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COMMONWEALTH HIGH SCHOOL i

A Comparative Study of the Abstract Reasoning Skills of

Online Strategic Gamers and Non-gamers in

Commonwealth High School

A Practical Research Paper


Presented to the Senior High School Department
Commonwealth High School

In Partial Fulfillment of
the Requirements for the Senior High School
ICT Strand

Ganabol, Vincent

Obrero, Emerson

Carillo, Mark Paulo

Equipelag, Ames Sonralph

March 2019
COMMONWEALTH HIGH SCHOOL ii

APPROVAL SHEET

In partial fulfillment of the requirements for Senior High School,


Accountancy, Business and Management Strand, this practical research
paper entitled THE IMPACT OF ORGANIZATIONAL CLIMATE ON THE
ORGANIZATIONAL COMMITMENT has been prepared and submitted by
Juan Dela Cruz, is hereby recommended for approval.

LYNJI S. PEDROSA
Research Adviser

Approved by the Committee on Oral Examination March 7, 2019

ESPERANCILLA CLEMENTE Ed.D.


Panel Member

JHAY MAR GAFFUD MA. THERESA ESCARIO


Panel Member Panel Member

Accepted and approved in partial fulfillment of the requirements for


the Senior High School

LORELINA G. MORERA
Date: April 10 , 2019 SHS Focal Person
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ACKNOWLEDGEMENT

The researcher would like to extend their utmost thanksgiving to those


who had unselfishly given the support and contribution fiducially in reaching
the success and completion of their study;
To the research adviser, Lyni S. Pedrosa, whose utmost and
unwavering support through constructive suggestions, intellectual and
motivational assistance and support, as well as professorial advise in the
course of the research;
To the committee of the oral examination, panel members: Dr.
Esperancilla Clemente, Mr Jay Mhar Gaffud, and Mrs. Ma. Theresa Escario
for their generosity through providing constructive suggestions, comments
and valuable support in order to further improve the study;
To our supportive and dedicated Senior High School Focal Person, Mrs.
Lorelina G. Morera;
And, to our family, relatives, friends, and to the God Almighty, for the
protection, support, guidance, and blessings in reaching the goals of the
study.
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Dedication

This thesis is dedicated to the parents of researchers, who

taught us that the best kind of knowledge to have is that which is

learned for its own sake. It is also dedicated to advisers of

researchers, who taught us that even the largest task can be

accomplished if it is done one step at a time.


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TABLE OF CONTENTS
Page
Title Page …………………………………………………… i
Approval Sheet …………………………………………………… ii
Acknowledgement …………………………………………………… iii
Dedication …………………………………………………… iv
Table of Contents …………………………………………………… v
List of Tables …………………………………………………… viii
List of Figure …………………………………………………… ix
Abstract …………………………………………………… x
CHAPTER
1
THE PROBLEM AND ITS BACKGROUND 1
Background of the Study………………………... 1
Conceptual Framework…………………………. 2
Research Paradigm……………………………….. 3
Statement of the Problem……………………….. 4
Hypothesis…………………………………………….. 5
Significance of the Study ……………………….. 5
Scope & Delimitation……………………………... 6

Definition of Terms……………………………….. 6

2 REVIEW OF RELATED LITERATURE & STUDIES 8


Related Literature………………………………… 8
Related Studies………………………………………… 11

3 RESEARCH METHODOLOGY…………….. 15
Research Design………………………………… 15
Population, Sample and Sampling 15
Techniques………………………………………..
Research Instrument……………………………. 17
Date Gathering Procedure……………………. 18
Statistical Treatment of Data………………… 18
4 PRESENTATION, ANALYSIS AND I NTERPRETATION OF DATA 20

5 SUMMARY, CONCLUSIONS AND RECOMMENDATIONS 24


Summary of Findings…………………………………. 24
Conclusions………………………………………………. 25
Recommendations…………………………………….. 26
References ………………………………………………………………… 27
Appendices …………………………………………………………………
A Permission Letter……………………………….......... 31
B Survey Questionnaire………………………………… 32
C Curriculum Vitae………………………………………. 34
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List of tables

Description Page

Table I. The population of online 16

strategic gamers students in grade 7

Table 1 Distribution of Respondents 20

Table 2 Most Played Strategic Online Games 21

Table 3 Score on the Abstract Reasoning


Test of Gamers 21

Table 4 Score on the Abstract Reasoning


Test of Non-Gamers 22

Table 5 The Result Using t-test 23

List of Figures
Description Page

Figure 1 Research paradigm …………………… 3


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Abstract

The researchers conducted a study that test the abstract reasoning of

non-gamers and gamers who does not play and played Online Strategic Games.

