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CHAPTER III

METHODOLOGY

This chapter presents the specific steps and activities that are to be performed in order to accomplish the

main objectives of this paper. It includes the research design and data analysis

3.1 Activities

In order to determine the different relationship between short term memory recall and academic

performance of video gamers and non-video gamers, the researchers intend to carry out 3 main activities:

administration of a survey questionnaire, conduct of the experiment proper and data analysis.

Survey

A survey questionnaire through google forms, will be administered to senior high school students.

This phase of the study (along with its preparation) would last for 2 months covering the months

of October and November 2021. The survey would be dispersed through their Dlsu email

(Gmail). This will be done in order to collect quantitative data needed for data analysis,

specifically their academic performance and classification of being a gamer or non gamer. The

responses will then assist the researchers in determining their gaming status which is crucial for

the next phase of the study.

Experiment

Once all of the survey questionnaires have been collected, the researchers would now divide the

participants into two main groups: video gamers and non video gamers. Participants who got a

mean score of 4.0 and above in the passion scale found in Appendix A section 3 would be

classified as video gamers while participants who got a mean score of less than 4.0 would be
classified as non video gamers. Each group of participants will be further subdivided into 2: an

experimental group and a control group. The participants’ assignment to their respective

subgroup would be done randomly. A total of 4 groups will be formed:

1. Experimental Video Gamer group

2. Control Video Gamer group

3. Experimental Non-video Gamer group

4. Control Non-video gamer group.

All 4 groups will be administered a Short Term Memory Assessment using Trial 1 of the Rey

Auditory Verbal Learning Test. RAVLT will be administered to experimental groups

immediately after they play a 15-minute Tetris game. Control groups will be administered the

RAVLT Trial 1 without playing the online Tetris game. This experiment is intended to address

this paper's objective of determining the effects of gaming to short term memory recall,

specifically if immediate exposure to video games affect memory recall. The conduct of the

experiment is expected to be conducted from October to November 2021.

Data Analysis

This activity will be done through various statistical computations such as a test of difference

(hypothesis testing) which aims to address the research objective: To determine if video gaming

affect short term memory recall of gamers and Non-gamers and To determine if there is a

significant difference between gamers and non-gamers in terms of short term memory recall and

academic performance , correlation analysis will address the objective “To determine if there is a

significant correlation between short term memory recall and academic performance of gamers

and non-gamers” and regression analysis which will address the objective: To determine if short
term memory recall can predict the academic performance of gamers and non-gamers. The t-test

will be utilized as it is used in determining if there is a significant difference between the results

of the groups. Furthermore, the correlation analysis will be utilized as it helps determine the said

objective through determining the linear relationship of the given variables. Lastly, the regression

analysis will be utilized since it is used in predicting the expected value of a variable which is

based on the other variable. This phase of the study is to be done in the space of three months,

November 2021 – February 2022. This activity will be done in order to determine if there is a

significant difference between gamers and non-gamers in terms of memory recall and academic

performance and if memory recall can predict the academic performance of gamers and non-

gamers.

Activity 2020 2021

Ju Au Se O No D Ja Fe M A Ma

ly g pt ct v ec n b ar pr y

Preparation of X
Survey

Questionnaire

Distributionof X
Suvey

Questionnaire

and selection

of
Participants

Conduct of X X
Experiment

Data Analysis X X X
& Data

Validation

Report X X X X X X X X X X X
Writing

3.2. Research Design

The approach that will be used in this study is quantitative research with an experimental design.

Quantitative research aims to find relationships between video gaming, a student's academic performance,

and short term memory recall. The experimental design will help the researchers find if immediate

exposure to video games has an impact to short term memory recall.

To address the ethical issues related to the study, the researchers will provide the participants important

information about the research. Appendix A, Section A and B will contain details about the background

and purpose of the study. Section C and D will cite the possible risks and benefits to both the interviewee

and society. Appendix E will further expound on the issue of privacy and confidentiality, assuring the

interviewees that personal information and other pertinent data in connection gathered in the research will

be kept confidential and will only be used for academic purposes. In Section F, the interviewees will

also be informed that they can withdraw their participation if they feel the need to do so. The contact

information of the researchers will be provided in the event that the participants would need further

clarifications about the research.


