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CHAPTER III

RESEARCH METHODOLOGY AND PROCEDURE


In this chapter, the design, respondents, instruments, procedures,

and statistical treatment to be used and done in the study will be discussed in full

details .

Research Design

The researcher will apply the descriptive type of research with structured

questionnaires as the main instrument for gathering the data which are designed

to determine the Effects of Online Video Games to the Behavior and Health with

the help of STEM students of AMA Computer College as the respondents of the

study.

Descriptive research is a type of research that provides an accurate

portrayal of characteristics of a particular individual, situation, or group. These

studies are a means of discovering new meaning, describing what exists,

determining the frequency with which something occurs, and categorizing

information. In other words, the descriptive research attempts to describe,

explain and interpret conditions of the present (Pedreza, 2015). It is designed for

the investigator to gather information about the present existing conditions. It has

two principal aims, namely: (1) to describe the nature of situation as it exists at

the time of the study, and (2) to explore the causes of particular phenomenon.

Hence, the researcher employed this method to find out present situation

regarding on effects of online video games to the behaviour and health of the

STEM students of AMACC.


Respondents of the Study

The respondents of the study will include 339 Senior High School STEM

students of AMA Computer College respectively. Where 146 students is from

grade 11 and 193 students is from grade 12 STEM strand. The method of

stratified random sampling was used to develop the sample of the research

under discussion.

The researchers made sure that those who answer the standardized

questionnaire were willing to participate and conveniently available during the

time of administration of the questionnaire.

DATA GATHERING INSTRUMENT

The researchers will be using a respondent’s profile from indicating their age,

gender, grade level and the section and the survey question name, developers,

locations; year publish which will be used as a measurement of identifying the

effects of online video games to the behaviour and health of the respondents.

Survey questionnaire to be conducted which focus mainly on grade 11 and

grade 12 STEM students of AMA Computer College Batangas as subject of the

study.

DATA GATHERING PROCEDURES


The researchers provide and discuss the title of their research. They consult

to their research adviser , then they work for the introduction of their research .

They make sure that the introduction of their research is approved by the

research adviser. The researchers continue in searching some articles about

their topic for their review of related literature, which are gathered and compared

from each other. In their researches , they select those part of an article that

have deep connection and can briefly explain those questions that they want to

have an accurate answer. After that the researchers will secure permission from

the school head and Senior High School STEM students of where the

respondents will be taken. After the researcher’s structured survey

questionnaires have been checked, the researcher will seek information at

STEM Senior High School of AMACC Batangas to gather the data needed in the

research. Respondents will be requested to honestly and properly respond to the

item presented and they will be guided by the researcher at the end of the study

after they finalize their research , with the help of their proposed activities.

Statistical Treatment of the Study

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