Researchers used Cluster Sampling to differentiate the two categories of their

respondents. The researchers gathered respondents from randomly selected

sections of Commonwealth High School from year batch 2018-2019 . The

researchers made a permission latter for conducting a test questionnaire. The

researchers asked Mrs. Morera (Senior High School Head Teacher of CHS).

The researcher distribute the survey and test questionnaire to grade 7 students.

The researchers collect the test questionnaire. The researchers tally the overall

collected test questionnaire. The researchers designs self-administered test. The

score on abstract reasoning test of gamers is 4.62 with a verbal interpretation

of Average. The score on abstract reasoning test of non-gamers is 4.55 with a

verbal interpretation of Average The t-value shows that there is no significant

difference between the test scores of the gamers and non-gamers to the abstract

reasoning test that was given to them. The researchers conclude that online

strategic games has nothing to do with the abstract reasoning skill of Grade 7

online strategic gamers and non-gamers of Commonwealth High School. Future

researchers can conduct experimental study to further assess the abstract


COMMONWEALTH HIGH SCHOOL
reasoning skill of students. We strongly recommend future researchers to

improve study procedures and sampling method and techniques.

CHAPTER I

THE PROBLEM AND ITS BACKGROUND

Background of the study

There are several cognitive skills that an individual can develop and one of

these is the abstract reasoning skill. Abstract thinking is the ability to process

ideas that involve complex visual or language-based ideas that are not easily

associated with concrete ideas. Abstract ideas are often invisible, complex and

subjective, as compared with concrete ideas that are usually visible and objective

(Ann logsdon , October 02, 2018)

Online strategic games are so popular in every internet cafes in the

Philippines. It is undeniable that almost in every streets in Metro Manila there is

an internet café crowded with gamers who plays different online strategic

games. Most of the gamers in the cafes are students either doing their home

works, projects or doing rank games.

One example of popular online strategic games is League of Legends.

League of Legends is one of games that commonly played by students because

it requires team coordination, strategy formulation and decision – making skills. In

their game , a gamer could create a group and the set of players are called “

party” , or play for the sake of mastering games.


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There are players who are classified as hardcore enthusiast. According to

Adam and Kim, hardcore enthusiasts has the willingness to pay and are more

inclined to spend money on games and games-related products. Kim also

suggested that hardcore gamers prefer games that show comparatively violent

and action-intensive content. And also prefer violent/action games complementary

to factor 4 above, hardcore gamers prefer games that deliver greater complexity,

and which require a longer time to master, regardless of their themes ( Kim Scott

2001).

Most of the grade 7 students in Commonwealth High School are active in

different online games , they spent money for their accounts and also more

exposed to violent games and action themes while the remaining grade 7

students does not playing any kind of online games. This study aims to compare

the scores of gamers and non-gamers of Commonwealth High School to their

abstract reasoning test.

Conceptual Framework

According to Molcho (1988), gaming has provided evidence that

instructional games can promote retention and the ability to transfer knowledge

to new domains. Instructional games are attractive to learners because they offer

a simple and creative means of providing high-level motivation, clear and

consistent goals, and sustained interactivity. Gaming as an instructional variable

may be analyzed as methods of rehearsal by facilitating the organization and

retention of content (Dwyer & Dwyer, 1985).


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The theory of intrinsic motivation is by far the dominant source of support for

instructional gaming. Research has provided evidence that instructional gaming

has the intrinsic ability to develop the learners' confidence in determining their

own destiny. This theory suggests that intrinsic motivation in an instructional

gaming context is comprised of an optimal relationship between fantasy,

challenge, curiosity, and control. (Malone, 1981).

Research Paradigm

The study uses the IPO research paradigm model.

INPUT PROCESS OUTPUT

Profile of respondents
 Online
Gamers The abstract reasoning
 Non-
Analysis of data skills of online
Gamers
through abstract strategic gamers and

reasoning test. non-gamers were

compared

Figure 1: Research Paradigm


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In the first phase, researchers gathered the demographic profile of

respondents that consist of length of gaming time and the game that played by

the respondents.

