Professional Documents
Culture Documents
Validity
evidence
for
the
instrument
was
provided
by
reviewing
the
questionnaire for the following: (1) Clarity in wording, (2) relevance of the items, (3)
use of standard English, (4) absence of biased words and phrases, (5) formatting of
items, and (6) clarity of the instructions (Fowler, 2002). The team members used
these guidelines to review the instrument. Based on their comments, the instrument
was revised prior to administration.
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Research Locale
The study will be conducted at RTRMF Tacloban City, with its concern on 2 nd
year BS Nursing students.
Respondent
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minutes to complete. Students completed and returned the survey at the time of
recruitment.
Statistical Analysis
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Demographic Profile
Frequency
Percentage
Male
12
20%
Female
48
80%
TOTAL
60
100%
The results in Table 1.1 shows the distribution of sex of the respondents. Results
show that among the 60 respondents, 80% are female, while the remaining 20% are
male. The disparity in the equal distribution of gender can have an effect on the
results of the study.
Table 1.2 Distribution of Respondents by Age
Age
Frequency
Percentage
16-17
15
25%
18-19
33
55%
20-above
12
20%
TOTAL
60
100
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Shown in Table 1.2 is the Distribution of Respondents by Age. Since the respondents
came from a class of 2nd year nursing students, another way to describe them would
be to group them by age. Based on the results, majority of our respondents are
aged from 18-19, followed by 20-above age group. The mean and mode age is 18.
II
Academic Information
Frequency
Percentage
1.6-2.0
15%
2.1-2.5
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45%
2.6-3.0
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40%
TOTAL
60
100%
One of the variables of the study was the academic performance of the
students. This is a constant factor that will be the basis of determining if their
gaming and social networking pattern has an impact on their grades. For purposes
of this research, we shall use the General Weighted Average for 1 st semester of our
respondents. The highest GWA is 1.96, while the lowest is 2.89. The mean GWA of
our respondents is 2.380.
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The results show that 45% of our respondents GWA fall within the 2.1 to
2.5 range. The other 40% belonged to the 2.6 to 3.0 range, while the remaining
15% form part of the 1.6-2.0 range.
It should be stressed however that there could be other factors which
could have affected the GWA of the students which includes study habits, the
technicality of the course, pressures from family/peer and others.
Figure 1: How many hours do you spend studying in a day?
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Literature
Sports
Club
None
III
Table 3.1 Time Spent on Online Gaming (per day) of the Respondents
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Time
Spent
on
Frequency
Percentage
1 minute-1 hour
44
73%
2-5 hours
11
18%
5-9 hours
8%
10 hours-beyond
TOTAL
60
100%
Online Gaming
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a demanding course that requires lots of time to study and attend to school
requirements.
Frequency
Percentage
Facebook Games
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48%
MMORPG
6.67%
First-person shooter
games
13%
Adult/gambling/erot
ic games
Puzzle/strategy
games
10
16.67%
Racing/stimulation
games
5%
6.67%
*Facebook
games,MMORPG &
shooter games
3%
TOTAL
60
100%
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connect with friends-it is also known for a myriad of activities and Facebook games
for various age groups. It offers simulation games, card games and board games.
Cityville and Farmville, are the most popular Facebook games. These features a
wide array of virtual world application, similar to simulation games. Users are into
these games due to great graphics and a low yearning curve. The results show that
48% of the population are engaged in Facebook games.
A female respondent said although she does not play Farmville for an
hour or more, she visits her farm multiple times daily. She said she like the game
because it puts her in a virtual world she can brag and compare with her friends.
Puzzle/strategy games make up for 16.67% of our respondents. The
most common one are online Sudoku and Tetris. These type of games stimulate the
mind by presenting challenges and puzzles to the player. Students dig this game
type because it keeps the mind active and alert. Others claim these games are
relaxing and soothing.
First-person shooter games are also popular among our respondents,
as 13% of them are into this genre. The most common shooter games are
Counterstrike, Special Force and Call of Duty. Respondents say they prefer shooter
games because they are easy to understand and to play. It gives them a high
entertainment value.
Five percent of the population prefer racing games respectively. Racing
games are those in which a player partake in a racing competition with any type of
land, air or sea vehicles. One of the most common racing game is Gran Turismo.
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