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PATEROS CATHOLIC SCHOOL

Senior High School Department


Pateros, Metro Manila
SCIENCE, TECHNOLOGY, ENGINEERING, AND MATHEMATICS

MGA KULANGGGG: last part conclu (lauren), summary (ichecheck na lang),

CHAPTER 4:

PRESENTATION, ANALYSIS, AND INTERPRETATION OF DATA

Results Presentation/ Discussion:

Table 1.1

Time Spent in Playing Online Games

1.1WEEKDAYS 1.2WEEKENDS

1-2 Hours 34 48.57% 1-2 Hours 13 18.57%

3-5 Hours 30 42.86% 3-5 Hours 30 42.86%

6-8 Hours 5 7.14% 6-8 Hours 16 22.86%

9 Hours 1 1.43% 9 Hours 11 15.71%


and above and above

Based from the data gathered, students spend less time in playing online games
during weekdays and more time during weekends. Most of the students play for 1-2 hours
during the weekdays and 3-5 hours during the weekends since the students spend 9 hours
in the school during the weekdays. According to Mozes (2018), a person is considered as
an extensive player if he or she is playing at least 30 hours per week. It can be seen that
most online gamers are extensive players since the range of 3-5 hours and above is more
than the 1-2 hours range. The total percentage of extensive players is 51.43% while those
who are not has a total percentage of 48.57%. The time spent in online games is inversely
proportional to the time spent in studying since if the players spend more time in playing
online games, the less time they will have for studying.

Table 1.2

The Title of the Research Project Paper of Senior High School Students
Antonio, J.L., et al. (2018) 1
PATEROS CATHOLIC SCHOOL
Senior High School Department
Pateros, Metro Manila
SCIENCE, TECHNOLOGY, ENGINEERING, AND MATHEMATICS

Time Spent in Studying

1.1WEEKDAYS 1.2WEEKENDS

1-2 Hours 44 62.86% 1-2 Hours 44 62.86%

3-5 Hours 21 30% 3-5 Hours 21 30%

6-8 Hours 4 5.71% 6-8 Hours 3 4.29%

9 Hours 1 1.43% 9 Hours 2 2.86%


and and above
above

Based on the data gathered, Grade 12 STEM students spend less time in studying
during weekdays and weekends. 62.86% of the students study for 1-2 hours during
weekdays and weekends. Since according to table 1.1 most students that play online
games are extensive gamers, the time of students is mostly spent on online games rather
than studying. According to Kuss and Griffiths (2017), students tend to feel stressed due
to loads of school works and through playing it will relieve their stress since according to
Peña (2015), online gaming is one of the most engaging form of entertainment, thus
students chose to compromise the time for studying for playing online games. The time
spent on studying depends on the students' time in playing which means that the longer
time they spent on playing, the shorter time they have for studying.

Table 2

Types of Online Games

The Title of the Research Project Paper of Senior High School Students
Antonio, J.L., et al. (2018) 2
PATEROS CATHOLIC SCHOOL
Senior High School Department
Pateros, Metro Manila
SCIENCE, TECHNOLOGY, ENGINEERING, AND MATHEMATICS

Mobile Legends 49 23.33%

League of Legends 50 23.81%

Defense of the Ancient 2 27 12.86%

Rules of Survival 19 9.05%

Clash of Clans 12 5.71%

Fortnite 3 1.43%

PUBG 13 6.19%

APEX Legends 6 2.86%

Heroes Arena 0 0

CSGO 11 5.24%

Krunker 8 3.81%

Others:

Heartstone 1 0.48%

Minecraft 1 0.48%

Starcraft 1 0.48%

Warframe 1 0.48%

Y8 1 0.48%

NBA 2K19 1 0.48%

Battlefield V 1 0.48%

Autochess 1 0.48%

Heroes Evolved 1 0.48%

Angry Birds 1 0.48%

Candy Crush 1 0.48%

Temple Run 1 0.48%

The Title of the Research Project Paper of Senior High School Students
Antonio, J.L., et al. (2018) 3
PATEROS CATHOLIC SCHOOL
Senior High School Department
Pateros, Metro Manila
SCIENCE, TECHNOLOGY, ENGINEERING, AND MATHEMATICS

Based from the gathered data, the online games that most students play are
Mobile Legends, League of Legends and Defense of the Ancient 2. Mobile Legends has a
percentage of 23.33%, League of Legends garnered 23.81% and Defense of the Ancient 2
has a percentage of 12.86 %. These games are played using a phone, a laptop or a
computer and requires a lot of time since it is a team play. The games require interaction
and communication with other people since it is a team battle with a goal of winning.
According to Pekarek (2010), people have a strong desire for social interaction. Online
games not only serve as an entertainment, but also a way to connect with other people.
People are in need of communication and online games provide it for them. Also,
according to Peña (2015), online games creates an interpersonal communication between
online gamers that are unacquainted. This means that online games provide the players
new relationship with strangers through playing. The games that the respondents played
the most are the type of games which requires a team which are formed depending on the
player’s preference. The player can choose whether to play it with friends or with
strangers. People can feel a sense of achievement in playing online games, specifically
when they won the game. According to Saville (2017), humans have three psychological
needs and one of them is competency. This need is seen from the three games because it
requires the players to compete with other online gamers. The goal of the players is to
successfully finish the game and achieve victory.

Table 3

Frequency of the Effects of Online Gaming to the Study Habits of Students

ALWA USUALLY SOMETIMES RARELY NEVER WEIGHTED


YS MEAN

1. Sleeping in 4 13 20 15 18 2.57 Rarely


class due

The Title of the Research Project Paper of Senior High School Students
Antonio, J.L., et al. (2018) 4
PATEROS CATHOLIC SCHOOL
Senior High School Department
Pateros, Metro Manila
SCIENCE, TECHNOLOGY, ENGINEERING, AND MATHEMATICS

to
prolonged
online
gaming
2. Unhealthy 3 11 18 22 16 2.47 Rarely
diet
3. Focusing 12 15 24 10 9 3.16 Sometimes
more in
playing
games
rather than
having
physical
activities
4. Tendency 9 14 31 11 5 3.16 Sometimes
to feel lazy
in studying.
5. Tendency 3 11 20 24 12 2.56 Rarely
to lose
focus in
class.
6. Failure to 1 2 7 10 50 1.49 Never
observe
proper
hygiene
(taking a
bath,
brushing
your teeth,

The Title of the Research Project Paper of Senior High School Students
Antonio, J.L., et al. (2018) 5
PATEROS CATHOLIC SCHOOL
Senior High School Department
Pateros, Metro Manila
SCIENCE, TECHNOLOGY, ENGINEERING, AND MATHEMATICS

at etc.)

7. Tendency 4 4 16 30 16 2.29 Rarely


to perform
poorly in
class.
8. Inability to 4 7 10 21 28 2.11 Rarely
socialize
with my
classmates.
9. Tendency 5 8 20 20 17 2.49 Rarely
to lose
motivation
in studying.
10. Tendency 6 7 13 18 26 2.27 Rarely
to spend
money in
online
games
rather than
the
materials
needed for
school.

The Title of the Research Project Paper of Senior High School Students
Antonio, J.L., et al. (2018) 6
PATEROS CATHOLIC SCHOOL
Senior High School Department
Pateros, Metro Manila
SCIENCE, TECHNOLOGY, ENGINEERING, AND MATHEMATICS

Based from the collected data, majority of the students rarely sleep in class due to
prolonged online gaming. According to Kuss and Griffiths (2017), the amount of time
one spends playing video games needs to be balanced with personal and social
responsibilities. This means that some students still manage their time in every action
because there are possible consequences.

Based from the gathered data, most students answered rarely on having unhealthy
diet because of playing online games. According to Griffiths (2014), excessive online
gaming can harm individual’s lifestyle, it might affect the way they live and the way they
act in a specific situation. Health also depends on the things people do in their lifestyle.
Playing games excessively affects the health of the students who are lethargic on taking
care of themselves.

Based from the gathered data, majority of the students sometimes focus more in
playing games rather than having physical activities. According to Verecio (2018), they
will spend most of their time in gaming and forget their social life outside. Being
addicted on playing games, students become less active in their life outside the computer
and may also lack communication skills.

The gathered data shows that majority of the grade 12 STEM students sometimes
tend to feel lazy in studying. According to Kuss and Griffiths (2017), many teenagers
spend hours a day on online games, so much that online games have become a primary
sources of entertainment for them. As part of the effects of online gaming to the study
habits of a student, it is alarming that students tend to forget the essence of studying
because online gaming offers enjoyment.

The Title of the Research Project Paper of Senior High School Students
Antonio, J.L., et al. (2018) 7
PATEROS CATHOLIC SCHOOL
Senior High School Department
Pateros, Metro Manila
SCIENCE, TECHNOLOGY, ENGINEERING, AND MATHEMATICS

The gathered data shows that majority of the respondents rarely lose focus in their
class. According to Kuss and Griffiths (2017), students tend to feel stressed due to loads
of school works and through playing, it will relieve their stress. Also according to
Greenfield (1984), if used in the right way, video and computer games have the potential
to inspire learning. And they can help players improve coordination and visual skills. It
only shows that online gaming could somehow be helpful to the students especially when
studying though it might be also a reason for a student to lose their focus in learning.

The gathered data shows that the majority of the respondents never fail to observe
proper hygiene like taking a bath, brushing your teeth and such. According to

The gathered data shows that majority of grade 12 STEM students has a tendency
to perform poorly in class, rarely. According to Kuss and Grifiths (2017), playing video
games should be a fun activity for all to enjoy but just like everything else, the amount of
time one spends in playing video games needs to be balanced with personal and social
responsibilities. Teenagers also have to know when to play games and when to stop. The
result proved that the respondents are somehow responsible in playing and in studying
that both variables can be balanced.

