Professional Documents
Culture Documents
Introduction
growth. Secondary education as being the link between primary schooling, tertiary
education, and the labor market, is significant in creating social opportunities and
During the late 19th century and throughout the 20th century, new types of mass
media were produced and consumed such as dime novels, films, comic books, radio,
recorded music, television, video and computer games, and the Internet. Each medium
was often immediately praised for its potential benefits and criticized for its potential
harms. Many studies have been conducted to test whether technological advances,
continuously clamor for a tighter clamp over computer gaming. Protest mainly focused
on how the trend is becoming a cause of distraction among students in their studies.
Many entrepreneurs set up cafés near schools to cater the youngsters, the market by the
industry is seemingly tailored for. Many students are designating cafés as hangout places
where hours are spent playing – be it until late at night, or worse, during school hours
In 2007, complaints have been received from schools all over Manila,
Philippines’ capital city regarding students getting more and more addicted to online
1
computer gaming. This is in spite of the fact that the government’s Department of
Education (DepEd) values how online computer gaming also helps sharpen the young
generation into highly proficient individuals in new technologies and digital trends.
DepEd also recognizes that internet and computer shops cater to the research needs of
students, especially those without internet access at home. In addition, it is viewed that
computer gaming is a shift from the usual vices of young students today, such as drinking
and smoking. Apparently, computer game critics are clamoring that many internet and
computer shop owners could not care less since it meant more income for the business.
computer shop owners and operators are expected to increase. This will mean higher
revenue for the local town economy. However, additional revenues from computer shops
are generated at the expense of future potential human capital through education.
Estimates show that in the Philippines, online computer gaming makes up around 80% of
the total usage of Internet in the country. Also, computer gaming constitutes to a quarter
Several studies abroad, especially in the United States, supported the use of
computer games as a tool in teaching. However, many studies also argued that computer
documented negative correlations between computer game use and school performance
for children, adolescents, and college students. Another argument is that, computer games
are addictive. Once an individual started playing, he tends to spend much of his time
playing.
2
Quality of education and school performance of students are measured by
performance in the primary and secondary levels were identified. Income, foregone
income, school quality, and health are the factors that affect the demand for education.
These factors have a positive relationship with student’s performance, which means that
higher or better values of the factors lead to higher demand for education. On the other
hand, factors that affect the supply of education are proximity to school, accessibility to
With the emerging technological advancements, there are new factors that may
affect the quality of educated population (Oliveros & Sapio, 2007). Several studies were
Studies indicate that children who play computer games can improve visual
intelligence skills. Parents believed that computer use is related to better academic
performance of the children. It was found that high school students who used educational
software at home scored significantly higher on computer literacy tests than other
academic performance. Other studies also found that students who own computers at
home had higher over-all grades particularly in Math and English, than those without
home computers.
On the other hand, a study done in Taiwan by Chuang and Chen (2007)
investigated and discovered that digital games improve children’s cognitive achievement
and can facilitate student’s cognitive learning process. Moreover, the findings indicated
3
that digital game playing not only improves participants’ fact or recall processes, but also
question on which type of digital games works best for students was not discussed in the
study.
performance were conducted abroad or internationally. There were only few attempts in
discussing the subject locally. Thus, the proponent of this study were encouraged to
venture into a research study in order to analyze the status of Clash of Clans patronage
and its impacts on school performance of randomly selected high school students of
Callang National High School in San Manuel, Isabela. Hence, this study has been
undertaken.
This study has been conceptualized to assess the current status of Clash of Clans
patronage and its impact on the academic performance of the students of Callang
variables:
1.1 age;
1.2 gender;
1.4 section.