3.2.1 Data Collection Method

The data for quantitative analysis needed for this study will be collected through means of the survey via

Google Forms and the results of their short term memory recall assessment via a table of results. The survey

questionnaire is designed to collect data on their personal information, academic performance and video

gaming status, the latter of which will help the researchers classify the participants into groups for the

next phase of the study. Participants are required to fill-up two consent forms, one before answering the

survey and the other before participating in the experiment proper. For participants who are of age 17 and

below, two separate consent forms for the survey and experimental phase will be given to the

parents/guardians of the respondent. The survey and the informed consent form for the survey will be

distributed using a set of emails sent to the target participant’s DLSU-given email addresses. Another

collection method is through the use of data sheets wherein data regarding the result of their short term

memory assessment test will be logged by the researchers. This will be conducted in order to gather data

on the performance of short term memory recall of video gamers and non video gamers.

In identifying the nature of participants whether they fall under “gamer” or “non-gamer”, four questions

utilizing a seven-point scale from Argento et al’s (2019) article entitled “Gamers and Video Games

Users: What’s the Difference?” , which is based on Vallerand’s (2010) “On Passion for Life Activities:

The Dualistic Model of Passion”, will be included in the survey questionnaire to categorize “gamers” and

“non-gamers”. Respondents with a mean score of 4.0 and above are classified as “gamers” while

respondents with a mean score of below 4.0 are classified as “non-gamers”.

Participants who will proceed to the experimental phase will be contacted through their DLSU-given

email addresses via email which is asked for in the survey questionnaire. The scheduling of experiments

will depend on the participant’s availability on a set of dates given by the researchers where sessions will

occur.
Data analysis from data gathered in the survey and in the experimental phase will use the statistical

methods test of difference, correlation analysis, and regression analysis.

3.2.2. Data Collection Instruments

Data collection instruments will primarily consist of a survey questionnaire which includes the

demographics of the respondents, their game usage classification, and their GPA for the previous term

and a Short Term Memory recall Test using the Rey Auditory Verbal learning Test Trial 1.

Data collection instruments will primarily consist of a survey and an experimental phase. The

survey will be used to gather and categorize prospective participants of the study and it’s experimental

phase. All of the experimental phase participants will come from the survey respondents. Appendix A

lists down the sections Basic Information, DLSU Student Demographics, and Game Usage Classification

which are contained within the survey.

Before answering the survey, respondents are asked immediately if they are willing to participate

in the experimental group of the study to ensure an equal number of survey and experimental phase

participants. The first section covers the basic personal information of the respondents. The second

section covers the demographics of the respondents with regards to their enrollment with De La Salle

University IS - Senior High School. This section gathers information about their academic standing in

school. The third section categorizes the respondents into either of two groups, gamer or non-gamer.

Four scale questions from the paper “On Passion for Life Activities: The Dualistic Model of

Passion” by Vallerand (2010) will be used to quantify the respondents interest in video gaming or lack

thereof. These four questions appear in Appendix A, Section Three. This will categorize the respondents
into either a “gamer” or a “non-gamer” depending on their scale results. This categorization was based

on the article written by Argento et al. (2017), entitled “Gamers and Video Games Users: What’s the

Difference?”

The first trial of the Rey Auditory Verbal learning Test or RAVLT would be utilized to measure

short term memory. A list of 15 nouns would be read to the participants at a one second interval.

