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Research The Lived Experiences of Online Gamers 1
Research The Lived Experiences of Online Gamers 1
Research The Lived Experiences of Online Gamers 1
ADAJAR, EUNICE G.
AYDAON, KATHLEEN E.
BUMAGAT, ARN D.
CABALAN, JONATHAN
DELA CRUZ, ALEXANDRA S.
ESPUERTA, DAPHNE D.
GERCAN, JAMYRTLE
GRUTA, JAMES HAROLD P.
GO, PAULA S.
VIDAL, SOPHIA CARYL B.
June 2023
ii
APPROVAL SHEET
This Practical Research 1- Qualitative Research study entitled: " THE LIVED
EXPERIENCES OF ONLINE GAMERS” in partial fulfillment of the requirements in
Practical Research 1 subject, prepared and submitted by Eunice G. Adajar, Kathleen E.
Aydaon, Arn D. Bumagat, Jonathan P. Cabalan, Alexandra S. Dela Cruz, Daphne D.
Espuerta, Jamyrtle Gercan, James Harold P Gruta, Paula S. Go, Sophia Caryl B. Vidal has
been examined, accepted and recommended for Oral Examination.
PANEL OF EXAMINERS
APPROVED by the Panel of Examiners at the Oral Defense at Agusan National High
School- Senior High School, Corner T. Sanchez Street and San Francisco Street, Butuan City
with a grade of PASSED.
___________________________
Chairman
___________________________ ____________________________
Member Member
ELMER R. ANDEBOR
Academic Track Head- STEM/ ABM
ACKNOWLEDGMENT
The researchers would like to extend their sincere thanks and gratitude to the following
persons who had made their research study possible and successful.
Dr. Jenny Lyn T. Nalupa, ANHS- SHS Practical Research Group Head and practical
research 1 Adviser, for her expertise, brilliant ideas and treasured suggestions for the completion
and perfection of this research.
_____________________________, the Chairman and Content Expert, for her expertise
and excellent ideas on the subject and unceasing guidance and suggestions all throughout the
conduct of the study.
_____________________________, the Grammarian Expert and one of the best panels,
who give her exceptional expertise and suggestions in the appropriateness and coherence flow of
the presentation of ideas that motivate the research to do their best.
_________________________, the Technical Expert and one of the best panels, for
his valued technical assistance that improved the research study with high standard.
Mr.&Mrs.Rominito Adajar, Mr.&Mrs. Albert Aydaon, Mr.&Mrs.Donito Bumagat,
Mr.&Mrs.Jimmy Cabalan, Mr.&Mrs.Jai Ali Dela Cruz, Mr.&Mrs. Regelio Espuerta,
Mr.&Mrs.Gercan, Mr.&Mrs. Ruel Gruta, Mr.&Mrs. Argie Go, Mr.&Mrs. Cyros Vidal,
the researchers’ parents that supported theresearchers’s interns of financial needs and give the
motivationon to finish the research study.
Almighty God, the source of everything, for giving the researcher’s knowledge and
wisdom, good health, and protection to survive and accomplished their research study.
The Researchers
iv
DEDICATION
The Researchers
v
Keywords:
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TABLE OF CONTENTS
Page
TITLE PAGE i
APPROVAL SHEET ii
ACKNOWLEDGEMENT iii
DEDICATION iv
ABSTRACT v
TABLE OF CONTENTS vi
Chapter
1 INTRODUCTION 1
Introductory Paragraphs 1
Theoretical/Conceptual Framework 4
Statement of the Problem 11
Significance of the Study 12
Scope and Limitation of the Study 13
Definition of Terms 14
II LITERATURE REVIEW 15
IV RESULTS 29
V DISCUSSION ---
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BIBLIOGRAPHY ---
APPENDICES ---
G Documentation ---
Online games are technically video games at can be played on Smartphones, Laptops,
Computers, or any advanced technology with a connection through the internet or any other
computer network available (Aviso, et.al 2020). Students that play online games indicate both
positive and negative behavior. Positive behavior is having lots of friends so that students can
communicate, interact, and exchange ideas, increasing students' insight. Negative behavior, such
as putting off schoolwork and obtaining internet games during class hours, makes students
sluggish to study. Most students who play games have problems that lead to socially
inappropriate behavior, for example, when playing games, students are frequently hitting the
table, kids have a tendency to unproductive study, students occasionally become annoyed, don’t
have any concern about empathy, deliver harsh words without respect for the environment
around them, does not seem to get ready to take lessons, frequently shows up late to school, and
likes to be preoccupied themselves whenever learning during class (Hanafie, Bakhtiar, &
Darmawati 2022).
Due to a lack of time management, academic performance can decrease. Others may lose
motivation and begin delaying (Nolan, 2023). This may be observed in the proportion of students
who show poor behavior, this is because these students are influenced by online games, which
practically all students enjoy and frequently play. Because of their uncaring attitude
toward education, health, and social life, all of this causes parents to be concerned about their
children. Of certainly, when using the internet, everyone must be cautious about the
consequences. Because information and communication gained over the internet must have a
global aspect, this effect draws the attention of every aspect of society (Hanafie, Bakhtiar, &
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Darmawati 2022).
The researchers perceived that online games have a variety of reasons why individuals
enjoy playing online games. It can be an escape from the real world, make yourself enjoy life
with technology and games on the internet, or be a stress reliever. As explained by Rajathi &
Ravisankar (2022), Among individuals, the most often used leisure activity is online gaming. For
most people, online gaming is one of the most enjoyable hobbies they can have, especially for
teenagers, young adults, and students. Some people hold the view that playing online games can
be a stress reliever, a challenge and competition, relaxation, enjoyment, social interaction, and
even mentally escaping from the real world. Because of the burden, online gaming is frequently
The purpose of this study is to find out the influence of online games on the behavior of
Agusan National High School-Senior High School students. The study intends to understand the
experiences and struggles of students exposed to online games and their influences on students’
behavior.