4
2. What are the perceptions of students of Callang National High School as regard
The study could be a very significant one in the absence of similar study in
Callang National High School. The findings could be helpful in informing the
practitioners and all those interested in school education on how the online game, “Clash
stakeholders and practitioners are likely to benefit from the findings of this study in the
following ways:
5
School Administrators. They will be able to use the findings as a source of
information on the impact of online games, like Clash of Clans, on the academic
performance of students; thus, addressing the possible problems that arise due to
have impact on their academic performance. As such, it is hoped that they could develop
an effective methodologies and strategies in teaching that would help pupils develop
their studies and academic performance to the best of their potentials by developing good
Parents. The findings of this study may serve as basis for parents to properly
guide their children. It may be a lending source of information for them to realize that
insight of the effect of computer games on the academic performance of students, thus,
shop owners.
Future Researchers. The results of the study may reveal insights that will help
future researchers realize the goals of their studies. They may use the data of this study to
6
Scope and Delimitation
This study aimed to assess the perception of students of Callang National High
School regarding the impact of playing the game “Clash of Clans” on thier academic
performance.
The respondents of this study were the 20 purposively sampled students across all
The researchers made use of a questionnaire in the form of a checklist. The data
were analyzed and interpreted using simple frequency count and percentage distribution.
Definition of Terms
To understand the contents of this piece of work better, some terms are hereby
Academic Performance. The term refers to the performance of the students with
Assessment. This term refers to the appraisal of the status or condition of a thing
considering nature, characteristics, qualification and status. As used in this study, the
term refers to the appraisal of the effects of Clash of Clans on the academic performance
of students.
Clash of Clans. The term refers to the online multiplayer game in which players
build a community, train troops, and attack other players to earn gold and elixir, and Dark
Elixir, which can be used to build defenses that protect the player from other players'
attacks, and to train and upgrade troops. The game also features a pseudo-single player
campaign in which the player must attack a series of fortified goblin villages.
7
Computer. The term refers to a device that accepts information (in the form of
digitalized data) and manipulates it for some result based on a program or sequence of
command.
Computer Game. This refers to any game, online or offline, that is played through
Impact. The term as used in this study refers to the effect of playing Clash of
global scope, that are linked by a broad array of electronic, wireless, and optical
networking technologies. As used in this study, the term refers to the same global system
of interconnected computer networks that utilize the standard internet protocol suite.
Online Game. The term refers to any game that is played though the use of an
internet connection.
Students. The term as used in this study refers to the randomly selected secondary
students of Callang National High School across all grade levels, who served as the
8
Chapter II
This chapter presents the literature and studies, both foreign and local, which are
to the researcher in conceptualizing, discussing and interpreting the data of the study.
Related Literature
MMO strategy video game developed and published by Supercell. The game was
released for iOS platforms on August 2, 2012, and on Google Play for Android on
which players build a community, train troops, and attack other players to earn gold and
elixir, and Dark Elixir, which can be used to build defenses that protect the player from
other players' attacks, and to train and upgrade troops. The game also features a pseudo-
single player campaign in which the player must attack a series of fortified goblin
villages.
To earn and store gold and elixir, players must build gold mines and gold storages
and elixir collectors and elixir storages, respectively. Elixir is used to train new troops,
carry out research in the laboratory to upgrade troops, to re-load X-Bows (available from
Town Hall 9) and to build and upgrade certain buildings, mostly pertaining to buildings
used in attacking another player's base. Gold is used to build defensive buildings
(Clashofclanstuts.com, 2016) and to upgrade the town hall, which allows access to more
buildings and higher levels for existing buildings. At higher levels, dark elixir becomes
9
available; this type of elixir is used to train and upgrade dark elixir troops and heroes,
create dark spells, and fuel the Inferno Tower, a defensive building that is available only
at Town Hall 10. To earn and store dark elixir, players must build dark elixir drills and
Rich (2012) puts it that there are a number of buildings available to the player to
defend their village, including cannons, mortars, bombs, traps, archer towers, and wizard
towers. Players can also build walls, which can be upgraded as they increase in level.
Furthermore, according to Bedford (2013), aside from gold and elixir, the game
also uses gems as a currency. Gems are awarded for reaching certain milestones,
completing achievements. One to six gems can be earned from clearing and obstacle such
as a tree or a mushroom from your base though the algorithm for this is highly random.
