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SOUTHERN PHILIPPINES ACADEMY COLLEGE INC.

Magaslong Datu Piang, Maguindanao Del Sur

PSYCHOLOGICAL EFFECTS OF ONLINE VIDEO PLATFORMS (OVP)

ON KINDERGARTEN PUPILS OF GREEN MEADOWS ACADEMY

IN DAVAO CITY AS PERCEIVED BY PARENTS

(S.Y. 2022-2023)

A THESIS PRESENTED TO THE PANEL OF ORAL EXAMINERS

OF SOUTHERN PHILIPPINES ACADEMY COLLEGE, INC.

MAGASLONG DATU PIANG, MAGUINDANAO DEL SUR

IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE

DEGREE OF BACHELOR OF ELEMENTARY EDUCATION

MAJOR IN GENERAL PROGRAM

RESEARCHERS:

SAMERAH KASIM AMPAC


SAIMA KASIM MAULANA
NOVEMBER 2022

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CHAPTER I

INTRODUCTION

BACKGROUND OF THE STUDY

In this day and age, the internet has become part of our lives and

is widely used in our daily life. As the internet has a huge influence on

people, even the young ones are using it as part of their lifestyle as they

grow. The Internet has numerous things to offer us such as being the

fastest medium for receiving and sending information for more

convenient communication, research purposes, sharing of files, video

transmission, etc. Online video platforms have been a huge source of

entertainment for us. Studies have shown that the use of online video

platforms such as Youtube, Tiktok, and Facebook reels allows for more

efficient processing and memory recall. The visual and auditory nature of

videos appeals to a wide audience and allows each user to process

information in a way that’s natural to them. In a nutshell, videos are

good teachers (Max Bevan, B.B.A). However, parents still want to know if

digital technology is making children's lives better or miserable.

Technology is the knowledge, skills, methods, and techniques

required to produce tools and equipment for people's needs. Almost none

of us can imagine life without it. Based on this definition, we may think

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that we should only focus on the positive effects of technology; however,

in the case of unconscious use, we can very well face its negative effects,

too! It is important for parents to gain a wider understanding of the

consequences of letting their children use online video platforms. 1In

addition to being exposed to certain risks online, children are frequently

likely to encounter content uploaded by other users online, whether on

applications such as Youtube or on websites and social networking sites

such as Facebook, that may have a negative impact on them. Exposure

to such user-generated content may harm viewers emotionally and

psychologically, affect them developmentally, or lead to the viewer acting

out or re-enacting the same content or behavior they see online.

With this information, the researchers would like to explore the

psychological effects of online video platforms on children in Green

Meadows Academy, Davao City, and investigate the demographic

characteristics of the respondents which may influence these effects.

Through the information which can be obtained from the present study,

the researchers can fill the literature gap regarding the phenomenon of

this study in the local context.

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Magaslong Datu Piang, Maguindanao Del Sur

Statement of the Problem

The core problem that this study intends to determine is the

psychological effects of Online Video Platforms on kindergarten students

of Green Meadows Academy.

In addressing these, an attempt will be made to provide answers to the

following pertinent questions:

1. What are the factors that influence pupils in using OVP?

2. What are the various OVP they often use?

3. Who are the various content creators they follow on different

platforms?

4. What are the psychological effects of OVP on kindergarten

students?

Cumulatively, these questions seek to provide the answer to the

psychological effects of OVP on kindergarten students.

Objectives

The main aim of this study was to assess the psychological effects

of online video platforms on students' behavior and learning outcomes.

The specific aim is to

1. Assess the factors that influence students with the use of OVP.

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Magaslong Datu Piang, Maguindanao Del Sur

2. Determine the various OVP they often use.

3. Assess the various content creators they follow on different

platforms.

4. Determine the challenges experienced by parents and teachers in

dealing with these students.

Scope and Delimitation of the Study

This study focuses only on determining the psychological effects of

online video platforms on the 32 kindergarten pupils of Green Meadows

Academy in Barangay Ma-a, Davao City for the school year 2022-2023.

