Rose Ann L., Octavio, Francis B., of Bachelor of
Elementary Education has been edited by the undersigned.

Grammar, spelling, punctuation, sentence structure, and phrasing were only some of the
aspects and issues corrected.

Neither the research content nor the student researchers’ intentions were altered in any way
during the editing process.

MYLENE F. DE GUZMAN, LPT, MAED


Language Editor

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Appendix H:
Letter Request to Statistician
JOHN A. RUIZ
Designation and Affiliation

Dear Sir/Ma’am:

Good day.
We, the undersigned, are pursuing third year degree in Bachelor of Elementary
Education and are currently enrolled in Research in Education 2: Undergraduate
Thesis

This is to humbly request your service and expertise to serve as a STATISTICIAN for
our thesis entitled: “The Perceived Impact of Anime Binge-watching with English
Subtitles to the Vocabulary Enrichment”.

We believe that your knowledge and expertise will be valuable and will greatly enrich our
work.
Attached herein is the copy of our Research Proposal/Concept Paper for your perusal.
Thank you for your consideration and we hope you will be able to fulfill our request.

Sincerely yours,
Patricia Mae J. Dela Cruz Rose Ann L. Villanueva

Francis Adrian B. Octavio

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Acceptance Letter

MARCIANA C. SORIANO
Campus Administrator

Thru: KING ARDEE N. MIGUEL


Chair of Research, Extension, and Training

MYLENE F. DE GUZMAN, MAED, LP


Instructor, Methods of Research & Undergraduate Thesis

Dear Madam:

I am delighted to confirm my ACCEPTANCE as the STATISTICIAN of the following title and


group of student researchers:

Title of the Study:

The Perceived Impact of Anime Binge-watching with English Subtitles to the


Vocabulary Enrichment
Program:
Bachelor of Elementary Education

Names of Student Researchers:

DELA CRUZ, PATRICIA MAE J.

VILLANUEVA, ROSE ANN L.

OCTAVIO, FRANCIS ADRIAN B.

As such, I will do my responsibilities as a STATISTICIAN for the betterment of their study.

Thank you.

Yours sincerely,

JOHN D. RUIZ
Statistician

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CERTIFICATE OF STATISTICAL
TREATMENT
This certificate confirms that the manuscript entitled The Perceived Impact of Anime
Binge-watching with English Subtitles to the Vocabulary Enrichment by
Patricia Mae J. Dela Cruz, Rose Ann L.Villanueva, Francis Adrian B. Octavio of
Bachelor of Elementary Education has been edited by the undersigned.

Further, the aforementioned manuscript and the student researchers were assisted with the
following:
● designing processes for data collection;
● analyzing and interpreting data;
● identifying relationships in the gathered data; and
● assisting in decision making.

JOHN D. RUIZ
Statistician

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Appendix I
Curriculum Vitae

CURRICULUM VITAE

Patricia Mae J. Dela Cruz


San Pascual, Talavera, Nueva Ecija

Date of Birth : May 29, 2003


Place of Birth : Talavera, Nueva Ecija
Sex : Female
Civil Status : Single
Nationality : Filipino
Age : 20
Religion : Roman Catholic
Mother : Mary Jane J. Dela Cruz
Father : Ronald A. Dela Cruz

EDUCATIONAL BACKGROUND
Primary : San Pascual Elementary School
2009 – 2015
Junior High School : Sto. Domingo National Trade School
2015 – 2019
Senior High School : ASKI Skills and Knowledge Intstitute Inc.
2019 – 2021
Tertiary : Nueva Ecija University of Science and Technology –
Municipal Government of Talavera

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CURRICULUM VITAE

Rose Ann L. Villanueva


Umangan Aliaga, Nueva Ecija

Date of Birth : July 13, 2003


Place of Birth : PJG Cabanatuan City, Nueva Ecija
Sex : Female
Civil Status : Single
Nationality : Filipino
Age : 20
Religion : Born Again
Mother : Teresa L. Villanueva
Father : Edwin R. Villanueva

EDUCATIONAL BACKGROUND
Primary : Umangan Elementary School
2009-2015
Junior High School : Umangan, National High School
2015 – 2019
Senior High School : Umangan National High School
2019 – 2021
Tertiary : Nueva Ecija University of Science and Technology –
Municipal Government of Talavera

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CURRICULUM VITAE

Francis Adrian B. Ocatvio


Maestrang Kikay, Talavera, Nueva Ecija

Date of Birth : August 9, 2002


Place of Birth : PJG, Cabanatuan City
Sex : Male
Civil Status : Single
Nationality : Filipino
Age : 21
Religion : Catholic
Mother : Adelaida B. Octavio
Father : Felipe B. Ocatavio

EDUCATIONAL BACKGROUND
Primary : Talavera Central Elementary School
2008-2014
Junior High School : Talavera National High School
2014-2018
Senior High School : Talavera National High School
2018-2020
Tertiary : Nueva Ecija University of Science and Technology –
Municipal Government of Talavera

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