Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
A Thesis Presented To
Research Culminating
Taguig National High School
Lower Bicutan, Taguig City
By:
Karen J. Amilasan
Jessa V. Datugan
Gerlie M. Hernandez
Zsanen S. Tejas
2017
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Acknowledgement
This thesis becomes a reality with the kind support and help of many individuals. The
To Mrs. Cheryl P. Joaquin, for the support, guidance, advice, for making this research
possible, as well as her pain-staking effort in proof reading the drafts, is greatly appreciated.
Indeed, without her supervision, we would not be able to put the topic together.
The researchers express, too, their profound and loving thanks to their family for their
unfailing love and support throughout their lives. They are truly thankful for the care, love and
Thank you also to our parents who support us in our research, because as a parents they
also need to know if the school we’re attending has a good security that can protect us if we
are inside the school campus. We also give thanks to them for supporting us emotionally and
financially.
Lastly, the researchers offer their regards to all the students of Taguig National High
School.
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ABSTRACT
Datugan. Jessa V.
Hernandez. Gerlie M.
Tejas, Zsanen
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TABLE OF CONTENTS
Introduction
Background of the Study
Theoretical Framework
Conceptual Framework
Statement of the Problem
Scope and Limitations of the Study
Significance of the Study
Definition of Terms
Foreign Literature
Local Literature
Foreign Studies
Local Studies
Research Design
Population
Sample
Instrumentation
Treatment of Data
Data Analysis
Summary
Findings
Conclusion
Recommendation
References
Appendices
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CHAPTER 1
Introduction
Our population is getting bigger and its improving generations to generations so as the
technology. Modern technology continues to evolve, and it helps human to make life and work
easy, fast, comfortable and handy. And because of technology, electronic devices were created
such as personal computers, android phones, smart watch, iPhones etc. Computers, determined
as the greatest invention of man itself. Students and Teenagers got used to have technology
around them. They can get information that they want in computer in just one click. Sometimes
they used computer as habit only or a resources for us to have some information but it is used too
much, resulting to positive or negative effects for the lives of students and teenagers particularly
in their studies. Students and teenagers can communicate to the people who are far from them or
find entertainment when they are playing computer games and a lot of benefits that the computer
has, but when computers are used too much without any purpose this will lead to computer
addiction. Computer addiction is a mental illness in which the individual turns to the internet or
plays computer games in an attempt to change moods, overcome anxiety, deal with depression,
Computer addiction was noticed in 1973 in some people. The addiction is a mental illness
which causes the excessive use of computers to the extent of it interfering with daily life. Its
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excessive use may also explain problems in social interaction, personality, mood, work ethic and
relationships.
Computer addiction is the excessive use of computers to the extent that it interferes with
daily life. Excessive use may explain problems in social interaction, mood, personality, work
ethic, relationships, thought processes, or sleep deprivation. Neither computer addiction, Internet
addiction, nor video game addictions are clinically described in the DSM 5, the current edition of
the Diagnostic and Statistical Manual of Mental Disorders. Some people develop bad habits in
their computer use that cause them significant problems in their lives. The types of behavior and
negative consequences are similar to those of known addictive disorders. Not all people who
spend hours each day on the computer are considered addicted. There are many uses for
computers and the internet and in many cases, an individual may spend 6 or more hours in a day
on the computer but still not be considered an addict. Each individual situation is different and
therefore, there is no set number of hours that is (or is not) considered a potential for computer
addiction.
Theoretical Framework
The researchers used the following theories to support the foundation of the study.
Edward lee Thorndike formulated the theory of connectionism, also called the stimulus-
connection between a specific response. He based his explanation on this experimentation with
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The theory of connectionism states that human activity is based on association between
stimulus and response. Any activity has 1) a stimulating situation which influence or affects the
individual. For example, a person influenced in using a computer because he has a family
problem, he use a solvent for his to escape the problem that he has. (2) A response which the
individual makes towards the situation. For example a person who decided to use a computer
such as social media and computer games because of their problem that they are involved with
by spending their time in front of computer. Because they feel that they forgot their entire
problem for a while (3)a connection between the situation and response by means of what the
stimulus is able to produce in the response. The connection is called the S & R bond or S-O-R
(Stimulus-Organism-Response.)