3
Theoretical/Conceptual Framework
context. This distinguishes motivation in terms of autonomy and control. Experiments examining
the effects of extrinsic rewards on intrinsic motivation sparked the theory's development (Deci,
et.al, 2012). And according to Uysal, Ascigil, & Turunc (2017), the hypothesis differentiates
between it distinguishes between intrinsic and extrinsic motivation and lists three fundamental
psychological demands that are necessary for well-being. People who are intrinsically motivated
do things because they find the activity interesting, enjoyable, and consistent with who they are.
People who are extrinsically motivated, on the other hand, participate in an activity because it
helps them win rewards or avoid penalties. An individual’s capacity to make decisions and
run their own life is referred to as self-determination. When you are self-determined, you feel
more in charge than when you are not, which may make you feel as though other people are
running your life. It claims that three inborn (and common) psychological requirements drive
people to develop and evolve. This theory places a lot of emphasis on the idea of intrinsic
motivation, which is defined as engaging in conduct for its own sake. The capacity for decision-
self-determination theory, all humans have three basic psychological needs that underpin growth
and development: autonomy, competence, and relatedness. Autonomy is the feeling of having a
choice and willingly endorsing one's behavior. Feeling compelled or controlled in one's behavior
is the inverse experience. Competence is the experience of mastery and effectiveness in one's
activity. Finally, relatedness refers to the desire to feel connected to others and a sense of
belonging (Center for Community Health & Prevention, 2023). While people are often motivated
to act by external rewards such as money, prizes, and acclaim (known as extrinsic motivation),
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gain knowledge or independence (intrinsic motivation) (Cherry, 2022). In online games, most of
the students struggle to control their own behavior that leads to affecting their personal activities.
Because of this, they feel isolated or detached from the real world of too much game exposure.
Technically, being intrinsically motivated is one of the factors why gamers prefer online gaming,
due to the enjoyment and fun it brings to the person, and how it interests them. Online games
give a player a kind of satisfaction that makes them determined in gaining lots of online gaming
impulses. Self-regulation or self-control is the process of reducing the intensity and/or frequency
of those impulses by managing or handling stress and negative environmental impact. Self-
regulation practices enable self-control (Miller, 2020). In relation to online games, students who
have self-control develop a lesser risk of game attachment or game addiction that may develop in
their teenage years or adulthood. Without self-control, they may prioritize gaming first before
academic responsibilities. Student gamers tend to forget the need to take a break and do not
realize how long they have been playing a game, mainly because they are too preoccupied with
the fun and enjoyment they are having at the moment. Lacking self-control can drag them down
and may result to procrastination when it comes to academic performance. As stated in Safarina
& Halimah’s (2019) research, self-control has a markedly inverse relationship with addiction to
internet gaming. Accordingly, early-adult gamers who have poor self-control are more likely to
Cognitive Theory. Cognitive theories are distinguished by their emphasis on the idea
that how and what people think causes emotional arousal, and that certain thoughts and beliefs
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lead to disturbed emotions and behaviors while others lead to healthy emotions and adaptive
behavior
(DiGiuseppe, David, & Venezia 2016). The emotional state has a negative impact on self-
efficacy and learning motivation, whereas self-efficacy will have a positive impact on learning
motivation, social support will have a positive impact on self-efficacy, and learning motivation
and self-efficacy will both have a good impact on learning performance (Chen & Tu, 2021). As
to online games, game players or students may have disturbed emotions or behaviors based on
how they handle their gameplay. Some players or students react in a positive way as playing
games serve as their stress reliever, while others react violently. Some of these factors may affect
students’ academic performances, still depending on how they react, they may feel tired,
exhausted, tired, and drained when accomplishing academic responsibilities. Several mental
health conditions are referred to as behavioral addictions. Even if they engage regularly in a
behavior that is harmful, they cannot avoid participating in it. Addiction to shopping and gaming
are common behaviors. Such as addiction and rash stealing. Addiction to video games is one of
the most prevalent behaviors. A game puts our cognitive abilities to the test in performance in
other tasks requiring some activities increases. Playing video games can foster a person's
cognitive abilities, such as their capacity for problem-solving and attention allocation skills,
spatial abilities, planning abilities, etc. Video games often teach problem-solving and strategy
development by having the player answer progressively more challenging puzzles when it comes
frequently present, which facilitates speed and decision-making. According to certain research,
young people use video games to improve their inventiveness (Yadav, 2021). Additionally, in
Van Eck’s (2010) study, in today's digital culture, the concept that games might improve
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problem-solving and critical thinking is commonly recognized, yet the influence of video games
Figure 3.3 shows the flow of the study. It started with the Research activities.
First the researchers formulated the research title. Next, the researchers constructed the statement
of the problem based on their title and chosen content. After that, the researchers formulated
their guide interview questions, then the proponents started constructing their chapters 1, 2, and
3. Wherein the first chapter consists of the introductory paragraph, theoretical framework,
statement of the problem, significance of the study, scope, and limitation of the study, and
definition of terms. Chapter 2 it consists of the review of related literature, lastl,y in chapter 3 it
consists of design and methodology, Overall Approach and Rationale, Site and Population
Selection and Sampling Strategies. Access, Role, Reciprocity, Trust, Rapport Ethical and
Trustworthiness and Credibility. After completing the said steps and process, the researchers will
have their proposal oral defense followed by the revision of paper based on the panel of
followed by seeking for approval, then the conduct of interview is approved When the conduct of
interview is approved the transmittal and translation of the participant's responses will be
followed Subsequently, the responses of the participants for categorizing in themes will be done,
including the chapter 4 (results) and chapter 5, discussion As a result, the practical research 1 of
qualitative research will be complete, prepared for final oral defense, the complete research
paper will be printed into hardbound copies. Finally, the hardbound copies will be ready for
submission
Thus, our research teacher's contributions and engagement are simply checking
everything the researchers have done for the proposal and final defense that has been approved
and guided. While the group head’s contributions and involvement will be the approval for the
researchers' study, both proposal and final, to monitor and supervise the flow of research
activities, and finally offer the final approval needed in collaboration with the school authorities
which is the proposal research group head, the track head, the assistant principal, and the
The aim of this study is to determine the relationship of online games to the student
1.) What are the factors that cause students to play Online Games?
