Professional Documents
Culture Documents
A Research
presented to the Faculty of Senior High School Department
MUNTINLUPA NATIONAL HIGH SCHOOL
NBP Reservation, Poblacion, Muntinlupa City, Metro Manila
ICT1201
_______________________
Ms. Queenie Colle
November 2022
ABSTRACT
(not more three hundred words, single-spaced)
According to cmu.edu (2018), 25% of the abstract should include the importance
of the research paper (Introduction), and the 25% describes what you did (Methods). The
35% must explain what you have found, which is the most important part of the abstract
(Result). The remaining 15% includes the implications of the research (Discussion).
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ACKNOWLEDGMENT
First of all, we would like to thank our research adviser, Ms. Queenie Ulan Cole. Her
guidance, advice, and patience led us to have this successful research. We would also
like to acknowledge teachers, coordinators, and our principal, Dr. Antonio B. Rocha
We like to express our gratitude to our classmates and friends for helping us by giving
ideas and opinions to make this study successful. We also thank our parents who help us
And finally, we thank you Lord for this kind of opportunity you have given us. For Your
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TABLE OF CONTENTS
Title Page
Title Page 1
Abstract 2
Acknowledgement 3
I. Introduction
Literature Review
Synthesis
Research Paradigm
Research Hypothesis(es)
Definition of Terms
II. Method
Design
Respondents
Instruments
Data Analysis
III. Result
(insert sop#1)
(insert sop#2)
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(insert sop#3)
IV. Discussion
References
Appendices
Students’ Profile
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I. INTRODUCTION
Online games have been existing for a long time now and it continues to evolve.
From pixelated 2D games, to realistic 3D games that fascinate the world especially the
what you called “Gamers”. Online games become trends from PC and laptops, consoles
socially with others (Oxford English Dictionary). People need to socialize to become
healthy emotionally. If they can’t go see each other personally, people use internet like
Since the MNHS goes back to face-to-face, The general intent of this study is to
know the socialization skills of the selected Grade 12 students whose playing online
games. This study will mainly identify in how or what are the impacts of playing online
I. The Variables
According of Elsevier B.V (2019). The great popularity of video games and their
ability to make players indulge, the turnout of players to play video games
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dramatically led to transforming the video game industry from the entertainment
life. Examples of these areas are education, entertainment and promoting social
relationship between the video games and the player's behavior. However, there
relationship. In this paper, we will explore these two types of studies in two
reactions that the player will earn after playing kind of games. These reactions can
anxiety or stressful reaction. In the second part of the paper, we will address the
a. Global
time playing video games can isolate children. They may spend less time doing
other activities such as reading, sports, homework, and interaction with family
and friends. However, amongst video gamers, being alone is not the norm. Video
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b. National
Under Senate Bill No. 1063, also known as the Video and Online Games and
consumption in the Philippines. The proposed legislation will give the Movie and
the Philippines, the power to ban video and online games that authorities deemed
c. Local
Students in Muntinlupa National High School play video games. Students are
very updated about what is happening inside the game industry especially mobile
video games. Their gaming knowledge and skills intrigued the researchers, hence
do this study
The researchers concluded that the literature and study have a lot of similarities
but has a research gap. The researchers observed that socialization skills and
online games have not been studied and requires a further and deeper knowledge.
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Statement of the Problem
The purpose of this study is to know the impact of online games to socialization
1.1. Age
!.2. Sex
4.1. Positive
4.2. Negative
5. What is the impact of playing online games in the respondents’ socializing skills?
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Scope and Delimitation
This study will only focus on the impact of online games on socialization skills of
selected Grade 12 MNHS for School Year 2022-2023. This study includes all strand in
Grade 12. The study will be conducted on their own classrooms by our representatives
each room. The Junior High School and Grade 11 students are excluded in this study.
1. Students – To be aware on their social life and make them try to improve their
2. Teachers – To guide them to make activities, projects, etc. to make their students
3. Parents – To track students’ socializing skills and lead them to the right path.
4. Game Developers – This will help them to have an idea to create or make their game
more social-friendly.
5. Future Researchers – This study will assist them when they are doing related to the
study.
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Literature Review
Generally, humans already know that online games have a large impact in their
daily living. It always can be used as a topic in their daily communication and
socialization. The researchers observed that most of the studies have not talked about
online games and socializing skills of the students. The researchers would like to push
this study in order to fill the missing knowledge and awareness in our socializing skills
Related Literature
According of Elsevier B.V (2019). The great popularity of video games and their
ability to make players indulge, the turnout of players to play video games dramatically
led to transforming the video game industry from the entertainment side to be involved in
most other areas in the life. Examples of these areas are education, entertainment and
promoting social relationships. Some studies find out that there is a relationship between
the video games and the player's behavior. However, there are other studies denied this
kind of relationship. In this paper, we will explore these two types of studies in two
aspects. First, we will study what kind of skills or reactions that the player will earn after
playing kind of games. These reactions can be explicit or implicit and positive or
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part of the paper, we will address the evidences that are used by the previous studies to
Related Study
the Academic Performance and Social Behavior of the Students in Polytechnic University
Synthesis
According to the research of review related study and literature gathered by the
researchers, they have compared each information from local and foreign studies, and
have compiled knowledge and literature. The researchers gathered that the literature and
study have a lot of similarities but has a research gap. The researchers observed that
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socialization skills and online games have not been studied and requires a further and
deeper knowledge.