Appendix B lists the words to be used for the short term memory recall assessment. The list was based

on the article written by Correia and OsorioiIn (2014), entitled “The Rey Auditory Verbal Learning Test:

Normative Data Developed for the Venezuelan Population”. The article also used the first trial of the

RAVLT to measure short term memory and attention. Appendix C displays the table of results where the

participants short term memory assessment would be logged in. The table of results will contain the

quantitative data that will be used to attain all of the four objectives: To determine if there is a significant

correlation between short term memory recall and academic performance of gamers and non-gamers, To

determine if short term memory recall can predict the academic performance of gamers and non-gamers,

To determine if video gaming affect short term memory recall of gamers and non-gamers, To determine if

there is a significant difference between gamers and non-gamers in terms of short term memory recall

and academic performance

3.2.3. Population and Sampling Method

Convenience sampling will be used in this study to obtain participants for the survey and conversely, the

experiment. The researchers will administer the survey questionnaire online to the students enrolled in the

senior high school department at the DLSU Manila campus. The survey will enable the researchers to

determine who are willing to participate in the next phase of the study. The selection of participants will

be done by convenience sampling since the researchers have to consider the limitations of the online

setup as well as the availability and willingness of the respondents to participate in the experiment. Those

who are willing to participate will be given consent forms as well as sufficient and detailed information
on the research to help them decide whether to continue or discontinue their participation. The

participants who are willing to participate will be divided into 2 main groups (video gamers and non-

video gamers) and then assigned randomly into 2 subgroups (with exposure to video games and without

video exposure). The researchers will need to confer with the participants for the schedule of the

experiment.

3.3 Data Analysis

The researchers would analyze the data gathered from the survey and experiment through the use of the

different statistical methods such as test of difference, correlation analysis, and regression analysis.

Pearson R correlation test will be performed to find the relationship between the students’ academic

performance and their short term memory assessment with respect to how they are classified. The x

(independent variable) would be the students short term memory assessment represented by their

respective scores in the RAVLT. While the y (dependent variable) would be the students academic

performance represented by their GPA.

The formula for Pearson’s r is given by:

r =n ¿ ¿

Should r be greater than zero (r > 0), the relationship between the two variables would be a direct

correlation. A high score on the short term memory assessment would mean a high grade point average

score. Conversely, a low score on the short term memory assessment would mean a low grade point

average
The table below shows the strength interpretation of r according to Levin and Fox (2014)

Absolute Value of r Strength

0.60 to 0.99 Strong correlation

0.30 to 0.59 Moderate correlation

0.00 to 0.29 Weak correlation

Simple linear regression analysis, through the use of the regression line, would then be used to predict the

GPA (academic performance) using their scores on the short term memory assessment.

The equation of the regression line is given by:

^y =bo +b 1( x )

Where x would be the score of short term memory assessment and ^y would be the predicted GPA.

The formula for b 1is given by:

b 1=n ¿ ¿

The formula for b o is given by:

b o= y−b1 (x)

The T test would be used to determine if exposure to video gaming can affect short term memory recall

and if there is a significant difference between gamers and non-gamers in terms of short term memory

recall and academic performance. The significance level for this study will be set at 0.05

The formula for the T-test is given by:

( x −x ) (n1 −1) s 1 ❑❑2 +(n2−1) s 2 ❑2❑


t= 1 2 ; s p ❑❑ =
2

√❑ n1+ n2−2
The following tables would help the researchers determine if there are significant differences or not.

To determine if exposure to video gaming can affect short term memory recall of gamers and non-

gamers:

Table 1 for video gamers:

Classification Sample Size Mean Standard Deviation

With Exposure - - -

Without Exposure - - -

Table 2 for non video gamers:

Classification Sample Size Mean Standard Deviation

With Exposure - - -

Without Exposure - - -

A number of studies stated that video gaming can help improve STMR thus the alternative hypothesis

would be μ( exposure)> μ (no exposure) with the null hypothesis being μ( exposure)≤ μ(no exposure ).

If the t test value is found to be greater than the critical value, then immediate exposure to video gaming

improves STMR. If the t-test value is found to be less than the critical value, then immediate exposure to

video gaming does not improve STMR. If this happens, the researchers would run again the test with a

new alternative hypothesis, μ( exposure)< μ (no exposure) to determine if immediate exposure video

gaming has a negative effect or has no impact at all on STMR.