3. How do students cope up from the struggles of their experience when playing online games?
The findings of this study will serve as an insight or eye-opener into the lives of public
high school students and teachers in Agusan National High School through examining and
determining the experiences of students exposed to online games. The researchers aim to
establish the awareness of the public high school teachers and students of Agusan National High
School of the influence and possible risks of Online Gaming on the behavior of students.
This certain study is the dominant target to determine the effect of Online Games on the
behavior of students in Agusan National High School. We, researchers, believe that the
ANHS- Administrators. This study will give them a cognition of how online games can
really affect a students life that easily including the behavior of the students life that easily
ANHS Teachers. This will give them a heads-up to those students who allegedly to play
online games and give an action for the possible outcome of the behavior of the students.
Parents. This study will help them be aware of the benefits and unfavorable effects of
online games on the growth, learning, and behavior of their children, as well as help parents be
able to guide their children to responsible uses of the internet and give proper guidance and
Students. This study will help the students of ANHS to be sensible and aware of the
The Researchers. The researcher will be helped as well as they will be mindful of the
Future Researchers. This study's findings will serve as a foundation and resource for
This research study covers only the public high school students in Agusan National High
School, located on T. Sanchez Street, Butuan City, Mindanao, Philippines. The aim of this study
is to explore the lived experiences of selected grade 11 students under each strand, STEM, ABM,
and HUMSS. This study focuses on finding out the lived experiences that the participants
undergo particularly on the factors why participants indulged in online games, the influence on
their behavior, and the impact on their academic performance. Recent studies and researchers
will be used as a reference in finding out what affects the behavior and academic performances
Definition of Terms
Behavior. This is the way in which a student acts or behaves oneself particularly in
school, and especially to others (socially inside or outside the classroom) when playing online
games. The way in which one acts or conducts oneself, especially toward others.
High School Students. This is the secondary students and their relationship or
engagement when it comes to online games. A school attended after elementary school or junior
high school usually consists of grades 7 through 12.
Influence. Having an effect on behavior or someone’s character. It defines the influences
of digital games on students as a gamer.
Negative. Marked by denial, prohibition, or refusal, also marked by absence,
withholding, or removal of something positive. A statement that describes a person, attitude, and
situation’s disagreement, denial, or lack of positivity.
Online Games. A video game that is played through the internet, provides a variety of
benefits and disadvantages to student's school achievements and behaviors. Online gaming is
simply the playing of a video game over the internet, usually with friends. Online games can be
played on any number of devices from dedicated video game consoles such as PlayStations,
Xboxes, and Nintendo Switches, to PCs, laptops, and mobile phones. Online gaming provides
many benefits.
Phenomenological study. A study that explores people’s lived experiences of a
phenomenon especially their experience in online gaming and its effect on their student lifestyle.
Phenomenological research is a qualitative research approach that seeks to understand and
describe the universal essence of a phenomenon.
Positive. It is characterized by or displaying affirmation or acceptance or certainty. It
characterized the person’s attitude or situation in relation to Online Games with good feedback
or great influence.
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Chapter II
This chapter presents the local and international related literature and studies that are
relevant to the present study to make it more valid and reliable. This chapter aims to add related
information pertaining to the researcher’s chosen topic, while also accounting for similar studies
Factors That Cause Students to Play Online Games. It is, without doubt, the fact that
online gaming drags students in with its wonderfully represented artificial virtual worlds and
multiplayer capabilities. The appeal of these games, though, extends far beyond virtual quests
and survival tasks. Online games are purposefully made for dealing with our often unfulfilled
psychological needs (Digital Platforms and Devices, Digital Ready Hub, 2021).
Students play online games because they feel rewarded. First, playing video games
triggers the release of dopamine. Based on a theory, dopamine is the feel-good neurotransmitter
associated with reward and pleasure. By using this with moderation, it can be a good thing used
to release stress. Dopamine plays a crucial role in many important cognitive and neurological
functions. However, extracting too much dopamine may have a high chance of give problems
like obesity, addiction, and compulsive behaviors. Balancing a student’s gaming habits with
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other dopamine-boosting activities, such as regular exercise, listening to music, and getting
enough sleep.
The second reason why a student or a child play video games is that it helps a student feel
competent. Every time a student accomplishes a level or wins a battle, they get an instant
confidence boost. It is one of the reasons why many games are based around levels that become
increasingly difficult, but not impossible to overcome. Last, online games make a student feel
autonomous. They are allowed to express their creativity by creating a world of their own.
Another reason is that online games make students feel connected. Without interacting
physically, students can still communicate with others by using multi-player games (Digital
Another finding by O'Brien (2021) the reason why people play online games is The
Visual Appeal. The method by which the games are made is undoubtedly one of the most
striking aspects that grabs the attention of the majority of players. One of the most alluring
aspects of the game that has the ability to draw in every type of player is its aesthetics. The
second reason is The Competitive Side. Another interesting thing that has managed to attract so
many players is the competitive approach that the majority of online games have to offer. The
competitive atmosphere that is offered by the majority of online games is another intriguing
Another reason why people are attracted to online gaming is the Gaming Community and
Streaming Options. Players from all around the world can easily communicate and build a
relationship with other players that allows them to share their skills and motivate another person
to play online gaming. Many people appreciate watching streams since the player’s personalities
and the intriguing game techniques that they are employing fascinate them.