Players can also gain 25 gems from clearing a gem box, which costs 1000 elixir. Gem
boxes spawn randomly about every week or so. However, the main way to acquire gems
is through in-app purchases using real world money. Gems can be used to "boost"
building and heroes. Usually for a small sum 10 to 20 gems a player can boost and thus
speed up their building to give a times faster output for roughly two hours. Barracks and
Clash of Clans became an App Store top 5 download between December 2012
and May 2013 (Warner, 2013), and this success has been described as helping to usher in
a new era in conjoint gaming on mobile devices (Dredge, 2013). In 2013, Clash of Clans
was the third highest game in revenue generated on the App Store and no 1 on Google
Play (Mirani, 2014). According to Business Insider (2016), in 2015, the game was the top
grossing app on both the App Store and Google Play, with an estimated revenue of 1.5
10
According to Morrison (2001), computer games are the most popular
entertainments in modern societies and they target a variety of people in different ages.
The addiction to the rivalry and excitements of the games make them the most common
recreational programs for today's teenagers, so that they do anything to reach a higher
level of the game, they immerse in the game so much that they completely separate from
their surroundings. Challenging with the obstacles and reaching a higher level in the
game, make the players excited and losing the game make them anxious.
Computer games started in 1972 with Pang, a computer tennis game, and then
believed that computer games like watching TV provides opportunities for visual
learning. Especially because these games are more active compared to watching TV, they
are considered more effective (Anderson and Bushman, 2001). Since these games are
known as the second entertainment after TV, opponents of these games emphasize on
their negative effects such as stimulating anger and violence, costing a lot of money and
having negative effects of physical and mental health, which are much higher than the
positive effects of the games such as increasing the coordination of eyes and hands
(Manteqi, 2001). As Klein and Keepers (1990) mentioned in their research reports in
1990, students who prefer computer games to other entertainments have more behavioral
processes. Results from a number of research studies indicate that appropriately designed
and literacy (Gee, 2003). Previous studies indicate that computer-assisted instruction
11
programs have important factors that can motivate, challenge, increase curiosity and
Despite the fact that computer and video games have the same multimedia
presence and popularity have been ever-growing, and game developers and researchers
have started to investigate video games’ impact on students’ cognitive learning (Begg,
Dewhurst & Macleod, 2005). There is a movement to leverage computer games as a part
of the learning process. A paper from EDUCAUSE suggests that faculty need be aware
of games that could be helpful to the in class learning experience (Hitch & Duncan,
2005). It mentions using tactical and strategy games to enhance the level of
A 2005 paper suggests that computer games are changing education and that
games are more than a simple form of entertainment. It explains that student learning can
be enhanced by experiences in vast virtual worlds. These worlds can allow students to
interact as a community. Virtual worlds are useful “because they make it possible to
develop situated understanding” (Shaffer, et al, 2005). This means that students are able
to actually experience and experiment with the things that they are learning rather than
Related Studies
Playing online games is often associated in our society with poor academic
Anderson and Dill (2000) found a negative correlation between GPA and time spent
12
playing computer games. The correlation was relatively small. Time alone accounted for
a 4% variance in GPA, yet the findings are significant. However, several older studies
contend that the results of research have been mixed. A study by Emes (1997) suggests
that “there is no clear causal relationship between video game playing and academic
Some research concludes there is little evidence to suggest that interactive media
enhances the learning experience (Smith & Vanderwater, 2008). Other sources have
significantly more intellectual intensity, intrinsic motivation, positive affect and overall
student engagement when completing homework” (Coller & Shernoff, 2009). Research
on the subject has been mixed, but it seems that video games can have a positive effect on
crucial.
traditional computer-assisted instruction (CAI), this study explored the impact of the
major research null hypothesis was tested: there are no statistically significant differences
in students’ achievement when they receive two different instructional treatments: (1)
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traditional CAI; and (2) a computer-based video game. One hundred and eight third-
participated in the study. Results indicate that computer-based video game playing not
only improves participants’ fact/recall processes (F = 5.288, p < .05), but also promotes
05).
