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This chapter presents the summary of findings from which the conclusion on was
drawn; both of which were made the basis in the formulation of some recommendations.
Summary
The objective of this study was to find out The Academic Effect of Video
Game of Grade X Student in San Miguel National High School. A non-experimental
method was employed in gathering the data. In determining significant relationship
between playing video games and academic performance. Pearson R was used.
Specifically; this study sought answer to the following queries: 1. what is the
frequency distribution of playing video games in terms of number of hours; 2. what is the
academic performance of the Grade X students who are involved in video games; 3.
what is the frequency distribution of different kinds of video games played on the
students; 4. is there any significant effect of playing video games towards he academic
performance of the students.
Findings
It was found out that there was is a slight negative correlation between playing
video games and student’s academic performance. It is stated that when the time spent
of playing video games increases, the grades slightly decrease and when the time spent
of games decreases, the grades slightly increase.
Based on the Polygon Graph, the R- value was lesser than P- value which meant
that the null hypothesis was to be rejected. Hence, the time spent of using video games
and grades are inversely proportional.
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Conclusion
Based on the findings, it could be concluded that playing video games really
matter towards the academic performance of the students. If the student spent greater
time of playing video games, the academic performance will decrease and when they
spent lesser time of playing video games, the academic performance will increase.
Recommendation