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Impact of Computer Game Addiction on AMPMNHS Students

The document outlines a study that aims to determine the effects of computer game addiction among students at AMPMNHS. Specifically, it seeks to: 1) Determine the effects on grades and time spent going home. 2) Find ways to stop computer game addiction among students. 3) Identify which year level has the highest number of computer game addicts. The study will use a descriptive research method and survey students via questionnaire. Data will be analyzed to identify patterns related to computer game addiction.

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Joel Mangallay
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100% found this document useful (1 vote)
583 views15 pages

Impact of Computer Game Addiction on AMPMNHS Students

The document outlines a study that aims to determine the effects of computer game addiction among students at AMPMNHS. Specifically, it seeks to: 1) Determine the effects on grades and time spent going home. 2) Find ways to stop computer game addiction among students. 3) Identify which year level has the highest number of computer game addicts. The study will use a descriptive research method and survey students via questionnaire. Data will be analyzed to identify patterns related to computer game addiction.

Uploaded by

Joel Mangallay
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Chapter 1

Statement of the Problem

The main purpose of the study is to determine the effect of Addiction in

computer games to the students of AMPMNHS, it will try to answer the following

questions:

1) Is there an effect of addiction in computer games to students in AMPMNHS in

terms of:

A. grades

B. time in going home

2)Is there any way to stop the addiction in computer games of students in

AMPMNHS?

3)which of the year level in AMPMNHS has the highest number of students that

is addicted to computer games in the level of ;

A. Grade 7

B. Grade 8

C. Grade 9

D. Grade 10

E. Grade XI

1
Objectives

1)To determine the effects of addiction in computer games to students of

AMPMNHS in terms of:

A.Grades

B.Time in going home

2)To find a way to stop the addiction in computer games of students in

AMPMNHS.

3)to determine which of the year level in AMPMNHS has the highest number of

students that is addicted to computer games in the level of ;

A. Grade 7

B. Grade 8

C. Grade 9

D. Grade 10

E. Grade XI

Hypothesis

Is there an effect of addiction in computer games of students in AMPMNHS

Null hypothesis

There are no effect of addiction in computer games of students in

AMPMNHS

Theoretical Framework

2
Level Independent Intervening Dependent
Variable Variable Variable
Theoretical Computer Addiction Academics in
Addiction School

Significance of the study

The significance of the study is to find a solution to the problem and to help

the parents in worrying about there child that are late in going home, because

they are in the computer shop playing. It also want to help the students to find a

way to stop there addiction to maintain there grades and focus on there study

and achieve the goal or dream of there parents that are working hard for them to

be able to go to school and learn.

Scope and Limitation

This study aims to determine the effect of computer addiction to the

students of AMPMNHS in terms of their grades and time in going home, to

determine which of the year level has the highest number of computer addict's

and to determine if there are possible way to stop it.

Definition of Terms

Addiction-an usually great interest in something or a need something or to

have something

Students-a person who studies something

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Chapter 2

REVIEW OF RELATED LITERATURE

The review of related literatures of this study is made here in the Philippines and

in abroad. It is acquired from the internet and unpublished theses. It is nearly

related on the relationship of computer game addiction to interpersonal

relationship to adolescents especially, K-12 students. To enrich the background

on the subject of the researcher, the literatures that were found are here in

presented. A. Foreign Studies

Based from the study of Mark Griffiths (2007),Does Internet and Computer

"Addiction" Exist? It has been alleged that social pathologies are beginning to

surface in cyberspace (i.e., technological addictions). To date, there is very little

empirical evidence that computing activities (i.e., internet use, hacking, and

programming) are addictive. Anecdotal evidence indicates that the typical

"addict" is a teenager, usually male, with little or no social life, and little or no self-

confidence. This article concentrates on five case studies of excessive computer

usage. It is argued that of the five cases, only two of them describe "addicted"

subjects. Addiction components criteria were used in the assessment. The

excessive usage in the majority of cases was purely symptomatic and was

highlighted how the subjects used the Internet/computer to counteract other

deficiencies.

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Chapter 3

METHODOLOGY

Research design

A descriptive-study method of research will be employed in this study. It is a

method that tries to reveal patterns associated with specific phenomena without

an emphasisor pre-specified hypothesis. Sometimes these studies are called

hypothesis generating studies (to contrast them with hypothesis testing study).

This design is adopted since the main problem of the study is to determine the

extent of students awareness and solid waste management in the

implementation in Alejo M. Pacalso Memorial National High School.