Computer games have been found to help learning (Mayer & Moreno, 2002) and
foster social skill development (Bosworth, et al, 2002). Studies conducted had shown
that, computer games once adapted within an educational environment, could provide
benefits such as language development skills, computer literacy, geography and history,
Computer games also can give the opportunity to learners to explore their
situations in computer games can stimulate learners' behavior (Vockell, 2004). To make
learning motivating and appealing for learners, one way is to present the material to them
emotionally appealing for the learner (Malone & Lepper, 1987). Creating such
environments that stimulate learners to become absorbed in a fantasy world can motivate
and engage them in activities (Cordova, 1993). Empirical research suggests that
embedding material in a fantasy context can enhance learning more than a generic,
decontextualized environment. Malone (1980) has identified that challenge, fantasy and
14
Chapter III
METHODOLOGY
This chapter delves mainly with description of the research methodology, locale
of the study, respondents of the study, data gathering instruments, data gathering
Research Design
The researcher made use of the descriptive research to answer the questions
descriptive method involves in the collection of data in order to answer the questions in
gathering beliefs, trends, interpretation about such data and cause and effect relationships
the current condition of any unit, group or organizations, programs and many others. The
term normative is used because surveys are frequently made to ascertain the normal and
typical condition and practices. They further claimed that these methods are used to
organize, analyze, interpret and report the present situation or status of a group.
The study was undertaken at Callang National High School, San Manuel, Isabela.
The said school is first ever secondary school in the municipality. It is a public non-
15
sectarian learning institution. It is situated at Barangay District No. 4, San Manuel,
Isabela.
The respondents of this study were determined using ramdom sampling. Twenty
(20) students comprised the respondents. Five (5) students per grade level were taken as
samples.
The study made use of a set of questionnaire that asks questions regarding
The questionnaire likewise asked the pofile of the respondents, the status of Clash
of Clans patronage and its impact to their academic performance as well as its benefits.
Keeping in mind the end goal to acquire related information for thier study, the
proponents of this study made use of the poll/survey in the form of a questionnaire as the
The questionnaire was prepared by the researchers with the aim of coming up
with data and information that answer the questions raised in the statement of the
problem.
Prior to the distribution of the questionnaire, the researcher sought approval from
16
administered and retrieved the questionnaire from the respondents. The data gathered
After the retrieval, the data were tallied, tabulated, and computed to facilitate the
analysis and interpretation of data. They were statistically processed using simple
frequency and percentage computations and were presented using distribution tables and
graphs.
17
Chapter IV
This chapter presents the results and findings of the study. They are presented in
tabular and textual forms. To facilitate the interpretation of results, they are likewise
The profile of the respondents includes age, gender, grade level and section.
Age Frequency
17 years old
15-16 years & above
old 5% 12 years old
30% & below
10%
13-14 years
old
55%
Percentage
TOTAL 20 100.00
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It is evident from the table and graph that there was a predominance of student-
respondents who belong to 13-14 years old age bracket with 11 or 55.00 percent which is
more than half of the total respondents. It was followed by 15-16 years old age group at
6; 12 years old and below at 2; while was only 1 student who belongs to 17 years old and
above.
Male
Gender Frequency 85%
Percentage
Male 17 85.00
Female 3 15.00
TOTAL 20 100.00
The table transpires that were more male than female students who were taken as
respondents of this study, with frequencies of 17 and 3, respectively. This is due to the
reason that more males are playing online games such as “Clash of Clans” than females.
Grade 8 5 25.00
Grade 9 Grade 8
Grade 9 25% 5 25%25.00
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Grade 10 5 25.00
TOTAL 20 100.00
It is evident from the table that there was an equal distribution of respondents
across all grade levels. This was to ensure that all grade levels are given equal chances of
participating and to eliminate bias in generalizing the results as the overall perceptions of
the students of Callang National High School. However, it is to be noted that respondents
were purposively selected and only those who are playing Clash of Clans were included
as samples.. Hence, no respondents who do not play the said game are included as
Section 2 2 10.00
Section 3 0 0
Section 1
90%
Section 4 0 0
TOTAL 20 100.00
The table reveals that majority of the respondents came from the highest section
from section 2, while no students from sections 3 and 4 participated in the survey.