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In addition to this reason is a study by National Institute on Drug Abuse (2022) where
researchers discovered that children play online games for more cognitive improvement.
Students who admitted to playing video games for three or more hours a day performed both
cognitive tests faster and more accurately than kids who never played. They also noticed that the
differences in brain activity between the two groups matched the differences in cognitive
function. Children who played video games for three or more hours per day had increased brain
activity in areas of the brain related to attention and memory than children who never played,
according to functional MRI brain imaging studies. In other circumstances, children who played
video games for at least three hours per day had more activity in the visual regions of the brain
and more activity in the frontal brain areas associated with greater cognitive demands. The
authors also stress that their findings do not support the idea that children should have
unrestricted access to TV, computers, or smartphones and that results are likely highly dependent
on the activities that children choose to perform. For instance, they speculate that different video
game genres, such as action-adventure, puzzle-solving, sports, or shooting games, may have
varied effects on neurocognitive development; however, this degree of specificity regarding the
Nevertheless, based on the study by Eskasasnanda (2017) the development of science and
technology causes many changes in all fields, including the form of popular games among
Indonesian junior and senior high school students. Traditional outdoor or indoor games have
been replaced by modem games such as online video games. This article examines the causes
and consequences of online video game playing among Malang Junior and Senior High School
students. According to the findings of this study, pupils engage in video games online due to peer
pressure, and online video games are preferred for the reason that they are modern, practical,
realistic, and diverse. Students initially play online video games to relieve fatigue from
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schoolwork, but they soon become hooked. Once this condition is tolerated it becomes difficult
place where children or students develop skills to learn. From their chosen genre, children can
develop various learning abilities that may enhance their thinking. The amount of time the
students spend entirely playing online games will have an impact on their behaviors. Students
frequently engage in both positive and negative behavior whenever playing online games.
Having a large group of friends allows students to interact with one another, communicate, and
share ideas, which helps the students gain more knowledge. Students that engage in bad habits
like procrastinating with their homework or playing online games during class are likely to be
uninterested to learn.
Online games have reportedly become the most popular type of game among adults,
teenagers, and even young children who are still developing and growing mentally, based on
Fuad (2017). Online games have a significant impact on children specifically on their behavior,
loneliness, and a lack of socialization skills are a few detrimental effects on social development.
Other than that, the advantages of this online game include habituating kids to be responsible,
sociable, imaginative, and self-controlled, as well as hardworking and sharing. In terms of social
growth, online games influence children’s cognitive development, for several situations, most of
the children that plays the online game online have a much stronger memory, and better
problem-solving skills, critical thinking, the capability to synchronize their brains, higher
vocabulary and literacy rate, hands, and their eyes have better coordination and they have a
On the contrary, most students who play games have problems that lead to socially
deviant behavior, for example, a lot of time spent just playing online games will affect the
behavior of students, among others, when playing games students often hit the table, children are
lazy to study, children are sometimes angry, does not care about empathy, utters harsh words
without regard to the surrounding environment, is not ready to take lessons, often comes late to
school and when studying in class, he prefers to be busy himself. This can be seen from the
number of students whose behavior is not good, this is because these students are affected by
online games that are played because almost all children like these games and often play them.
All of this makes parents worry about their children, because of their indifferent attitude towards
education, health, and social life. Of course, using the internet must be wise in overcoming the
effects caused. From this influence, it becomes the attention of all levels of society because,
through the internet, information and communication obtained must have a global nature. As
In addition to their lack of concern for their education, health, and social lives, all of this
causes parents to worry about the well-being of their children. Of course, utilizing the internet
responsibly means avoiding any negative impacts. This influence comes to the attention of all
societal levels because information and communication gained online must be of a worldwide
nature. The emergence of a technology that is properly abused will undoubtedly result in a
decrease in educational quality due to its use for gaming (Hanafie, Bakhtair, & Darmawati,
2022).
Withdrawal or distancing from social contacts is one of the most prevalent effects of
addiction to online gaming, claims (Jongco, 2022). Students would rather spend time at home or
in internet cafés than engage with their loved ones or friends. Interaction and communication are
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going to break down as a consequence of this isolation. They may converse or interact with
various other online gamers these circumstances are mostly done by many online gamers. Their
real social and interpersonal life eventually suffer and are affected. Students are no longer
productive when they stop participating in social work. They spend so much time playing that
they become sleep deprived, which makes it difficult for them to complete duties at work or at
home, which lowers productivity. They thus fare poorly academically. Because they spend so
much time playing with them, they choose to pile up school works and other unfinished tasks.
They no longer pay a visit to bathrooms or make themselves clean with proper hygiene or do
daily usual activities and habits. They become totally unaware of the happenings of the real
world. Students who become addicted to online games risk harm to their health.
Stated by Gongala (2023), online games may affect the behavior of students by changing
their traits minimally, First, students may feel excessively preoccupied, feeling too busy for other
important tasks; if a student is suffering from video game addiction, they are preoccupied with
the game even when they are away from playing, a student’s mind is distracted even when
deciding important decisions in life. Video games are harmful if a student is excessively
occupied with them. Second, a student lacks a sense of control; when a student is addicted to a
video game, they cannot control the amount of time they spend on the computer. They might
start playing with the intention of spending just 20 minutes, but get carried away and prolong it
for hours. This may affect their studies and other hobbies. Third, a student neglects other things
in life; when a student is exposed too much to online games, in other cases a student may prefer
staying home and playing games rather than going out or spending quality time with friends and
family. They may also perform poorly in their academics. Fourth, a student suddenly becomes
ignorant of spending; one of the riskiest changes of behavior is spending too much just for games
and self-satisfaction. The money a student has may be spent on the expenses of online gaming.