Research Subject

The respondents of this study will be the students of Alejo M. Pacalso

Memorial National High School enrolled in the school year 2016-2017. They will

be chosen on the basis of stratified random sampling. This sampling technique

will be used in order to get the exact representation of respondents of this study.

Data Gathering Procedure

The following steps will be observed in the gathering of data:

Permission to conduct the Study

The researcher will send a letter to the present school administrator,

asking permission to allow the researchers to conduct the study at Alejo M.

Pacalso Memorial National High School.

Administration and Retrieval of Questionnaire


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The researcher will personally distribute the questionnaires. They will be

instructed not to leave any item unanswered. The students will also be given

enough time to answer all the items. And after answering their questionnaire it

will be retrieve immediately.

Checking, Collating and Processing of Data

The researcher will gather all the questionnaires and check thoroughly if

all items were answered and collated of score followed.

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Chapter 4

Preparation, Analysis, Interpretation

TABLE 1

AGE FREQUENCY PERCENTAGE(%)


13 2 8.7
14 3 13
15 6 26.1
16 6 26.1
17 6 26.1
TOTAL 23 100
The percentage of each age were obtained using this formula:

p=f/n * 100 where: n=the number of respondents

f=frequency

The table above shows that the respondents age started from 13 to 17 and

most of the respondents that were chosen by the researcher to answer the

questionnaire to be able to gather information's and data for his study are from

15 years old to 17 years old.It also shows that most of the respondents are

already matured or starting to be matured.

TABLE 2

GRADE F P (%)
7 3 13
8 2 8.7
9 7 30.4
10 2 8.7
XI 9 39.1
7
TOTAL 23 99.9

The percentage was also obtained by using the same formula in TABLE 1.

Table 2 shows the number of respondents that were chosen to be part of the

study in each grade level at Alejo M. Pacalso Memorial National High School.

The grade level who got the highest percentage was grade XI obtaining a 39.1%

the next one was grade 9 with 30.4% this shows that the respondents are mostly

from the higher grade level and more matured.

TABLE 3

GENDER F P(%)
MALE 22 95.7
FEMALE 1 4.3
TOTAL 23 100

To get the percentage (%) use the same formula in the previous tables.

From the table above within the 23 respondents there is only one female in the

group and the rest are men.It means that there are more boys who are getting

addicted to computer games than girls.

TABLE 4

Affected by computer games addiction

5-Very Affected (VA) 2-Not Very Affected (NVA)

4-Affected (A) 1-Not Affected (NA)

3-Moderately Affected (MA)

GRADES

RATING F P(%)
8
5 4 17.4
4 3 13
3 8 34.8
2 4 17.4
1 4 17.4
TOTAL 23 100

To obtain the % in each table the researcher used the same formula that was

used in the previous tables.

The researcher wants to know if the respondents grades are affected by

there addiction to computer games,so he let them rate if there grades are

affected.He put in the table that 5 is the highest and 1 is the lowest,34.8% of the

respondents answer is that there grades are moderately affected by there

addiction to computer games,But the answer of the 17.4% is that their are very

affected because of their addiction to computer games.

TABLE 5

COMMUNICATION

RATING F P(%)
5 2 8.7
4 3 13
3 5 21.7
2 11 47.8
1 2 8.7
TOTAL 23 99.9
He also wants to know if the communication of the respondents to other

people is affected by there addiction to computer games.The table above shows

that among 23 respondents 11 of them answered 2 it shows that there

communication to other people is not affected even if they are computer game

addicts.
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TABLE 6

STUDY

RATING F P(%)
5 2 8.7
4 4 17.4
3 8 34.8
2 7 30.4
1 2 8.7
TOTAL 23 100
Based on the table above the researcher found out that most of the

respondents are moderately affected in there study because of their addiction,as

you can see in the table the not very affected (NVA) is almost the same as the

number of respondents who answered that their study is moderately affected

(MA).This means that most of the students is still performing good in their

classes even if they are addicted to computer games.Unfortunately their is still 2

respondent that can not focus well on his or her study because of their addiction

to computer games.

TABLE 7

RALATIONSHIP

RATING F P(%)
5 3 13
4 5 21.7
3 4 17.4
2 5 21.7
1 6 26.1
TOTAL 23 99.9

As you can see in table 7 majority of the respondents said that their

relationship towards others like their friends,family,elders,teachers etc. Is not

10
affected at all,but 13% of them said that they are very affected that means this

13% can not maintain their good relationship towards other people.