20
Table 5. Respondents Perceptions on the
Question: “Are you aware/familiar of
the online game, Clash of Clans?”
No 0 0
TOTAL 20 100.00
On the question, “Are you aware/familiar with the online game, “Clash of
Clans”? all the respondents answered “Yes”, which implies that the said game is very
No 0 0
TOTAL 20 100.00
As regard the question, “Are you playing “Clash of Clans”? all of the 20
respondents affirmed that they do play the said game. This is an indication that the said
Table 7. Respondents Perceptions on the Question: “How often do you play Clash of
Clans?”
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How often do you Frequency
play Clash of
Clans? At least once a
week
5%
4-5 times a week Everyday
25% 40%
Percentage
Everyday 8 40.00
TOTAL 20 100.00
Responses of the students surveyed on the question “How often do you play
Clash of Clans?” revealed that majority of the student-respondents confirmed that they
are playing the game “everyday”, while the least was recorded on the option “at least
once a week”.
Table 8. Respondents Perceptions on the Question: “Every time you play, on the
average, how long does it take you playing the game?”
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Every time you play,
on the average, how Frequency
long does it take you
playing the game?
More than 5
hours
10%
3-4 hours Less than 1
10% hour
1-2 hours 40%
40%
Percentage
TOTAL 20 100.00
As to the perceptions of students on the question, “Every time you play, on the
average, how long does it take you playing the game?” 8 students each replied “less
than 1 hour” and “1-2 hours”, while 2 students each answered “3-4 hours” and “more
than 5 hours”. The results are quite alarming because students are consuming
considerable number of hours playing “Clash of Clans” instead of studying their lessons
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Table 9. Respondents Perceptions on
the Question: “Do your
parents know that you are
No playing Clash of Clans?”
15%
Do your
parents know
that you are Frequency Percentage
Yes
playing “Clash 85%
of Clans”?
Yes 17 85.00
No 3 15.00
TOTAL 20 100.00
On the question, “Do your parents know that you are playing Clash of
Clans?” majority answered “yes” at 85.00 percent, while 15.00 percent replied “no”.
Again, this finding is quite alarming because it indicates that parents know that their
children are playing the game and they are tolerating them to do so.
Table 10. Respondents Perceptions on the Question: “Have you ever been absent
from your class just to play Clash of Clans?”
Yes 0 0
No
No 20
100% 100.00
TOTAL 20 100.00
The “no” responses of the students on the question, “Have you ever been absent
from your class just to play Clash of Clans?” are affirmations that even though they
24
openly admitted that they are playing Clash of Clans, they have never absent themselves
Table 11. Respondents Perceptions on the Question: “Did you ever cut classes just to
play Clash of Clans?”
Yes 0 0
No
No 100%
20 100.00
TOTAL 20 100.00
As to the question, “Did you ever cut classes just to play Clash of Clans?” all
the 20 student-respondents affirmed they did never cut classes just to play the game. This
is a good indication that though they play the game, they never cut classes in order to
On PC/laptop 0 0
TOTAL 20 100.00
25
As regard the question, “Where do you usually play Clash of Clans?” 95.00
percent of the respondents answered they do it on their cell phones or tab, and 1 in other
places. No student claimed they play in the net café or on PC/laptop. The reason why
almost all answered “CP/tab” is the fact that the said game is supported by android
phones and anyone can play it using any android cell phones.
