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University of the Cordilleras

Baguio City

Senior High School

The Effects of Video Games to the UC Grade 11 ICT Students

Carpio, Emiel HUMSS

Guzman, Rhyl Harlan October 28, 2019

Mamucod, Reynaldo I

This research is a qualitative through phenomenological design to analyze in


detail. According to Bryman and Bell (2007) stated that qualitative research is a research
strategy that indicates the relationship between theory and research and usually
emphasizes on how theories were generated. Phenomenological design is being used in
this study. According to Sokolowski (2002). Phenomenology is the study of human
experience and of the ways things present themselves to us in and through such
experience. According to Smith (2008) Phenomenology is the study of structures of
consciousness as experienced from the first-person point of view.

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.

Questionnaire is commonly us in normative survey and in the measurement of


attitudes and opinions (Good, 1991). Also this study mainly focuses on the behavior of the
respondents thus the questionnaire is the best instrument for this study as it will gather
data effectively and completely and is commonly used for behavioral and social
research based from Calderon and Gonzales, 2013.

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.

Limitations in conducting the interview or discussion the participants may not


answer truthfully as they should.

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?

How do video games affect your?

a. academic performance;
b. social life;
c. health?

Do video games limit you from socializing with other people? Why?

How do video games affect you, in terms of your:

a. eyesight;
b. cognitive thinking; and
c. behavioral traits?

Do playing video games beneficial to your:

a. academic performance;
b. social life; and
c. health?

1. What are you reasons why you play video games?


2. Do video games limit you from socializing with other people? Why?
3. How do video games affect your grades in different subjects?
4. How do video games affect you, in terms of your eyesight and thinking?
5. Are playing video games beneficial to your studies in school?
6. What does your perception about why students like playing video games?
7. How does video game help you in your studies?
References

Bryman & Bell. 2007. The ethics of management research: an explanatory analysis.
British Journal management 18 (1), 63-77,2007

Sokolowski. 2002. Introduction to Phenomenology. Cambridge university press, 2000


Smith. 2008. St. Francis Xavier Univeristy

Heidar, (2005) A short and simple definition of what a video game is.

Patton, M. (1990). Qualitative evaluation and research methods (pp.169-186). Beverly


Hills, CA: Sage.

Krueger R. & Casey MA. 2000. Focus Groups: A practical Guide for Applied Research.
4TH edition ISBN- 13: 978-1412969475

Calderon, J. & Gonzales, E. (2013) Methods of Research and Thesis Writing.


Mandaluyong City: National Book Store

Lottich, T. & Humphreys, S. (2005). Games: Technology, Industry: University Press. Oxford.
Retrieved from http://trove.nla.gov.au/work/4064770

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