TABLE 8

QUESTIONS YES (F) P(%) NO (F) P(%)


ADDICTED 20 87 3 13
HIDE OR LIE 8 34.8 15 65.2
ESCAPE/SKIPPED 6 26.1 17 73.9
REPLACE HOBBIES 8 34.8 15 65.2
FORGET PROJECTS 10 43.5 13 56.5
GET ANGRY WHEN INTERRUPTED 15 65.2 8 34.8
GO HOME LATE 11 47.8 12 52.2
GAMING INCREASED OVER NIGHT 10 43.5 13 56.5
In table 8, 20 respondents said that they are addicted to computer game and

the remaining 3 said that they are not,this three who is not addicted to computer

games said that it just a hobby and it is a way to ignore their problem and to kill

time,while most of the remaining 20 respondents that are addicted to computer

game said that the cause why they became a computer game addict is because

of peer influence,the others said that it is because of their curiosity,it is

enjoyable,for entertainment,to forget their problems,a medium to escape reality,to

be able to remove their stress and be happy.Most of them are not hiding that they

are playing computer games,majority of them also said that they dont skipped

there classes just to play games in the computer.But in the question If they forgot

their projects because of their gaming the result is not far because 10

respondents said YES they forgot their projects and 13 respondents said NO.It is

also nice to see in the table that most of the respondents does not replace their

hobbies or sports just to play games in the computer.But most of them get angry

when they are being interrupt during their game.The number of respondents who
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said that they go home late is half of the the total number of respondents,while

the others said that they go home early.Still half of the respondents said that their

gaming has increased to over night,this means that they dont go home instead

they stay in the computer shop and play until morning while the others said that

their gaming dont increased to over night.

DATA 1

Ways on How to Stop or lessen Your Addiction to Computer Games:

Avoid the one who influence you to become an addict, avoid playing games in

the computer. Go home early, focus on your study. Find other hobbies or past

time like sports, joining clubs in the school. Make a self-reflection about the bad

results of being an addict. Parents should set a curfew time of their children.

Create a time frame for your gaming. Avoid computer shops .Lessen the

allowance of students. Scold the addicts.

Chapter 5

Conclusion and Recommendation

This chapter presents the conclusion and recommendation of the study:

CONCLUSION

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The researcher's conclusion is that students become an addict to computer

games because of peer influence,problems,stress,etc.Most of the respondents

answered that there grades are moderately affected but in the time of going

home of the respondents most of them answered that they don't go home

late.This information's that the researcher had gathered can help the students to

stop or lessen their addiction to computer games and to prevent their grades to

be low.

RECOMENDATION

The researcher recommend that the students primarily those who love to play

games on the computer, should read this study to learn the effect of computer

game addiction to there life and to know some ways on how to stop or lessen

their addiction to computer games if they want to change

The parents of the students should discipline there child by setting curfew hours

to there children.

References

Author: Maria Daisy S. CORTES , Jhoana V. ALCALDE, Jose V. CAMACHO,

Jr Issue Date: 2012-03 Title: Effects of Computer Gaming on High School

Students Performance in Los Baos, Laguna, Philippines

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Retrievedfrom:http://ir.library.osakau.ac.jp/dspace/bitstream/11094/24497/1/osipp

_030_075.pdf

Author: Philline Kate Vera C. PalaaJuan Paolo D. RabacioMarjorie Maralit Nidia

Issue Date: Jun 24, 2010 Title: The Effects of Computer Addiction to the

Academic Performances of Mapua Institute of Technology First Year Students

Retrieved from: https://www.scribd.com/doc/33515093/The-Effects-of-Computer-

Addiction-to-the-Academic-Performances-of-Mapua-Institute-of-Technology-First-

Year-Students

http://www.studymode.com/essays/Review-Of-Related-Literature-1081125.html

Chapter 6

CURRICULUM VITAE

Name:Jaysheyl W. Baguidudol

Birth Date: December 06,1999

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Birth Place: Hingyon Ifugao

Fathers Name: Julius Baguidudol

Mothers Name: Shirley Wanag

Address: Kelly,Gumatdang,Itogon,Benguet

Educational Attainment: Junior High School

Elementary

Certificate Received: NC II COOKERY Certificate

Certificate of Completion for Junior High

Language Known: English,Tagalog,Ilokano,Tuwali

Religion: Roman Catholic

15

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