Professional Documents
Culture Documents
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The Filipino Child’s Media World: Media Consumption, Parental Mediation
Strategies, and the Elementary Learner’s Classroom Performance
© 2019 National Council for Children’s Television (NCCT) and Far Eastern
University (FEU) Manila
This study was funded by the National Council for Children’s Television (NCCT), in
partnership with the Far Eastern University (FEU) Manila. NCCT and FEU claim all
rights to the contents of this publication, any of which may not be copied, repro-
duced, or adapted in any format unless otherwise consented by the authors and the
institutions.
Preferred citation:
Gentallan, P.V.S., Bueno, A.P.D., Hilario, J.I.A., Abanto, F.L., Francisco, J.C., &
Gutierrez, J.P.G. (2019). The Filipino Child’s Media World: Media Consumption,
Parental Mediation Strategies, and the Elementary Learner’s Classroom Perfor-
mance (1st ed.). Pasig City: National Council for Children’s Television.
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The Filipino Child’s Media World
2019
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The Filipino Child’s Media World
FOREWORD
In 2015, NCCT conducted its first study on the TV viewing habits of children and
reported that television was still the main source of media use. However, with con-
tinuous technological advancements and increase in mobility, as evident with smart
phones, tablets, and laptops, children are presented with a wide array of choices re-
garding the platform they will use.
Further, there is insufficient data on how parents employ mediation strategies in their
children’s media use. Thus, NCCT conducted a research project in 2018 in partner-
ship with the Far Eastern University (FEU) Manila to explore the roles of parents in
mediating children’s media use and the effects of media in their school performance
in terms of competency, attributes, prosocial behavior, and task-oriented inclination.
This book highlights the important trends in children’s media habits which include
television viewing, social media practices, and video gaming. Hopefully, the report
will help our stakeholders understand the role that media plays in our children’s en-
vironment so that we can have discussions on how to protect and keep them safe
from media and online harm. This report will also help NCCT in strengthening its
projects and programs that will improve the quality of media content children are
exposed to.
Gone are the days where people sit in front of the television set to watch their
favorite programs. With an increasing number of digital gadget ownership through-
out the Philippines, it is no surprise that the young and old are consuming all kinds
of media content – videos, photos, interactive games, and others -- on multiple plat-
forms and at any time of the day.
The conduct of this research study on “The Filipino Child’s Media World: Media
Consumption, Parental Mediation Strategies, and the Elementary Learner’s Class-
room Performance,” is therefore very timely and relevant as it will help propel the
direction where we are going as a people, as a nation of media consumers. This re-
search study, a fitting follow up to our landmark research on the “TV viewing habits
of the Filipino child,” makes us realize our regard or neglect of our children when it
comes to their TV viewing and media use.
We are so honored that Far Eastern University-Manila has partnered with NCCT in
this endeavor. The findings of this joint undertaking will open our eyes and will
make us think, pause, and reflect on the many ways to become a parent to a gadget-
savvy child.
We, the Council Members of the NCCT, applaud everyone involved in the study –
from the authors to the coordinators, facilitators, and the many parents, teachers, and
learners, who took time to participate in this research. May this study be a testament
of our undying commitment to the cause of children, to whom we owe our highest
respect.
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The Filipino Child’s Media World
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ACKNOWLEDGEMENTS
This study aims to gather comprehensive data on Filipino children’s media viewing
habits, parental mediation styles and strategies, and their effects on learners’ perfor-
mance and behavior development. Finding ways to involve the parents, learners, and
researchers towards this significant endeavor, the National Council for Children’s
Television (NCCT) is grateful to the following:
Far Eastern University as partner institution through Senior Vice President for
Academic Affairs Maria Teresa Trinidad P. Tinio and their team of researchers:
Ms. Flordeliz L. Abanto, Mr. Jan Patrick G. Gutierrez, and Ms. Kate Ashlyn N.
Dayag;
Dr. Joseph C. Francisco from Lyceum of the Philippines University for sharing his
expertise as a Clinical Psychologist in assessing and thematically analyzing the
children’s behavior patterns;
Ms. Mary Grace Magpily and Ms. Ma. Lyn T. Reyes for the assistance in encoding
the quantitative data collected during the data gathering in NCR, Luzon, Visayas,
and Mindanao areas;
Ms. Maria Isabel B. Naval for editing and proofreading the manuscript for logical
organization, and verification of the accuracy of facts, data, and excerpts of this
research;
The five (5) NCCT Council members: Dr. Luis P. Gatmaitan, Mr. Ramon “Bong” R.
Osorio, Dr. Ma. Lourdes “Honey” A. Carandang, Ms. Yasmin Mapua-Tang and
Ms. Alice A. Pañares, and the seven (7) Advisory Committee members together with
the NCCT Secretariat for collaborating and tirelessly pushing for this project to come
into fruition;
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The Filipino Child’s Media World
LUZON: Calamba City SDS Rosemarie D. Torres, with Jose Rizal Memorial
Central School and St. John Colleges; Laguna Province SDS Josilyn S.
Solana, with Crisanto Guysayko Memorial Elementary School and Rizal
Standard Academy;
VISAYAS: Cebu City SDS Bianito A. Dagatan, with City Central School-
Cebu, and Southwestern University–PHINMA; Cebu Province SDS Rhea
Mar A. Angtud, with Badian Central School, and St. James Academy;
The public and private school leaders, teachers, parents, and learners who are direct-
ly or indirectly involved and are the target beneficiaries of the results of this study,
and the Filipino public in general from whom we draw inspiration and energy to
pursue lifelong learning and culture-based media literacy.
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THE RESEARCH TEAM
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The Filipino Child’s Media World
TABLE OF CONTENTS
I. Introduction 1
II. Methods 12
III. Results 16
A. Quantitative Data 16
Table 1 Respondents’ Profile 16
Table 2 Media Consumption 28
Table 2.A Television Viewing 29
Table 2.B Video Gaming 38
Table 2.C Social Media 43
Table 3 Parental Mediation 51
Table 4 Classroom Performance 55
Table 5 Significant Differences 56
Table 6 Significant Relationships 69
B. Qualitative Data 81
Theme 1 Media Habits and Content of Media Use 81
Theme 2 Reasons and Motivations for Media Use 92
Theme 3 Impact of Media Consumption to Children 100
Theme 4 Parental Mediation Styles and Strategies 118
IV. Discussion 130
A. Media Consumption 130
B. Impact of Media Consumption to Children 134
C. Parental Mediation 136
D. Filipino Parental Mediation Styles and Strategies 138
E. Classroom Performance 140
V. Challenges and Recommendation 141
VI. Scope and Limitations of the Study 146
VII. References 147
VIII. Appendices 163
1. Ethical Review Clearance 165
2. Parent’s Consent 166
3. Teacher’s Consent 167
4. Questionnaire for Children (G1-3) 168
5. Questionnaire for Children (G4-6) 174
6. Questionnaire for Parents 180
7. Student Classroom Performance Survey 187
8. Sample Focus Group Discussion Guide Questions for Children 188
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9. Sample Focus Group Discussion Guide Questions for Parents 189
10. Nonsignificant Results 190
11. Turnitin Results 216
12. List of Sampled Public and Private Primary Schools 217
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The Filipino Child’s Media World
INTRODUCTION
Media is a powerful tool that is consumed not only to entertain but also to
communicate and educate people. Media information can easily be accessed through
different platforms such as television, radio, or internet. As media technology
continues to advance and evolve at a rapid speed, it also serves different purposes for
different kinds of users. It provides resources and information that people need,
whether for work, entertainment, and academic needs.
The amount of television viewing may not seem a large portion of the
children’s daily activity but with the continuous development and advancement of
technology becoming more affordable, accessible and easy to navigate (Diloy,
2013), school age children even those as young as 4 and 5 years old are now
exploring other platforms like the internet, which they use for online viewing, social
media, and video gaming, thus increasing media consumption. The sudden growth of
broadband (70%) in the Philippines since 2009 resulted in the increase of Filipinos
with internet access. In a study conducted by the Asian Institute of Journalism and
Communication (2009), 75% of the Filipino school children aged 10-17 were
reported to have internet access. In 2012, Stairway Foundation conducted a similar
study and reported an increase in children’s internet usage to 89% (Diloy, 2013).
Children when asked, see the internet as an avenue for gathering information needed
for schoolwork. They also viewed the internet as a means for social activity, with a
large population reported to have primarily used the internet to exchange email, sign
in to social networking sites, form e-groups according to interests, play online video
games with friends, and upload or download content (AIJC, 2009). ComScore, an
American media measurement and analytics company reported that Filipinos are the
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most engaged in social media with 92.9% of its online population visiting
facebook.com (February, 2011). By 2012, 86% of 10-17-year-old school children
have Facebook accounts and 41% allot most of their time chatting on Facebook
(Diloy, 2013).
Aside from online viewing and social media, Filipino children have also
shown great interest in video gaming. Video games were not as accessible than they
are now since one needed to be seated in front of a desktop or a laptop to play offline
and online games then. However, video games are now more accessible, as more
game developers innovate their games to be played using smartphones. Despite this,
Internet Cafes or icafes, are still very popular to children. Often, children visiting
icafes engage in online and network games. These games can be played with or
without internet connection and are usually Role-Playing Games or more commonly
known as RPG. RPGs are games in which one must “play as the character” and level
up by collecting game experience and items. In order to collect these, one must pass
through obstacles and challenges, which include killing their enemies (Diloy, 2013).
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The Filipino Child’s Media World
Similarly, among the genres of video games that include puzzle, action,
adventure, and role-playing, many involve violent interaction between characters.
These kinds of games are easily downloaded and played by children; these do not
bear warnings on the level of violence and its possible impact on children. According
to Wilson (2008), video games are superior to television about the intensity and
frequency with which violence is being depicted.
Albert Bandura posited in his Social Cognitive Theory (1989, 1989, 2001)
that children can easily learn different behaviors like aggression, by imitating or
modeling a social situation seen from the surroundings (e.g. parents, siblings, mass
media, etc.) even if direct reinforcement is not established (Newman & Newman,
2012). The National Center for Health Research also reported that long term
exposure to these kinds of games can desensitize gamers and decrease their empathic
ability. If a child has been repeatedly exposed to acts of violence through television
or video games, there is likelihood for the child to become disinhibited, having the
notion that violence is a part of everyday life and thus they let go of the constraints
on their actions and display similar acts of violence (Dodgson, 2018, Mbwana, &
Moore, 2008).
Studies have found that too much exposure to television and other types of
media could affect children’s language and cognitive development, and they are
most vulnerable to developing behavior problems, attention disorder, aggression and
obesity (Jusoff & Sahimi, 2009). The Displacement Hypothesis proposed that time
spent for activities that promote child development are instead taken away by
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excessive television watching. Several studies showed that higher levels of screen
time are linked to attention problems and lower academic performance while
exposure to media violence has been associated with aggressive behavior and lower
parental attachment (Anderson, Huston, Schmitt, Nichols, & Wright, 2001; Weis &
Cerankosky, 2010).
When asked about their digital literacy, children in the Philippines feel less
competent in knowing how to manage their privacy settings online (Byrne et al.,
2016). Responsibility in using the internet was not seen as an important part of
digital literacy by children, as they have reported not seeing the dangers in posting
their information online (Diloy, 2013).
Filipino school children have two major social media behaviors that
threaten their security online. One is by creating public social media profiles, where
anyone can see their pictures, personal information, friends list, and interests.
Another one is by friending strangers. This provides opportunity for other people to
take advantage of children because of their curiosity and this might even lead to
sexual exploitation. TikTok, a popular music video app, was even fined millions for
collecting information on children under 13 years old (Willingham & Kaur, 2019).
Per UNICEF’s study, 19% of their Filipino respondents age 9-17 have been in touch
online with someone they have not met personally (2017). Furthermore, Diloy’s
study on internet usage reported that 1/3 of children have encountered sexual images
while browsing the internet (2013).
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The Filipino Child’s Media World
Gaming Addiction
Video gaming, contrary to what most parents would probably think, is not
detrimental to the child per se, as numerous studies have been conducted to show the
positive effects of video gaming to relieve stress, improve problem-solving abilities,
and hand-eye coordination (Dodgson, 2018). Video gaming has also been shown to
have positive effects on children’s focus, intelligence and logical abilities. There has
been limited study on how internet gaming affects children age 6-12, but frequent
internet gamers 12 years old and above have exhibited better multitasking skills and
can keep track of a lot of information than those who are spending less time on
internet gaming (Byrne et al., 2016). In fact, Goal-directed games such as “Medal of
Honor” (Electronic Arts, 2010) and “Call of Duty” (Infinity Ward/Activision
Blizzard, 2011) are proven to stimulate cognition which lead to improved visual
acuity (Achtman, Green, & Bavelier, 2008; Green & Bavelier, 2006). This may be
because these games let the player work with simulated teams and commit
themselves to tasks. They may experience failures in accomplishing the tasks, but
can experience gratification (Koepp, Gunn, Lawrence, Cunningham, Dagher, &
Jones, 1998) thus increasing persistence, coordination and persistence (Gee, 2007;
Zumbach, Seitz, & Bluemke, 2015).
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(“Video Games and Children: Playing with Violence”, 2015), and may lead children
to develop addictive behaviors. According to the study conducted by Asian Institute
of Journalism and Communication (2009), 46% of the child-respondents age 10-17
surveyed reported to spend Php300.00 a month from their savings just so they can
rent computer units in icafes, with which majority of their activity is on video
gaming.
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The Filipino Child’s Media World
Parental Mediation
Children model their parent’s attitude to media and imitate their behaviors,
including the types of programs watched and number of hours spent. Lack of
parental involvement may lead to the increase of negative effects, such as talking
back to parents (Nolan, 2012). However, several studies over the years claim that
the negative effects brought upon by media may still be mitigated by parents through
parental monitoring of media or parental mediation (Dinkha, Mitchell, & Zogheib,
2014; Fisher, Hill, Grube, Bersamin, Walker, & Gruber, 2009).
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from using media and exposing them from its harmful effects. Jordan Shapiro (2018)
explained in his book, The New Childhood: Raising kids to thrive in a connected
world, that many parents see themselves wise or good enough in helping their
children make good decisions whether it be with school, friends, and sports.
However, when it comes to their children’s digital lives, parents seem to be lagging
(Strauss, 2019), especially that children’s video gaming habits also need to be
monitored.
This study explores the role of parents in mediating their children’s media
consumption in terms of television viewing, social media, and whether parents use
similar strategies in mediating their children’s video gaming. This paper also
provides for a deeper examination on the reasons and motivations why parents
practice parental mediation strategies and how these affect their children’s classroom
performance. Lastly, the paper aims to identify the different challenges and risks
parents, children, and everyone involved can encounter amidst the rapid
advancement of children’s Digital and Media Literacy.
Definition of terms
The following terms are conceptually and operationally defined for better
understanding of readers:
Parents. The term parents is a collective definition for adults that are in
charge of, or those who have a big part in taking care of the student
respondents (parents, grandparents, other relatives, caretaker, etc.).