In the second phase, researchers analyze the data given by the

respondents through questionnaire and abstract reasoning test. 4


In the third phase, researchers compared the scores of gamers and non-

gamers to their abstract reasoning test and search for significant difference.

Statement of the Problem

It is the objective of this research to compared the abstract reasoning skills

of Online Strategic Gamers and Non-gamer in Commonwealth High School.

Specifically, it sought to answer the following questions:

1. What is the average score in the abstract reasoning test obtained by the

students online gamers?

2.What is the average score in the abstract reasoning test obtained by the

student non online gamers?

3. Is there is significant difference between the score in the abstract

reasoning assessment of gamers and non-gamers of online strategic

games?

4.Based on the findings, what generalization can be formed about the

abstract reasoning skills of online gamers and non-gamers.


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Hypothesis

It is the objective of this research to compared the abstract reasoning skills of

Online Strategic Gamers and Non-gamer in Commonwealth High School.

This study has the null hypothesis as follows:

Ho: There is no significant difference between the abstract reasoning test

scores of online strategic gamers and non-gamers.

Significance of the study

It is the objective of this research to compared the abstract reasoning skills

of Online Strategic Gamers and Non-gamer in Commonwealth High School.

This research will have benefits to the following:

To students. The study will help the student to know the skill that they

would enriched on online strategic games and its negative effect.

To parents. This study will help the parents to know if playing online

strategic games have good effects to the abstract reasoning skills of their

children this will help them decide on how to limit the duration of playing

online strategic games.


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To teacher. The study will help the teacher to know the effect of playing

online strategic games to their student about its benefits and negative

effect.

To future researcher’s. for data that this study gathered.

Scope and Delimitations

The general purpose of this research study is to compare the abstract

reasoning skills of grade 7 online strategic gamers and non-gamers of

Commonwealth High School.

This study focused on abstract reasoning skills of grade 7 online strategic

gamers and non- gamers and each of the respondents are given same abstract

reasoning test to answer within 10 minutes. And this study focuses on the current

grade 7 students of the present school year 2018-2019.

Definition of Terms

Abstract Reasoning

The abstract reasoning test is also called the conceptual reasoning test. It

measures your lateral thinking skills or fluid intelligence, which are your ability to

quickly identify patterns, logical rules and trends in new data, integrate this

information, and apply it to solve problems.

Dichotomous
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Dividing into two parts or relating to, involving, or proceeding

from dichotomy.

Gamer

A gamer is a hobbyist or individual that enjoys playing various types of

digital online games. Generally, a gamer refers to any kind of gaming enthusiast.
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Online Strategic Games

Are games in which you need to make a lot of decision to achieve a specific

outcome. Strategic games offers a wide variety of strategy game that are sure to

flex the mental muscles while scratching that gaming itch.


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CHAPTER 2

REVIEW OF RELATED LITERATURE AND STUDIES

The literature and studies cited in this chapter tackle the online gamers,

and different development related to study of abstract reasoning skills from the

past up to the present which serve as the researchers guide in developing study.

Those that were also included in this chapter helps in familiarizing information

that are relevant and similar to the present study.

Related Literatures

Scitech (2014), Gamers are more Social, Successful than Non-gamers.

The study commissioned by gameplay streaming site Twitch said the findings are

"in stark contrast" to the stereotypes many people have had about gamers.

"So we set out to get to the truth. What did we find out? Gamers, as a group, are

more social, successful, educated, socially conscious, and family oriented than
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their non-gamer counterparts. This is a statistically rigorous demographic study

by some very smart folks, and it makes for good reading," Twitch said on its blog.

Carey (2012) found out that the history of online gaming included

contributions by many different companies and entities. Online gaming began as

multiplayer gaming, but has evolved to include online gaming servers and

massively-multiplayer online game settings.


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Stated by Hassan (2011), online gaming is good and bad. Good for those

who know their limits and bad for those who fix themselves in the seats for long

hours and cut off the interaction with rest of the world.

According to the study of Chang (2009), online gaming was referred to as

Internet Gaming or Electronic Gaming. It was a gathering of players with a

common game using a local area network (LAN) where they could be on the

same settings. The players seem to be in a real situation that they use their

mouse or keypads to move in the monitor, their virtual world.

