Professional Documents
Culture Documents
MILA P. CANTOMAYOR
ROLLY T. ASIS
JAYSON D. BALILA
PAGE
and Information 13
VII. References 20
municipality. Due to this, no network providers dared to invest despite the efforts
wifi” stalls were installed recently, which provide the locals an unlimited access to
internet.
vast information that will definitely help them in accomplishing their respective
One morning, during the scheduled retrieval of SLMs in our school, one
immediately to address her concern. She worriedly revealed that her son stopped
about the same issue. They were all worried because their respective sons
fact that they can’t monitor their sons rigidly during the day because they have to
work on their farms, made the problem heavier. Every night, their respective sons
stayed late, just to play the online game. As a consequence, they wake up late and
immediately asserted that they’ve done that. At times, it gets into a point that their
respective sons were full of bruises due to intense beating and whipping. They
stopped, but after few days, they played the game again addictively. They already
tried suspending their sons’ monetary assistance for their baon, but still, nothing
happened. Instead it only caused a bigger problem because their sons became
rebellious. Their respective sons often became out of control. Thus, the parents
investigate to validate the problem. He roamed on the different piso wifi stalls
during the day and stayed late at night to roam again, for three consecutive days.
Surprisingly, for three days, he observed that among all the individuals
staying near the different stalls, majority of it were our students and half of these
were playing online mobile games. Upon knowing this, we are dreadful of the
grow, all the efforts and initiatives of the teachers might be wasted.
Eatough, Davies, & Griffiths, 2006; Grüsser, Thalemann, & Griffiths, 2007; Wan
& Chiou, 2006). Anderson and Dill (2007) studied video games and aggression
and suggested that not only does gaming have an impact on performance directly,
but it also triggers a higher level of aggression, which is often linked to problems
time spent playing games was a negative predictor of academic performance and
that those who played video games more often had poorer grades than those who
played less. Shao-I, Jie-Zhi, and Der-Hsiang (2004) also studied addiction and
noted a decrease in school performance when the student was addicted to gaming.
academically.
of this pandemic will be put into waste. Moreover, the credibility of our school
respective SLMs on the different learning areas. Furthermore, this research will
help our primary stakeholders (parents) on facing the dilemma that they are
currently into. This will also prevent the critical effects of students’ addiction to
online mobile games to their academic performance. Thus, this research seeks to
The moment we realized the level of the problem we are currently facing,
What made the problem harder to resolve is the situation we are in, due to this
developed by Bandura.
process by which people seek to exert control over their thoughts, feelings,
game playing, gain more knowledge about gaming addiction and its effects, as
well as provide information about how to regulate themselves, the types of games
they can play, suitable duration to play games, etc. All of these would help
who underwent necessary training, will take the leading role. They will be the key
regulation skills with regard to the ability to control and manage frequency of
2018:
Evaluation:
Result of self-
assessment
and goal setting
Evaluation:
Assessment
Evaluation:
Assessment
Evaluation:
Posttest
Evaluation:
Assessment
school every week for the distribution of the tools, materials, and instruments
needed to achieve the target. There will be also a rigid orientation on how to use
or accomplish these tools, materials, and instruments, since they will be the one
who will administer it to their respective sons. The content of these are
contextualized and translated into vernacular for ease of access and to promote
absolute understanding among parents and their students. Since the parents work
during the day, they are expected to implement the devised activities at night
participants and to their parents for their active engagement and collaboration
during the whole administration of the intervention program which will be held in
Counselor and the Master Teacher – the proponents of this study) is highly
needed and the activities will be carried on during daytime. In order to attend all
IV. METHODS
The participants of this study are the 9 male students enrolled at B’laan
National High School whose parents often came to school to complain for their
different online mobile games. These students are in different grade levels as
shown in table 2:
These students belong to a well-off family. Some of the parents have huge
farms and have to supervise their workers, while some have stores to manage
which are the reasons why they can’t monitor their sons’ whereabouts during
daytime. At night, they have no strength left to check on their sons’ progress on
accomplishing the modules. They sleep early due to fatigue leaving their
data must be gathered: (1) number of hours the participants spent in playing
(3) gaming addiction level; (4) SLMs pretest and posttest scores in all learning
The research instruments that will be used in gathering the data from this
the assigned Master Teacher for recording and safekeeping. The following
instruments are:
participants are playing online mobile games during the whole conduct of the
following the protocols and standards of becoming a healthy gamer which will
from the Gaming Addiction Scale used in the study of Khazaal, Breivek, Billieux,
Zullino, Thorens, Achab, Gmel, and Chatton on 2018. The participants will be
Pretest and Posttest. These tests will measure the participants level of
understanding in the SLMs in all learning areas before and after the
Reflective Journal. This journal is where all the parents’ feedback will be
written. This instrument will provide additional details on how the parents notice
data:
Frequency. This will be used to count the range of number of hours the
becoming a healthy gamer; and (3) the gaming addiction level of the participants.
Bar graph will be also used to present all the data in much clearer view
and to depict comparison among the data before and after the administration of
To raise awareness about the findings of this study in the future, the
practitioners plan to conduct relevant training/seminar. The said training/seminar
aims to discuss and share the results of this study to the interested participants and
other concern stakeholders in each school or district of Davao Occidental.
Specific activities, time frame, persons involved, and success indicators
are below.
Khazaal, Y., Breivik, K., Billeux, J., Zullino, D., Thorens, G., Achab, S.,
http://www.jmir.org/2018/8/e10058/
University Rotterdam