From my friends 0 0
TOTAL 20 100.00
On the question, “Where do you get money to pay for the game?” majority
answered, “It is free” at 13 or 65.00 percent. Six (6) claimed the money they use are
“from their allowance” while one (1) “asked from his parents”. The most common
answer was “it is free” because there is an app in cell phones where anyone can play the
game for free. On the other hand, no one replied they get the money to pay for the game
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Table 14. Respondents Perceptions on the Question: “Who motivated you to play
the game, Clash of Clans?”
My classmates 10 50.00
My family 2 10.00
Other people 0 0
TOTAL 20 100.00
It is evident from the responses of the students on the question, “Who motivated
you to play the game, Clash of Clans?” 10 or 50.00 percent claimed their “classmates”,
8 or 40.00 percent affirmed it’s their “personal decision”, while 2 or 10.00 percent
At present, do you
have plans of stopping
playing “Clash of Frequency Percentage
Clans?” Yes
45%
No Yes 9 45.00
55%
No 11 55.00
TOTAL 20 100.00
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Confronted with the question, “At present, do you have plans of stopping
playing “Clash of Clans?”, 9 or 45.00 percent of the respondents have plans of quitting
Agree Disagree
Impact
f % f %
1. Low grades 7 35.00 13 65.00
28
18
16
14
12
10
8
6
4
2
0
1 2 3 4 5 6 7 8 9 10 11
It can be gleaned from the table and graph that the student-respondents almost
“disagree” on most of the indicators on the impact of Clash of Clans on the academic
performance of students. Some “agree” that playing Clash of Clash” may result in the
classes”, “Tardiness/late in going to school”, “Low scores on quizzes and exams”, “Non-
participation in recitation”, “Bad study habits”, and “Lack of interest on the lessons”, but
majority were “disagreed” by the students. This may be due to the fact that these students
are currently enjoying the game and the negative impacts are overshadowed by the
29
Table 17. Frequency and Percentage Distribution of Respondents’ Perceptions on
the Benefits of Playing “Clash of Clans”
f % f %
20
18
16
14
12
10
8
6
4
2
0
1 2 3 4 5 6 7 8
30
The table reveals that in general, the students perceived playing Clash of Clans to
the different indicators than those who responded “disagree’. His can be attributed to the
mindset it brings to the players that the said game benefits them along the way.
Chapter V
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This chapter highlights the summary of this research study. It gives a picture of
the whole study. This chapter also includes the conclusion and the recommendations
Summary
Callang National High School as regard the impact of playing the online game, “Clash of
It aimed to find answer to the following specific questions: First, what is the
demographic profile of the student-respondents as to age, gender, year level and section?
Second, what are the perceptions of students of Callang National High School as regard
playing the game, extent of frequency playing the game, length of time spent playing the
game, parents’ awareness of their children playing the game, absenteeism due to playing
the game, cutting classes due to playing the game, place where the game is played, source
of money used in playing the game, motivation to play the game, and decision to quit
playing the game? Third, what are the impacts of playing “Clash of Clans” on academic
performance as perceived by students of Callang National High School? And lastly, what
To come up with answers to the problems raised in the statement of the problems,
checklist to 20 randomly selected students across all grade levels. Distribution and
32
Data gathered were tabulated and interpreted. Results were presented using frequency
Conclusion
1. Majority of the respondents were males, who are within the 13-14 years old age
bracket. Distribution of respondents was done equally across all grade level to eliminate
2. All the respondents are aware/familiar and are playing the game, Clash of Clans.
3. Most of them claimed that they are playing it everyday at an average of less than 1
hour to 2 hours.
3. Most respondents admitted that their parents knew that they are playing the game
4. All replied that they never absent or cut classes just to play the game.
5. Respondents predominantly play the game using their cell phones and they claimed it
6. Their motivations to play the game are their friends and their personal choice.
7. It is quite alarming because more than half of them have no plans of stopping playing
the game.