According to all Academic Research, playing computer games may not be

all that bad for your children. Peng wei states that educational games can be

effective assisting tools in the educational areas of management, medicine and

science. if you choose the right educational computer games, your child may

learn better problem" solving skills and eye" hand coordination.


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According to the article by Fall (2014),Cognitive benefits of Playing Video

Ganes. includes an article by researchers Adam Eichenbaum, Daphne Bavelier,

and C. Shawn Green summarizing recent research demonstrating long-lasting

positive effects of video games on basic mental processes--such as perception,

attention, memory, and decision-making. 


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According to assistant professor at the Michigan State University, John L.

Sherry, many educators are now making use of the educational games in their

classrooms as a highly motivational tool. The right kind of games are actually

helping children master many fields efficiently, such as learning the basics of

grammar to solving of complex maths problem without any drudgery of the many

old-school flash cards.

Stated by Campbell (2016), Students who spend time playing online video

games are more likely to gain higher grades in core subjects, according to a new

report. The study  Internet Usage and Educational Outcomes Among 15-Year-

Old Australian Students tracked exam results and the personal habits of 12,000

high school attendees. All had taken an internationally recognized paper called

Program for International Student Assessment (PISA) which tests for proficiency

in mathematics, science and literacy.

Spark (2018), The positive effects of video games. The American

Psychological Association came out with a positive effect study in 2013 saying

that video games can increase social and mental learning benefits.
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According to Gibbs (2016), Children who play online video games tend to

do better in academic science, maths and reading tests and study found that

students who played online games almost every day scored 15 points above

average in maths and reading tests and 17 points above average in science.

Chandrasekharan et. al. (2010), Cognitive benefits and Biases of Playing

Video games. revealed that video games help to improve attention, spatial

cognition, and mental rotation. Positive benefits like improved mental rotation

abilities and improved attention can be of great help to individuals.


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Playing prosocial video games had an effect. Compared with students

who’d just played violent or neutral games, students who’d played the prosocial

games chose more easy puzzles. And the more prosocial content there was in

the game, the stronger the effect: More helpful game situations led to more

helpful behavior in the real world.

Related Studies

Stated by Ferguson (2015), New Research says Gamers Learn Better

than non gamers. A new study out of Germany says that gaming helps cognitive

learning and problem solving. In order to investigate memory formation and

sensory processing, researchers at Ruhr University Bochum’s Institute for

Cognitive Neuroscience pitted video gamers against non-gamers in a learning

competition.
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According to Jennings (2018), Exercising your brain with video games. to

The study also reinforces the claim that, like exercise, playing games for as little

as 30 minutes a day, can improve your life. In layman’s terms, playing video

games directly affects and impacts regions of the brain responsible for memory,

spatial orientation, information organizations, and fine motor skills.


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On the other hand, (Klabber, 2001), Online gamers can also benefit on

playing online games. A great variety of forms have been developed and put into

practice to enhance learning, offer solace, to drive away boredom, and/or to

persuade players to adopt certain actions and opinions. The game play improve

various thinking skills but that it can also boost cognitive speed for those who

play action games and can also improve cognitive accuracy for players who

solve puzzle and strategy games.

“The Influence of online gaming on academic interest among the senior

high school students” (2017). Taha, J. (n.d.) said that online games are seen as

good learning tool because many think that they can teach children in ways that

their teachers are failing by sparking their minds, stimulating their thinking, and

inspiring their imagination.

Based on the study of Turner E, (2018), Influence of online computer

games on the academic achievement of non traditional undergraduate students.

Digital games-based learning has been used to increase student retention, build

teamwork skills, and communication (Bodnar, Anastasio, Enszer, & Burkey, 2016
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Bodnar, C., Anastasio, D., Enszer, J., & Burkey, D. (2016). Engineers at play;

Computer games as teaching tools for undergraduate engineering students.

Journal of Engineering Furthermore, digital gaming technology provides the

option to measure students’ progress over extended periods of time due to the

prolonged interaction and play with the games. 13

In research conducted by Emily Collins and Anna L. Cox (2013), Students

say gaming reduces stress, but managing time playing is key. at University

College London, they confirmed a clear correlation between playing games and

handling stress better. They found that individuals that played digital games were

“more recovered and experienced less work-home interference than those who

didn’t.” Collins and Cox also found that the more time people spent playing, the

more recovered from stress they felt. 