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The Filipino Child’s Media World
watching television, playing video games, and accessing social media ac-
counts; genre and format of the television program and video game.
Social Media. Refers to the following social networking platforms that are
most popular and most used in the Philippines: YouTube, Facebook,
Twitter, Instagram, and Snapchat.
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consumption and the influence of Parental Mediation in their classroom
performance. Specifically, this study answered the following questions:
1. What are the contents of media consumed by children, their viewing and
gaming schedule and amount of exposure? What are the reasons and
motivations that make children consume media?
2. What are the Parental Mediation Styles used in monitoring their
children’s media consumption and why do they use such strategies?
3. How does media consumption influence children’s overall wellbeing and
classroom performance?
4. What are the challenges and risks parents and children face with regards
to media consumption and media content?
CONCEPTUAL FRAMEWORK
Content Creators and Producers. One of the main objectives of the study
is to give insights to content creators and producers on how to be more sensitive to
children viewers. Television watching is still a dominant practice in the Philippines,
albeit the increased popularity of other media platforms such as the internet, social
media, and video gaming. Nevertheless, a big number of television audience are
predominantly young. This study may help content creators to produce media
content that are not harmful for children and that which develop positive values and
creativity in them.
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which areas of concerns should be addressed, like education for parents, promotion
of child rights and cyber security, and activities for children committed on the
development of positive behaviour and responsible media use.
METHODS
Research Design
A cursory look was also made into the media content that kids reported; it
provided the researchers an idea on its educational, violent, or sexual contents.
Participants
The study garnered a total of 2203 respondents of which, 1007 were pupils,
1007 were parents and, 189 were teacher-adviser respondents. The sample came
from urban and rural-based public and private schools in the Philippines where high
media consumption was reported (Salazar, 2015). Purposive sampling was used in
selecting the participants with the help of the selected schools of the Department of
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The Filipino Child’s Media World
The children were from grade Levels 1 to 6; between ages 5-14 years and
were from both genders (boys and girls). The age range was based on Piaget’s Stages
of Cognitive Development, the Concrete Operations (ages 6-11).
Measures
Demographics for both children and their parents were gathered: sex, age,
grade level, and type of school were collected from the children; while their parents’
sex, age, marital status, educational attainment, number of children and work status
were also determined.
Paper and Pencil test of Parental Mediation was crafted with adaptations
from the same test by Saskia Böcking and Tabea Böcking (2009), Nathanson and
Botta’s (2003) study of parents’ mediation behavior, and Valkenburg et. al (1999).
Media Consumption was measured by determining the length and frequency of the
kids’ exposure to TV, social media, and videogames. For the Parental Mediation of
Television Content (M=30.10, SD=6.809), reliability coefficient was .863. On the
other hand, the Parental Mediation of Digital/Video Gaming (M=26.17, SD=8.860)
had a reliability coefficient of .923.
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Classroom Performance Questionnaire garnered .918 reliability coefficient
(M=66.47, SD=9.028).
Procedure
The researchers initially pilot tested the survey instrument for its validity
and reliability to 60 children, 38 parents, and 23 teachers. It was found out that
school children had problems in completing the instrument, thus it was revised to
make it more comprehensible.
Administration of the questionnaire was done differently for grades 1-3 and
grades 4-6. A one-on-one face-to-face interview was done among grades 1 to 3 pu-
pils especially in the Visayas and Mindanao areas; the questions were translated in
Cebuano when needed and teachers from the schools served as research aides in the
data collection. Meanwhile, the questionnaires for grades 4 to 6 were group adminis-
tered.
Separate focus group discussions from both participant groups (children and
parents) were conducted after the survey.
Quantitative data were encoded into computer sheets and interpreted using
SPSS Version 22 for proper statistical treatment. Data cleaning procedure was done
to treat inconsistent, missing and extreme values.
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The Filipino Child’s Media World
Data Analysis
Ethical Considerations
The researchers provided the parents with the Participant Consent Form
stating their autonomy and decision whether to take part in the study or not. The
Consent Forms indicated the needed information and its research purpose; it likewise
stated that neither harm nor penalty would be incurred should they decide to not take
part in the study. Furthermore, the participants were informed that they were free to
withdraw from the research at any time without giving a reason and without
prejudice.
For the focus group discussions, the interviews were recorded using a
digital voice recorder. The interview lasted for 20 minutes to one (1) hour for each
participant group (children and parents). The purpose of the FGD was to elicit
narratives on the media use, parental mediation, and the perceived impact on
schoolchildren.
The discussions were transcribed, coded and thematically analysed and are
reported in the qualitative discussion of the results.
All survey forms were tallied in Microsoft Excel and analyzed by IBM
Statistics Software. All responses, transcriptions (recording and written), and other
data gathered were kept in one file cabinet with a lock and a key. Only the
researchers can have access to the files and documents.
Six (6) months after the conclusion of the study, all paper documents
containing the data gathered will be destroyed using a paper shredder.
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RESULTS
Quantitative Data
TABLE 1.A.1
Age Profile of Grades 1–3
Table 1.A.1 shows the frequency of the age of the children respondents and
its corresponding percentage. Most of the respondents were 7 years old (38.5%), and
one was 5 years old (0.2%).
TABLE 1.A.2
Age Profile of Grades 4–6
9 130 31.0
10 137 32.6
11 108 25.7
12 36 8.6
13 1 0.2
14 2 0.5
TOTAL 420 100.0
TABLE 1.A.3
Sex Profile of Grades 1–3
Table 1.A.3 shows the number of grades 1-3 males and females who partici-
pated in the study. Out of 434 respondents, 222 of them were females and 212 were
males. In comparison to males, there are more female participants in this research.
TABLE 1.A.4
Sex Profile of Grades 4–6
Table 1.A.4 shows the frequency distribution of grades 4-6 males and fe-
males who answered in the study. Out of 420 respondents, 272 were females and 148
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were males. Similar with the distribution of grades 1-3, there are more females than
males who participated in this research.
TABLE 1.A.5
Grade Level Profile of Respondents
TABLE 1.A.6
Location Profile of Grades 1-3
LOCATION PROFILE FREQUENCY PERCENT
Urban 258 59.4
Rural 176 40.6
TOTAL 434 100.0
TABLE 1.A.7
Location Profile of Grades 4-6
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The Filipino Child’s Media World
living in urban areas with 63.6% than intermediate pupils living in rural areas with
36.4% of the distribution.
TABLE 1.A.8
School Profile of Grades 1-3
In terms of the distribution of grades 1-3 based on their type of school, more
than half of the respondents are studying in public schools (56.2%) as compared to
the respondents studying in private schools (43.8%).
TABLE 1.A.9
School Profile of Grades 4-6
TABLE 1.A.10
Grades 1-3 Parents’ Age Profile
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64-71 4 0.9
TOTAL 434 100.0
Results show the frequency of the age of parents of grades 1-3 and its corre-
sponding percentage. This illustrates that the number of the respondents aged 28-36
years old have the most number, while aged 64-71 years old have the least number of
respondents.
TABLE 1.A.11
Grades 4-6 Parents’ Age Profile
Table 1.A.11 indicates the number of parents of grades 4-6 in terms of their
age who participated in the study. Parents aged 38-45 years old have the highest
number, while parents aged 62-71 years old have the lowest number of respondents.
TABLE 1.A.12
Grades 1-3 Parents’ Sex Profile
Table 1.A.12 shows that 369 out of 434 parents of grades 1-3 in terms of
gender who participated in the study are female. This makes up 85.0% of the
population. Only 65 respondents are males.
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The Filipino Child’s Media World
TABLE 1.A.13
Grades 4-6 Parents’ Sex Profile
In Table 1.A.13, majority of the parents of grades 4-6 when grouped ac-
cording to gender who took part in the research are females having 82.6% of the
population. Only 73 out of 420 parents are males.
TABLE 1.A.14
Grades 1-3 Parents’ Civil Status Profile
Table 1.A.14 shows the distribution of the profile of parents of grades 1-3 in
terms of their civil status. Parents of primary pupils who are married have the highest
number of respondents in the study taking more than half of the population (76.7%).
TABLE 1.A.15
Grades 4-6 Parents’ Civil Status Profile
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In terms of the profile of grades 4-6 when grouped according to the civil
status of their parents, similar with grades 1-3, parents who are married have the
most number of respondents with 79.3%.
TABLE 1.A.16
Grades 1-3 Parents’ Educational Attainment Profile
EDUCATIONAL
FREQUENCY PERCENT
ATTAINMENT
Elementary 17 3.9
High School 118 27.2
College 273 62.9
Masters/Ph.D 26 6.0
TOTAL 434 100.0
TABLE 1.A.17
Grades 4-6 Parents’ Educational Attainment Profile
EDUCATIONAL
FREQUENCY PERCENT
ATTAINMENT
Elementary 12 2.9
High School 135 32.1
College 256 61.0
Masters/Ph.D 17 4.0
TOTAL 420 100.0
Table 1.A.17 shows the number of grades 4-6 when grouped according to
educational attainment of their parents. Out of 420, 256 parents graduated with their
college degree, which makes up 61% of the respondents, while others garnered
32.1%, 4% and 2.9% for parents who finished High School level, Master’s and/or
Doctorate degree, and Elementary level respectively.
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The Filipino Child’s Media World
TABLE 1.A.18
Grades 1-3 Parents’ Work Status Profile
According to the work status of the parents of grades 1-3, results revealed
that 178 parents are unemployed, 133 parents are working in the company and 123
are self-employed or have their own business.
TABLE 1.A.19
Grades 4-6 Parents’ Work Status Profile
Table 1.A.19 shows the frequency distribution of the profile of grades 4-6
in terms of the work status of their parents. Out of 420, 117 parents are unemployed,
which has the highest number of respondents, followed by 142 parents who are
company-employed and 101 parents who are self-employed.
TABLE 1.A.20
Grades 1-3 Parents’ Number of Children Profile
NUMBER OF
FREQUENCY PERCENT
CHILDREN
0 1 0.2
1 115 26.5
2 160 36.9
3 105 24.2
4 34 7.8
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5 9 2.1
6 4 0.9
7 4 0.9
8 2 0.5
TOTAL 434 100.0
Table 1.A.20 shows the profile of grades 1-3 when grouped according to the
number of children of parents. Between the ranges 0 to 8 children, most of the par-
ents of primary pupils have 1 to 3 children.
TABLE 1.A.21
Grades 4-6 Parents’ Number of Children Profile
NUMBER OF
FREQUENCY PERCENT
CHILDREN
0 2 0.5
1 93 22.1
2 156 37.1
3 97 23.1
4 39 9.3
5 18 4.3
6 7 1.7
7 6 1.4
8 2 0.5
TOTAL 420 100.0
Table 1.A.21 displays the profile of Grades 4-6 in terms of the number of
children of their parents. Similarly, the results of grades 1-3 show that most of the
parents of the intermediate pupils have 1 to 3 children.
Aside from the main variables, the researchers also looked into the other
activities that the respondents are involved in to determine the lifestyle of the
respondents that may affect their consumption of media, parental mediation received
and classroom performance.
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The Filipino Child’s Media World
TABLE 1.B.1
Play with Neighbors
TABLE 1.B.2
Play Toys
Out of 632 grades 1-3, 394 of them never play toys during weekdays and
358 play toys during weekends. On the other hand, 407 of Grades 4-6 never play
toys during Mondays to Fridays and 323 of them still play with their toys during
weekends.
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TABLE 1.B.3
Going on Trips
TABLE 1.B.4
Reads/Studies
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The Filipino Child’s Media World
TABLE 1.B.5
Plays Video Games
Table 1.B.5 shows that 65.40% of grades 1-3 never play video games on
weekdays, while 64.30% of them engage in video gaming on weekends.
Furthermore, 57.97% of grades 4-6 never play video games during Mondays to Fri-
days, and 72.11% play games during Saturdays and Sundays.
TABLE 1.B.6
Internet Surfing
Results revealed that 65.88% of the primary pupils never surf the internet
during Mondays to Fridays. Meanwhile, 57.98% of them surf the internet during
Saturdays and Sundays. More than half of the intermediate pupils do not use the in-
ternet on weekdays, while 71.56% browse the internet on weekends.
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TABLE 1.B.7
Rests
According to Table 1.B.7, 344 of grades 1-3 do not have activities for relax-
ation like rest after school and 321 of them take rest on weekends. On the other hand,
54.53% of grades 4-6 reported that they take a certain amount of rest after school and
63.77% of the respondents take a break on weekends.
One of the main variables of the study is Media Consumption of grades 1-3
and grades 4-6 based on the perception of both children and parents. Media
Consumption incorporates television viewing, video gaming, and social media usage.
Video gaming comprises of the degree and location of video gaming, day
and time schedule of video gaming, and top 10 most commonly played video games
of children.
Lastly, social media usage covers YouTube viewing hours, top 10 most
viewed YouTube videos as reported by children and parents, Facebook usage,
Twitter usage, Instagram usage, and Snapchat usage of children.
28
The Filipino Child’s Media World
TABLE 2.A.1
Location of TV Viewing for Grades 1-3, Own TV = 623 (98.42%)
TABLE 2.A.2
Location of TV Viewing for Grades 4-6, Own TV = 540 (98.18%)
Results show that 98.18% of grades 4-6 has their own TV sets in their hous-
es. 462 of the intermediate pupils have their TV sets in their living rooms, which
makes up 83.7% of the population.
TABLE 2.A.3
Gadgets for Online Watching for Grades 1-3, Watching Online = 349 (52.1%)
29
Mobile Phone 329 49.1
Tablet 247 36.9
Based on Table 2.A.3, 349 primary pupils watch videos online. 329 of
grades 1-3 use mobile phones, 247 of them use tablet and 162 pupils use computer or
laptop as their gadget to watch online.
TABLE 2.A.4
Gadgets for Online Watching for Grades 4-6, Watching Online = 403 (59.8%)
Table 2.A.4 displays the distribution of grades 4-6 who use gadgets to
watch online. 68.4% use mobile phones having the most number of responses, fol-
lowed by computer or laptop with 39.9% and tablet with 33.8% of the respondents.
TABLE 2.A.5
TV Watching Schedule of Grades 1-3
30
The Filipino Child’s Media World
Figure A.1 Line Graph of TV Viewing Day Schedule for Grades 4-6
Figure A.1 shows a line graph of the TV viewing day schedule of grades 4-
6. It shows that the day schedule starts to peak on Friday and is at the highest on
Saturday, while it starts to decline on Sunday.
Figure A.2 Line Graph of TV Viewing Time Schedule for Grades 4-6
Figure A.2 illustrates a line graph representing the television viewing time
schedule of grades 4-6. It shows that the time schedule for TV viewing starts to as-
cend during 2 to 3 in the afternoon and reaches its peak during 6 to 7 in the evening.
It starts to decline during 8 to 9PM.
31
TABLE 2.A.6
Average TV Viewing Hours of Grades 1-3
WEEKDAYS WEEKENDS
0.83 1.89
Results show the average viewing hours in television of grades 1-3 as re-
ported by children. It shows that primary pupils watch TV on weekdays in an aver-
age of 0.83 hours, and 1.89 hours on weekends.