The connectionism theory relates with our study because it is also all about Stimulus and
response where in the stimulus stands for a situation while the response is stands for the effect of
the situation.
Behaviourism Theory
Watson coined the term “Behaviorism” in 1913. Behaviourism assumes that behavior is
observable and can be correlated with other observable events. Thus, there are events that
precede and follow behavior. Behaviorim’s goal is to explain relationships between antecedent
effect). Watson’s theory was more concerned with effects of stimuli. He derived much of his
thinking from Pavlov’s animal studies (classical conditioning). This is also referred to as
“learning through stimulus substitution,” a reference to the substitution of one stimulus for
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another. For example, the ringing of a bell eventually produced the same response as food
Pavlov’s dogs.
Conceptual Framework
This study aims to determine the effects of computer addiction in the study habits of senior high
1. What are the selected basic profile of the respondents in terms of;
a) Age
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b) Gender
2. What are the effects of computer addiction in the study habits of the respondents?
Hypothesis
The computer games have a significant effect in the study habits of senior high school students in
Subject- The main objective of this study was to inform the students about the effect of
Respondents- The respondents of the study are the senior high school students in Taguig
The researchers conducts this study to be helpful to the senior high school students of Taguig
National High School that serves a guide for them to know the importance of having healthy,
physical, emotional, and mental health and for them to know the effects of computer addiction in
Definition of Term
For better understanding of the research, the following terms are conceptually defined:
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Connectionism–is a set of approaches in the fields of artificial intelligence, cognitive
psychology, cognitive science, neuroscience, and philosophy of mind that models mental or
and perception.
Sleep Deprivation – is the condition of not having enough sleep; it can be either chronic or
acute. A chronic sleep-restricted state can cause fatigue, daytime sleepiness, clumsiness and
weight loss or weight gain. It adversely affects the brain and cognitive function.
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CHAPTER 2
This chapter contains the review of related literature and studies that is relevant and useful
A. Foreign
According to Pallanti, Bernardi and Quercioli (2006), Internet addiction can be found at any age
and in any social condition, but most of the research major attention has been focuses on
research of Van Rooij and Van den Eijinden (2007) had reported that, using internet has become
one of the most popular leisure-time activities among adolescent in Western societies.
Adolescents in Netherlands of ages between 11 to 15 use the internet for leisure activities and for
adolescents aged 14 and older regard internet usage as an important leisure-time activity than
watching TV (as cited as Van den Eijinden, Spijkerman, Vermulst, Van Rooij and Engels, 2009).
According to Lin, Lin and Wu (2009), older adolescents appear to be more dependent on the
internet than younger adolescent. Recent studies have found that 19.8% of adolescent in the
world have internet addiction and furthermore, it is associated with hostility (Ko, Yen, Liu,
Huang, and Yen, 2009). The first widely “wired” generation nowadays are preteens and teens
and according to eMarketer (2004), the number of preteens and teens online in United
State grew steadily from 26.6 million in 2000 to 34.3 million in 2003 and nearly one-half of all
youngsters were online (as cited in Lin & Yu, 2008). However a recent survey from Forrester
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Research (2005) had revealed that consumer between the age of 12 and 17 in North America
were often online daily and average almost 11 hours per week. On the other hand, a survey by
Taiwan Network Information Center (2008), should that the internet population in Taiwan has
reached 15 million. Among them, internet user of the age under 20 accounted for about 2.86
million. Furthermore, the two groups with the highest rates of internet usage were 12 to 15 years
old which is 98% and 16 to 20 years old that is 95.6% (as cited in Lin & Yu, 2008). Based on
Pallanti, Bernardi and Quercioli (2006) research, 5.4% of the sample was internet addiction and
the sample included 275 students with the average of 16.67 ± 1.85 years and consisted of 52.4%
males and 47.6% females. This research also shown that in Italy, internet usage had a slower
diffusion than in other countries. However, in another research from China Internet Network
Information Center (2006) had shown that 123 million people had gone online, of which 14.9%
were teenagers below 18 years old and it has concluded that internet addiction is currently
becoming a serious mental health problem among Chinese adolescents. Chou and Hsiao reported