Conceptual Framework
1. What is the demographic The researchers first searched Gathered the demographic
profile of the respondents through online and books to profiles of the researchers'
Input
Output
Process
2. How are the socializing skills look for RRL and RRS. respondents
of the respondents in general? The researchers have obtained Discovered what level of the
3. Level of satisfaction while knowledge through this and students socializing skills
playing online games learned that the best possible Learned the habit of students
way to conduct this study. playing online games and how it
4. Effect of online games in
daily life The researchers conducted this affects their daily life
study using survey Figured out the impact of online
5. What is the impact of playing questionnaires and made online
online games in the games in socializing skills
game players in Grade 12
respondents’ socializing skills? students of MNHS answer the
questionnaires.
A. What are the key concepts/variables to be studied and how are they related? Write
Research Hypothesis
The researchers’ hypothesis is that there is a large impact in playing online games
on the socialization skills of the students. The higher their playtime, the lower their
socializing skills.
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Definition of Terms
For the purposes of this study, the following terms are defined:
1. Social Skills – Social Skills are the skills we use to communicate and interact
2. Online Games – the playing of a video game over the internet, usually with
friends. Online games can be played on any number of devices from dedicated
8. HE – Home Economics
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II. METHODS
Design
seek to answer lead to numerical data. Specifically, this study is survey as it aims to
determine on how or what does playing online games effect on MNHS Grade 12
Students’ Socialization Skills in all aspects in daily life. The method that the researchers
used to gather the data is strata to pick a sample size and we used simple random
sampling to pick a section from each strand to gather the data with.
The target population of the study are the senior high school students during the
first term of the academic year, 2022 – 2023 of Muntinlupa National High School in
Muntinlupa City. These students belong to six different strands of the SHS program,
(ABM); General Academic Strand (GAS); Home Economics (HE); Arts, Design, and
Sports (ADAS).
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With a population size of 358, the researchers will consider a sample of 193
respondents determined using Slovin’s formula for computing sample size with a five
percent margin of error. These samples shall be randomly selected through stratified
random sampling with the SHS strands being used to define groups and SPSS to
The Instrument(s)
select qualified respondents for this study. Questions on the survey were validated by the
research teacher; Mrs. Queenie Ulan Colle. In the instrument(s), the researchers
considered letter consents to ask for permissions and consent to the students and
coordinators to conduct this study. The researchers’ conducted this study using
demographic profiles to have knowledge on the respondents’ age, sex, and game
interests. The respondents were asked through survey questionnaires about the impact of
online games on their socialization skills. Furthermore, we used Likert’s scale (A) Agree,
(SA) Strongly Agree, (N) Neutral, (SD) Somewhat Disagree, (D) Disagree, to know if
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Survey Questionnaire. The purpose of this questionnaire is to assess the respondents’
level of social media use in terms of three factors: form of social media use, frequency of
use, and mode of use. It was developed and tested for validity and reliability by Cruz
(2012) for his research on the impact of social media usage on the academic performance
of Grade 10 students in the Philippines. Aside from being recent, the researchers have
decided to use the instruments because it has been constructed with the context of
explaining the research, its rationale and purpose, and the general instructions on how to
fill out the form. The questionnaire is composed of four parts. Part one seeks to gather
data regarding the demographic profile of the respondents which includes their sex, age,
and SHS strand. Part two of the questionnaire lists down all available forms of social
media and instructs the respondent to check those which they use, as many as applies.
Part three seeks to determine how frequent the respondents use social media by asking
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them to rate their level of frequency to 10 statements. Possible responses are limited to a
five-point Likert scale: (5) Always, (4) Often; (3) Sometimes; (2) Seldom; (1) Never.
The process for gathering the needed data in the study is described in the following steps.
1. The researchers shall seek permission to the head of the mentioned strands
2. The researchers shall seek permission to each class mayors of each strand and
3. The researchers distributed a certain amount of survey papers to each section and
Data Analysis
To answer the questions presented under the Statement of the Problem, the following
1. Percentage will be used to present and analyze the gathered data from the
2. The researchers used pie graphs and bar graphs to present the outcome from the
surveys responds.
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III. RESULTS
Male
Female
48%
52%
The figure above shows the percentage of respondents in selected MNHS students.
Females have the largest responses consisting of (52%) and (48%) for Males.