Its main purpose is to identify whether the psychological effects might be

positive or negative and to propose the possible recommendations

regarding this problem.

Significance of the Study

This study is essential to parents, teachers, and researchers

because it will deepen their awareness of the possible consequences

online video platforms might have on children. Regardless of how they

utilize these platforms, youngsters may experience benefits or

drawbacks. Additionally. It will provide teachers well with motivation to

encourage learners to watch more educational videos that are more

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valuable while discouraging them from watching frivolous videos that

could develop into an obsession.

Additionally, this study is important to parents since it will expand

their understanding of the benefits and downsides of these platforms and

serve as additional parenting style advice.

Conceptual Framework

INDEPENDENT VARIABLES DEPENDENT VARIABLE

● Screen time of children on

gadgets
Psychological effects on
children

● Content creators they

followed

● Online video platforms used

by children

This study’s paradigm is represented by the diagram:

The independent variables on the left figures indicate the causes of

the dependent variable on the left figure. The researchers conceptualized

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this framework with the following independent variables: First, It is

shown that the expected screen time of children on gadgets, the content

creators they followed, and online video platforms used by children

affects the dependent variable. The researchers believe that this

framework is a clear visualization in order to formulate the expected

cause-and-effect relationship between the variables.

Theoretical Framework

After the review of relevant literature, the help of the following

theories has been sought to substantiate the objectives of the research

study:

Uses and Gratification Theory

Originally uses and gratification theory arose in the 1940s and a

revival presented by Jay Blumler and Elihu Katz in 1974. UGT explains

how people use media for the fulfillment of their needs. This theory was

presented in contradiction with the hypodermic needle theory, which

explains that the audience is passive, and the media is deriving public

opinion accordingly. Uses and gratification theory explains what people

do with media rather than what media does with people. UGT is all about

the media choices by the public independently. Blumler and Katz defined

five categories of human needs. (1) affective needs, (2) cognitive needs, (3)

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social integrative needs, (4) personal integrative needs, and (5) tension-

free needs. The purpose to apply the uses and gratification theory for the

current study was to find out what are the uses of Online video Platforms

for children and what sort of gratification they were getting by using

Online Video Platforms. Researchers wanted to know the liking, disliking,

and frequency of different content watched by children. Uses and

gratifications research has revealed numerous motivations that people

often have for using different media outlets. These motivations include

relaxation, force of habit, passing the time, companionship, escapism,

and information. In addition, recent research explores people’s use of

different media to fulfill higher-order needs like considering values and

finding meaning. Studies from a uses and gratifications viewpoint have

included all forms of media, from radio to social media (Vinney, 2019).

Categories of Human Needs and Gratifications

Human needs can be divided into five categories, which are

explained as under

1. Affective Needs

Affective needs belong to the emotional satisfaction and pleasure

that people get by watching different content on television i.e., soap

operas, movies, dramas, etc. People relate themselves to the character in

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the drama and become emotional. If the character cries, the viewers cry

and if they become happy, the viewers become happy too.

2. Cognitive Needs

People also use different media to fulfill their intellectual needs.

People get information through the media by watching and listening to

news and documentaries. They want to be up to date on what is

happening in politics and government. Public watches and listens to

news mostly to satisfy this need. Other examples of cognitive needs

include teaching programs, quiz programs, arts programs for kids, etc.

People also use the internet and social media to gratify these needs.

3. Social Integrative Needs

Every person wants to socialize with people, and it is the need of

every person. Interactions with different people and getting social with

family and friends are called social integrative needs. People use different

social media platforms like Facebook, Twitter, Instagram, etc. to interact

and socialize. Social media also helps people by providing them with

issues and ideas to discuss with their colleagues and friends. So, the

media increases the social interaction skills of people.

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4. Personal integrative Needs

Personal Integrative needs include the needs of a person to be in

fashion. These needs are related to self-esteem. People watch different

dramas and shows to assure that they are having a respectable status.

People watch the advertisements of different products and buy them

accordingly to change their lifestyles.

5. Tension Free Needs

People use the media as a means of escapism. They want to escape

from their stress and worries by watching shows on television. People

have different tensions and stress in their life, so they feel relaxed by

watching television and other social media.