that the incidence rate of Internet addiction among Taiwan college students was 5.9%. Wu and
Zhu identified 10.6% of Chinese college students as addicted to Internet (as cited in Cao, Su, Liu
and Gao, 2007). Based on Chen et al. (2005), the majority of online gaming crime in Taiwan is
theft (73.7%) and fraud (20.2) and their research found that the age of offenders is low with is
3.3% between ages 15 to 20 years of age, 8.3% are under 15 years old (as cited in Wan &Chiou,
2007). According to Park, Kim and Cho (2008), there are more adolescent using the internet than
any other age group in South Korea. Based on their research 97.3% of South Korean adolescents
between the age of 6 and 19 years used the internet in 2005. Moreover, a study have investigated
the prevalence of Internet addiction among South Korean adolescents been made. In this study
903 adolescents participated and 10.7% of them scored high on the Internet Addiction Scale and
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these youths were considered at high risk for Internet addiction. This phenomenon occurs
because South Korea is an internet-based society that provides numerous middle and high school
adolescents with easy internet access and Internet addiction among South Korean is serious.
B. Local
The rapid advancement of computer technology and its continuous invasion of the world are
inevitable. The package of computer technology comes with a lot of features that influence many
aspects of life in a variety of ways. Time and again, computer technology has exposed to us and
made us experience its positive and negative effects. In this article, we are going to examine the
good and the bad effects of computer games, specifically to education and student achievement.
technology. Computer games offer their patrons with a new dimension of virtual entertainment.
The youth especially, college students are the usual patrons of computer games. According to
NIKO Media Research, the projected number of online computer gamers in the Philippines rose
from 21 million in 2012 to 28.72 million in 2014. Meanwhile, statistics from Juha Sompinmaki
of Tech In Asia show that about 409, of the gaming population of the Philippines is aged 18-24
years old.
Computer games receive a generally negative reception from people especially parents,
because for them, there are wastes of time. Additionally, critics and researches have linked
computer gaming to video game addiction, violence, anti-social behavior, and attention
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problems, among others. These researches are supported by their analyses on the usually violent
As founded in the study of Gentile, Lynch and Walsh in 2004, academic achievement may be
negatively related to over-all time spent playing video games. Studies have shown that the more
time a kid spends playing video games, the poorer is his performance in school. Also, a study by
Argosy University’s Minnesota School on Professional Psychology found that video game
addicts argue a lot with their teachers, fight a lot with their friends, and score lower grades than
others who play video games less often. Other studies show that many game players routinely
skip their homework to play games, and many students admitted that their video game habits are
However, there are also researches that support the positive effects of video games,
“video games change the brain.” Video games change the structure of the brain and can help
release beneficial neurotransmitter surges that can build the brain. Furthermore, many
multiplayer games such as DOTA or Defense of the Ancients and LOL or League of Legends
involve cooperation with other online players in order to win. These games encourage players to
make the most of their individual skills to contribute to the team. Moreover, a study in United
Kingdom found out that students who played online games almost every day scored 15 points
above average in math and reading tests and 17 points above average in science.
In the Philippines, the population of gamers is very huge. Beginning from the simple cartoon
games played by the toddlers up until the riot playing games played by the college students and
the older ones too. An article posted in PhilCare in 2014 pointed out that researchers found that
video games, particularly shooter games, have the tendency to strengthen the cognitive skills of
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their test subjects, especially in the areas of spatial navigation, reasoning, memory, and
perception. These effects shooter games have on test subjects were not evident on other types of
safe video games like puzzles or role-playing games. Gamers can utilize these advantages of
computer games provided they play in moderation. They should not allow themselves to be
enslaved by these games. Priority setting and proper guidance by parents, teachers, and other
elders can play a part in this goal. The effects of computer games on gamers are influenced not
only by the game content, but most especially, by the manner on which the gamers play them.