8. There are a greater number of students who believe that playing Clash of Clash does
Recommendations
33
In the light of the findings and conclusions, the following recommendations are
1. Since it was found out that many students are playing the game everyday at an
average of less than 1 hour to 2 hours, it is recommended that these students must limit
the number of days and number of hours playing the game in order to have more time
2. Since students claimed that parents know that their children are playing Clash
of Clans, they are encouraged to advice their children to minimize if not quit playing the
3. Since they caimed they never absent or cut from their classes just to play the
game, students are encouraged to attend to their classes regularly despite the fact that
4. Since students can play the game on their cell phones anytime due to the free
apps, parents should set a schedule of cell phone usage for their children.
5. Since it was found out that most of them have no plans of quitting playing the
academic performance, they must be enlightened that playing the game may have
7. Since the students perceived playing Clash of Clans to be beneficial, they must
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Shaffer, D. W., Squire, K. R., Halverson, R., & Gee, J. P. (2005). Computer Games and
the Future of Learning. The Phi Delta Kappan, 104-111.
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Retrieved March 6, 2016.
Warner, Bernhard (2013). "Finland's Supercell mobile games with mega profits".
Bloomberg Businessweek. Retrieved March 6, 2016..
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thesis, University of Georgia, USA.
36
APPENDICES
37
DOCUMENTATIONS
38
Photo showing the Grade 7 students while accomplishing the questionnaire
39
Photo showing the Grade 8 students while accomplishing the questionnaire
40
Photo showing the Grade 9 students while accomplishing the questionnaire
41
Photo showing the Grade 10 students while accomplishing the questionnaire
Letter of Approval
Republic of the Philippines
Department of Education
42
Region 02
Division of Isabela
CALLANG NATIONAL HIGH SCHOOL
March 7, 2016
Madam:
May we seek permission from you to allow the undersigned to conduct a research study
entitled, “CLASH OF CLANS”: A SILENT CULPRIT (An Assessment of its Impact
on Academic Performance as Perceived by Students of Callang National High
School), in partial fulfilment of the requirements in English 10.
With humility and respect, it is fervently hoped that the above stated research title would
merit your favorable approval.
Approved:
MRS. ZENAIDA F. CONCEPCION
English Teacher
Letter to Respondents
Republic of the Philippines
43
Department of Education
Region 02
Division of Isabela
CALLANG NATIONAL HIGH SCHOOL
March 7, 2016
Dear Respondents,
In this regard, may we request from you to please supply the needed data by answering
the questionnaire. Rest assured your responses will be dealt confidentially. Your utmost
concern will surely redound to the success of this endeavor.
Attested:
MRS. ZENAIDA F. CONCEPCION
English Teacher
QUESTIONNAIRE
44
(An Assessment of its Impact on Academic Performance as Perceived
by Students of Callang National High School)
Apple Jean S. Dulig, Claire P. Calucag, Georjs Eirene C. Garcillan, Desiree D. Lampa
Harriet Mae E. Bautista, Jeffrey A. Galleon, Jolly P. Gambol Jr.
45
4-5 times a week
4. Every time you play, on the average, how long does Less than 1 hour
it take you playing the game? 1-2 hours
3-4 hours
More 5 hours
5. Do your parents know that you are playing “Clash Yes No
of Clans”?
6. Have you ever been absent from your class just to Yes No
play “Clash of Clans”?
7. Did you ever cut classes just to play “Clash of Yes No
Clans”?
8. Where do you usually play “Clash of Clans”? At the net café
On my cell phone/tab
On my PC/laptop
Others
9. Where do you get money to pay for the game? It is free
From my allowance
I ask from my parents
From my friends
10 Who motivated you to play the game, “Clash of My personal decision
Clans”? My classmates
My friends
My family
Other people
11. At present, do you have plans of stopping playing Yes No
“Clash of Clans”?