The purpose of applying this theory in this study is to understand

the cause of why and how people actively seek out specific media to

satisfy their specific needs which will help us determine the

psychological effects of OVP on children. Additionally, it will help the

researchers to formulate the indicators for this study.

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Social Learning Theory

Social theories can be engaged with many disciplines like law,

criminology, politics, education, psychology, and sociology. Each

discipline tries to explain human behavior in its field of study. However,

to confirm that you, as a social member, can explicate a behavior it is

necessary for you to find the suitable theory, irrespective of the original

discipline. One theory that is very helpful in every situation is the social

learning theory. Social learning theory recommends that people learn

social behaviors by imitating and observing others. Albert Bandura

developed the social learning theory. Bandura presented the social

learning theory as an alternative to the previous work of his fellow

psychologist B.F. Skinner, who is famous for his influence on

behaviorism (McLeod, 2016).

The social learning theory has four processes (attention, retention,

reproduction, and motivation) that help in determining whether a new

behavior has been acquired.

1. Attention: Does behavior grab the attention of the observer? For

example, sometimes we observe different behaviors but do not imitate

them at all, it means grabbing attention is necessary.

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2. Retention: How well people recall the behavior? Sometimes behavior

has been noticed but not always remembered. According to Bandura it is

important to remember the behavior to do actions in the future according

to the remembered behavior.

3. Reproduction: The ability to reproduce the behavior that was

performed by a model. Sometimes we watch and observe different

behaviors, but we cannot reproduce them because of limited physical or

mental ability.

4. Motivation: To perform a certain behavior of the model. When the

observer imagines the reward and punishment as a result of the

behavior, he/she will be motivated or demotivated accordingly to imitate

the behavior.

Albert Bandura did great work in the process of learning through

observation. He suggested that learning through observation starts from

the age of 2 years. But studies showed that new-born are also capable of

observation and imitation.

The main purpose to apply this theory to this study was to know in

which sense children are acquiring new behaviors from Online Video

Platforms contents. Researchers wanted to explore the process of

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learning positive and negative behaviors through Online Video Platforms

(Fitzgibbons, 2019).

DEFINITION OF TERMS

Online Video Platforms (OVP). These are platforms for providing live

and recorded content on a website. Think of applications like YouTube,

Tiktok, and Instagram. In this study, they are the platforms that are

used by children.

Psychological effects. They are pertaining to, dealing with, or affecting

the mind, especially as a function of awareness, feeling, or motivation. In

this study, it refers to the impact of OVP on children.

Uses and Gratification (U&G). This theory is an audience-centered

approach that focuses on what media consumers do with media rather

than what media does to people.

Gratification is a pleasure, especially when gained from the satisfaction

of a desire.

Social learning theory suggests that social behavior is learned by

observing and imitating the behavior of others.

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CHAPTER II

REVIEW OF RELATED LITERATURE

This chapter presents a review and summary of literature and

studies related to online video platforms.

Foreign Studies

The early childhood years are a crucial period for young children’s

development and foundational skills (National Research Council and

Institute of Medicine, 2000). Today’s young children are growing up in

technology-rich environments (AAP Council on Communications and

Media, 2016). For example, it was reported in 2017 that children younger

than 8 years old spend an average of 2 hours and 19 minutes a day with

both traditional (TV, computer) and emerging digital media (tablets,

smartphones, e-readers). Even though television viewing continues to

dominate children’s daily media use, their digital media use has

increased dramatically in the last few years (Rideout, 2017), and further

research is needed to understand how various digital technologies play a

role in children’s development and learning (AAP Council on

Communications and Media, 2016).