TABLE 2.A.7
Top 10 Most Viewed TV Programs of Grades 1-3
Table 2.A.7 displays the Top 10 most viewed TV programs of grades 1-3 as
reported by children. FPJ’s Ang Probinsyano ranked as the most viewed by the re-
spondents, while Mickey Mouse, Ngayon at Kailanman, and Rapunzel ranked as the
32
The Filipino Child’s Media World
TABLE 2.A.8
Top 10 Most Viewed TV Programs of Grades 1-3 co-viewed with Parents
Table 2.A.8 exhibits the Top 10 most viewed television programs of grades
1-3 co-viewed by their parents. FPJ’s Ang Probinsyano ranked as the most viewed
TV program. Nevertheless, 24 Oras, Daig Kayo ng Lola Ko, Discovery Channel,
33
HBO, Horror Movies, Jurassic World, Movies, and Onanay all tied as the least
viewed TV program of the primary pupils.
TABLE 2.A.9
Average TV Viewing Hours of Grades 4-6
WEEKDAYS WEEKENDS
3.02 5.95
TABLE 2.A.10
Top 10 Most Viewed TV Programs of Grades 4-6
34
The Filipino Child’s Media World
TABLE 2.A.11
Top 10 Most Viewed TV Programs of Grades 4-6 co-viewed with Parents
Table 2.A.11 shows the Top 10 most viewed TV programs of grades 4-6 co
-viewed by their parents. Intermediate pupils reported that FPJ’s Ang Probinsyano is
their most viewed TV program when watching television with their parents and their
least viewed shows are 24 Oras and Victor Magtanggol.
TABLE 2.A.12
Average TV Viewing Hours of Grades 1-3 as reported by Parents
WEEKDAYS WEEKENDS
1.70 3.50
Table 2.A.12 shows the responses of parents of grades 1-3 on the average
viewing hours in television of their children. It is reported that grades 1-3 have an
average of 1.70 hours on watching TV during weekdays and 3.50 hours on weekends
as observed by parents.
TABLE 2.A.13
Top 10 Most Viewed TV Programs of Grades 1-3 as reported by Parents
35
2 Team Yey 91
3 Cartoons 72
4 It’s Showtime! 59
5 Disney Channel 57
Cartoon Network
6 55
TV Patrol
7 Meteor Garden 45
Eat Bulaga
Goin’ Bulilit
8 34
Super Book
Victor Magtanggol
9 Spongebob Squarepants 27
10 Barbie 20
Based on the results, the top most viewed television program of grades 1-3
as reported by parents is FPJ’s Ang Probinsyano. Conversely, Barbie is the least
viewed program of primary pupils stated on the Top 10 list.
TABLE 2.A.14
Top 10 Most Viewed TV Programs of Grades 1-3 co-viewed with Parents as
reported by Parents
TABLE 2.A.15
Average TV Viewing Hours of Grades 4-6 as reported by Parents
WEEKDAYS WEEKENDS
1.72 3.88
According to the parents of grades 4-6, the average viewing hours of the
intermediate pupils is 1.72 hours during Mondays to Fridays, and 3.88 hours during
Saturdays and Sundays.
TABLE 2.A.16
Top 10 Most Viewed TV Programs of Grades 4-6 as reported by Parents
Table 2.A.16 shows the Top 10 most viewed TV programs of grades 4-6 as
reported by their parents. Results indicate that FPJ’s Ang Probinsyano is the top TV
program for the intermediate pupils, while Team Yey is the least TV program that
they watch.
TABLE 2.A.17
Top 10 Most Viewed TV Programs of Grades 4-6 co-viewed with Parents as
reported by Parents
37
3 It’s Showtime! 79
4 Meteor Garden 40
5 News 28
6 Eat Bulaga 24
7 Goin’ Bulilit 22
24 Oras
8 21
Cartoons
9 Onanay 19
10 Maalaala Mo Kaya (MMK) 17
As it appears from the table above, the most watched television program of
grades 4-6 when accompanied by their parents is FPJ’s Ang Probinsyano, same with
the top show they watch when they are alone, while Maalaala Mo Kaya (MMK)
garnered the least number of responses from the parents.
TABLE 2.B.1
Degree and Location of Video Gaming—Grades 1-3
Computer
Degree Home Neighbor Friends Relatives
Shop
117 510 512 462 393
Never
(17.3%) (75.6%) (75.9%) (68.4%) (58.2%)
Some- 235 127 115 146 211
times (34.8%) (18.8%) (17.0%) (21.6%) (31.3%)
317 33 43 62 66
Always
(47.0%) (4.9%) (6.4%) (9.2%) (9.8%)
Table 2.B.1 displays the degree and location of video gaming of grades 1-3.
Primary pupils play video games mostly in their homes, 235 responded sometimes,
and 317 responded always. On the other hand, the least location of video gaming of
the respondents is in computer shops with 158 responses, 115 for sometimes and 43
for always.
38
The Filipino Child’s Media World
TABLE 2.B.2
Degree and Location of Video Gaming—Grades 4-6
Computer
Degree Home Neighbor Friends Relatives
Shop
41 461 380 325 223
Never
(6.1%) (68.3%) (56.3%) (48.1%) (33.0%)
Some- 230 181 245 290 348
times (34.1%) (26.8%) (36.3%) (43.0%) (51.6%)
404 33 50 60 104
Always
(59.9%) (4.9%) (7.4%) (8.9%) (15.4%)
According to Table 2.B.2, 94% of grades 4-6 usually play video games in
their homes, while the least location of video gaming of the intermediate pupils is in
their neighbor’s house with only 31.7% of the respondents who answered.
TABLE 2.B.3
Video Gaming of Grades 1-3, Allowed to use Gadget = 488 (77.34%)
The results display on Table 2.B.3 indicates the video gaming hours of
grades 1-3 during Mondays to Fridays, and Saturdays and Sundays. Also, 63.19% of
the primary pupils play video games for less than an hour per day on weekdays,
while only 4 of the respondents play video games for 5 to 7 hours a day. On week-
ends, 206 grades 1-3 play video games for less than an hour having the most number
of responses, while the lowest number with 5.21% of the population play for 4 to 5
hours a day.
39
Figure B.1 Line Graph of Video Game Day Schedule for Grades 4-6
Figure B.1 illustrates the line graph showing the video game day schedule
of grades 4-6. The day schedule starts to rise on Thursday and reaches its peak on
Saturday. Meanwhile, it starts to decline on Sunday.
Figure B.2 Line Graph of Video Game Time Schedule for Grades 4-6
Figure B.2 demonstrates the video game time schedule of grades 4-6. The
time schedule of video gaming of intermediate pupils starts to peak at 2 to 3 in the
afternoon and is at its highest at 6 to 7 in the evening. The time schedules start to go
down at 7 to 8 in the evening.
40
The Filipino Child’s Media World
TABLE 2.B.4
Top 10 Most Commonly Played Video Games of Grades 1-3
Table 2.B.4 shows the Top 10 most commonly played video games of
grades 1-3 as reported by children. Roblox ranked as the most played video games,
while My Talking Ben, Super Mario Bros. 3, and Sweet Escapes all tied as the least
played video games.
TABLE 2.B.5
Top 10 Most Commonly Played Video Games of Grades 4-6
TABLE 2.B.6
Top 10 Most Commonly Played Video Games of Grades 1-3 as reported by
Parents
According to the responses of the parents as shown on Table 2.B.6, the top
video game of grades 1-3 is Minecraft. In contrast, Subway Surfers is the least
played video game of their children.
42
The Filipino Child’s Media World
TABLE 2.B.7
Top 10 Most Commonly Played Video Games of Grades 4-6 as reported by
Parents
TABLE 2.C.1
YouTube Viewing of Grades 1-3, Own account = 568 (89.87%)
Table 2.C.1 shows the YouTube viewing of grades 1-3. During weekdays,
64.77% of the primary pupils watch videos on YouTube for less than an hour, while
43
only 3.79% watch videos for 3 to 4 hours a day. On weekends, 29.86% of the re-
spondents watch videos on YouTube for less than an hour, followed by 29.38% of
them for 2 to 3 hours, 26.70% for 1 to 2 hours, and 13.74% for 3 to 4 hours a day.
Figure C.1 YouTube Grades 4-6 Viewers, Own account = 531 (96.20%)
Figure C.1 exhibits the line graph indicating the YouTube usage of grades 4
-6 per day. It shows that the YouTube viewing schedule of intermediate pupils starts
to ascend on Thursday and reaches its peak on Saturday. The viewing schedule
begins to decline on Sunday.
TABLE 2.C.2
Top 10 Most Viewed YouTube Videos of Grades 1-3
44
The Filipino Child’s Media World
7 5-Minute Crafts 9
Angry Birds
Five Nights at Freddy’s (FNAF)
8 8
Guava Juice
Kaycee and Rachel in Wonderland
Dennis Daily
Funny videos
Peppa Pig
9 7
Ryan’s Toy Review
Spiderman
Tom and Jerry
FPJ’s Ang Probinsyano
Popular MMOS
10 6
Preston Plays
Slime videos
Table 2.C.2 covers the Top 10 most viewed YouTube videos of grades 1-3
as reported by children. Barbie ranked as the top most viewed video, while FPJ’s
Ang Probinsyano, Popular MMOS, Preston Plays, and Slime videos all tied as the
least viewed YouTube video.
TABLE 2.C.3
Top 10 Most Viewed YouTube Videos of Grades 4-6
45
Black Pink videos
8 16
DanTDM
9 Funny videos 15
10 Wengie 13
In accordance to the results given, 5-minute Crafts videos are the most
watched YouTube video of grades 4-6 as reported by children. On the contrary,
Wengie garnered the least number of responses in the Top 10 list.
TABLE 2.C.4
Top 10 Most Viewed YouTube Videos of Grades 1-3 as reported by Parents
Table 2.C.4 displays the responses of the parents in terms of the YouTube
videos that their children are watching. Grades 1-3 are fond of watching cartoon
videos, which ranked as the top viewed videos by parents. However, Mr. Bean is
rated as the least viewed video of primary pupils.
TABLE 2.C.5
Top 10 Most Viewed YouTube Videos of Grades 4-6 as reported by Parents
46
The Filipino Child’s Media World
3 Cartoons 35
4 Funny videos 33
5 DIY videos 24
6 K-Pop videos 23
7 5-minute Crafts 19
8 Roblox 18
Movies
9 16
Barbie
Slime videos
10 12
Vlogs
As perceived by the parents, music videos are the most watched YouTube
video of grades 4-6. On the contrary, Barbie, Slime videos and Vlogs are the least
watched by intermediate pupils which are listed on the Top 10 most viewed
YouTube videos.
TABLE 2.C.6
Facebook use of Grades 1-3, Own account = 281 (44.53%)
Table 2.C.6 presents the degree of Facebook usage of grades 1-3 during
Mondays to Fridays, and Saturdays and Sundays. 84.36% of the respondents use
Facebook for less than an hour, while only 1.26% use Facebook for 3 to 4 hours a
day on weekdays. On the other hand, 66.98% of the primary pupils use Facebook for
less than an hour, while 5.21% of the population spend time on Facebook for 3 to 4
hours a day during weekends.
47
Figure C.2 Facebook Grades 4-6 Users, Own account = 452 (81.88%)
Figure C.2 demonstrates the line graph showing the daily Facebook usage
of grades 4-6. It shows that the Facebook usage of the respondents begins to rise on
Thursday and reaches its peak on Saturday, and declines on Sunday.
TABLE 2.C.7
Twitter use of Grades 1-3, Own account = 41 (6.49%)
48
The Filipino Child’s Media World
Figure C.3 illustrates the line graph of the daily Twitter usage of grades 4-6.
As reported, 15.94% of the population have their own Twitter accounts. The trend of
Twitter usage starts to rise on Tuesday, but falls on Thursday, then continues to as-
cend on Friday and reaches its highest point on Saturday, then declines on Sunday.
TABLE 2.C.8
Instagram use of Grades 1-3, Own account = 72 (11.39%)
There are 11.39% of grades 1-3 who own their Instagram accounts. Table
2.C.B reveals that 95.58% and 91.15% of the respondents spend their time on
Instagram for less than an hour only during weekdays and weekends.
49
Figure C.4 Instagram Grades 4-6 Users, Own account = 452 (81.88%)
Figure C.4 exhibits the daily Instagram usage of grades 4-6 and 81.88% of
the respondents have their own Instagram accounts. The Instagram usage of the
intermediate pupils begins to ascend on Thursday and reaches its peak on Saturday,
then suddenly drops on Sunday.
TABLE 2.C.9
Snapchat use of Grades 1-3, Own account = 126 (19.97%)
Degree Mon to Fri (f/%) Sat and Sun (f/%)
Less than 1 583 (92.10%) 544 (85.94%)
1 to 2 36 (5.69%) 50 (7.90%)
2 to 3 9 (1.42%) 27 (4.27%)
3 to 4 5 (0.79%) 12 (1.90%)
Table 2.C.9 comprises of the degree of Snapchat usage of grades 1-3 during
weekdays and weekends. Additionally, 19.97 of the respondents have their own
Snapchat accounts. 92.10% and 85.94% of the primary pupils only spend their time
on Snapchat for less than an hour both on Mondays to Fridays, and Saturdays and
Sundays, respectively.
50
The Filipino Child’s Media World
Figure C.5. Snapchat Grades 4-6 Users, Own account = 153 (27.72%)
The second main variable is parental mediation used in grades 1-3 and
grades 4-6 as reported by children and parents. It involves the type and level of
parental mediation in both television viewing and video gaming. It also includes the
distribution of who has the authority to choose the TV channel to watch, and the
table which displays the people who accompanies children in watching television.
TABLE 3.A.1
Parental Mediation as reported by Grades 1-3
51
Active 4.99 2.87
Video Gaming Restrictive 5.93 2.71
Co-Gaming 4.56 3.08
TABLE 3.A.2
Parental Mediation as reported by Grades 4-6
TABLE 3.A.3
Parental Mediation as reported by Grades 1-3 Parents
Table 3.A.3 exhibits the parental mediation used in television viewing and
video gaming of grades 4-6 as reported by their parents. Restrictive mediation is the
most used parental mediation in both television viewing (M=8.02, SD=2.23) and
video gaming (M=7.67, SD=2.84) of intermediate pupils.
TABLE 3.A.4
Parental Mediation as reported by Grades 4-6 Parents
Based on the results given, parents of grades 4-6 reported that they fre-
quently use restrictive mediation to their children in terms of watching television
programs (M=7.66, SD=2.41) and playing video games (M=7.08, SD=2.84).
TABLE 3.B.1
Decision on TV Channel, Permitted to Watch TV = 540 (75.00%) as reported by
Grades 1-3
Table 3.B.1 displays the distribution of who decides the TV channel for
grades 1-3 to watch. It shows that 56.11% of the respondents reported that the
mother has the authority to decide on which channel or TV program to watch.