46
8. Low scores on quizzes and exams Agree Disagree
9. Non-participation in recitation Agree Disagree
10. Bad study habits Agree Disagree
11. Lack of interest on the lessons Agree Disagree
47
CURRICULUM VITAE
Curriculum Vitae
48
Color: Black, gray, white
Movie: Everyday I Love You
Actor: Daniel Padilla
Actress: Kathryn Bernardo
Singer: Daniel Padilla
Food: Burger and fries
Parents:
Father: Apolinar C. Dulig Jr. (deceased)
Mother: Jeanette S. Dulig
Educational Attainment:
Preschool/Kindergarten: District No. 2 Day Care Center (2004-2005)
Elementary: San Manuel Central School (2004-2012)
Secondary: Callang National High School (2012-2016)
Curriculum Vitae
49
Subject: Math
Color: Blue and Pink
Movie: Hannah Montana
Actor: Enrique Gil
Actress: Kim Chiu
Singer: Taylor Swift
Food: Adobo
Parents:
Father: Jessie Calucag
Mother: Perlita Calucag
Educational Attainment:
Preschool/Kindergarten: Babanuang Day Care Center (2004-2005)
Elementary: Babanuang Elementary School (2004-2012)
Secondary: Callang National High School (2012-2016)
CLAIRE P. CALUCAG
Signature
Curriculum Vitae
50
Color: Blue, yellow, black
Movie: Love story movies
Actor: Enrique Gil
Actress: Liza Soberano
Singer: Sarah Geronimo
Food: Palabok, fries, siomai
Parents:
Father: George Garcillan
Mother: Jovelyn Camangeg
Educational Attainment:
Preschool/Kindergarten: District No. 2 Day Care Center (2004-2005)
Elementary: San Manuel Central School (2004-2012)
Secondary: Callang National High School (2012-2016)
Curriculum Vitae
51
Color: Black and white
Movie: Step Up All In
Actor: Paulo Avelino
Actress: Nadine Lustre
Singer: James Reid
Food: Carbonara, fruit salad
Parents:
Father: Darlon Bautista
Mother: Beatriz Bautista
Educational Attainment:
Preschool/Kindergarten: District No. 1 Day Care Center (2004-2005)
Elementary: San Manuel Central School (2004-2012)
Secondary: Callang National High School (2012-2016)
Curriculum Vitae
52
Color: Blue, violet, black
Movie: Meteor Garden
Actor: Daniel Padilla
Actress: Kathryn Bernardo
Singer: Sarah Geronimo
Food: Menudo, adobo, fries, siomai
Parents:
Father:
Mother:
Educational Attainment:
Preschool/Kindergarten: District No. 4 Day Care Center (2004-2005)
Elementary: San Manuel Central School (2004-2012)
Secondary: Callang National High School (2012-2016)
DESIREE D. LAMPA
Signature
Curriculum Vitae
53
Color: Black and white
Movie: Step Up All In
Actor: Paulo Avelino
Actress: Nadine Lustre
Singer: James Reid
Food: Carbonara, fruit salad
Parents:
Father: Darlon Bautista
Mother: Beatriz Bautista
Educational Attainment:
Preschool/Kindergarten: District No. 1 Day Care Center (2004-2005)
Elementary: San Manuel Central School (2004-2012)
Secondary: Callang National High School (2012-2016)
Curriculum Vitae
54
Color: Red, blue, black
Movie: Da Vinci Code
Actor: Enchong Dee
Actress: Janella Salvador
Singer: Sarah G.
Food: Anything
Parents:
Father: Herman S. Galleon
Mother: Rose A. Galleon
Educational Attainment:
Preschool/Kindergarten: District No. 1 Day Care Center (2004-2005)
Elementary: San Manuel Central School (2004-2012)
Secondary: Callang National High School (2012-2016)
JEFFREY A. GALLEON
Signature
Curriculum Vitae
55
Color: Blue and black
Movie: Crazy Beautiful You
Actor: Coco Martin
Actress: Angel Locsin
Singer: Darren Espanto
Food: Adobo
Parents:
Father: Jolly Gambol Sr.
Mother: Janette Gambol
Educational Attainment:
Preschool/Kindergarten: District No. 3 Day Care Center (2004-2005)
Elementary: San Manuel Central School (2004-2012)
Secondary: Callang National High School (2012-2016)
56
ACCOMPLISHED
QUESTIONNAIRES
57