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In recent years, online video platforms such as Youtube, Tiktok

and Facebook reels have become increasingly popular platforms that

young children use to watch videos (Marsh et al., 2015; Ofcom, 2017;

Rideout, 2017). Families with access to the necessary technology and

internet can make good use of YouTube and other online video-streaming

sites (Watkins & Jon, 2011, p. 14). However, it is important to realize

that there are some limitations. First, video platforms' videos are

random, which makes it inappropriate for the whole family especially to

kids. If the same account or device is being used by the parents and

kids, then it might be a problem. Given the vastness of the library of

each platform,, a certain amount of structuring and guidance from the

parents might be necessary in order to prevent kids from watching videos

that aren’t appropriate for their age. However, according to Watkins &

Wilkins (2011, p. 25) Video stream sites remain a valid resource for

parents to help them entertain their children. The phrase “digital

babysitter” crops up regularly in comments about children and video

sharing platforms. It’s often framed as a criticism of parents: leaving

their children in the corner of a room with an iPad doing the parenting.

In some ways, this argument doesn’t ring true. First, even an hour spent

watching YouTube for instance leaves plenty of hours in the day for

reading books, riding bikes, drawing and generally getting the kind of

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face-to-face parental attention that’s so important for children. Second,

because YouTube doesn’t have to be something a child does alone: co-

viewing can be a fun activity for them to share with their parents. And

thirdly: sometimes parents just need to get stuff done. YouTube and

other video streaming platforms can buy the short bursts of time that a

parent or carer needs to keep things running. But also like television, it

needs boundaries.

Research into the ways parents regulate their children’s media use,

referred to as parental mediation, was originally developed in reference to

the medium of television and the types of rules and restrictions imposed

by parents on the routines and content of children’s viewing (e.g. Austin,

1993; Pasquier, 2001). Studies have since extended the focus on

television to include newer media such as computers, the internet and

videogames (e.g. Livingstone & Helsper, 2008; Nikken & Jansz, 2006).

Literature on parental mediation addresses a range of measures parents

implement to moderate, or preside over, their children’s media use,

predominantly within home environments. Historically, this theory of

communication has been located within a psychological effects model,

aimed at prescribing strategies for mitigating the perceived negative

impacts of media on children’s development (Clark, 2011). Strategies for

parental mediation extend from restrictive approaches such as banning

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media, creating technology free times and spaces, enforcing rules and

monitoring use, through to more active approaches such as evaluating

the quality of media and engaging with children’s use, or encouraging

diversity of play activities (e.g. Nikken & Jansz, 2006; Valkenberg et al.

1999). Concern with trying to assess the negative impacts of and impose

limitations on children’s media use has, however, blinded parental

mediation literature to alternative theoretical approaches for

understanding the cultural contexts and diverse practices of digital

parenting (Clark, 2011).

In this chapter, we consider young children’s use of the platforms

such as YouTube, Tiktok and Facebook reels, and review some relevant

literature. In conclusion, young children are increasingly using online

video sites like Youtube, Tiktok, and Facebook reels to watch videos.

Families who have access to the internet and the required technology can

benefit from YouTube and other online video-streaming services. It's

crucial to understand that there are some restrictions. It must, however,

be watched with some supervision and coordination, just like television.

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Local Studies

In a 2010 global research by Universal McCann entitled, “Power to

the People- Wave 3,” it has been found out that Philippines was the top

among other countries with 83.1% Filipinos belonging to Youtube, Tiktok

and other social networking sites and it was also the Filipinos who

became top users who frequently share photos and videos to these

websites. Apparently, the growing numbers of users are students. With

these research findings, it is alarming that many Filipino youth are

currently engaging themselves in social media- posting a massive variety

of content, updating statuses, and uploading and sharing photos and

videos. By being more active and spending a lot of time on social media,

a great part of this generation’s social and emotional development occurs

on the Internet and on their smartphones or gadgets. Due to absorption

in these platforms, it eventually affects the psychological being of the

children.

The internet use has become a very common feature of most

Filipinos daily lives. In 2015, the data of the Social Media and Digital

Stats in the Philippines from Third Team Media shows that the

Philippines remains as the “Social Media Capital of the World ''. Out of

more than 100 million population in the country, 44 million are Internet

users and 40 million of them are active social media users. Recently, the

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2016 data on Social Media and Digital Stats in the Philippines, the

percentage of social media penetration has increased from 40% in 2015

to 47% in 2016. This data means that the internet continues to be an

essential part in the lives of Filipinos who have increased access to the

Internet via their mobile phones and electronic devices (Castro, 2016). In

the article by Digital Marketing Philippines, from the 40 million active

social media users, 65% of them are children and young adults, and 81%

of them access their internet daily (Gregorio, 2013).