53
TABLE 3.B.2
Decision on TV Channel, Permitted to Watch TV = 429 (77.72%) as reported by
Grades 4-6
Table 3.B.2 shows the frequency distribution of the responses of grades 4-6
in terms of who has the authority to choose the TV programs they watch. It shows
that 70.65% of the intermediate pupils, which has the highest number of responses,
reported that they are the ones who choose the programs they watch.
TABLE 3.B.3
Co-viewing with the Child as reported by Grades 1-3
Table 3.B.3 indicates the person who accompanies the child, particularly
grades 1-3 when watching television. It shows that 60.14% of the respondents said
that their mother usually co-views with them.
TABLE 3.B.4
Co-viewing with the Child as reported by Grades 4-6
Table 3.B.4 presents the people who co-view with grades 4-6 in watching
television. Intermediate pupils stated that 81.70% of their mothers watch together
with them, while only 8.33% of the respondents reported to have nannies as their
accompany.
The third main variable is about the classroom performance of grades 1-3
and grades 4-6. It comprises of four domains namely: competency-based, task fo-
cused, contextual, and attributes domain.
TABLE 4.1
Classroom Performance of Grades 1-3
Classroom Standard
Mean
Performance Deviation
Competency 15.14 2.75
Task-focused 18.36 2.06
Contextual 18.53 1.94
Attributes 17.09 2.46
In reference to Table 4.1, grades 1-3 are highest in terms of contextual do-
main (M=18.53, SD=1.94) in their classroom performance and competency-based
domain (M=15.14, SD=2.75) garnered the lowest number of responses.
TABLE 4.2
Classroom Performance of Grades 4-6
Classroom Standard
Mean
Performance Deviation
Competency 14.99 2.76
55
Task-focused 17.90 2.30
Contextual 18.27 2.33
Attributes 16.71 2.60
TABLE 5.A.1
Sex and TV Consumption of Grades 1-3 respondents
Standard
Sex Mean p-value t-value Interpretation
Deviation
Male 1.30 0.91
.045 2.01 Significant
Female 1.13 0.85
Using the independent t-test, Table 5.A.1 illustrates that there is a signifi-
cant difference in the TV consumption of grades 1-3 when grouped according to
their sex, t(432)=2.01, p=0.045. Males (M=1.30, SD=0.91) have higher TV con-
sumption than females (M=1.13, SD=0.85).
56
The Filipino Child’s Media World
TABLE 5.A.2
Sex and Facebook Use of Grades 1-3
Standard
Sex Mean p-value t-value Interpretation
Deviation
Male 0.25 0.47
.040 -2.06 Significant
Female 0.37 0.68
TABLE 5.A.3
Sex and Game Consumption of Grades 4-6
Standard
Sex Mean p-value t-value Interpretation
Deviation
Male 26.23 17.85
.003 2.97 Significant
Female 20.82 17.87
The results revealed that when grades 4-6 are grouped according to sex,
there is a significant difference in their game consumption, t(418)=2.97, p=0.003.
Male intermediate pupils (M=26.23, SD=17.85) have higher game consumption than
female intermediate pupils (M=20.82, SD=17.87).
TABLE 5.A.4
Location Profile and TV Consumption of Grades 4-6
Location Standard
Mean p-value t-value Interpretation
Profile Deviation
Urban 25.57 21.38
.012 -2.53 Significant
Rural 30.87 19.34
Based on Table 5.A.4, it was revealed that when grades 4-6 were grouped
according to their location profile, t(418)=-2.53, p=0.012, those living in rural areas
(M=30.87, SD=19.34) have higher TV consumption than those living in urban areas
(M=25.57, SD=21.38).
57
TABLE 5.A.5
Location Profile and Game Consumption of Grades 4-6
Location Standard
Mean p-value t-value Interpretation
Profile Deviation
Urban 21.09 18.33
.014 -2.46 Significant
Rural 25.57 17.17
TABLE 5.A.6
Location Profile and YouTube Usage of Grades 4-6
Location Standard
Mean p-value t-value Interpretation
Profile Deviation
Urban 1.40 0.87
.000 4.83 Significant
Rural 1.00 0.71
According to Table 5.A.6, the YouTube usage of grades 4-6 differs from
one another, t(418)=4.83, p=0.000. Intermediate pupils living in urban areas
(M=1.40, SD=0.087) engage more in watching videos on YouTube than the
intermediate pupils living in rural areas (M=1.00, SD=0.71).
TABLE 5.A.7
Type of School and TV Consumption of Grades 1-3
Type of Standard
Mean p-value t-value Interpretation
School Deviation
Public 1.13 0.84
.018 -2.37 Significant
Private 1.33 0.93
The results revealed that when grades 1-3 are grouped according to their
type of school, there is a significant difference in their TV consumption,
t(432)=-2.37, p=0.018. Grades 1-3 who are studying in private schools (M=1.33,
58
The Filipino Child’s Media World
TABLE 5.A.8
Type of School and YouTube Usage of Grades 1-3
Type of Standard
Mean p-value t-value Interpretation
School Deviation
Public 0.76 0.61
.015 2.44 Significant
Private 0.90 0.61
TABLE 5.A.9
Type of School and Facebook Usage of Grades 4-6
Type of Standard
Mean p-value t-value Interpretation
School Deviation
Public 0.84 0.76
.028 2.21 Significant
Private 0.67 0.77
Using the independent t-test, Table 5.A.9 indicates that the Facebook usage
of grades 4-6 when grouped according to their type of school are significantly differ-
ent from each other, t(418)=-2.21, p=0.028. Intermediate pupils who are enrolled in
public schools (M=0.84, SD=0.76) engage more in Facebook than the intermediate
pupils in private schools (M=0.67, SD=0.77).
TABLE 5.A.10
Parents’ Educational Attainment and YouTube Usage of Grades 1-3
Educational Standard
Mean p-value t-value Interpretation
Attainment Deviation
Basic
0.65 0.68 .000 -3.85 Significant
Education
59
Higher
0.93 0.72
Education
Based on Table 5.A.10, the YouTube usage of grades 1-3 differs in terms of
educational attainment of their parents, t(432)=-3.85, p=0.000. Primary pupils with
parents who obtained higher education (M=0.93, SD=0.72) engage more in YouTube
than primary pupils with parents who obtained basic education (M=0.65, SD=0.68).
TABLE 5.A.11
Parents’ Educational Attainment and Game Consumption of Grades 4-6
Educational Standard
Mean p-value t-value Interpretation
Attainment Deviation
Basic
9.88 9.22
Education
.033 -2.14 Significant
Higher
12.13 10.81
Education
Table 5.A.11 illustrates that in terms of game consumption, grades 4-6 with
parents who finished higher education (M=12.13, SD=10.81) garnered higher level
of game consumption than grades 4-6 with parents who finished basic education
(M=9.88, SD=9.22). Results show a significant difference in the level of game
consumption of intermediate pupils when grouped according to educational
attainment of their parents, t(418)=-2.14, p=0.033.
TABLE 5.B.1
Sex of Grades 4-6 and Parental Mediation in TV
Type of
Standard p- t-
Parental Sex Mean Interpretation
Deviation value value
Mediation
Male 4.99 2.36
Active .008 -2.67 Significant
Female 5.61 2.23
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The Filipino Child’s Media World
Using the independent t-test, Table 5.B.1 illustrates that there is a signifi-
cant difference in the active parental mediation in TV as reported by grades 4-6
when they are grouped according to their sex, t(418)=-2.67, p=0.008. The parents of
female intermediate pupils (M=5.61, SD=2.23) are more engaged in active parental
mediation in TV than those parents of male intermediate pupils (M=4.99, SD=2.36).
TABLE 5.B.2
Location Profile of Grades 1-3 and Parental Mediation in TV
Type of
Location Standard p- t-
Parental Mean Interpretation
Profile Deviation value value
Mediation
Urban 5.87 2.62
Restrictive .035 -2.11 Significant
Rural 6.40 2.54
Co- Urban 5.97 2.44
.012 -2.53 Significant
Viewing Rural 6.58 2.47
TABLE 5.B.3
Location Profile of Grades 1-3 and Co-Gaming Parental Mediation
Location Standard
Mean p-value t-value Interpretation
Profile Deviation
Urban 4.83 3.06
.028 2.20 Significant
Rural 4.17 3.07
TABLE 5.B.4
Type of School of Grades 1-3 and Restrictive Parental Mediation in TV
Type of Standard
Mean p-value t-value Interpretation
School Deviation
Public 6.42 2.45
.002 3.09 Significant
Private 5.65 2.73
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The Filipino Child’s Media World
TABLE 5.B.5
Type of School of Grades 4-6 and Co-Viewing Parental Mediation in TV
Type of Standard
Mean p-value t-value Interpretation
School Deviation
Public 6.83 2.25
.000 3.82 Significant
Private 5.93 2.52
TABLE 5.B.6
Grades 1-3 Parents’ Educational Attainment and Active Parental Mediation in
TV
Educational Standard
Mean p-value t-value Interpretation
Attainment Deviation
Basic
7.17 2.46
Education
.035 -2.11 Significant
Higher
7.70 2.37
Education
TABLE 5.B.7
Grades 1-3 Parents’ Educational Attainment and Restrictive Parental
Mediation in Games
Educational Standard
Mean p-value t-value Interpretation
Attainment Deviation
Basic
7.21 2.94 .026 -2.24 Significant
Education
63
Higher
7.87 2.77
Education
When talking about the parental mediation in games, results show that there
is a significant difference between the restrictive type in grades 1-3 when they are
grouped according to the educational attainment of their parents, t(432)=-2.24,
p=0.026. Parents of primary pupils who only received basic education (M=7.21,
SD=2.94) are less restrictive in video gaming than the parents of primary pupils who
finished higher education (M=7.87, SD=2.77).
TABLE 5.B.8
Grades 4-6 Parents’ Educational Attainment and Parental Mediation in TV
Type of
Educational Standard p- t-
Parental Mean Interpretation
Attainment Deviation value value
Mediation
Basic
6.81 2.54
Education
Active .010 -2.59 Significant
Higher
7.44 2.28
Education
Basic
7.27 2.53
Education
Restrictive .012 -2.51 Significant
Higher
7.88 2.31
Education
Table 5.B.8 shows that there are significant differences in the parental
mediation in TV such as Active Parental Mediation, t(418)=-2.59, p=0.010, and
Restrictive Parental Mediation, t(418)=-2.51, p=0.012 used to grades 4-6 when
grouped according to the educational attainment of their parents. Parents of
intermediate pupils who received higher education (M=7.44, SD=2.28), (M=7.88,
SD=2.31) both practice more the Active Mediation and Restrictive Mediation in their
children as compared to parents who only received basic education (M=6.81,
SD=2.54), (M=7.27, SD=2.53).
TABLE 5.B.9
Grades 4-6 Parents’ Educational Attainment and Restrictive Parental
Mediation in Games
Educational Standard
Mean p-value t-value Interpretation
Attainment Deviation
Basic
6.52 2.97 .003 -2.95 Significant
Education
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The Filipino Child’s Media World
Higher
7.38 2.82
Education
Similar with the results got from grades 1-3, there is a significant difference
in the level of restrictive parental mediation in games received by grades 4-6 when
grouped according to the educational attainment of their parents, t(418)=-2.95,
p=0.003. Parents of intermediate pupils with parents who obtained higher education
(M=7.38, SD=2.82) are more restrictive in video gaming of children as compared to
the parents who only obtained basic education (M=6.52, SD=2.97).
TABLE 5.C.1
Sex and Classroom Performance of Grades 1-3
Standard p- t-
Domain Sex Mean Interpretation
Deviation value value
Male 14.87 2.71
Competency .047 -1.99 Significant
Female 15.39 2.77
Male 16.73 2.54
Attributes .003 -3.01 Significant
Female 17.43 2.34
TABLE 5.C.2
Sex and Classroom Performance of Grades 4-6
Standard p- t-
Domain Sex Mean Interpretation
Deviation value value
Overall Male 65.94 8.70 .000 -3.73 Significant
65
Female 68.92 7.29
Male 16.22 2.75
Attributes .004 -2.89 Significant
Female 16.98 2.48
TABLE 5.C.3
Location Profile and Classroom Performance of Grades 1-3
Location Standard p- t-
Domain Mean Interpretation
Profile Deviation value value
Urban 69.71 6.85
Overall .035 2.12 Significant
Rural 68.23 7.51
Urban 15.36 2.61
Competency .043 2.03 Significant
Rural 14.81 2.93
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The Filipino Child’s Media World
TABLE 5.C.4
Location Profile and Classroom Performance of Grades 4-6
Location Standard p- t-
Domain Mean Interpretation
Profile Deviation value value
Urban 69.31 7.92
Overall .000 5.08 Significant
Rural 65.35 7.31
Urban 15.42 2.81
Competency .000 4.39 Significant
Rural 14.22 2.49
Task- Urban 18.11 2.31
.013 2.49 Significant
focused Rural 17.54 2.24
Urban 17.06 2.62
Attributes .000 3.74 Significant
Rural 16.09 2.47
Using the independent t-test, the results show that there is a significant
difference in the level of classroom performance of grades 4-6 when grouped
according to location profile, t(418)=5.08, p=0.000. Intermediate pupils in urban
areas (M=69.31, SD=7.93) excel more in their classroom performance as compared
to pupils in rural areas (M=65.35, SD=7.31).
Lastly, grades 4-6 in rural areas (M=16.09, SD=2.47) have lower level of
classroom performance in terms of attributes than in pupils in urban areas (M=17.06,
SD=2.62). This indicates that there is a significant difference in the level of
classroom performance in terms of attributes of grades 4-6 when grouped according
to location profile, t(418)=3.74, p=0.000.
67
TABLE 5.C.5
Parents’ Work Status and Classroom Performance of Grades 4-6
Work Standard p- F-
Domain Mean Interpretation
Status Deviation value value
Unemployed 69.05 7.63
Company-
Overall 66.87 8.23 .032 3.46 Significant
employed
Self-
67.21 7.83
employed
Unemployed 18.26 2.26
Task- Company-
17.59 2.34 .022 3.84 Significant
focused employed
Self-
17.71 2.24
employed
68
The Filipino Child’s Media World
TABLE 6.A.1
TV and Game Consumption of Grades 1-3
TABLE 6.A.2
TV and Game Consumption of Grades 4-6
TABLE 6.A.3
TV and Game Consumption of Grades 1-3 as reported by Parents
69
As reported by parents, TV consumption and game consumption of grades 1
-3 are significantly correlated to one another, r(500)=0.451**, p<0.05. There is a
moderate positive correlation between TV consumption and game consumption of
primary pupils.
TABLE 6.A.4
TV and Game Consumption of Grades 4-6 as reported by Parents
TABLE 6.B.1
Game Consumption of Grades 1-3 and Restrictive Parental Mediation in TV
Table 6.B.1 displays the correlation between game consumption and restric-
tive parental mediation in TV of Grades 1-3, r(500)=-0.191**, p<0.05. Results show
that there is a weak negative correlation between the variables. It means that as one
variable increases, the other variable decreases and vice versa.