Video gaming is not bad for the health as well as the well-being of the individual. It may also
give some benefits depending on the frequency of the gaming of the person. In proper
moderation and supervision, video gaming might be a tool for enhancing the cognitive and social
skills of an individual.
Technology aims to generally be helpful to us and the whole world. It is really up to us how
we will use technology, while its features to our advantage, and how we will let it impact of
A. Local
Lojo (2008) conducted a study on the effects of playing computer games on the academic
performance and behavior of high school students. The results of her study disclosed that to
maintain the good academic performance of students, parents should set limits on how often and
The effects of electronic games and other factors in the grade five pupils’ academic
performance at A. Quezon elementary school, DEPED, Manila was looked into by Dorol (2009).
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Dorol concluded that electronic games were related significantly to pupils’ academic
performance with correlation of .194 significant .o21 levels. This means that the computer games
played by the pupils before going to sleep, after taking lunch or supper, and during recess
Mandanas (2007) conducted a study on the effects of playing computer games and
Kapayapaan National High School, Canlubang, Calamba City. The study concluded that most of
the students playing computer games and the students’ profile both have a significant effect on
the socialization on the students but no significant effect on the academic performance of the
students.
B. Foreign
Video games have been available to consumers for the last 30 years. They are a unique
form of entertainment, because they encourage players to become a part of the game's script.
Today's sophisticated online games require players to pay constant attention to the game, rather
than passively watching a movie. This has both positive and negative impacts on players. Several
studies have been published that explore these impacts on today’s children. The most widely
used "positive" impact online games are said to have on children is that they may improve a
player's manual dexterity and computer literacy. Ever-improving technology also provides
players with better graphics that give a more "realistic" virtual playing experience. This quality
makes the online game industry a powerful force in many adolescent lives. However, numerous
studies show that online games, especially ones with violent content, make teens more
aggressive. Part of the increase in aggressive behavior is linked to the amount of time children
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In the study by Walsh (2000), a majority of teens admitted that their parents do not
impose a time limit on the number of hours they are allowed to play online games. The study
showed that most parents are unaware of the content or the Entertainment Software Rating Board
In a study conducted by Gentile, Lynch, Linder & Walsh (2004, p.6) "adolescent girls
played video games for an average of 5 hours a week, whereas boys averaged 13 hours a week".
The authors also stated that teens who play violent games for extended periods of time tend to be
more aggressive, are more prone to confrontation with their teachers, may engage in fights with
their peers and see a decline in school achievements. (Gentile et al, 2004).
Five decades of research into the effects of exposure to violent television and movies have
produced a thoroughly documented and highly sophisticated set of research findings. They
concluded that even brief exposure to violent TV or movie scenes causes significant increases in
aggression that repeated exposure of children to media violence increases their aggressiveness as
young adults, and that media violence is a significant risk factor in youth violence. (Bushman
Research on exposure to television and movie violence suggests that playing violent
video will increase aggressive behavior. A meta-analytic review of the video-research literature
reveals that violent video increase aggressive behavior in children and young adults.
Experimental and non-experimental studies with males and females inlaboratory and field
settings support this conclusion. Analyses also reveal that exposure to violent video increases
physiological arousal and aggression-related thoughts and feelings. Playing violentvideo also
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Given the ubiquity of violent video games and the findings from experimental studies
indicating that playing violent video games may lead to increased aggression in young children
immediately following play, we believe that additional well-designed, experimental studies are
needed. New research would utilize games with levels of violence that reflect games currently
available to children. We recommend that studies focus on moderate to long term effects of
playing violent video games among young children. The lack of experimental studies for
students in middle and high school also needs to be addressed. (Bensley, Ph.D. and VanEenwyk,
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CHAPTER 3
RESEARCH METHODOLOGY
Research Design
description, analysis, interpretation where use by the researchers to the study of the effects of
computer addiction in the study habits of senior high school students in Taguig national high
school. This method is used by researchers to divide every detail to easily understand and
The respondents for this research are the Senior High School students of Taguig National
High School. It consists of one-hundred (100) respondents from different Strands and Tracks.