The aforementioned research findings demonstrate that in recent

years, young children and their families paid attention to internet video

platforms all around the world. Children of all ages enjoy watching videos

on platforms like YouTube, Tiktok, and others. Although studies

examining the average amount of time spent watching online videos (on

platforms like YouTube or others) and the various types of videos

watched by young children are currently available, studies are still

limited in examining the potential advantages and disadvantages of this

activity for children's learning and development.

We summarized recent literature in our chapter by providing an

overview of research findings from studies of YouTube and other similar

platforms, as well as parental concerns about children's digital media

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use. We believe that additional research should be conducted as soon as

possible in order to broaden our understanding of the potential benefits

and risks of online videos, as well as to educate parents about the well-

being of young children in this digital age.

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CHAPTER III

RESEARCH METHODOLOGY

This chapter presents the research design that will be used,

respondents of the study, instrument of the study, and the data

gathering procedure.

Research Design

The researchers will use the descriptive survey research method.

This method refers to the collection of the data from members of the

population in which direct contact is made through by means of survey

questionnaires and checklists and the interview schedules. The

descriptive method was preferred since it yields valid and reliable results

for a manageable number and can be accomplished with limited

resources. The researchers will use survey questionnaires with checklists

for the survey.

Local of the study

This study will be conducted at Green Meadows, Barangay Ma-a

Davao City.

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Respondents of the Study

The study will be covering the kindergarten pupils of Green

Meadows Academy in Davao City. The total numbers of respondents will

be the thirty two (32) kindergarten pupils as perceived by their parents

with 19 female pupils and 13 male pupils.

Sampling Design

Considering that there are 32 students in this kindergarten class,

the sample size for this study will subsequently be the same as the total

number of respondents. The researchers will collect data from the pupils'

parents since these children are between the age ranges from 4 to 5

years old and their abilities may still be limited to participate in the

survey.

Instrument of the Study

Data will be gathered from the parents of the Kindergarten pupils

of Green Meadows Academy using a questionnaire-checklist with

indicators formulated by the researchers and this will be answered by

the pupils’ parents based on their observation. In preparing this

questionnaire, the researchers considered the “Uses and Gratification

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Theory ” by Blumler and Katz, and other successful relevant studies as

their bases.

A questionnaire with two parts was developed by the researchers to

be used for data collection. First part is to determine the following :

online video platforms used, screentime, and the types of video the

children watch with different likert scale used. The second part gathers

information on parents’ views and observations about their children’s

use of online video platforms. In order to determine the psychological

effects of online video platforms to these children, the participants are

asked to answer 20 items questions utilized on a 5-point Likert scale

which is found to be highly reliable. From that 20 items questions, 10

items were positive behavior effects while the other 10 items were

negative behavior effects.

To determine the psychological effects of online video platforms to

these children, the scale will be used and it will be responded as follows:

Scale Description

4.21 - 5.00 Strongly Agree

3.41 - 4.20 Agree

2.61 - 3.40 Undecided

1.81 - 2.60 Disagree

1.00 - 1.80 Strongly Disagree

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Data Gathering Procedures

The study focused on Green Meadows Academy Kindergarten

pupils in the school year 2022-2023. The data to be collected will be

based on the observation of their parents about their usage of various

online video platforms. The survey questionnaire was personally provided

by the researchers based on the psychological effects of online video

platforms from other previous studies. Some findings have negative

effects while some are advantageous to children. Thus, the researchers

came up with indicators that include 10 positive effects and 10 negative

effects of online video platforms based on the Theory of Blumler and

Katz “Uses and Gratification Theory” for the respondents in order to

determine the result fairly. The survey questionnaires will be distributed

in the first week of the second semester. After gathering the data, It will

be followed by data analysis, presentation and interpretations to come

up with the results.

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