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All the hard efforts of parents all goes into buying gaming items. They continuously upgrade
software and hardware packages and accessories, a student may eventually lose control and not
mind the costs involved. Lastly, a student gets defensive; a student is not open to discussing their
gaming addiction with others. They react differently when disturbed or distracted when playing
their friends and family are feeling left out of their life.
There are both good and bad repercussions of online gaming. Students should be able to
identify responsible and appropriate online behavior and put it into practice. Students enjoy
playing video games since it's a social activity Students should use gaming for communication
and coordination with other players and for the development of cognitive skills. Additionally,
they need to be informed of the dangers if they want to play safely and enjoy their experience.
Once they are aware of the risks associated with using the internet, they would take the necessary
precautions to protect themselves and make sensible choices about when to quit or control when
Chapter III
DESIGN AND METHODOLOGY
This chapter presents the overall approach and rationale of the present study, site and
population selection, and sampling strategies, access, role, reciprocity, trust, rapport, ethical and
political considerations, data collection methods, data analysis procedures and procedures to
The approach used in this study is a phenomenological approach as it will focus on the
lived experiences of the students in Agusan National High School every day, especially during
long and extended hours spent in school. This study will show how the students in Agusan
National High School balance and manage their time and priorities and the ways and techniques
that they will use in order to overcome the various struggles that they experience and encounter.
The study will be conducted in public school in Agusan National High School at T.
Sanchez Street, Butuan City. Ten students will be the subject of the study using a non-probability
sampling which is the convenience sampling. Convenience Sampling is used because the
participants will be chosen at the convenience of the researchers and snowball sampling, where
research participants are asked to assist researchers in identifying other potential subjects. The
participants will be interviewed by the researchers to which the researchers has easy access to the
students who will volunteered to be questioned or interviewed in a focused group discussion and
to be recorded for reliability of the answers which to be kept for anonymity and confidentiality.
19
For easy access to the participants, the researchers purposively and conventionally
The researcher’s role is to ask their identified participant’s teachers about their
Reciprocity could be done with an agreement between the researchers and participants
To gain the trust and good rapport of the participants, an approval letter from the
research adviser and a letter of consent from the school principal will be secured and noted by
the Practical Research Group Head. The letter for the participant will be prepared by the
researchers with the consent and approval of the research adviser and Practical Research Group
Head with assurance and confidentiality that gave comfort to the participants for the whole
The participants will not be subjected to harm in many ways and respect for dignity was
prioritized. The researchers will obtain full consent from the participants prior to the conduct of
the study and the protection privacy of the participants was ensured. Any type of communication
in relation to the research to be done with honesty and transparency as well as the representation
of primary data findings in a biased way will be avoided. The researchers will respect and honor
The researchers will conduct a face-to-face interview with the identified participants with
prepared research questions as their guide. The prepared questions will focus on the lived
experiences of the public-school students in Agusan National High School that are currently
facing an experience, and encounter and how they manage to overcome them. An interview will
be scheduled that depends on the convenient time of the participant during their vacant hours
either before or after their teaching schedules. The materials to be used during the interview will
be a prepared questionnaire that contains specific questions that will serve as the researchers
guide for consistency, a record book and pen note taking, and a voice recorder to ensure the
validity of the answers of the participants that will not be missed by the researchers, and a
cellphone camera for documentation purposes for researchers monitoring of the interviewed
After the interview, a snack and a simple token will be given to the participants as a sign
of gratitude.
21
After gathering the important information from the participants, the researchers will
review the answers of the participants by revisiting and rereading what they have taken note then
listening to the voice recording and will compare its validity and consistency.
The data will then be transcribed for transcription and translation purposes. The
participant’s answers in vernacular language will be translated into the English language. The
researcher will then consolidate and summarize the data and encode and review it again.
The researchers will then get the factors from the main idea of the questions and the
common responses from the participant’s bases for a theme formulation. The formulated theme
will then be analyzed for results and discussion presentations to complete the study.
22
The researchers upon the approval of the research adviser will ask permission from the
school principal of Agusan National High School to conduct the study to make their research
study authentic following the standard legal procedures and authorization. The researchers will
assure that the participants will be protected from any form of discrimination and any risk during
and after the study. Thus, the participants have the right to withdraw from the study at any stage
if they wish to do so and will not be penalized. Participants participated in the study area with
participants’ consent for them to decide to get into or not prior to the conduct of the interview for
information and assurance about taking part to allow participants to understand the implications
of participation and to reach a fully informed, considered, and freely given decision with
voluntary act whether to do or not to do so without the exercise of any pressure or coercion. The
Chapter IV
RESULTS
This chapter presents the results of the study that are presented in the form of themes that
were composed through analyzing and organizing the responses of the participants. The said
Every players has their reasons why they prefer in choosing to play a certain online game.
It might be their friends' influence that motivates them to play a particular online game. In this
study, Participants 1, 2, 3, 4, 6, and 9 signify from their responses that the playing online games
they chose were influenced by their friends because their friends can convince them to play
online games because of shared interests and recommendations. While Participants 5, 3, and 10
were self-influenced, Participants 7 and 9 were influenced by their siblings, and Participant 8
Every person has their own preferences and reasons for playing online games. It is where
people play online games when they feel bored to escape from boredom. Participants 1, 4, and 10
signify their responses that they deliberately prefer to play online games to deal with boredom.