TABLE 6.B.2
Game Consumption of Grades 1-3 and Restrictive Parental Mediation in Games
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The Filipino Child’s Media World
TABLE 6.B.3
Game Consumption of Grades 4-6 and Parental Mediation in TV
Parental
p-value r-value Interpretation
Mediation
Active 0.003 -.130** Significant
Restrictive 0.001 -.147** Significant
Co-viewing 0.046 -.089* Significant
Table 6.B.3 exhibits the significant correlation between the game consump-
tion and parental mediation used in television viewing of grades 4-6. Results re-
vealed that there are significant relationships between the level of game consumption
of grades 4-6 and all the parental mediation in TV namely, active, r(503)=-0.130**,
p<0.05, restrictive, r(503)=-0.147**, p<0.05, and co-viewing, r(503)=-0.089*. The
three parental mediations have weak negative correlation with the level of game con-
sumption of intermediate pupils.
TABLE 6.B.4
Game Consumption of Grades 4-6 and Parental Mediation in Games
Parental
p-value r-value Interpretation
Mediation
Active 0.015 -.108* Significant
Restrictive 0.006 -.122** Significant
Based on the results, there is a weak negative correlation between the game
consumption of grades 4-6 and the parental mediation in games, particularly active
mediation, r(503)=-0.108*, p<0.05, and restrictive mediation, r(503)=-0.122**,
p<0.05
71
TABLE 6.B.5
TV Consumption of Grades 4-6 and Parental Mediation in TV as reported by
Parents
Parental
p-value r-value Interpretation
Mediation
Restrictive 0.011 .113* Significant
Co-viewing 0.046 .089* Significant
TABLE 6.B.6
Game Consumption of Grades 4-6 and Active Parental Mediation in TV as
reported by Parents
TABLE 6.B.7
Game Consumption of Grades 4-6 and Co-gaming Parental Mediation as
reported by Parents
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The Filipino Child’s Media World
the co-gaming mediation increases its level, the game consumption of intermediate
pupils also elevates, and vice versa.
TABLE 6.C.1
TV Consumption of Grades 1-3 and Contextual Classroom Performance
TABLE 6.C.2
Game Consumption of Grades 1-3 and Classroom Performance
TABLE 6.C.3
TV Consumption of Grades 1-3 and Classroom Performance as reported by
Parents
73
Task-focused 0.044 -.090* Significant
Contextual 0.041 -.091* Significant
Attributes 0.032 -.096* Significant
Table 6.C.3 displays the correlation between the TV consumption and class
room performance of grades 1-3 as reported by parents. The overall classroom per-
formance, r(500)=0.106*, p<0.05, has a weak positive relationship with the TV con-
sumption of primary pupils. However, the task-focused domain, r(500)=-0.090*,
p<0.05, contextual domain, r(500)=-0.091*, and attributes domain, r(500)=-0.096*
of the classroom performance of primary pupils have weak negative correlation with
the level of TV consumption.
TABLE 6.C.4
Game Consumption of Grades 1-3 and Classroom Performance as reported by
Parents
TABLE 6.C.5
Game Consumption of Grades 4-6 and Contextual Classroom Performance as
reported by Parents
Parents reported that the game consumption of grades 4-6 and their class-
room performance in terms of contextual domain are significantly correlated to one
another, r(503)=-0.104*, p<0.05. This means that as the intermediate pupils are more
engage in video gaming, they are more prone to exhibit disruptive or violent
behavior in class.
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The Filipino Child’s Media World
TABLE 6.D.1
Co-viewing Parental Mediation in TV and Task-focused Classroom
Performance of Grades 1-3
TABLE 6.D.2
Restrictive Parental Mediation in Games and Task-focused Classroom
Performance of Grades 1-3
TABLE 6.D.3
Active Parental Mediation in TV and Classroom Performance of Grades 4-6
75
Using the Pearson correlation, results show that the active parental
mediation in TV and classroom performance, specifically the competency domain,
task-focused, attributes domain of grades 4-6 are significantly correlated. The overall
classroom performance, r(503)=0.119**, p<0.05, competency domain,
r(503)=0.103*, p<0.05, task-focused domain, r(503)=0.106*, p<0.05, and attributes
domain, r(503)=0.112*, p<0.05 are directly proportional to the active parental
mediation in TV.
TABLE 6.D.4
Co-viewing Parental Mediation in TV and Classroom Performance of Grades 4-
6
TABLE 6.D.5
Co-gaming Parental Mediation and Attribute Classroom Performance of
Grades 4-6 as reported by Parents
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The Filipino Child’s Media World
TABLE 6.E.1
TV Consumption and Age Profile of Grades 1-3
TABLE 6.E.2
Game Consumption and Age Profile of Grades 1-3
TABLE 6.E.3
Social Media and Age Profile of Grades 1-3
77
and their age. It shows a weak positive correlation, which means that there is a direct
relationship between two variables.
TABLE 6.E.4
Game Consumption and Age Profile of Grades 4-6
TABLE 6.E.5
Social Media and Age Profile of Grades 4-6
Based on the results, there are correlations between some social media
namely YouTube, r(418)=0.196**, p<0.05, Facebook, r(418)=0.238**, p<0.05, and
Instagram, r(418)=0.128**, p<0.05 consumption of grades 4-6 and their age.
YouTube and Instagram have weak positive correlation while Facebook
consumption has low positive correlation with the intermediate pupils’ age.
TABLE 6.E.6
Facebook Use of Grades 1-3 and Parents’ Age
TABLE 6.E.7
TV Consumption of Grades 4-6 and Parents’ Age
TABLE 6.F.1
Co-Gaming Parental Mediation and Age Profile of Grades 1-3
TABLE 6.F.2
Co-Gaming Parental Mediation and Parents’ Age Profile of Grades 4-6
In Table 6.F.2, co-gaming parental mediation in grades 4-6 and the age of
their parents are inversely proportional to each other, r(418)=-0.116*, p<0.05. This
shows that as the age of parents increases, their engagement in co-gaming with their
children decreases.
79
TABLE 6.G Significant Relationship between Demographic Profile and Class-
room Performance
TABLE 6.G.1
Competency Classroom Performance and Age Profile of Grades 1-3
TABLE 6.H.1
YouTube Use and Task-focused Classroom Performance of Grades 1-3
TABLE 6.H.2
Snapchat Use and Attribute Classroom Performance of Grades 1-3
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The Filipino Child’s Media World
Using the Pearson correlation, results show that there is a weak negative
relationship between the Snapchat usage and classroom performance of grades 1-3 in
terms of attributes domain, r(432)=-0.113*, p<0.05. This indicates an inversely pro-
portional relationship between variable, which means as Snapchat usage increases,
the attribute performance of grades 1-3 decreases, and vice versa.
TABLE 6.H.3
YouTube Use and Task-focused Classroom Performance of Grades 1-3 as
reported by Parents
RESULTS
Qualitative Data
Television Viewing
81
their favorite TV programs after school, it is not surprising that both parents and
children watch the same content. While most school in Luzon, Visayas, and Minda-
nao have whole day classes, few of the research participants from the National Capi-
tal Region belong to the morning shift (7AM-12NN) or the afternoon shift (12NN-
5PM) hence the survey results showed that some were watching noontime shows.
While most children reported that they are only allowed to watch television
or use gadgets after finishing their schoolwork, some children, especially the older
ones would either multitask, doing their schoolwork while watching television or
using gadgets, or watch television as a form of relaxation before doing their assign-
ments.
The succeeding paragraphs report what TV programs are watched and what
both participants have to say about its contents.
The popular TV programs for the participants are action, drama, romance,
and news programs, which are commonly watched with family members.
While both parents and children enjoyed viewing these programs, some
expressed concern over heavy themes of violence, sex, horror, or drugs in
these primetime TV programs. Plots on marital infidelity and bloody scenes
on top-rated programs were singled out as inappropriate to children.
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The Filipino Child’s Media World
Magazine Shows like Kapuso Mo Jessica Soho (KMJS) for instance, is seen
as informative and not harmful to children.
“…may mga istorya, may mga multo, may mga may sakit
na bata kapag sinabing donate to the person who needs
or donate them money or toys and pinapanood ko naman
Jessica Soho sa multo multo kala ng may-ari na magsasa-
ka na sungib ay pinatay ang kanyang manok at tsaka
nasa palayan pa naman yung manok kaso yung tatlong
manok tumago at pumunta sa bahay ni magsasaka, sabi
ni suren paano namatay ang manok at tsaka akala ng
83
magsasaka aso raw ang sungib, parang aso lang daw na
baliktad ang ulo dalawa ang paa at ang likod na paa ay
wala” (Child, Makati City, Public School)
Variety Shows
Parents reported that their children love to watch variety or noontime shows
especially It’s Showtime! and they did not see anything wrong in its con-
tents. Children however said that the program displays subtle forms of bul-
lying, and the hosts berates and embarrasses studio guests and sometimes,
speak profane language.
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The Filipino Child’s Media World
Parents are not fond of cartoons or animated shows so they let their children
watch it by themselves. According to some parents, cartoons are less harm-
ful than teleseryes or dramas.
Social Media
Both children and parents revealed that the most used social networking
sites among children are Facebook and YouTube. Several of the children, especially
the younger ones use their parents’ accounts while some mentioned that they
misdeclared their age in order to maintain their own accounts.
Facebook’s Messenger is used for group chat with the children’ teachers
and for school announcements. Video posts on animals and news are popular among
children and a few access replays of certain shows and programs through Facebook
pages.
85
programming is very limited.
Videos watched on YouTube are those they believe will enhance learning in
the sciences, math, and history, among others. Popular among young chil-
dren are DIY (do it yourself) videos on arts and crafts and cooking:
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The Filipino Child’s Media World
With the rising popularity of KPop, children have also shown interest in
Music and Dance, often watching choreographies or music videos.
However, many music videos shown on YouTube especially Western Mu-
sic may contain explicit and adult-rated content such as sex, cursing, drugs,
or partying. As cited in Cummins (2007), music videos contain sexual im-
ageries and the public were concerned because its target audiences are teens
and adolescents and several studies have shown about the “potential harm-
ful effects that such content can have” (p. 97).
Movies and series (especially action and horror films), competitions and
contests, and comedy shows on YouTube are also viewed, according to both
children and parents. The children described that some contain violence and
profane language.
87
(Child, Caloocan City, Private School)
Vloggers are also known for their gaming videos, which includes giving
information on cheats, game reviews and walkthroughs:
“Mga gaming po, yung mga trolling po, mga tips and
tricks para makalusot sa something tapos po mga memes,
yung mga nakakatawa” (Child, Makati City, Public
School)
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The Filipino Child’s Media World
Video Gaming
Casual Games
Younger children tend to play more on casual games. These include: Ar-
cades, Coloring games, Dress-up or Fashion games, Educational games,
Word games, and Puzzles. Parents have good impressions on these types of
games and are not much bothered by their content.
Sandbox Games like Minecraft and Roblox are very popular among all chil-
dren. These types of games require survival skills by building a setting or a
“world”, constructing houses and avoiding or fighting potential enemies.
Both parents and children see these games as educational and helpful in
developing their children’s creativity.
Violence and horror are the most prominent content of video games.
89
Among genres, the most played types are Action Games which include ac-
tion-adventure, battle or combat games, suspense or horror, and first-person
shooting games. These games are filled with violent and bloody scenes.
Some boys enjoy sports games like Basketball, Racing, Soccer, and Wres-
tling. Although these games do not portray profound killing, physical harm
is still depicted in the games, as shown in shooting, punching and other ag-
gressive acts.
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The Filipino Child’s Media World
“I play Shell Shock. You keep hitting each other and it’s
an io game. The thing is that your character is an egg”
(Child, Makati City, Private School)
Aside from violent games, children also have increased interest in playing
Horror games, such as Slendrina, Granny, Outlast, and Five Nights at Fred-
dy’s. These games are all similar in nature, that is, a player must hide from
the killers, kill the enemies, or get caught and killed. The scenes and charac-
ters were described by children as scary, gross, and it had caused night-
mares to some.
Some children often mentioned the game, Baldi’s Basics. While the game
involves solving mathematical problems, the player gets punished and
beaten by a stick by Baldi if the player does not get the right answer. If the
player gets the correct answer, the player is rewarded with a coin.
Another popular game, Talking Ben, the Dog, is part of the game series,
Talking Tom and Friends. It is a simulation game where a player can inter-
act with the dog. Apparently, a player can slap, punch, and violate Ben in
the game. When parents were asked about this, apparently none of them
knew about it.
91
players can join game characters in real life settings. This feature caused
some concern among parents; they believed that playing an augmented real-
ity game brings more danger to their child’s safety.
There are four main reasons why children consume media. These are: Class
requirement, Socialization, Personal Motivations, and Availability and accessibility
of media.
Class Requirement
News, especially for children who are members of Journalism clubs, are
required to watch the news and get informed about the latest happenings inside and
outside of the country.
“Sa grade 5 naman, news naman po. Kaya hindi namin pwedeng
palampasin yung TV Patrol or sa Channel 7 everyday kasi naka-
assign po talaga sila. Kagaya nung anak ko, assigned siya na mag-
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The Filipino Child’s Media World
Most of the teachers in both Public and Private schools use social media in
making school announcements. Teachers use group chats in Facebook to notify stu-
dents of upcoming activities, school works and test announcements. The younger
children usually use the social media accounts of their parents while some older chil-
dren have created their own accounts.
93
kapanganakan?” tapos sabi po “Basta, basta lagpas 18 years”.
Kasi po, yung gagamitin ko po kasing yun ay para po yung mga
projects po dun magtatanong kapag may mga assignments na hin-
di raw po nagawa.” (Child, Calamba City, Public School)
Socialization
Watching TV, playing video games, and social media are avenues for chil-
dren to share interests among friends and relatives, and it also serves as a family ac-
tivity. Both participants reported that children use social media to communicate with
family who are overseas, friends and to get to know new people, such as co-gamers.
A few use social media to gain followers.
One Grade 5 child narrated that he once joined a group chat in order to plan
strategies to defeat enemies in a game. While he thought he was chatting with a
foreigner abroad, the latter revealed that he lives in a nearby area and requested a
meet-up. The child was oblivious of the potential danger in meeting online acquaint-
ances in real life so he did show up for their rendezvous.
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The Filipino Child’s Media World
Searching for potential partners on social media and curiosity over sex is
even true for some children. Some parents shared their experience witnessing young
children exploring the internet for pornographic and obscene pictures:
Personal Motivations
According to the children, they were able to assimilate social values from
the programs they watch and the games they play. However, these social
95
values can be both desirable and undesirable. For example, one child narra-
ted that his desire to learn more and successfully pursue his future career, he
watches videos on YouTube and plays games related to his interests:
One parent also narrated that her daughter started taking interest in reading
web novels on her phone:
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The Filipino Child’s Media World
Aside from aggression, some parents reported that the children have also
been influenced by media to display prohibited behavior and misconduct.
