Professional Documents
Culture Documents
Department of Education
PRACTICAL RESEARCH II
A Quantitative
Research Proposal
Proponents:
Loyola, Jherica M.
Quiambao, Jhopany M.
Pangilinan, Charmie Q.
Section:
12 GAS H4
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Republic of the Philippines
Department of Education
PRACTICAL RESEARCH II
Research Teacher:
GENECENT G. MERCADO
February, 2021
TIME SPENT PLAYING VIDEO GAMES AND ITS EFFECT TO THE ACADEMIC
PERFORMANCE OF THE 12-STEM 1 STUDENTS IN SAN MATIAS SENIOR HIGH
SCHOOL
Video games have become one of the prominent sources for the entertainment of our
current generation, and playing these video games has become one of the preferred
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Republic of the Philippines
Department of Education
PRACTICAL RESEARCH II
activities of the student or teens and, since the release of popular games such as the
Mobile Legends: Bang Bang, Call of Duty Mobile, Among Us, and most recently Wild
Rift, the number of students or teenagers playing these video games has skyrocketed.
And surely, a problem will soon surface, and after some time, a problem did surface.
The students have been spending too much time playing these video, without minding
the consequences they may face and, this indifference and increasing amount of time
that the students or teenagers have spent on these video games each day has raised a
problem, and that many fear that over the long run, investing too much time in these
video games comes at the expense of the student's academic performance.
The researchers surveyed the students of the 12-S.T.E.M. 1 class of San Matias Senior
High School to collect data on how much time they spend playing video games and
whether it has affected their academic performance in any way. The researcher's aim in
conducting this study is to assess how much time do the students of the 12-S.T.E.M. 1
of San Matias Senior High School use to play these video games and their effect on
their academic performance and to help the students of the 12-S.T.E.M. 1 class of San
Matias Senior High School to answer the question "Am I spending too much time
playing video games?" and this may result to making them much more aware of the
consequences of spending too much time on these video games and make them spend
their time much more efficiently, and that may lead to better academic performance.
Figuring out how much time the students of the 12-S.T.E.M 1 class of San Matias
Senior High School spend on playing video games and its effect on their academic
performance is the main objective of this study.
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Republic of the Philippines
Department of Education
PRACTICAL RESEARCH II
Digital technology has made a tremendous impact on the life of the younger generation,
especially the student community. Their socialization process is realized through the
means of mobile and Internet engagement. Spending time on technical gadgets is a
vital part of their daily life (Arockiyasamy et. al.,2016). Nowadays, most people are
using technology. As technology evolves, it develops to make things easier for people.
Video games are created, video games are an electronic game that involves interaction
with a user interface or input device. The number of users of online games is increasing
day by day due to their constantly developing features. The massive time spent in
online environments leads to game addiction.
Based on the study of (Guerada, 2021) a person can be diagnosed with a game
addiction by a psychologist or a psychiatrist if he has a game playing pattern that is
severe enough to have a negative impact on himself/herself, his/her family, social,
education, work, and other important things. The impact of online gaming addiction on
children is manifested through, lack of focus on other daily activities, lack of attention in
class, and constant thinking about games. But some apps Such as Math Quizzy-
Mathematics game, both provide entertainment games and educational games. This
game can help children's learning, and not make them lazy to learn. Therefore, most
parents generally think that a video game is a bad thing for children. Parents should
establish and help lead their children in the selection of games while simply giving
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Republic of the Philippines
Department of Education
PRACTICAL RESEARCH II
games to children. However, some games can boost children's intellect. Some of them
are educational or educational games. Parents must be in a position to control and
select the source of the game.
A study by (Wakil et. al., 2017) found that students play between 1-3 hours per day and
their GPA did not decrease that much, in same time students that play more than 3
hours per day their GPA decreased more. The result helps the students to play with
electronic games carefully because if they play for few hours while not facing negative
affection and sometimes playing games have helped them to open their mind and study,
but if they are playing for more than three hours most of the time, they will face negative
effect on their GPA. Teenagers have invested too much time playing these games
without taking into consideration the effects they may face, and this ignorance and
increasing amount of time spent by students or teens on these video games every day
have generated a dilemma, Games help people to relieve stress but too much addiction
to online games can damage your health mentally, emotionally, and physically and this
health issue can affect your academic performance. People must be responsible
enough in playing such game.
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Republic of the Philippines
Department of Education
PRACTICAL RESEARCH II
Conceptual Framework:
Hypothesis
METHODOLOGY
Research Design
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Republic of the Philippines
Department of Education
PRACTICAL RESEARCH II
Statistical Treatment
Ethical Consideration
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Republic of the Philippines
Department of Education
PRACTICAL RESEARCH II
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Republic of the Philippines
Department of Education
PRACTICAL RESEARCH II
1 POINT
5 POINTS 3 POINTS
CRITERIA (NEEDS
(EXCELLENT) (GOOD)
IMPROVEMENT)
S - PECIFIC The objectives and the Some of the objectives Most of all of the
research problems of and the research objectives and the
the study are clearly problems of the study are research problems are
defined and focused. somehow discussed with unclearly stated and
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Republic of the Philippines
Department of Education
PRACTICAL RESEARCH II
M- All variables stated in Some variables stated in Most of all the variables
EASURABLE the research questions the research questions or stated in the research or
or in the statement of in the statement of the the statement of the
the problems are problem are not problem are not
quantifiable by clearly quantifiable and the quantifiable and have no
discussing the quantitative mode of appropriate quantitative
quantitative mode of measurement has little model of measurement
measurement. All the gray areas. The data could be utilized. The
data needed can be needed can be somehow data needed cannot be
presented numerically presented numerically presented numerically
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Republic of the Philippines
Department of Education
PRACTICAL RESEARCH II
R - ELEVANT The research topic is The research topic is The research topic is too
strongly connected in somehow connected in common or may slightly
real life and to the real-life and to the present be connected in real-life
present needs of the needs of the beneficiaries and to the present needs
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Republic of the Philippines
Department of Education
PRACTICAL RESEARCH II
beneficiaries of the
study such as the of the beneficiaries of the
of the study.
institutions and study.
communities.
There is a possibility of
slight adjustment on the There might be a
The overall research
procedures of possibility that the
proposal can be
T - IME- accomplishing the research cannot be
accomplished within the
ORIENTEDNESS research but may be accomplished within the
time frame of the
accomplished within the time frame of the
semester.
time frame of the semester.
semester.
FORMAT The submitted research One or two of the formats Three or more of the
proposal followed all the were not followed on the given formats were not
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Republic of the Philippines
Department of Education
PRACTICAL RESEARCH II
PUNCTUALITY The research proposal The research proposal is The research proposal is
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Republic of the Philippines
Department of Education
PRACTICAL RESEARCH II
TOTAL: 5 x ____ =
3 x ____ = 1 x ____ =
_____/50
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