To determine if there is a significant difference between gamers and non-gamers in terms of short term

memory recall and academic performance:


Table 1 in terms of STMR

Classification Sample Size Mean Standard Deviation

Video Gamers - - -

Non Video Gamers - - -

Different studies concluded that video gaming can help improve STMR thus the alternative hypothesis

would be μ( video gamers)> μ(non video gamers)with the null hypothesis being

μ( video gamers) ≤ μ(non video gamers). If the t test value is found to be greater than the critical value,

then video gamers have a higher STMR. If t test value is found to be less than the critical value, then

exposure to video gaming does not improve STMR. If this happens, the researchers would run again the

test with a new alternative hypothesis, μ( video gamers)< μ(non video gamers) to determine if video

gaming has negative effect or has no impact at all to STMR

Table 2 in terms of Academic Performance (GPA)

Classification Sample Size Mean Standard Deviation

Video Gamers - - -

Non Video Gamers - - -

Most common studies found resulted in video gamers having a lower GPA compared to non video

gamers. Thus the alternative hypothesis for this test will be μ(non video gamers)> μ(video gamers)

with the null hypothesis being μ(non video gamers) ≤ μ(video gamers). If the t test value is found to be

greater than the critical value, then non video gamers have a higher GPA. If t test value is found to be

less than the critical value, then video gaming has no effect on academic performance. If this happens,

the researchers would run again the test with a new alternative hypothesis,
μ(non video gamers)< μ(video gamers) to determine if video gaming improves or has no impact at all

on GPA.

Appendix A

1. Section 1: Basic Information

a. Full Name

b. Age

c. Gender

d. DLSU Email Address

2. Section 2: DLSU Student Demographics

a. Strand

b. ID Number

c. GWA / GPA [TERM 1, A.Y. 2021-2022]

3. Section 3: Game Usage Classification via The Passion Scale (Vallerand, 2019)

a. I spend a lot of time doing this activity

i. 1-2-3-4-5-6-7

b. I love this activity

i. 1-2-3-4-5-6-7

c. This activity is important to me

i. 1-2-3-4-5-6-7
d. This activity is a passion for me

i. 1-2-3-4-5-6-7

e. Videogame playing frequency

i. 1-2-3-4-5-6-7

Appendix B

List of words to be used in the RAVLT Trial 1, from the article “The Rey Auditory Verbal Learning Test:

Normative Data Developed for the Venezuelan Population” by Ferreira Correia, A., & Campagna

Osorio, I. (2014)

1.) Cloud

2.) Pencil

3.) Boat

4.) Glasses

5.) Drum
6.) Coffee

7.) Moon

8.) House

9.) Color

10.)River

11.)Leaf

12.) nose,

13.)chalk,

14.)piano,

15.)Goat

Appendix C

Data Sheets for RAVLT

Table 1: Video gamers with no exposure

Name Score

Name 1 / 15

Name 2 / 15

Table 2: Video gamers with exposure

Name Score
Name 1 / 15

Name 2 / 15

Table 1: Non Video gamers with no exposure

Name Score

Name 1 / 15

Name 2 / 15

Table 1: Non Video gamers with exposure

Name Score

Name 1 / 15

Name 2 / 15

Appendix D

De La Salle University

Senior High School

You are being asked to participate in a research entitled,

Short term memory recall and academic performance of video gamers and non-video gamers in the

online setup

Source in the Philippines


You must be 18 years or older to participate in this research interview. If you have yet to turn at

the age of 18, an additional consent form shall be given. Your participation is voluntary. Please carefully

read the information below. Do not hesitate to ask any questions regarding the survey that may not be

clear to you.

The survey is to be conducted by senior high students of De La Salle University namely

Nathaniel Feliciano, Sam Dirain, Joseph Peña, and Matthew Sanchez, as part of their requirements

for completing their Practical Research subject. This study was developed under the supervision of

Ms. Nenuca Fe M. Canlas from the Br. Andrew Gonzalez College Of Education.