Based of study of Ip, Jacobs, and Watkins (2008), completed a study

hypothesizing that there may be statistically significant various between gaming

frequency and performance in examinations for certain academic subjects, In this

study they utilized 713 undergraduate students with varying gaming frequencies,

study disciplines the general attitudes toward gaming and studying,

According to Vivek Anand (2007), A Study of the Influence of Gaming

Behavior on Academic Performance of IT College Students. investigated

whether or not increased usage of video games has any effect of academic
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performance, either in the Scholastic Aplitude Test (SAT) or in the student’s

Grade Point Average (GPA).


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“How Video games affect the Brain “ (2017). Playing video games may

help you develop ‘graduate attributes’ – skills required for higher education, a

new study suggests. Researchers found that gaming improved student

communication skills, resourcefulness and adaptability and may have a role to

play in higher education.

Based on studies of Nicoles, E. (2017), How video games affect the

brain. Evidence also demonstrates that playing video games increases the size

and competence of parts of the brain responsible for visuospatial skills - a

person's ability to identify visual and spatial relationships among objects. In long-

term gamers and individuals who had volunteered to follow a video game training

plan, the right hippocampus was enlarged.

“Video Games can change your brain” (2017). Scientists have collected

studies looking at how video games can shape our brains and behavior.

Research to date suggests that playing video games can change the brain

regions responsible for attention and visuospatial skills and make them more

efficient.
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CHAPTER 3

RESEARCH METHODOLOGY

This Chapter discusses the research design, area of the study,

population, sample, sampling technique , research instrument , data gathering

process and statistical treatment to be used in the study.

Research Design

The researcher administer a test questionnaire because it’s the best

material to answer the abstract reasoning test and the purpose of the study.

The first two questions will answered first before the respondents take a test

then if the respondents verified in our survey and they will proceed to the abstract

reasoning test. The first two questions will separate the non-gamers to gamers.

And they will proceed to answer the test within 10 minutes . And we gathered

the data and tally the score use paired sample t-test.

Population
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The target population for this research is defined to include abstract

reasoning of student online strategic gamers in Commonwealth high school.

In this research, The accessible population comprised the grade 7 students

in Commonwealth high school.

Table 3 shows the population number of online strategic gamers students that

get by researcher. 16

Grade Level Number of Respondents

1 Gamers 30

2 Non-gamers 30

Table I. The population of online strategic gamers students in grade 7

In Addition the Online strategic gamers student appropriate as population

of the study area because, as stated in chapter 1 that need to prove that playing

online strategic games can help the student to raise his abstract reasoning.

Therefore they are in the best position to furnish the researcher with the

information needed to answer the research questions of this study.

Sample

For some research, population maybe small enough to warrant the inclusion

of all of them in the study, but a study may entail a large population which cannot

all be studied (Nwosu 1991: 69). A sample in this study, therefore a smaller

group of elements define through a definite procedure from an accessible


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population the elements making up this sample are those that are actually

studying. The sample of the population of this study stood at 30 online strategic

gamers and 30 Non gamers in grade 7 with the total of 60 respondents.

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Sampling Technique

A Cluster sampling procedure were use for selecting the Respondents in

this study this techniques were employed to ensure a equal representation of the

variables of this study. The stratification was based on abstract reasoning of

online strategic gamers student in Commonwealth high school. Cluster sampling

technique were employed to select both 30 online strategic gamers and non-

gamers in grade 7 students of commonwealth high school the proportionate

stratification was based on the fact the more that you played online strategic

games the more help the student to raise the abstract reasoning skills.

Research Instrument

The researcher designs a self-administered test and survey based on their

abstract reasoning skills. The primary aim of the questionnaire is to determine

the abstract reasoning skills level of Online strategic gamers and Non-gamers

student of Commonwealth High School. This research will use a test to know the

abstract reasoning of student .The simplest is the dichotomous question to which

the respondent must answer the abstract reasoning test. Through test questions,
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the researcher will be able to limit responses that are within the scope of this

study.

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Data Gathering Procedure

The Survey and test questionnaire was distributed to the grade 7 in

Commonwealth High School. The gathered data be analyst and examined to get

a valid and reliable result.

