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Time interval

Time interval is significant in conducting the interventions of pre-test and post-test experimental
research. It is the data that associates the information with a specific time range and is also defined as the
start- and end time point. In addition, it is the amount of time between two given points in time. Winarko
(2007) stated that the analysis of time intervals addresses specific problems like a pattern or association
rule mining. Furthermore, Wagner et al. (2002) added that the time series design is an approach for
evaluating the effects of the interventions.
Mamayson et al. (2020) researched the effects of brain games on global cognition among older
Filipinos, where they concluded that brain games are effective in improving the global cognition among
older Filipinos and recommended that professional health workers can use brain games in health
education and campaigns. In their study, they use brain games as the intervention where the experimental
group is played the games five (5) minutes a day for ten (10) days, where the game difficulty is
increasing.
The researcher utilized the Mamayson's team's time interval in conducting the intervention
because according to Mamayson et al. (2020), the mentioned frequency of playing the brain games led
them to their findings that brain games improved cognitive function. And one of the researcher's
anticipated outcomes is that mind-triggering games can reduce stress and improve one's cognitive
function. Furthermore, the researcher utilized Mamayson's team's time interval because of having a
similar conducted intervention, which is mind games, and one of the researcher's anticipated outcomes is
similarly to Mamayson's team's findings.

Data Collection

The researchers gathered the needed data from fifty (50) Grade 12 STEM students from Our Lady
of Fatima University- Valenzuela Campus. To obtain the data, the researchers first created and used a
screening tool to determine if the respondents possess the necessary qualities needed in the study.
Qualified respondents then are given informed consent before being examined; to verify the agreement
between the informant and researcher. Respondents who agreed and signed the informed consent will
then undergo a pre-test using the Perceived stress scale by Sheldon Cohen. The researchers utilize Google
Forms and send it through respondents' email accounts, for the formality, safety, and convenience of
respondents during the pandemic. After answering the pre-test, researchers guided the respondents to
install the game application and play it in the instructed time duration. Respondents must play the game
for five (5) minutes a day in ten (10) sessions. The ten (10) sessions were distributed over three (3) weeks,
where the participants will play the game consistently every other day until the ten (10) sessions are
complete. The time interval is based on Mamayson's research team's utilized time interval. Using the time
interval, the researchers acquired the required data, and at the same time will be convenient for the
respondent's schedules. After three (3) weeks of time intervals, the respondents will undergo the post-test
using a similar questionnaire. The researchers then thanked the respondents for their cooperation and
participation. The collected data from the respondents were then analyzed using standardized tests.
Lastly, the researchers will formulate a conclusion that will determine if there is a difference between the
pre-test and post-test of the Grade 12 STEM students on their self-esteem.

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