A. INTRODUCTION/PURPOSE

You are being invited to take part in a research study. Before you decide to participate in this study, it

is important that you understand why the research is being done and what your participation will involve.

Please read the following information carefully and feel free to ask the researcher if there is anything that is

not clear or if you need more information.

The aim of this interview is to gather data and information that will help to determine if video

gaming has an effect in short term memory. This will provide an insight on whether or not video gaming can

cause any improvement, possible deterioration, or perpetual results. Additional character classification will be

done to determine if a participant is to be regarded as a “gamer” or “non-gamer.” The character classification

will aid the data analysis and discussion of the paper because both “gamers” and “non-gamers” shall have

their own separate analysis under a section regarding any changes in short term memory.

B. PROCEDURE
To participate in this survey, we are requiring you to perform the following:

1. You will be asked to give your consent to participate in this study.

2. You will be asked about your personal information -- name, age, email address, etc.

3. You will be asked to answer the questions asked by the researchers with complete

honesty regarding your passion towards video gaming, your GPA, and you

willingness to continue in our study.

C. POTENTIAL RISKS AND DISCOMFORT

This interview will not pose any potential physical risks nor harm to you. Your only

Difficulties, should there be any, may arise from inability to recall some answers to the interview

questions and confidentiality issues. The initial questions in this survey will include your full name,

email address, and the strand that you belong to. If you are not comfortable with the researchers knowing

those initial inputs from you, you may not partake in this survey. This survey will also involve your

personal information with regard to your passion for playing video games. If you do not feel like sharing

those data, you may refuse to take this survey.

D. POTENTIAL BENEFIT TO SUBJECTS AND/OR TO SOCIETY


The data to be gathered from this interview session will be helpful for providing

insightful information regarding possible effects that video gaming may have on the short term

memory of students. The findings of the study can benefit students and teachers alike in better

understanding education and how video games can influence the performance of students, and if

these factors can be used to manipulate academic performance. If the found effect turns out to be

an improvement, advantageous software applications of specified games may be programmed to

specifically improve a student’s short term memory. Students that are capable of acquiring such

software applications, once released publicly, may use it to aid academic achievement.

E. CONFIDENTIALITY

Any information that is obtained in connection with this study and that can be identified with you

will remain confidential and will be disclosed only with your permission, or as required by law. Only

data strictly pertinent to the study will be collected from you. Your responses in this research will be

anonymous. Every effort will be made by the researcher to preserve your confidentiality. To ensure your

data's confidentiality, our research team will be the only ones to have access to the inputs that you've

provided for this survey.

F. PARTICIPATION AND WITHDRAWAL

Your participation in this study is completely voluntary. If you decide to participate, you will be

asked to sign this consent form. If at any point in time you wish to withdraw during the interview,

you may do so without penalty or consequence of any kind. Withdrawing from this study will not

affect the relationship you have, if any, with the researcher. If you withdraw from the study

before data collection is completed, your data will be disposed of. Any data collected, should you
withdraw, will be disposed of properly. For those who have successfully completed the whole

interview session, your data will also be disposed of once the research study is academically

considered as finished.

Experiment Consent form

You are being asked to participate in a research entitled,

Short term memory recall and academic performance of video gamers and non-video gamers in the

online setup

You must be 18 years or older to participate in this research study. If you have yet to turn at the

age of 18, an additional consent form shall be given. Your participation is voluntary. Please carefully

read the information below. Do not hesitate to ask any questions regarding the survey that may not be

clear to you.

The experiment is to be conducted by senior high students of De La Salle University namely

Nathaniel Feliciano, Sam Dirain, Joseph Peña, and Matthew Sanchez, as part of their requirements

for completing their Practical Research subject. This thesis was developed under the supervision of

Ms. Nenuca Fe M. Canlas from the Br. Andrew Gonzalez College Of Education.
A. INTRODUCTION/PURPOSE

You are being invited to take part in a research study. Before you decide to participate in this

study, it is important that you understand why the research is being done and what your participation will

involve. Please read the following information carefully and feel free to ask the researcher if there is

anything that is not clear or if you need more information.

