Professional Documents
Culture Documents
A Research Paper
In Partial Fulfilment
Of the Requirements in Inquiries, Investigations and
Immersion
QUANTITATIVE RESEARCH
HUMANITIES AND SOCIAL SCIENCES
by
LOURINE G. LACERNA
Adviser
Methodology
Using the data gathered, there are many things that are
exposed. The study found out that not all students are fond
of online games even it is on pandemic days. The analysis
shows that the time of studying and time of playing does not
affect to the academic performance of the students. The time
of studying preferred to be done at midnight because
students believed that their brain cells are alive during
this time. On the other hand, the time of playing is
preferred to be at morning but some of the respondents are
not playing online games.
Variable 1 Variable 2
Mean 2.5 2.5
Variance 5.666667 5.666667
Observations 4 4
Pooled Variance 5.666667
Hypothesized Mean Difference 0
df 6
t Stat 0
P(T<=t) one-tail 0.5
t Critical one-tail 1.94318
P(T<=t) two-tail 1
t Critical two-tail 2.446912
Table 1 shows that there is no significance between time of
studying and time of playing to the blended learning’s
academic performance.
Variable 1 Variabl
e2
Mean 3.333333 3.33333
3
Variance 33.33333 33.3333
3
Observations 3 3
Pooled Variance 33.33333
Hypothesized Mean Difference 0
df 4
t Stat 0
P(T<=t) one-tail 0.5
t Critical one-tail 2.131847
P(T<=t) two-tail 1
t Critical two-tail 2.776445
Table 2 shows that there is no significance between online
gaming and blended learning.
3. Academic Performance
SUMMARY
Groups Count Sum Average Variance
Column 1 4 10 2.5 14.33333
Column 2 3 10 3.333333 2.333333
Column 3 2 10 5 8
ANOVA
Source of Variation SS df MS F P-value F crit
Between Groups 8.333333 2 4.166667 0.449102 0.65803 5.143253
Within Groups 55.66667 6 9.277778
Total 64 8
Table 3 shows that there is no significance between academic
performance and online gaming.
Conclusion
https://¬https-www-google-com-¬ph.0.freebasics.com/-url?
q=https%3A%2F%2Fe¬n.m.wikipedia.org%2F-wiki
%2FVideo_game_addiction&sa=U&ved=2ahUKEwjcxtSv8pblAhWRKn0KHY
ENAx8QFjABegQICR¬AB&usg=AOvVaw2gC_dkS¬UqM0O3OV7MpUpje&iorg-
_domain_internal=goo¬gle.com.ph%3BAfqovYG¬IFnVtIreZ
APPENDICES
Section
Questions Sheet
“Online Gaming Influence to Blended Learning Academic
Performance of Selected HUMSS Students in Good Shepherd
Academy of Victoria, Incorporated”