One parent narrated:
Children create and use their own social media accounts to get updates from
famous personalities such as actors, singers, makeup artists, and social me-
dia influencers like gamers. Some of the famous personalities that children
follow on YouTube are PewdiePie, DanTDM, Ninja, Jamill, and Guava
Juice. Most children view these personalities as positive influencers who
post content about games or make product reviews; they are deemed enter-
taining, funny, and skillful in playing video games.
97
“…open lagi yung wifi sa bahay dati, ang nangyayari,
tinatakas nila yung gadget kahit di nila time gumamit ng
gadget, kapag wala silang masyadong ginagawa, nag-
tatalukbong ng kumot, minsan nasa isang sulok naglala-
ro, masyado nang matalino yung mga bata eh, tas
malalaman ko nalang kaya pala tahimik nagge-games na
pala” (Parent, Caloocan City, Private School)
According to the school children, some parents allow them to use gadgets
as a reward for an impressive school performance or for accomplishing a
task given to them. Thus, the children become more motivated to do better
to ensure continued use of the gadgets.
Parents expressed concern for the safety and security of their children out-
side their homes thus they prefer that children stay indoor and use gadgets
instead. This perhaps explains the survey results on why children seldom
play outdoors besides the lack of nearby playgrounds or spaces.
With children kept at home and allowed to use gadgets, the children explore
a multitude of media content at their fingertips. The children are exposed to
Clickbait titles which further stir the curiosity of children into consuming
media content which parents may not be aware of.
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The Filipino Child’s Media World
Coping
From the Focus Group Discussion, it was learned that some come from
restructured families, or households that are currently experiencing family
problems. According to the children, they would either watch programs,
use social media, and play games to “forget” the bad things their family is
experiencing.
Most of the children are given their own gadgets (smartphones, tablets) that
are portable, mobile and user-friendly. Some homes are equipped with in-
ternet connection that makes it possible for children to do research and
school assignments, watch videos on YouTube, play online games and
download game applications. A few go to internet cafes. In some areas in
the country, Pisonet is readily accessible in neighborhoods and even near
schools. A child simply drops coins into the computer to be able to use it.
The children save their allowance for pisonet and a few asks money from
99
parents. One child admitted getting money from his mother’s purse without
permission.
Parents expressed shock about their children being able to navigate through
the internet and games without the assistance of adults. Children do their
own research for what is trending and read reviews and decide on what to
watch, trends to follow, and games to play.
Four domains of the bodily functions are known to have greatly impacted
by children’s media consumption. These are: Cognitive, Psychological, Behavioral,
and Social Domains.
Cognitive Domain
Academic Performance
However, for some students, media especially excessive use of, have
brought more negative impacts on their academic performance and studying
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The Filipino Child’s Media World
Enriched Learning
Academic-related
There have been positive reports on the children’s use of media not
only on their academic performance, but also to their everyday
learning. Most of the positive effects brought upon to children are
academic-related, and usually involves arts and culture, geography,
language, math, science and technology, and news and current
events. When asked if the children intentionally watch programs or
play games that are related to the mentioned fields, the children
would often answer that these were influenced by their parents’
choices.
101
“Kapag nanonood po ako ng mga balita po, na-
tutuwa po ako kasi may natutunan ako,
nalalaman ko kung anong nangyayari sa lugar,
sa bansa” (Child, Caloocan City, Public School)
Notions or Beliefs
On the other hand, media content shown to children have also in-
clined children to develop their notions or beliefs about sensitive,
albeit common topics, such as religion, romance and sex, and vio-
lence.
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The Filipino Child’s Media World
103
dren will learn different languages and expressions from what they are used
to seeing and hearing. Alarmingly, children most oftentimes learn foul lan-
guage, expressions, gay and gaming language, and memes. Parents reported
that they are not very familiar with some of the terms their children are say-
ing, or expressions they are stating. Additionally, children also seem to have
learned several medical terms and conditions, but they use it inappropriate-
ly.
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The Filipino Child’s Media World
Psychological Domain
Meanwhile, some children become enchanted by the glamor and fame ap-
parent in celebrities that some children would like to identify themselves
with their idols.
105
Virtual induced emotions (VIE)
Violent and horror shows, programs, or games play a great role in inducing
emotions in children, with which most of the emotions are short-term and of
great intensity such as nightmares and tantrums. Some of which elicits the
following emotions: a) desensitization, b) elevated excitement, c) condi-
tioned fear, d) empathy, e) anger, and trauma-related symptoms.
Desensitization
The children reported to have felt numb and unaffected when they
are watching videos or playing games with violent content. While
they are aware of the harmful effects violent content may bring
them, children tend to brush this because they are more focused on
the sensation of being entertained by these kinds of content.
Elevated excitement
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The Filipino Child’s Media World
Conditioned Fear
107
kasi ako eh.” (Child, Makati City, Public School)
Empathy
Anger
When children were asked how they feel when they are playing
video games, children would often respond that they feel excited,
but get angrier as the time goes by, especially when their charac-
ters fail to level up, defeat their enemies or finish their mission.
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The Filipino Child’s Media World
Trauma-related symptoms
109
“Yung laro ko pong Reporter 2, hindi alam ng
mama ko, sinasabi ko po sa kanya na parang
may nagaabang sakin na lalaking may itak,
sasabihin niya wala naman, tapos ituturo ko
ayan, ayan o” (Child, Makati City, Public
School)
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The Filipino Child’s Media World
These are mental activities that may enhance or derail the attention or focus
of the children. It was found out that time distortion and attention hijacking
are the most prominent and observable effects seen from the children who
are overexposed to media. Time distortion is when children become so im-
mersed to the media content, such as shows, social media, or games, that
they forget the time or do not notice that time has already passed. Attention
hijacking on the other hand, just like time distortion, is when children’s
time and attention are channeled to media consumption, instead of other
tasks that are more important, such as accomplishing school tasks and home
works, or doing house chores.
Just like notions and beliefs, perceived moral trends pertains to behaviors
that are considered ‘good’ or ‘bad” in a given society. Many admitted that
they have done some things that are considered as bad in the society, as a
result of being too immersed in media such as exploration of pornographic
materials, disobedience and disrespect to authority, and age-inappropriate
111
behavior and even stealing.
Cognitive Distortion
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The Filipino Child’s Media World
Positive Self-regard
Behavioral Domain
113
mamamatay nang walang gadget. Tapos ayun iyak siya ng iyak
anak pero hanggang sa narealize niya kasi naapektuhan din ang
patience nila kasi mabilis na sila mainip” (Parent, Nagcarlan,
Private School)
Social Domain
Children’s relationship with other people are also affected, as they become
more isolated and engrossed in their own world. Impact of media on the Social do-
main encompasses the following: a) Social alternative platforms (SAP), b) Hybrids
of Entertainment (HoE), c) Family up-style of engagement (FUSE), d) Relational
Disintegration, and e) Building self-boundaries.
These are variations of games or shows that can be accessed on-line. Some
of these are influential and may turn viral in the social media.
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These refers to ways or approaches that parents or family apply to their kids
as they engage in various social media.
115
Relational Disintegration
Parents reported that their children are now more drawn to being with
themselves and not having interest in joining family meals or family dis-
cussions.
Building Self-boundaries
Parents are more worried for their children’s safety outside their homes.
According to them, outside of their homes is a mean world. In this regard,
they are the ones who encourage their children to stay at home and watch
programs or play video games instead, in order to reduce the risks they may
face when they go outside of their homes.
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The Filipino Child’s Media World
Health Domain
Among all the domains presented, impact of media on health is the most
observable and most easily affected. Children naturally have weaker immune system
than adults, and changes in their schedules and habits easily take a toll on their
bodies. Overexposure to gadgets lead children to take time from their sleep resulting
into sleep deprivation and irregular changes in sleep pattern. Overexposure to
gadgets is also attributed to impaired senses, such as blurring of vision, and difficulty
in hearing.
When children become too engrossed in their gadgets, they may also forget
important daily activities such as eating meals and taking a bath, resulting in malnu-
trition and non-hygienic patterns. According to some children and parents we have
interviewed, children reported that they even forget to take urinary breaks in order
not to break the momentum of whatever they are playing.
In cases where all the above symptoms have continued to worsen, some
children showed addiction-related behaviors:
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instruction mo hindi niya nasusunod. Tumitingin siya sakin pero
hindi niya ako naiintindihan. Parang nagre-raise tayo ng anak na
zombie. Yung mind niya nasa virtual world.” (Parent, General
Santos City, Public School)
This study found out that there are specific mediation practices which are
nuanced to the local culture thus expanding the mediation strategies to four (4) that
includes the Filipino Parental Mediation Styles.
Based on the study’s findings, the most frequently used parental mediation
for Television is co-viewing while restrictive mediation is used when it comes to the
use of video games. Active mediation is least used in the Philippine setting. (See
Tables 3.A.1 to 3.A.4).
Co-viewing or Co-gaming
Most often, parents co-view or watch TV with their children during prime-
time teleseryes which contain scenes with violence, sex or profanity (See
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Both parents and children find the programs entertaining and very seldom
do parents who co-view express concerns on the possible impact the media
content may have on the child as they do not find the programs containing
non-child-friendly content. Children will likewise perceive content as not
harmful because the parents allowed access and they enjoyed the media
content altogether.
Two patterns were noted when parents co-view with children: a) Structure
and b) Gendered activity.
Structure
Almost all families have only one (1) TV set found in the living
room and watching TV is a shared activity. Decision for program
choices however rests on mothers as reported by both parents and
children.
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“pang gabi minsan, may Victor Magtanggol
tapos tulog na kami. Tapos yung babae ko po,
yung panganay ko, grade 6 mas gusto niya yung
Knowledge Channel kaya minsan may time na
hindi nagkakasundo eh, pero pag nanood ng ano
yung isa, nakikinood na rin kaming lahat. Sama-
sama kami kung manood kasi eh. Ako, wala na-
man akong magagawa. Kung ano yung pina-
nood nila hindi naman pwedeng sumusunod.
(Interviewer: sila rin yung nagdedesisyon, ga-
nun). Unless time ko na sabi ko, time ko na eh.
(Interviewer: Paano basketball niyo?) Wala
hindi na ako nanonood eh. (Parent, Makati City,
Public School)
Gendered activity
Fathers watch sports and action programs and play video games
with their sons while mothers watch fashion style programs, noon-
time variety shows, teleseryes, modelling and makeup tutorials and
play casual games with their daughters.
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The Filipino Child’s Media World
A few fathers admitted that they play battle games with their sons
and are not bothered with the violent content.
Restrictive Mediation
Some parents are wary of the adverse effects of media use and yet they have
never attended any Media and Information Literacy Program. The primary
reason for their control on their children’s media use is the need for the lat-
ter to focus on their studies. A few heard about the health implications on
the eye but they are not aware of the other potential dangers that excessive
media use or the non-child friendly content may bring.
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bahay mo nalang isipin.” (Child, Makati City,
Public School)
Most parents control the use of media by limiting the hours or days
when children may be permitted to watch shows, use their gadgets
for social media and video games.
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The Filipino Child’s Media World
123
search ganun. Lalabas lang kung ano yung
sinabi nila. Kasi maliliit pa sila at hindi nila
alam kung anong tamang spelling. So, yun ang
advantage para sa mga bata Ma’am kasi mag-
salita lang sila, lalabas na e. So, isa rin yun na
dahilan kaya namin binibigyan ng cellphone na
ilang percent na lang yung battery para ma-
lowbatt, para tama na. Kasi minsan Ma’am,
hindi namin sila magabayan talaga kasi busy.
Kaya ganun yung naisip namin na paraan, na
kaunting percentage na lang ng bat-
tery.” (Parent, Makati City, Public School)
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The Filipino Child’s Media World
Control of Access
125
yung mga bata eh, tapos malalaman ko na lang
kaya pala tahimik nag ga-games na pala.”
(Parent, Caloocan City, Private School)
Use of Rewards
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127
Calamba City, Public School)
For other parents, they think diverting their children’s interests from media
to other activities are strategic. Deemed effective by parents, they engage
their children into sports, outdoor activities, tutorial classes in Math and
English, cooking, and even attending Church or religious activities. This
strategy was aimed at weaning them from media use to make them more
physically active, focused on studies and more gratified with face to face
interactions.
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The Filipino Child’s Media World
Interestingly, some parents who do not use any of the three mediations
styles, would often display Passivity and Pacificity. This strategy was evi-
dent in the narrative of parents who are both working, single parent or even
those preoccupied with business. Mediation or involvement in the media
use of children is almost impossible hence parents just allow their children
to use whatever media for unlimited duration or parents consider the gadget
as a babysitter to keep children at bay.
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“So, ang way to discipline ang mga bata kapag umiyak,
bigyan ng gadget.. kapag busy, ang ano, may pupun-
tahan, bigyan ng gadget.” (Parent, Makati City, Public
School)
DISCUSSION
The last few years proved that television is still a prevalent choice for media
consumption among children. However, with the rising popularity of other gadgets
like smart phones, laptops, and gaming consoles which are more efficient, light, and
mobile, children shifted to what they perceived as interactive, engaging and one that
has more varied content that they can select from.
Media Consumption
While the results indicated that the children are very much engaged in
school works and extracurricular activities, children spend less time for outdoor ac-
tivities. Parents intimidated that they feel more secured if their children stay inside
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The Filipino Child’s Media World
their homes thus they provide them with media entertainment that keeps them at
home. According to parents, they perceive risks and dangers outdoors and they are
not able to monitor their children’s activities.
Older children are more adept in using devices thus have more chances in
being exposed to different types of media (Nikken & Schols, 2015), unlike younger
children whose parents make the selection on what they may watch or play.
Majority of the programs watched by both children and parents are action,
drama and romance, variety shows, and news and these contain themes on violence,
death, sex, extramarital affairs, drugs, and revenge. Death, infidelities, and sex are
glamorized. Even public affairs programs like Kapuso Mo Jessica Soho, Scene of the
Crime Operatives (SOCO), Imbestigador, and Ipaglaban Mo contain scenes that
recreate murders and other crimes, and ghost stories which haunt the imagination of
young children.
The United Nations Children’s Fund (2017) reported that age 10 is the com-
mon age for a child to own a mobile phone; the gadget and social media are usually
introduced by their own parents. In this study, teachers required social media ac-
counts to access class assignments and announcements.
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Nuaimi, Guang, & Rashedi, (2017), Brenner (2012), and Rideout, Foehr, and
Roberts (2010) indicating that girls visit social networking sites more than boys and
young boys spend more time in video gaming than girls.
It can be inferred that girls frequently use social media to communicate with
friends, while boys use video games to spend time with friends, as is also supported
by the study done by Lenhart, Smith, Anderson, Duggan, and Perrin in 2015.
Furthermore, the Philippine setting might still incline parents to believe that gaming
is a gendered activity only for boys thus making girls less interested in gaming and
more inclined to socializing. Being girls, parents are more protective of them and
kept them indoors using social media whereas boys are allowed to play video games
either at home or in internet cafes thus providing more chances for the latter to play
more video games than girls.