The aim of this experiment to determine if video gaming has an effect in short term memory.

This will provide an insight on whether or not video gaming can cause any improvement, possible

deterioration, or perpetual results.

B. PROCEDURE

To participate in this experiment, we are requiring you to perform the following:

1. You must have participated in a survey prior to this experiment

2. You will be asked to give your full consent in participating in this study which will include

your personal information and data.


3. You will be asked to participate in a short term memory assessment and , depending

on your group, may or may not play the game “Tetris” before the STMR assesment

C. POTENTIAL RISKS AND DISCOMFORT

This experiment will not pose any potential physical risks nor harm to you. Your only

difficulties may arise from poor connectivity issues which may lead to disconnection during the

experiment and the inability to recall some answers to the questions . The initial questions in this survey

will include your full name, email address, and the strand that you belong to. If you are not comfortable

with the researchers knowing those initial inputs from you, you may not partake in this survey. This

survey will also involve your personal information with regards to your perception towards playing

video games. If you do not feel like sharing those data, you may refuse to take this survey.

D. POTENTIAL BENEFIT TO SUBJECTS AND/OR TO SOCIETY

The data to be gathered from this interview session will be helpful for providing

insightful information regarding possible effects that video gaming may have on the short term

memory of students. The findings of the study can benefit students and teachers alike in better

understanding education and how video games can influence the performance of students, and if

these factors can be used to manipulate academic performance. If the found effect turns out to

be an improvement, advantageous software applications of specified games may be programmed

to specifically improve a student’s short term memory. Students that are capable of acquiring

such software applications, once released publicly, may use it to aid academic achievement.

E. CONFIDENTIALITY
Any information that is obtained in connection with this study and that can be identified with you

will remain confidential and will be disclosed only with your permission, or as required by law. Only

data strictly pertinent to the study will be collected from you. Your responses in this research will be

anonymous. Every effort will be made by the researcher to preserve your confidentiality. To ensure your

data's confidentiality, our research team will be the only ones to have access to the inputs that you've

provided for this survey.

F. PARTICIPATION AND WITHDRAWAL

Your participation in this study is completely voluntary. If you decide to participate, you will be

asked to sign this consent form. If at any point in time you wish to withdraw during the interview,

you may do so without penalty or consequence of any kind. Withdrawing from this study will not

affect the relationship you have, if any, with the researcher. If you withdraw from the study

before data collection is completed, your data will be disposed of. Any data collected, should you

withdraw, will be disposed of properly. For those who have successfully completed the whole

interview session, your data will also be disposed of once the research study is academically

considered as finished.

Parental Consent Form (for participants who are 17 years old and younger)

FOR PARENTS OF DLSU IS SENIOR HIGH SCHOOL STUDENTS

I, the undersigned, confirm that (please tick the appropriate boxes):

I have read and understood the information about the Senior High School research □
1.
and its associated procedures as provided in this Informed Consent

I have been given the opportunity to ask questions about the study and my child's □
2.
participation.

I voluntarily give my consent to allow my child to voluntarily participate in any of the □


studies listed in the Information Sheet, and am aware that taking part in any of the
3.
studies includes being interviewed and voice-recorded.

I am aware that by taking part in any of the studies, my child may be interviewed, □
may be asked to fill out survey forms, and participate in group discussion. The
interview and group discussion sessions may also be recorded as deemed necessary
4. by the researchers for the fulfillment of the study.

I understand that participation is voluntary with no effect on my child’s grades. I can □


withdraw my child from the study at any time and I do not have to give any reason for
5.
why I no longer want my child to participate.

I understand that once I give my consent, my child will still be given the option to □
voluntarily participate and withdraw from any of the studies of her or his choice. My
6.
child’s decision will in no way affect her or his grades.

I agree for the data to be provided by my child be used for education and research □
7.
purposes on condition that our privacy is respected.

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