Data Processing

To gather all the needed data in this research, the researchers will

come up with the following process.

Step 1: The researchers made a permission latter for conducting a test

questionnaire.

Step 2: The researchers asked Mrs. Morera (Senior High School Head Teacher

of CHS).

Step 3: The researcher distribute the survey and test questionnaire to grade 7

students.

Step 4: The researchers collect the test questionnaire.

Step 5: The researchers tally the overall collected test questionnaire.

Statistical Treatment of Data


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Data will be analyze both by descriptive and inferential statistics.

Descriptive statistics is to describe and summarize the respondents responds.

And inferential to generalize the data.

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Frequency and Percentage Distribution

It will be use calculate the result of the data gathered

Where:

100- Constant

% - percentage

F- frequency

N-numbers of respondents

Inferential statistics is an analysis technique which is used to make

inferences about a population based on the findings from a sample. In the study

inferential statistics will be use to analyze the possible effect of the online

strategic games in abstract reasoning skill based in the data collected. Data will

be analyze using independent sample t-test. Independent sample t-test is use to

determine the if online strategic games help to answer the Abstract Reasoning

Test.
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CHAPTER IV

PRESENTATION, ANALYSIS AND I NTERPRETATION OF DATA

In this chapter ,the results and discussion of data from the abstract
reasoning test are presented. There are two (2) variables determined in the
instruments: the Non-Gamers who does not played online strategic games and
Gamers who played online strategic games.
Distribution of Respondents
Frequenc Percentage

There are y sixty (60)


respondents from Gamers 30 50% two random
section in Grade Non-gamers 30 50% 7. They were all
Grade 7 students Total 60 100% of
Commonwealth High School.

Table 1. Distribution of Respondents


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Distribution of Respondents

As shown in table 1, both Gamers and Non-Gamers had the half of the
whole respondents (50%)

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Table 2. Most Played Strategic Online Games


Frequenc Percentage
y
League of legend 12 40%
Mobile legend 13 43%
Dota 2 5 17%
Total 30 100%
Most Played Online Strategic Games by Gamers

As shown in table 2, Twelve (12) respondents selected League of Legends

having the percentage of (40%). Thirteen (13) respondents selected Mobile

Legends having percentage of (43%). Five (5) respondents selected DOTA 2

having percentage of (5%).

Table 3
Score on the Abstract Reasoning Test of Gamers
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Abstract Reasoning Skills of Gamers

As shown in table 3, gamers gathered total score of 4.62 with a verbal

interpretation of average and most of the scores of gamers are with the verbal

interpretation of below average.

Table 4
Score on Abstract Reasoning Test of Non-gamers
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Abstract reasoning of Non-gamers

As shown in table 4, non-gamers gathered total score of 4.55 with a verbal

interpretation of average and most of the scores of non-gamers are with verbal

interpretation of below average.

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Table 5. The Result Using t-test

The result using t-test

As shown in table 5, the result showed that there is no significant difference

between the scores of Gamers and Non-Gamers on the abstract reasoning test,

it also shows that the result accepted the Null Hypothesis.


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CHAPTER V
SUMMARY , CONCLUSION AND RECOMMENDATIONS
FOR FURTHER STUDY

This chapter looks at the summary of findings, conclusions,


recommendations and suggestions for further research.

Summary of Findings

This study aimed to compare the scores of randomly selected of two

sections of grade 7 gamers and non-gamers of Commonwealth High School to

their abstract reasoning skill.

The study has a total respondents of 60 students from randomly selected

sections on grade 7 of Commonwealth High School. Researchers administer a

ten minute abstract reasoning test to the respondents.

1. The score on abstract reasoning test of gamers is 4.62 with a verbal


interpretation of Average.

2. The score on abstract reasoning test of non-gamers is 4.55 with a verbal


interpretation of Average
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3. The t-value shows that there is no significant difference between the test
scores of the gamers and non-gamers to the abstract reasoning test that was
given to them.

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Conclusions

Based on the finding of the conclusions were drawn :

 This means that online strategic games has nothing to do with the abstract

reasoning skill of Grade 7 online strategic gamers of Commonwealth High

School.

 This means that online strategic games has nothing to do with abstract

reasoning skill of Grade 7 non-gamers students of Commonwealth High

School.

