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
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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
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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
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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(%)
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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
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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
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