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AGE RANGE OF RESPONDENTS
6%
15 to 17
18 to 20
42% 21 above
52%
The figure above shows the percentage of Age of respondents. 18 to 20 have the largest
responses consisting of (52%), 18 to 20 that consists of (42%) and last 21 above that
consists of (6%).
28% MOBA
FPS
46% RPG
Others
13%
13%
The figure above shows the percentage of the respondents in terms of their game interest.
MOBA have the largest responses consisting of (46%), Others that consists of (28%),
lastly, RPG and FPS that have the same value of (13%).
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SOCIALIZATION SKILLS
140
120
100
80
60
40
20
0
Very Often Often Sometimes Never
This Figure shows the graph about the responds in socialization skills of selected Grade
12 Students. Most students Responds to Sometimes with ABM having the highest with a
value of 117. Followed by Often lead by ICT, and Very Often lead by STEM. Lastly,
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PLAYING ONLINE GAMES
120
100
80
60
40
20
0
Very Often Often Sometimes Never
This Figure shows the distribution of responds of Grade 12 students in Playing Online
Games. Statistically, Often is the highest response with ICT total of 103 response. Next,
Very Often and Sometimes almost having the same count of response. And lastly, Never
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EFFECTS IN DAILY LIFE
160
140
120
100
80
60
40
20
0
Agree Somewhat Agree Somewhat Disagree Disagree
This figure presents the number of responds of Grade 12 Students in the Effects in Daily
Life. Somewhat Agree is the highest responds in almost all the strands in MNHS
followed by Agree. Somewhat Disagree are Third in place lead by HE and GAS with
both having 87 responds. Disagree having small responds hence it is the last in ranking.
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IMPACT IN SOCIALIZING SKILLS
180
160
140
120
100
80
60
40
20
0
Agree Neutral Disagree
Skills
The Figure shown above is the responds of Grade 12 Students in Impact in Socializing
Skills. Most of the responds are on Agree and Neutral while Disagree is having low
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IV. DISCUSSION
It contains the conclusions drawn from the analysis and interpretation of the data
discussed in the result and/or discussion. While the recommendations of the researchers
Example
Conclusions
Based on the findings of the study, the following conclusions were drawn:
detrimental.
games.
3. Parents, Instructors, and peers can all gain from the research; they will be
more equipped to deal with students who lack socialization skills as a result of
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Recommendations
from rotting.
3. Students must increase their self-awareness if they are suffering from a lack of
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Student Profile
Personal Information
Contact #: 09654667920
Age: 18
Gender: Male
Educational Background
High School: Mary Mother of God Parochial School (Junior High School)
Family Details
Father’s Name:
Age:
Occupation:
Age: 42
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Personal Information
Contact #: 09637945205
Age: 18
Gender: Male
Educational Background
Family Details
Age: 37
Age: 38
Occupation: Housewife
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Personal Information
Contact #: 09915203592
Age: 18
Gender: Female
Religion: Catholic
Educational Background
Family Details
Occupation: HK
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Personal Information
Contact #: 09919252781
Age: 19
Gender: Female
Religion: Catholic
Educational Background
Family Details
Age: 62
Occupation: Welder
Age: 52
Occupation: None
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Personal Information
Contact #: 09093132112
Age:19
Gender: Female
Religion: Catholic
Educational Background
Family Details
Father's Name:
Age:
Occupation:
Age:51
Occupation: Housewife
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Personal Information
Contact #: 09956386298
Address: Lot 2 Block 26 Lily Street Phase 3, Biazon Road Poblacion, Muntinlupa City
Age :20
Gender: Female
Religion: Christian
Educational Background
Family Details
Father's Name:
Age:
Occupation:
Age :52
Occupation: Housewife
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Personal Information
Contact #: 09072781230
Age:18
Gender: Male
Religion: MCGI
Educational Background
High School: Muntinlupa Business High School- Main (Junior High School)
Family Details
Age: 64
Occupation: Carpenter
Age: 45
Occupation: Housewife
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Personal Information
Contact #: 09485027277
Age: 18
Gender: Female
Educational Background
Family Details
Age: 45
Age: 49
Occupation: Housewife
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Personal Information
Contact # :09469585322
Age: 17
Gender: Male
Religion: N/A
Educational Background
Family Details
Age: 62
Occupation: N/A
Age: 56
Occupation: N/A
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Personal Information
Name: Apple Jane Paloga
Contact #: 09157347694
Address: Phase2 block31 lot47 southville3 Poblacion Muntinlupa City
Age: 22
Gender: Female
Date of Birth: February 23, 2001
Religion: Christian
Educational Background
Elementary: POBES
High School: PNHS (Junior High School)
Muntinlupa National High School (Senior High School)
Family Details
Father's Name: Marlito Paloga
Age: 60
Occupation: Construction Worker
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Personal Information
Contact #: 09998665147
Age:19
Gender: Male
Religion: Catholic
Educational Background
Family Details
Age: 37
Occupation: Driver
Age: 47
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