 This means that online strategic games like League of Legends has nothing

to do with abstract reasoning skill to Grade 7 students of Commonwealth

High School.
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Recommendation

On the basis of present study some recommendations for students

in the schools are drawn as follows:

 It will be worthwhile for the stakeholders in education i.e. parents,

teachers and school administrator to encourage students in their

respective areas of responsibilities, such as providing finer academic

performance, providing study materials. And for the stake holders to

administer future programs that encourage students to deal with task and

activities , recognizing excellence. These will help to encourage students

to more focus on academics.

 It will be worthwhile for the students to reduce playing Online games as it

does not a enhancement of abstract reasoning skill. This will help them

to avoid addiction and well manage their academics than consuming their

time to games that does not give them cognitive benefit.


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 Students who plays Online games should be more exposed to study

materials i.e. books , magazines and textbooks for them to possibly

enhance cognitive skills and thinking for solutions for short period of time.

 Parents should be involved for the improvement of time management of

the students for them to fined their academics and health.

 Future researchers can conduct experimental study to further assess the

abstract reasoning skill of students. We strongly recommend future

researchers to improve study procedures and sampling method and

techniques.
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REFERENCES
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https://www.gmanetwork.com/news/scitech/technology/364471/gamers-are-

more-social-successful-than-non-gamers-study/story/

https://www.coursehero.com/file/p4954am/The-theory-of-intrinsic-4-motivation-

is-by-far-the-dominant-source-of-support/

https://www.coursehero.com/file/p4954am/The-theory-of-intrinsic-4-motivation-

is-by-far-the-dominant-source-of-support/

https://classroom.synonym.com/bad-effects-computer-games-students-

7615003.html

https://www.psychologytoday.com/us/blog/freedom-learn/201502/cognitive-

benefits-playing-video-games

https://www.mirror.co.uk/tech/playing-video-games-could-make-7524102
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https://www.championtutor.com/blog/positive-effects-of-online-games-that-help-

students-become-skillful/

https://www.polygon.com/2016/8/8/12406388/online-games-education-benefit

https://byuiscroll.org/positive-effects-video-games/

https://www.theguardian.com/technology/2016/aug/08/positive-link-between-video-

games-and-academic-performance-study-suggests

web.csulb.edu/~kmartine/the_positive_effects_of_playing_video_games.docx

https://www.parentingscience.com/effects-of-video-games-prosocial.html
29

https://www.mother.ly/parenting/new-research-says-gamers-learn-better-non-

gamers

https://www.idtech.com/blog/video-games-are-good-for-you

https://www.academia.edu/8382300/

CHAPTER_1_INTRODUCTION_Background_of_the_Study

https://www.coursehero.com/file/p7surati/While-the-long-term-effects-of-it-are-

having-a-carpal-tunnel-diminishing-eye/

https://www.scribd.com/document/342571359/Final-Thesis-Research-docx

https://www.tandfonline.com/doi/full/10.1080/2331186X.2018.1437671
COMMONWEALTH HIGH SCHOOL
http://thenorwichguidon.org/2016/11/students-say-gaming-reduces-stress-but-

managing-time-playing-is-key/

https://eric.ed.gov/?id=EJ832736

https://www.slideshare.net/Bet1139/the-effects-of-video-games-towards-students-

1334767

https://core.ac.uk/download/pdf/82965046.pdf

https://www.medicalnewstoday.com/articles/318345.php

https://www.sciencedaily.com/releases/2017/06/170622103824.htm

30

APPENDIES
COMMONWEALTH HIGH SCHOOL

31

Permission Letter

February 12, 2019

Dear Respondents ,

We, the Grade 12 ICT students are presently conducting a research study entitled
“A Comparative Study of the Abstract Reasoning Skills of Online Strategic Gamers and
Non-Gamers in Commonwealth High School ”. With these, we would like to administer a
10 minute abstract reasoning test to selected Grade 7 students.

All information that will be gathered will be used only for this study and the result
.The names of the respondents in the test will be kept confidential. Thank you for your
consideration
COMMONWEALTH HIGH SCHOOL

Sincerely,

Mark Paulo Carillo

Vincent Ganabol

Emerson Obrero

Ames Sonralph Equipelag


COMMONWEALTH HIGH SCHOOL

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