Participant 2 fun experience, Participant 3 was really never interested in sports, and develop a
habit to play online games, Participant 5 played online games as it was their own choice and
willingly. While Participant 6 was to escape from reality, Participant 7 was to stress relievers,
Participant 8 was played for entertainment. And Participant 9 was made to play online games
because of a friend.
24
Every one of us has reasons for being influenced. It might be for their fun and boredom
that people play online games. Participants 1,2 and 5 signify from their responses that the factors
successfully influenced their minds because everyone around them kept saying how much fun
they were, the multiplayer part of these games made them a lot more appealing, and it also has an
Participants 4, 8, 9, and 10 because they found them entertaining and enjoyable during boring
times, so they were influenced by playing online games. While Participant 3 was because of
strict parents, Participant 6 was because of thinking strategies that are how was influenced. And
Participant 7 was because is the way to stress relief from school workloads, to vent it all out by
Theme No. 4. Agree and Disagree about other People’s Perspective in Online Gaming
The gamer’s perspective towards another person’s opinion in online games depends on
how they see online gaming in a whole narrative. Most of them responded that they agree on
some terms and disagree with others. In this study, participant 1 and 2 indicated from their
responses that they respect other people’s opinion because it’s their own perspective. While
participant 4 and 5 agreed that online games is a bad influence in a student’s education and
behavior. Moreover participants 3, 6, 7, 8, 9, and 10 agreed that at some point, online games has
a bad effects on students if they are over-indulged with it, and disagrees because it also has good
Gamers tend to treat online games differently, such as how they’re influenced during and
after playing. Some of them views digital gaming as a distraction to their studies and the
essential things that has to be done. In this study, participant 1 and 8 stated that online games can
25
be a distraction when it comes to their academic performances but also a happiness when it
comes to entertaining their selves. Participant 2’s response shows that it consumes lots of time
but can also be an entertainment. While participant 3 stated that when one exceeds in playing
online games, it can negatively affect their relationship and time with friends and relatives.
Participant 4 said that it is harmful but also fun to play. Based on participant 5’s response,
addicted gamers can experience sleepless nights and might affect their mental and physical
health. However, it can be treated as a stress reliever whenever one feels downgraded and
stressed. Meanwhile, participant 6 responded that it can create a poor eyesight to a gamer but it
can also create a long lasting memories, participant 7 stated that online games influences gamers
negatively with their short-tempered behavior that affects their verbal attitude towards others,
though they can learn strategies through playing it. Participant 9 and 10 also stated that digital
games entertains them a lot but they also stated that they became more forgetful and unfocused
with things.
Every players has their own experiences in playing online and how it changed their
behavior from being productive to being a procrastinator. In this study, participant 1, 2, 9, and 10
indicates that they were productive when they didn’t discover online games at first, but they tend
to forget things and became more unproductive with the important things they should finished
after being influenced with this entertaining discovery. Participant 3 stated that due to playing
online gaming every day and night, they experienced cutting classes during their middle school
days. Participant 4 shows that because of digital games, it changed their daily lifestyle. And
based from participant 5’s response, it shows that they managed how to balance their time on
games and other more important things. Participant 6 indicated that from being boastful in online
games, it made them realized that being humble with things made them contented. Participant 8
26
response stated that it made them aggressive on things and other people while participant 7
Every gamer has their own socializing skills when it comes to online games. It might be
that their socializing skills improved in time while playing online games, or it does not change
how they communicate with others. In this study, Participant 1, 2, 7, and 8, stated that while
playing online games, their communication skills improved with others physically or just by
playing to their respective devices through online. While participant 4 stated that their
communication skills became more active or fluent while playing online games, In contrast with
Participants 3, 5, 6, 9 and 10, their communication or socializing skills did not change.
In playing online games having interruptions cannot be avoided, like having distractions
while a player is focused and has its full attention on the game, the players as well has different
ways of handling these situations such as they might leave the game to focus on the important
matters that divides their attention. In this study, participant 1, distances from others in order to
focus on the game. Participants 2, 5, 7, 9, and 10 leaves the game in order to attend the concerns,
Meanwhile Participants 3 and 6 control their temper or range of anger if someone or something
distracts them from playing online games. On the other hand, Participants 4 and 8 decline the
interruptions, especially when they are told to do other tasks around or outside the house.
Online games can somewhat be addictive, it may jumble with daily responsibilities and
other activities of students. They apply time management in order to balance their other duties as
at home or at school. In this study, Participant 1 disciplines itself when coping up in times where
online games becomes a distraction, Participant 2 focuses on its studies rather than playing
27
online games to avoid distraction. Participant 3, 6, and 10 applies time management in order to
manage their schedule. While participant 4 has allotted more time on gaming than studies or
other activities. Participant 5, control its gaming habits, while Participant 7 does not see online
games as a distraction to daily activities, Participant 8 regularly goes to the gym in order to clear
its mind and avoid thinking about online games and lastly, Participant 9 stop playing as a way to
cope up.
Every player has its own technique in order to control themselves from being too much
exposed in online gaming. It might be that they manage their time or play sports as a way to
control themselves. In this study, Participant 1 sets schedule, Participant 2 and 9 stop playing and
focuses on studies Participants 3 and 5 pour their time in sports to control themselves, Participant
4 prefers to sleep, Participant 8 hangs out with friends. While Participants 7, 8, and 10 manage
their time well as ways to control the urge to play online games.
28
Chapter V
DISCUSSION
This chapter present the discussions based on the data analysis results of the study
supported with relevant studies based on the results presentations. The implications for
presented.
The data gathered showed that the struggles of public school senior high school teachers
in Agusan National High School are the (enumerate the Ten (10) Themes presented in Chapter
4).
