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This research design is appropriate in this study as the data collection involves
subjective data and also involves experiences which were analyzed and interpreted.
According to Heidar (2015) Subjectivity is used to refer to the condition of being a subject;
the quality of a subject’s perspective, experiences, feeling, beliefs, and desires.
Subjective information is one’s person opinion.
Purposive sampling technique is being used to this study because the UC grade
11 ICT students is the target participants there will be 12 participants that will be selected
for playing video games. Most of the ICT students are more prone on playing video
games. According to Patton (1990) Subjects are selected because of some
characteristic and so purposive sample is a non-probability sample that is selected based
on characteristics of a population and the objective of the study.
The researchers used Focus Group Discussion in order for the researchers to gain
an effective information and more specific information. According to Casey and Krueger
(2000), focus group provides “a more natural environment than that of individual
interview because participants are influencing and influenced by others just as they are
in real life”. According to Lotich (2011) A focused group is basically research that
organizations do to gather information about costumer perspectives and opinions about
new ideas, products or services either being offered or in the product development
stage. Focus group participants are asked questions in an interactive setting and are
encouraged to discuss thought freely with other participants. The study used a
questionnaire as the primary source of data.
The questionnaire is written subjectively for the purpose of getting the opinion
and experiences of the respondents. In the questionnaire it is included there the name
of the student (optional), age, their section and strand that is needed specifically. The
questionnaire provided 3 questions that suggests the respondents the game they are
playing, the time span, and the cause and effects of their gaming that is needed to be
answer specifically for data gathering.
The researchers will conduct their interview as when they accomplish the
following procedures:
First, the researchers will validate the questionnaire to their research adviser and
then ask a letter for permission to conduct the interview.
Second, the researchers will ask a permission to the ICT teachers that is encharge
during the period before conducting the interview.
Then, the researchers will orient the selected grade 12 ICT students before
conducting the interview. After the orientation the questionnaires will be distributed to
the selected ICT students for them to answer appropriately.
Finally, there will be a group discussion to discuss there answers on the given
questionnaires, for a follow questions as to gather a simplified data analysis.
The related literature in the research area is not enough because the topic is
evolving research problem.
The participants may have given not enough time by there adviser so the data
will be affected.
SOP
First, what are the positive impacts of video games to grade 12 ICT students in terms of:
a. Academic;
b. Social; and
c. health?
Second, what are the challenges faced by UC grade 12 ICT students who play video
games in terms of:
a. Academic;
b. Social; and
c. Health?
Lastly, what are the reasons why UC grade 12 ICT students play video games?
Appendix B
Interview Guide
What are the reasons why you play video games?
a. academic performance;
b. social life;
c. health?
Do video games limit you from socializing with other people? Why?
a. eyesight;
b. cognitive thinking; and
c. behavioral traits?
a. academic performance;
b. social life; and
c. health?
Bryman & Bell. 2007. The ethics of management research: an explanatory analysis.
British Journal management 18 (1), 63-77,2007
Heidar, (2005) A short and simple definition of what a video game is.
Krueger R. & Casey MA. 2000. Focus Groups: A practical Guide for Applied Research.
4TH edition ISBN- 13: 978-1412969475
Lottich, T. & Humphreys, S. (2005). Games: Technology, Industry: University Press. Oxford.
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