Cheat tutorials are also popular among child gamers and would often visit
video sites looking for gameplays and walkthroughs are still one of the most often
searched videos in YouTube. A possible explanation for this behavior can be ex-
plained by three reasons: 1) Children would like to get better at a game they are play-
ing. They might watch a video gameplay walkthrough in order to pass through a dif-
ficult section in the game; 2) Watching gameplays can also be a form of social con-
nection. In cases of children who cannot play the video games either they can not
afford to buy or play the game or simply because they are not allowed by their
parents, children resort to watching other people play the game in order to stay in
touch with their peers; 3) It is not only because of the game that children are
attracted to video gameplays, but also towards the person doing the game
walkthrough. Popular YouTubers are mostly funny and entertaining, that children
feel they are connected with the gamer (Kulman, n.d.).
This study revealed that the type of school the child is enrolled in is not a
predictor to play video games or the number of hours used in video gaming as op-
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posed to previous findings that children in private than public schools engage more
in playing video games. Perhaps the shifting classes of public school students and the
accessibility of pisonets in their school or homes allow them to have more time to
play video games.
In the past, one could only play the more popular video games through
computers and laptops because of the demand for higher memory or display capaci-
ty. Continuous game developments however, made it possible to install video games
in compact phones, which children can readily access whether they are in school or
in their homes. Furthermore, interviews from the focus group discussions revealed
that older children (Grades 4-6) can bring their mobile phones to school and while
they are not allowed to use gadgets during class hours, children can use their mobile
phones during class break periods. This also goes with younger children (Grades 1-
3), only the mobile phones are provided by their parents or caretakers during lunch
breaks or class break periods.
Majority of the popular video games intended for children and young adults
are battle or shooting games, and with the continuous improvement of graphics,
scenes where there is blood or killing become more realistic. Younger children com-
monly play casual video games, but some say they are already knowledgeable of
teen or adult-oriented games such as Roblox, Grand Theft Auto (GTA) and Mobile
Legends. For older children, the most popular type of game is Role-playing Games
(RPG). Children’s increased interest in RPGs may be attributed to the game content
and design (Christou, 2014). Immersion in a game varies with the type of game cho-
sen. The game’s graphics, storyline, tasks, and activities that require collaboration
with other players evident in RPGs increases its appeal to gamers (Badrinarayanan,
Sierra, & Martin, 2015). RPGs may also appeal more to children because of more
realistic looking setting, tools (e.g. realistic looking gun) and being able to play the
game in first person point of view which leads to increased immersion and enjoy-
ment (McGloin, Farrar, Krcmar, Park, & Fishlock, 2016). Another motivation for
children to play RPGs, in particular the Massively Multiplayer Online Role-Playing
Games (MMORPGs) is their design for socializing, exploring, and novelty-seeking
(Soutter, & Hitchens, 2016).
133
and finish the game. In this game one only needs to survive, without a specific goal
(Technopedia, n.d.). These mods are created by taking the basic code of the game
then restructures it. This means a user can create his own characters, world, and
storyline (Tanner, 2015). According to the parents we interviewed, they believe these
games increase their children’s creativity and originality, thus popular to both chil-
dren and parents. In most times, parents even encourage their children to play these
kinds of games like Minecraft and Roblox, because they believe these games will
influence their children’s career choices in the future.
Among the respondents, the most prominent impact of media can be seen
on children’s learning. Media is found to have helped enriched learning (e.g. DIY
tutorials, curriculum-based programs or games) and improved life skills (e.g. life
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The Filipino Child’s Media World
hacks) among the participants, while some reported that overexposure lead to lower
academic scores. Media also play a great role in the development of language and
expressions among children, although both positive and negative expressions can be
learned through media (e.g. curse words, jargons, misuse of medical terms).
Children easily learn new behaviors from television, social media, and
video games. Even without reinforcement, children can easily copy behaviors
whether it be positive or negative. Additionally, children are also influenced by
popular personalities in shaping their attitudes and reactions through simple observa-
tion.
Children also learn deceitfulness since they would intentionally falsify their
age information in order to pass through the account registration process for social
networking sites like Facebook. Or they declare another country of origin when they
play battle games online with other players.
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changing their birth year during account registration.
The focus group discussions revealed that children are becoming more dis-
engaged with the real world. Children become loners in real life and disintegrate
from their relationships. They become trapped in their own virtual world, and often
they would not join family discussions, meals or activities.
In terms of the children’s overall physical health, the interviews proved that
excessive media consumption leads to impaired senses (e.g. sight, hearing) and
gaming addiction. As reported by both children and parents, too much focus on me-
dia consumption, specifically video gaming leads to sleep deprivation, and the
children also forget to eat or stay clean, leading to malnutrition and non-hygienic
patterns. In worse cases, some children had experienced psychosomatic symptoms
such as tics, dizziness, and seizures.
Parental Mediation
According to the results of the study, most of the times parents still deter-
mine the type of parental mediation they will use based on the content of the TV
program their children are watching. Interestingly, this study found different nuances
in the parental mediation styles used by parents.
Children declared that their parents would often watch television with them,
rather than explain what they are watching or restrict their children’s media con-
sumption. However, parents generally believe that they are more restrictive to their
children’s television viewing rather than co-viewing with them. On the other hand,
both children and parents perceive the children’s gaming activities are most often-
times restricted by their parents.
Results revealed that restrictive mediation and co-viewing are directly pro-
portional with children’s television viewing. It can be inferred that during co-
viewing, children are more exposed to television when they watch together with their
parents, thus increasing their consumption. Some parents are aware of the non-child-
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The Filipino Child’s Media World
friendly content in media thus, they use co-viewing strategy. When asked what the
parents do if an inappropriate scene appears on the television while both parents and
children are watching, the parents reported that they will change the television chan-
nel or tell their children to avert their gazes. However, not all parents would state the
reason why they made their child do it.
Despite the use of restrictive mediation, this study found out that children’s
media use does not decrease. This may also be inferred as vice versa. A possible
explanation is that when children increase their media use, parents step in and use
restrictive mediation. As admitted by children, they stealthily watch or play video-
games while their parents are already sleeping late at night.
Mothers are still the most common companion of children when they are
watching television. This is because majority of the participants’ parents are house-
wives; therefore, majority of the children’s companions are their mothers. It is also
understandable that as regards choices on what channels and programs children will
watch, mothers would have the most authority in selecting them.
In terms of video gaming, it was found that active and restrictive mediation
are negatively correlated with children’s video gaming. In a few cases, parents re-
ported to restrict their children’s video gaming if they think the game is not benefi-
cial to their children, even without knowing the game content. Nonetheless, some
children reported finding ways to play for extended hours (in school during recess,
before and beyond bedtime). Results also state that more often, parents would either
co-game with their children or employ no mediation at all. For grades 1-3, parents
would often co-game with their children. However, for grades 4-6, it was found that
there is significant decrease in the level of co-gaming between parent and child.
This study suggests that parents are more disposed to mediate their chil-
dren’s television viewing than their social media use and video gaming. One possible
explanation is the parent-child technological mismatch; while children continuously
increase their digital literacy skills, parents could not cope thus falling behind in
monitoring their children’s activity in video gaming. Besides, parents do not see
137
what their children are playing since the monitors are small unlike TV or desktop
screens where images can be visible to passersby or onlookers.
This study also infers that the degree of parental mediation is influenced by
the child’s age. As children grow older, parents give their children more media inde-
pendence. Nikken (2003) explained that parents’ influence on the media behavior of
children decreases as they grow older because it is replaced by peers who spend
more time with them in school.
It was also noted that co-gaming is a gendered activity; fathers play with
their sons more often than their daughters. Fathers do not think that violent content
in games can be considered harmful to their children as they know that these are
work of excellent graphics and game design. On the other hand, mothers would often
employ restrictive mediation towards their daughters. A possible explanation is that
mothers are more wary about their daughters being exposed to aggressive and violent
content of games, as it more appropriate for boys than girls (gender roles). This in-
ference is also supported by a statement made by a parent from one of our focus
group discussions.
Results suggest that while parents are aware of the dangers and risks of me-
dia, majority do not orient their children, least set up online security on social net-
working sites. Children reported to be able to navigate through the social network
sites with or without the assistance of their parents. Results of the study also indicate
that children as young as 5 years old know how to navigate gadgets, even if they do
not understand the settings or rules set, or even the language spoken in whatever
gadget they are using or application they are navigating. This suggests that children
are naturally perceptive, having the ability to navigate through the different plat-
forms very easily. This can also be attributed to the different applications being more
child and user-friendly that even people who do not read instructions can easily
manage to explore different sites and platforms. Increase in their digital literacy
however, proved to be very alarming especially for parents. UNICEF reported in its
global study that in the Philippines, only 5 percent to 40 percent of younger children
(below 15 years old) knew how to activate and change their privacy settings (United
Nations International Children’s Emergency Fund, 2017).
Furthermore, several children stated that they intentionally falsify their real
information online, for example, in social networking sites like Facebook and Insta-
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The Filipino Child’s Media World
gram as stated earlier, with children underqualified for age restriction. Another one is
the use of Incognito Mode in search-related sites and Virtual Private Network (VPN)
in which a user can “hide” themselves from snoopers and avoid revealing their infor-
mation to hackers. While these are beneficial in protecting information online, this
can also be used for private browsing, where a child can search for pornographic
websites without their parent’s knowledge, as the search history will not be seen in
the gadget’s history log. This maybe one of the main reasons while children reported
to have accidentally came across pornographic games and internet sites without the
knowledge of their parents.
The second type of attitude is when parents exhibit extreme paranoia about
knowing of the dangers of online media and thus deprive their children the oppor-
tunity to access the internet (Diloy, 2013). This extreme fear of what their children
are doing online; however, does not do any better than the first type of attitude
parents shows. For example, web security experts have stated that the new suicide
rumors revolving around the “Momo Challenge” are likely a case of “moral panic”,
sensationalizing hoaxes because of little knowledge about the incident, and without
verified reports. This does not suggest parents should dismiss reports like this. How-
ever, because of the attention the challenge is receiving, this may give other people
ideas to create more videos featuring the Momo content (General, 2019). The objec-
tive is unclear, but other people might do this just to refuel the fear, or to gather more
viewers.
Parents have a divided opinion on the safety and risks of video games.
While some fathers are not bothered with battle or violent games, mothers are more
139
meticulous in choosing the games their children are playing. However, because of
lack of digital literacy, or lack of interest in trying out the games their children enjoy,
they would resort to restricting them instead. This may also be attributed with
working parents or housewives who have less time in educating themselves about the
popular video games.
Overall, gadgets are seen by parents as a form of reward to their children for
doing well in school or by simply obeying house rules. Children are then given extra
minutes of play after periodical exams. A few fathers admitted that they play battle
games with their sons and are not bothered with the violent content and view this co-
gaming as an opportunity for family bonding. Some mothers reported that they check
what their children access but give the older children the liberty to play their favorite
games and watch their favorite videos on YouTube.
Classroom Performance
The content of the media has a vital role in the performance of school chil-
dren. This could produce different implications on children’s attitude and behavior
towards school and learning (Robinson, 2016). In this study, TV consumption and
game consumption have significant effects on the classroom performance, particular-
ly task-focused domain and contextual domain. Contextual domain, as operationally
defined, refers to the ability of the child to finish tasks related to school such as sub-
mitting school works on time, following rules and regulations, attending classes
regularly, completing school works, and attending school activities. On the other
hand, task-focused domain as also operationally defined, refers to prosocial
behaviors or acts intended to mutually benefit others (Dovidio, 2001). Prosocial be-
haviors are manifested when children learn to socialize, act positively, share,
cooperate, and help others.
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Whether the behavior is good or bad, if they perceive the models as similar to them,
children may imitate the behavior observed.
On the other hand, television programs and video games, which portray
violent acts, can influence and add up to children’s aggression (AIJC, 2009). Vio-
lence may manifest on how they interact with others, especially towards children of
the same age. They tend to bully other children, use derogative language and physi-
cally harm others.
141
the availability of new media platforms provides various content available to
children in which they can easily access as they are exposed to technology in their
early age.
With this new research, NCCT will be re-aligning these programs to suit the
current needs of students, teachers, and parents in validating and appraising media
content, on what will be beneficial to the children and what content can harm them.
Parents
Parents play a crucial role in the regulation of what media content their
children can access and be exposed to. Studies show that media influences child in
several ways and one of them is their behavior in the classroom. As parents become
preoccupied in their jobs, they find gadgets helpful and handy in terms of babysitting
their children and complying with their child’s academic requirements. These chil-
dren can go over websites singlehandedly and without the parents’ supervision; they
may be exposed to inappropriate media content and easily misinterpret it.
While there are parents that are wary of what their child is doing on their
gadgets, they may assume that their child will not be exposed to harmful media con-
tent especially when the program or game is visually attractive to children. However,
there are media materials that were designed to be aesthetically pleasing that contain
explicit themes and imagery and these can be accessed by children themselves. It is
imperative that parents must critically evaluate the media messages of the TV pro-
grams or video games that their children are usually watching or playing before they
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The Filipino Child’s Media World
There are safety features, verifications, and prompts on some of the online
sites that are not appropriate for children, one example is Facebook. Before one can
create an account in Facebook the person must be 18 years old and above but as
shown in the results of this research, children have their own accounts and they ad-
mitted changing their age to suit the requirement for the creation of the account.
Parents must be aware that their children possess the skills to circumnavigate the
internet even with restrictions and that they need to adapt to the changing technolo-
gy.
Meanwhile, some parents created the social media accounts of their children
and they are the ones who manage the accounts. They post photos or videos about
their children’s activities, achievements and other information that is open to the
public. This may be appealing because parents share fun and interesting photos and/
or videos of their children online, but this must be taken with caution. Parents serve
as gatekeepers of their children’s personal information and they shape the online
identity of children. This may have an impact on the child that may compromise
their life later on.
Children are having social interaction with others more in the virtual world
than in the real world. They tend to play with the other kids through online games
more instead of playing with others using toys. This practice took a toll on children’s
health: overconsumption of video games leads to sleep deprivation, weak immune
system, poor eyesight, hearing loss, and even tics. Parents should encourage their
children to put their gadgets aside and start playing outdoors or engage them to
sports for their children to have active lifestyle.
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Education Sector
Internet has been around for decades now but there was no available re-
search as to how it influences people’s daily lives, there were researches available,
but these researches focus on media consumption alone. Due to the rising dependen-
cy on the internet, NCCT initiated to conduct research on internet consumption
which includes video gaming and social media use and how these influence chil-
dren’s classroom performances. It turns out that there were inappropriate internet
contents for children and yet they are able to access it. In video games, there were
only basic instructions given as to how to navigate the game and does not include
any restrictions in accessing and playing the game. Children must be regulated in
playing video games for some games can do more harm than to educate and entertain
the players. There are also explicit content and inappropriate themes present in social
media sites which children may absorb and misunderstand.
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The Filipino Child’s Media World
There are households that have little or no access to internet that is why
students have resorted to going to internet cafes to research so that they can comply
with their classroom requirements. During focus group discussions with parents,
there are students who pretended that they need internet access for them to finish
their homework, thus, the need to go to internet cafes, but in reality, they will just
play video games instead of doing schoolworks. Parents have observed truancy or
absenteeism from their children due to video gaming. They also have mentioned that
aside from not getting enough rest, students are abandoning their classes so they can
have more time playing video games.
The terms used in the study are operationally defined, thus its area of
generalizability is limited and does not cover other variables that can be considered
as contributing factors. The participants include children 6 to 11 years old, both in
public and private schools, but excluding out of school youth and students enrolled
under the Special Education curriculum.
The study also considers the age and sex of the parents and the children as a
possible contributing factor in parental involvement since there is a common notion
that older people are wiser than their younger counterparts and that older children
have lesser restrictions from their parents as they start developing independence.
Furthermore, male and female parents may also differ in their practice of parental
involvement with their sons and daughters.
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APPENDICES
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Appendix 1
Ethical Review Clearance
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Appendix 2
Parent’s Consent
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Appendix 3
Teacher’s Consent
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Appendix 4
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Appendix 5
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Appendix 6
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Appendix 7
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Appendix 8
Sample Focus Group Discussion Guide Questions for Children
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Appendix 9
Sample Focus Group Discussion Guide Questions for Parents
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Appendix 10
Nonsignificant Results
TABLE 1.A
TV Consumption and Parental Mediation in TV of Grades 1-3
As classified in this study, there are three types of parental mediation name-
ly, active, restrictive, and co-viewing. Table 1.A shows that each parental mediation
style shows no significant influence on children’s TV consumption of grades 1-3
pupils.
TABLE 1.B
TV Consumption and Parental Mediation in Games of Grades 1-3
Table 1.B presents that each parental mediation styles for gaming does not
influence TV consumption of grades 1-3. This means that any increase or decrease in
TV consumption of grades 1-3 is not caused by parental mediation in gaming and
vice versa.
TABLE 1.C
Game Consumption and Parental Mediation in TV of Grades 1-3
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TABLE 1.D
Game Consumption and Parental Mediation in Games of Grades 1-3
Active and co-gaming parental mediation in games were not found to have
any effect on gaming consumption of grades 1-3. This means that when parents co-
game with their grades 1-3 children and actively explain the game played by their
children, it will not have any significant effect on their children’s gaming consump-
tion.
TABLE 1.E
TV Consumption and Parental Mediation in TV of Grades 4-6
TABLE 1.F
TV Consumption and Parental Mediation in Games of Grades 4-6
191
Restrictive 0.735 -0.015 Not significant
Co-gaming 0.242 -0.052 Not significant
TABLE 1.G
Game Consumption and Co-gaming Parental Mediation in Games of Grades 4-
6
Parent co-gaming with grades 4-6 has no influence over their gaming con-
sumption and vice versa. An increase or decrease in game consumption will not im-
pact how often parents play with their children.
TABLE 1.H
TV Consumption and Parental Mediation in TV of Grades 1-3 as reported by
Parents
TABLE 1.I
TV Consumption and Parental Mediation in Games of Grades 1-3 as reported
by Parents
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TABLE 1.J
Game Consumption and Parental Mediation in TV of Grades 1-3 as reported by
Parents
This table shows that parental mediation in TV of grades 1-3 have insignifi-
cant effect on gaming consumption, as reported by parents, and vice versa, which
means that gaming consumption will not increase or decrease even when parental
mediation is used.
TABLE 1.K
Game Consumption and Parental Mediation in Games of Grades 1-3 as report-
ed by Parents
193
TABLE 1.L
TV Consumption and Active Parental Mediation in TV of Grades 4-6 as report-
ed by Parents
Using the Pearson correlation, Table 1.L result reveals that as reported by
parents, active mediation shows no signs of correlation with TV consumption of
grades 4-6.
TABLE 1.M
TV Consumption and Parental Mediation in Games of Grades 4-6 as reported
by Parents
Table 1.M shows that each parental mediation type for gaming of grades 4-
6 does not influence their TV consumption, and vice versa, as reported by their par-
ents.
TABLE 1.N
Game Consumption and Parental Mediation in TV of Grades 4-6 as reported by
Parents
194
The Filipino Child’s Media World
TABLE 1.O
Game Consumption and Parental Mediation in Games of Grades 4-6 as report-
ed by Parents
TABLE 2.A
TV Consumption and Classroom Performance of Grades 1-3
TABLE 2.B
Game Consumption and Classroom Performance of Grades 1-3
TABLE 2.C
TV Consumption and Classroom Performance of Grades 4-6
TABLE 2.D
Game Consumption and Classroom Performance of Grades 4-6
Table 2.D reveals that there were no correlations between competency, task
-focused, and attributes domains of classroom performance and game consumption
of grades 4-6. Furthermore, increase or decrease in game consumption does not
mean a change in the overall classroom performance and its competency, task-
focused, and attributes domains.
TABLE 2.E
TV Consumption and Classroom Performance in terms of Competency of
Grades 1-3 as reported by Parents
Table 2.E shows that the competency domain of classroom performance has
no correlation with TV consumption of grades 1-3 as reported by parents.
TABLE 2.F
Game Consumption and Classroom Performance of Grades 1-3 as reported by
Parents
TABLE 2.G
TV Consumption and Classroom Performance of Grades 4-6 as reported by
Parents
TABLE 2.H
Game Consumption and Classroom Performance of Grades 4-6 as reported by
Parents
197
Task-focused 0.973 -0.002 Not significant
Attributes 0.928 -0.004 Not significant
Table 2.H shows that there are no correlations between game consumption
of grades 4-6 and their competency, task-focused, and attributes domains of class-
room performance. Also, there is no correlation between game consumption and
overall classroom performance of grades 4-6.
TABLE 3.A
Active Parental Mediation in TV and Classroom Performance of Grades 1-3
TABLE 3.B
Restrictive Parental Mediation in TV and Classroom Performance of Grades 1-
3
Using the Pearson correlation, results reveal that restrictive parental media-
tion has no significant correlations between overall classroom performance of grades
198
The Filipino Child’s Media World
TABLE 3.C
Co-viewing Parental Mediation in TV and Classroom Performance of Grades 1-
3
TABLE 3.D
Active Parental Mediation in Games and Classroom Performance of Grades 1-3
TABLE 3.E
Restrictive Parental Mediation in Games and Classroom Performance of
Grades 1-3
This table shows that restrictive parental mediation in games is not influ-
enced by overall classroom performance of grades 1-3 and its competency, contextu-
al, and attributes domains and vice versa.
TABLE 3.F
Co-gaming Parental Mediation in Games and Classroom Performance of
Grades 1-3
TABLE 3.G
Active Parental Mediation in TV and Classroom Performance in terms of Con-
textual of Grades 4-6
TABLE 3.H
Restrictive Parental Mediation in TV and Classroom Performance of Grades 4-
6
TABLE 3.I
Co-viewing Parental Mediation in TV and Classroom Performance of Grades 4-
6
TABLE 3.J
Active Parental Mediation in Games and Classroom Performance of Grades 4-6
201
TABLE 3.K
Restrictive Parental Mediation in Games and Classroom Performance of
Grades 4-6
Table 3.K reveals that there were no correlations between restrictive paren-
tal mediation in games and all of the classroom performance domains of grades 4-6
which implies that restrictive parental mediation in games is also not correlated with
overall classroom performance of grades 4-6.
TABLE 3.L
Co-gaming Parental Mediation in Games and Classroom Performance of
Grades 4-6
TABLE 3.M
Active Parental Mediation in TV and Classroom Performance of Grades 1-3 as
reported by Parents
202
The Filipino Child’s Media World
TABLE 3.N
Restrictive Parental Mediation in TV and Classroom Performance of Grades 1-
3 as reported by Parents
TABLE 3.O
Co-viewing Parental Mediation in TV and Classroom Performance of Grades 1-
3 as reported by Parents
TABLE 3.Q
Restrictive Parental Mediation in Games and Classroom Performance of
Grades 1-3 as reported by Parents
TABLE 3.R
Co-gaming Parental Mediation in Games and Classroom Performance of
Grades 1-3 as reported by Parents
TABLE 3.S
Active Parental Mediation in TV and Classroom Performance of Grades 4-6 as
reported by Parents
TABLE 3.T
Restrictive Parental Mediation in TV and Classroom Performance of Grades 4-
6 as reported by Parents
205
icant correlation of overall classroom performance and restrictive parental mediation
in TV as reported by parents.
TABLE 3.U
Co-viewing Parental Mediation in TV and Classroom Performance of Grades 4-
6 as reported by Parents
TABLE 3.V
Active Parental Mediation in Games and Classroom Performance of Grades 4-6
as reported by Parents
TABLE 3.W
Restrictive Parental Mediation in Games and Classroom Performance of
Grades 4-6 as reported by Parents
206
The Filipino Child’s Media World
TABLE 3.X
Co-gaming Parental Mediation in Games and Classroom Performance of
Grades 4-6 as reported by Parents
TABLE 4.A
Social Media and Classroom Performance of Grades 1-3
207
Social media use is not influenced by the overall classroom performance of
grades 1-3 and vice versa as they are not correlated with each other.
TABLE 4.B
Social Media and Classroom Performance in terms of Competency of Grades 1-
3
TABLE 4.C
Social Media and Classroom Performance in terms of Task-focused of Grades
1-3
This table presents that social media use is not correlated with task-focused
domain of classroom performance of grades 1-3. Social media has no influence over
task-focused domain of classroom performance of grades 1-3.
TABLE 4.D
Social Media and Classroom Performance in terms of Contextual of Grades 1-3
208
The Filipino Child’s Media World
TABLE 4.E
Social Media and Classroom Performance in terms of Attributes of Grades 1-3
TABLE 4.F
Social Media and Classroom Performance of Grades 4-6
There were no correlations with social media use and the overall classroom
performance of grades 4-6. Furthermore, an increase or in social media use will not
have an influence on classroom performance of grades 4-6 and vice versa.
209
TABLE 4.G
Social Media and Classroom Performance in terms of Competency of Grades 4-
6
TABLE 4.H
Social Media and Classroom Performance in terms of Task-focused of Grades
4-6
TABLE 4.I
Social Media and Classroom Performance in terms of Contextual of Grades 4-6
TABLE 4.J
Social Media and Classroom Performance in terms of Attributes of Grades 4-6
According Table 4.J, social media use and attributes domain of classroom
performance grades 4-6 is not correlated with each other. Moreover, an increase or
decrease in social media use will not result in increase or decrease of attributes do-
main of classroom performance of grades 4-6.
TABLE 4.K
Social Media and Classroom Performance of Grades 1-3 as reported by Parents
Results show that social media use has no influence over classroom perfor-
mance of grades 1-3 as reported by parents. Additionally, social media use is not
correlated to classroom performance of grades 1-3.
211
TABLE 4.L
Social Media and Classroom Performance in terms of Competency of Grades 1-
3 as reported by Parents
TABLE 4.M
Social Media and Classroom Performance in terms of Task-focused of Grades
1-3 as reported by Parents
There was no correlation between social media use and task-focused do-
main of classroom performance as reported by parents. This means that an increase
or decrease in social media use does not mean an increase or decrease on task-
focused domain of classroom performance of grades 1-3 and vice versa.
TABLE 4.N
Social Media and Classroom Performance in terms of Contextual of Grades 1-3
as reported by Parents
212
The Filipino Child’s Media World
Based on the results, social media use is not correlated with contextual do-
main of classroom performance of grades 1-3 as reported by parents. Moreover, so-
cial media use has no influence over contextual domain of classroom performance of
grades 1-3 and vice versa.
TABLE 4.O
Social Media and Classroom Performance in terms of Attributes of Grades 1-3
as reported by Parents
TABLE 4.P
Social Media and Classroom Performance of Grades 4-6 as reported by Parents
213
TABLE 4.Q
Social Media and Classroom Performance in terms of Competency of Grades 4-
6 as reported by Parents
TABLE 4.R
Social Media and Classroom Performance in terms of Task-focused of Grades
4-6 as reported by Parents
Using the Pearson correlation, result reveals that social media such as
YouTube, Facebook, Twitter, Instagram, and Snapchat, and task-focused domain of
classroom performance of grades 4-6 are not correlated. This means that they have
no influence over each other.
214
The Filipino Child’s Media World
TABLE 4.S
Social Media and Classroom Performance in terms of Contextual of Grades 4-6
as reported by Parents
Table 4.S shows that social media use is not correlated with contextual do-
main of classroom performance as reported by parents. Moreover, an increase or
decrease in social media use does not mean an increase or decrease on contextual
domain of classroom performance and vice versa.
TABLE 4.T
Social Media and Classroom Performance in terms of Attributes of Grades 4-6
as reported by Parents
There was no correlation between social media use and attributes domain of
classroom performance of grades 4-6. This means that social media use has no influ-
ence over attributes domain of classroom performance of grades 4-6 as reported by
parents.
215
Appendix 11
Turnitin Results
216
The Filipino Child’s Media World
Appendix 12
List of Sampled Public and Private Primary Schools
NCR
SCHOOL TYPE
Caloocan City Makati City
Gregoria de Jesus
Public Makati Elementary School
Elementary School
Escuela de Sophia de Don Bosco Technical
Private
Caloocan, Inc. Institute of Makati
LUZON
SCHOOL TYPE
Calamba City, Laguna Nagcarlan, Laguna
Jose Rizal Memorial Crisanto Guysayko
Public
School Central I Memorial Elementary School
Private St. John Colleges Rizal Standard Academy
VISAYAS
SCHOOL TYPE
Cebu City Badian, Cebu
MINDANAO
SCHOOL TYPE
General Santos City Sarangani Province
Dadiangas West Elementary Alabel Central Integrated
Public
School SPED Center
Notre Dame of Dadiangas
Private Alabel Alliance School
University - IBED
217
ABOUT THE AGENCY
MANDATES
a) to formulate and recommend plans, policies and priorities for government and
private sector (i.e. broadcasters, producers, advertisers) action towards the
development of high quality locally-produced children’s television programming,
to meet the developmental and informational needs of children;
e) to initiate the conduct of research for policy formulation and program develop-
ment and disseminate its results to broadcasters, advertisers, parents and educa-
tors on issues related to television and Filipino children;
f) to promote media education within the formal school system and other non-
formal means in cooperation with private organizations;
g) to monitor the implementation of this Act and other existing government poli-
cies and regulations pertaining to children’s broadcast programs, as well as to
recommend and require the appropriate government agencies and/or self-
regulatory bodies concerned to enforce the appropriate sanctions for violations of
these regulations and policies based on their respective mandates;
218
The Filipino Child’s Media World
i) to act on complaints committed in violation of this Act with the goal of pro-
tecting children from the negative and harmful influences and to cause or initiate
the prosecution of violators of this Act.
THE ORGANIZATION
Council Members
YASMIN MAPUA-TANG
Member
Child-Focused NGOs Sector
ALICE A. PAÑARES
Member
Academe Sector
219
Advisory Committee
Secretariat
DESIDERIA M. ATIENZA
Supervising Administrative Officer
JUDY H. GALLETA
Project Development Officer II
221
1