2nd Paragraph: Start presenting the related studies to make the current study more valid
and reliable. More paragraphs to presents based on your research of related studies…
Furthermore, as it was expressed by the participants of the present study, pubic senior
high school teachers find it hard to collaborate and communicate ….
The results of this study showed that the situation of public school senior high school
teachers in Agusan National High School need to be given attention for the struggles were
29
determined that affects their work performances that usually hinders them to perform efficiently
and effectively. The struggles experienced and encountered must be addressed by the
With that being said, the situation of the public school senior high school teachers could
be improved with the implications learned from this study such as higher salary rate, additional
teachers with respective specialization to handle the subjects, even distribution of workload,
provision of office and school supplies and equipment’s and classroom facilities such as nice
Summary of Findings (Researchers narrate in few paragraphs what they did and found. In paragraph format)
Based on the data analysis and results presented the following are the salient findings of
the study.
The researchers found out that during the conduct of the interview the participants were
very sincere in answering the survey questions and in elaborating their answers during the
interview...
Based on the data analysis and results of this study the researchers found out that among
the public school Senior High School teachers in Agusan National High School participants
majority really experienced and encountered many forms of struggles every day that they need to
balance their personal life and career life in order to overcome by finding ways and techniques to
survive.
30
Based on the summary of findings of the study, the following conclusions were drawn:
Based on the summary of findings the researchers concluded that teachers were heroes
and teaching profession is a noble profession for nurturing the lives of the learners like their own
child though participants experienced and encountered many forms of struggles along the way as
public school teachers. Participant’s teachers were trying their best to balance their personal life
and career life in spending longer hours in school in doing and accomplishing all the school
requirements to effective but not efficient in some aspects. Thus, the Department of Education
must take an action to lessen the requirements required to accomplish and to give enough time
and considerations for the deadlines. The Department of Education must considered the health
Based on the conclusions presented, the following recommendations are hereby given:
The researchers will recommend that public school Senior High School teachers in Agusan
National High School should be given loads according to their field of specialization. School
requirements should be systematic and explained well before its implementation for consistency
and transparency of the flow of operations. There must be an orientation to all teachers both old
and new to fully understand the education system in the Department of Education in public
schools. Other researchers should enhance the study for more participants or to replicate the
study for other participants like the top management such as the school principal and school
assistant principal, the middle management – the department heads and group heads, or the Job
BIBLIOGRAPHY
(APA Format 6 Version/ Alphabetical Order start with Author’s Family Name)
Asiri, A. M. (2019). Teaching Methods with High Tech Learning in Teacher Centered such as
Flipped classrooms and Student Centered such as Debate Theory. Abba Education College,
Abba Saudi Arabia
Bradburn, N. M., & Manson, W. M. (2020). The Effect of Question Order on Response.
Journal of Marketing Research 1 (4), 57 – 61.
Chomsky, 2018; Nalupa & Nalupa, 2020; Mondragon, 2020; Lopez, 2021; & Tan, 2021.
Qualitative Research and Evaluation Methods. Thousand Oaks Sage Publications
32
APPENDICES
APPENDIX A
We, your Practical Research 1 (Qualitative Research) students in Science, Technology, Engineering, and
Mathematics (STEM) Strand desire to start working in our study entitled: “THE LIVE EXPERIENCES OF
ONLINE GAMERS.” This study is focus on discovering the struggles and lived experiences of online gamer
senior high school students in Agusan National High School.
Pertinent to this, we would like to ask your permission to allow us to start our study to conduct survey and
interview to the identified teacher participants in our school. This will be of great help in our study.
Respectfully,
The Researchers
Approved by:
APPENDIX B
March 3, 2023
Dear Dr. Carlos: (or you can use MA’AM: , MADAME:, SIR:)
We, the Practical Research 1 (Qualitative Research) students in Science, Technology, Engineering, and
Mathematics (STEM) Strand desire to start working in our study entitled: “THE UNHEARD VOICES: A
PHENOMENOLOGICAL STUDY ON THE STRUGGLES OF PUBLIC SCHOOL SENIOR HIGH SCHOOL
TEACHERS IN AGUSAN NATIONAL HIGH SCHOOL.” This study is focus on discovering the struggles of
public school Senior High School teacher in Agusan National High School and how the teachers balance
their personal life and career life as well as their ways and techniques in overcoming it.
Pertinent to this, we would like to ask your permission to allow us to start our study to conduct survey and
interview to the identified teacher participants in our school. This will be of great help in our study.
Respectfully,
The Researchers (Name of the Researchers, all in capital letters and set to bold.)
Noted by:
Recommending Approval:
Approved by:
March 3, 2023
Dear Participant:
Pleasant day.
We, the students of Science, Technology, Engineering, and Mathematics (STEM) Strand of
Agusan National High School – Senior High School are currently working on our Practical
Research 1 (Qualitative Research) study entitled: “THE UNHEARD VOICES: A
PHENOMENOLOGICAL STUDY ON THE STRUGGLES OF PUBLIC SCHOOL
SENIOR HIGH SCHOOL TEACHERS IN AGUSAN NATIONAL HIGH SCHOOL .”
This study is focus on discovering the struggles of public school Senior High School teacher
in Agusan National High School and how the teachers balance their personal life and
career life as well as their ways and techniques in overcoming it.
Pertinent to this, we would like to invite you to participate in our Qualitative Research study.
Your participation will invoke a face-to-face interview and will be recorded to generate answers.
You can answer the research questions using our vernacular language since it will be transcribed
and translated and will be analyzed to form themes. We will ensure the confidentiality of your
personal information at all cost. Your identity will not be revealed to public by any means. Your
participation in this study is voluntary. You may choose not to participate or withdraw your
consent to participate at any time you will not be penalized in any way should you decide to do
so.