Based from the data gathered, the socialization of students to others is not greatly
affected even if the students play online games. According to Saville (2017), one of the
psychological needs of the students is relatedness which online games provide for the
online gamers. It is the need of the people to interact and connect with others. It means
that online games are not a hindrance to socialize to others but it is a unique way to
interact.

The Title of the Research Project Paper of Senior High School Students
Antonio, J.L., et al. (2018) 8
PATEROS CATHOLIC SCHOOL
Senior High School Department
Pateros, Metro Manila
SCIENCE, TECHNOLOGY, ENGINEERING, AND MATHEMATICS

Based from the data gathered, students rarely lose their motivation in studying
even if they play online games. According to Greenfield (1984), online games is essential
for educational process. This means that online games is not a hindrance for studying, but
a way to help a student to study. According to Kuss and Griffiths (2017), online game is a
form of relief for students from their stressful school works. This means that students
play online games to take a break from their school works but is not used as a hindrance
for them to lose motivation in studying.

Based from the data gathered, the students rarely spend money to play online
games which means that they prioritize more the materials that they need in school.
According to Verecio (2018), online gaming has advantages to the users where they can
boost up their skills and they can also earn money with the use of playing games online.
This means that students can earn money in playing online games which can help them
buy the materials they need for their projects in school.

CHAPTER 5:

SUMMARY, CONCLUSIONS, AND RECOMMENDATIONS

Summary of Findings:

For this part of the research, please provide a meaningful and comprehensive
SYNTHESIS of all the significant findings of your research. Ensure that you indicate
necessary citations of sources of information that have been meaningful in your results.

Conclusions:

The Title of the Research Project Paper of Senior High School Students
Antonio, J.L., et al. (2018) 9
PATEROS CATHOLIC SCHOOL
Senior High School Department
Pateros, Metro Manila
SCIENCE, TECHNOLOGY, ENGINEERING, AND MATHEMATICS

In conclusion, it can be seen that the percentage of the students who play online
games extensively is 66.43% per week. According to Mozes (2018), a person is
considered to be an extensive player if he/she plays for at least 30 hours per week. This
means that more respondents play online games extensively than those who do not. The
percentage of the students who play online games extensively during the weekdays is
51.43% while those who played online games extensively during weekends is 81.43%.
This means that most students play online games for 3-5 hours and above per week.

The findings show that students spend more time in playing online games than in
studying. During weekdays, most students play online games for 1-2 hours with a
percentage of 48.87% while most students study for 1-2 hours with a percentage of
62.86% excluding the time they spent in school. The time they spent in playing online
games and studying during the weekdays is different during the weekdays since the
students have classes for 8 hours during the weekdays. Most students play online games
for 3-5 hours during the weekends with a percentage of 42.86% while most students
study for 1-2 hours during the weekends with a percentage of 62.86%. The time spent in
playing online games and in studying should be inversely proportional since the more
time they spent in playing online games, the less time is allotted in studying and vice
versa.

Recommendations:

 Parents and Guardians – The researchers recommend that they should facilitate or
monitor the time alloted by their children in studying and playing games. It is
their responsibility to look for their child’s welfare since addiction in playing
online games is an alarming situation.

 Teachers – As a second parent, teachers must encourage their students and be their
motivation to do well in academics. They should tell their students to be
responsible enough in playing and in studying, learn to balance their time.

The Title of the Research Project Paper of Senior High School Students
Antonio, J.L., et al. (2018) 10
PATEROS CATHOLIC SCHOOL
Senior High School Department
Pateros, Metro Manila
SCIENCE, TECHNOLOGY, ENGINEERING, AND MATHEMATICS

 Gamers – The researchers encourage the gamers to limit themselves in spending


too much time on online gaming. Alloting more time in playing conveys negative
repercussions; balancing their time can be a good way especially in studying at
same time playing.

 Future Researchers – The researchers recommend the future researchers to base


their study for their future research. It could also be a guide in making other
studies that is related to the Students Online Gaming to the Academic
Performance of the PCS-SHS Grade 12 students. To know the possible reason
why the students fail their academic subjects because of Online Gaming.

 Students - The group of researchers recommends that they should prioritize their
studies instead of having an extensive gaming. The study recommends that they
should have time management in playing online games and in studying their
subjects

 Further Guidelines/Reminders:

1. TIMES NEW ROMAN (12’)

The Title of the Research Project Paper of Senior High School Students
Antonio, J.L., et al. (2018) 11
PATEROS CATHOLIC SCHOOL
Senior High School Department
Pateros, Metro Manila
SCIENCE, TECHNOLOGY, ENGINEERING, AND MATHEMATICS

2. 1.5 line spacing

3. Double-space after EACH paragraph

4. Justified format (EXCEPT for CHAPTER titles)

5. Note the FOOTNOTE

6. Margins (1.5 left; 1.0 top/down/right)

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Antonio, J.L., et al. (2018) 12

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