Instrumentation
The instruments that the researchers will used for this research is survey and
questionnaires that consists of ten (10) questions that the research give four (4) possible answers
that the respondents can choose from, that has a connection to the topic.
The researchers were able to gather information through survey and questionnaires given
to the students of Senior High School students of Taguig National High School. When the
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STATISTICAL TREATMENT OF DATA
The researchers used statistical methods to analyse all the data gathered from the
answered questionnaires. The statistical formulate that were used in the first and second part of
1. Percentage. It was used as a descriptive measure together with the frequency distribution to
show the relationship of the magnitude of the items or variables described in relation to the
whole.
f
P= x100
n
Where:
P - percentage
F - frequency
N - total number
After determining the magnitudes of the respondents’ answers, the researchers used the Mean, to
2. Weighted Mean. This was used to measure the rank of the level of feelings the respondents
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Where:
= summation of
Rating = any of the rating scale (Like type index numerical equivalent choices: 1,2,3,4,)
N - total number
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CHAPTER IV
Presented in this chapter presented are the data was gathered by the researchers. It
included its presentations and analysis. These primarily gave answers to the questions in the
statement of the problems in Chapter I, which were based from the survey-questionnaire.
Problem No.1: How may the respondents be described in terms of the following: age,
gender.
Table 1.1 presents the profile of the respondents in terms of their age. 28% of the
respondents were 14-16 years old, 72% were 17-20 years old.
Figure 1.1 above shows that ages ranging from 17-20 years old were the majority of the
respondents.
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Table 1.2: Gender of the Respondents
Table 1.2. presents the profile of the respondents in terms of their gender. Out of 100
respondents surveyed, 60% are males while 40% are females with a total percentage of 100%
Male
40
Female
60
Problem No.2: What are the effects of computer addiction in the study habits of the
respondents?
Range Interpretation
100-76 Always
75-51 Sometimes
50-26 Rarely
25-0 Never
Table 2 shows the percentage and qualitative interpretation of responses. Always is
measured by the range of 100-76, sometimes is measured by the range of 75-51, rarely is
measured by the range of 50-26 and lastly, never is measured by the range of 25-0.
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Indicators Weighted Rank Verbal
Mean Interpretation
purposes.
computer.
8.The students who lose sleep due to late night log- 2.73 5 Sometimes
ins
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Chapter V
Summary of Findings
This study was conducted for the purpose of determing the effect of computer
addiction in the study habits of Senior High School student in Taguig National High
School. The descriptive methodof research was utilized and the population was used for
gathering data
Conclusions
developmental today. So without the intension, the internet addiction may increase also.
As a consequence, this study is to examine the level of internet addiction for the Senior
High School students of Taguig National High School to examine the seriousness of internet
addiction in senior high school students now a day. The result showed that the level of
excessive users among the Senior high school is still in the moderate level.
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Data was collected using an stratified random sampling of 100 Senior high school
student in Taguig National High School. The instrument used for data collection was the 10
items questionnaire, The demographic information was collected too. The questinnaire was
The result showed that the student of Taguig National High School are moderate internet
user. This problem cannot be ignored and proper observation or treatment must be
prepared for those Senior High School Student. Besides parents and teacher also play an
Recommendations
1. The researcher recommend that students should read book, instead of playing
computer games
2. The researcher recommend that the students should limit their time when it comes
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3. The researchers recommend that the students only use the computer for necessary
tasks.
4. The researcher recommended that the students should use computer in a proper
way so that they can manage the things that they should have done.
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QUESTIONNAIRES
DIRECTION: Put a check (/) and answer the following questions honestly
based on what you actually do.
4- ALWAYS
3-SOMETIMES
2-RARELY
1-NEVER
4 3 2 1
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