I have read this consent letter and have been given the opportunity to ask questions. I am
therefore, giving my consent in this research study.
The Researchers (Name of the Researchers, all in capital letters and set to bold.)
APPENDIX D
Direction:
Please answer the following questions honestly. This is an open-ended questions where
you can use any of your familiar or convenient language in answering the questions for you to
freely express what you want to say.
QUESTIONS:
2. What are your struggles or worst experiences that you have encountered as a teacher
particularly in school?
3. How do you cope with the struggles and difficulties that you faced every day?
4. How do you balance your personal and work life with the long and extended time spent in
school for paper works and other related tasks?
6. How do you protect your personal health from the risks of acquiring illnesses due to over
fatigue, stress and pressures in your work?
9. Have you been in a conflict with your workmates or colleagues? If yes, how did you deal
with it? How was it resolved?
10. Do you have any plan to pursue for a post- graduate study? What is your reason?
36
APPENDIX E
TRANSCRIPTIONS TRANSLATIONS
(Participant’s Responses of the Questions) (Researchers’ Translations of the Participant’s
Responses)
Question No. 1.
Why did you choose teaching profession?
Question No. 2.
What are your struggles or worst
experiences that you have encountered as
a teacher particularly in school?
Participant 1. Xxxx
Participant 1. Xxxx
Participant 2. Xxxx
Participant 2. Xxxx
Participant 3. Xxxx
Participant 3. Xxxx
Participant 4. Xxxx
Participant 4. Xxxx
Participant 5. Xxxx
Participant 5. Xxxx
Question No. 3.
How do you cope with the struggles and
difficulties that you faced every day?
Question No. 5.
How do you maintain your
professionalism?
Question No. 6.
How do you protect your personal health
from the risks of acquiring illnesses due to
over fatigue, stress and pressures in your
work?
Question No. 7.
How do you feel whenever your student
failed in your subject?
Question No. 8.
Are you satisfied with your salary?
Participant 1. Xxxx
Participant 1. Xxxx
Participant 2. Xxxx
Participant 2. Xxxx
Participant 3. Xxxx
Participant 3. Xxxx
Participant 4. Xxxx
Participant 4. Xxxx
Participant 5. Xxxx
Participant 5. Xxxx
Participant 5. Xxxx
APPENDIX F
Sufficient sleep
Relax and be stress free
7. Worried but Concerned Sad but control my emotions Empathy to the Student
Bothered but control my
emotion
Never give up in encouraging
my students to pass
Encourage my students to do
their best to pass
Motivate student to pass
10.Pursue Post- Graduate Yes, yes! for promotion Pursue Graduate School
Study Yes! To increase my salary Study
Yes! For personal and
professional growth
No, very expensive
Not yet, I have my priority
than that
42
APPENDIX G
DOCUMENTATION
Picture 1 Picture 2
Picture 3
43
CURRICULUM VITAE
PERSONAL INFORMATION
Name :
Nick- name :
Home Address :
Contact Number :
Religion :
Blood Type :
Father’s Name :
Father’s Occupation :
Mother’s Name :
Mother’s Occupation :
Number of Sisters :
Number of Brothers :
Language Written and Spoken :
EDUCATIONAL BACKGROUND
Kindergarten School :
School Address :
Year Graduated :
Award/s Received :
Elementary School :
School Address :
Year Graduated :
Award/s Received :
School Address :
Year Graduated :
Award/s Received :
Singing, Dancing, Painting, Swimming, Driving, Acting, Hosting, Playing Indoor and Outdoor
Games, Joining Beauty Pageants
CURRICULUM VITAE
PERSONAL INFORMATION
Name :
Nick- name :
Home Address :
Contact Number :
Religion :
Blood Type :
Father’s Name :
Father’s Occupation :
Mother’s Name :
Mother’s Occupation :
Number of Sisters :
Number of Brothers :
Language Written and Spoken :
EDUCATIONAL BACKGROUND
Kindergarten School :
School Address :
Year Graduated :
Award/s Received :
Elementary School :
School Address :
Year Graduated :
Award/s Received :
Singing, Dancing, Painting, Swimming, Driving, Acting, Hosting, Playing Indoor and Outdoor
Games, Joining Beauty Pageants
CURRICULUM VITAE
PERSONAL INFORMATION
Name :
Nick- name :
Home Address :
Contact Number :
Religion :
Blood Type :
Father’s Name :
Father’s Occupation :
Mother’s Name :
Mother’s Occupation :
Number of Sisters :
Number of Brothers :
Language Written and Spoken :
EDUCATIONAL BACKGROUND
Kindergarten School :
School Address :
Year Graduated :
Award/s Received :
Elementary School :
School Address :
Year Graduated :
Award/s Received :
Year Graduated :
Award/s Received :
Singing, Dancing, Painting, Swimming, Driving, Acting, Hosting, Playing Indoor and Outdoor
Games, Joining Beauty Pageants
GENERAL INSTRUCTIONS
Use Short Size Bond Paper only
Font Size : 12” All Throughout the text except on labeling the Tables
as long as readable.
Table Label : On Top of the Table, Left Side, Two Lines, Font Size 10”
Text Inside the Table: Font Size 8” to 10”, Single- Space, Left Alignment
Spacing : Observe proper spacing (within line). Two space after every
Page Layout : Left Margin 1.5”; Right 1”; Top 1”; Bottom 1”
51
Preliminaries- Use Roman Numerals, Top Right most part of the page
Chapter 1 to Finale - Use Decimal Numbers, Top Right most part of the page
Chapter Page (Chapter I, II, III, IV and V) page number should not appear
Do not use Abbreviation, spell- out the words or the acronym in its first use.
Prepared by: