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COLLEGE OF SAN BENILDO-RIZAL ANTIPOLO SUMULONG HIGHWAY

“The Number of Students Using Facebook Actively in COSB-R”

Members:

Austria,Andrei Joseph D.

Aquino,Mikaela Regina

Calalin,Joshua Miguel F.

Catanyag, Maxine Daphnie D.

Gamilla,Johann Ludwig A.

Halina,Lara Martina A.

STATISTICS & PROBABILITY 11

School Year 2019 – 2020

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TABLE OF CONTENTS

TITLE PAGE…………………………………………………………………………………..1

TABLE OF CONTENTS………………………………………………………………………2

CHAPTERS

I. INTRODUCTION……………………………………………………………. 3

II. STATEMENT OF THE PROBLEM……………………………….… 3

III. DATA COLLECTION……………………………………………………………. 4

IV. INTERPRETATION OF DATA………………… 5-6

V. RECOMMENDATION……………………………………………………………….8

VI. CONCLUSION…………………………………………………. 8-9

REFERENCES……………………………………………………………………………,.…10

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INTRODUCTION

Social Networking plays an important role within our global society. It allows individuals to

connect with each other, keep in touch with old friends, and gives society the ability to explore your

interests and hobbies. The famous social networking site, Facebook, has swept the social media scene

since its establishment in 2004. Recently, Facebook has accumulated billions of dollars in the global

market. Shandi Raice reports that Facebook’s worth will rise to 140 billion dollars by 2015. Mark

Zuckerberg, the creater of Facebook, was named Time magazines man of the year in 2010. Zuckerberg

created this social network in the dorm room of Harvard University and the network spread like wildfire.

Facebhas various effects on the students. The study habits of students is one of the

aspects that is affected. According to Sah (2018), the study habits a student needs to succeed

include focusing on one task, sleeping enough, self-testing, spreading and spacing out learnings

over a long period of time, and using memory aids. Compared to the nature of learning in the

20th century, which, according to Care, Kim, and Scoular (2017), is focused purely on rote-

memorization skills, and study habits are defined and routine.

B. STATEMENT OF THE PROBLEM

The objective of the researchers is to measure the average players of E-games in COSB-R

students of 11-STEM A&B strand how much impact has on the study habits of students.

Data Collection

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The researchers collected the data of the number of students playing E-games in COSB-R in

STEM A and B strand.The research started collecting the data from November 29 until

December 2 excluding the weekends. For the average numbers of students playing E-games,on

the other hand,histogram and tabular form were given by the students playing e-games to be able

to compare the number of students playing as well as its general circulation.The general

circulation is the lending department of the students.It includes generalities in terms of playing

Mobile Legend,Call of duty and League of legends.

Presentation of Data

DO YOU KNOW WHAT E-GAMES HOW OFTEN DO WHEN DO YOU CAN E-GAMES

DO YOU PLAY YOU PLAY E- PLAY E-GAMES AFFECT YOUR


E-GAMES
GAMES STUDY
ML-21 ALWAYS-12
YES-39
1-2 HOURS-23 YES-19
COD-12 SOMETIMES-19
NO-1
3-5 HOURS-14 NO-21
LOL-2 SELDOM-8

6 UP HOURS-3
ALLTHE ABOVE NEVER-1

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Analysis and Interpretasyon of Data

The data that were collected and presented in pie graph forms were further

condensed into graphs and charts to determine and analyze the results and significant

difference.Moreover, discriptive statistics will be used particularly, measures of central

tendency,to analyze the result and gather data.

1.) DO YOU PLAY E-GAMES

Chart Title

39
40
35
30
25
20
15
10
1
5
0
YES NO

2.) THE NO. OF PLAYERS PLAYING ML, LOL AND COD

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THE NO. PLAYERS PLAYING ML,LOL
AND COD

60 41
40
12
20 3
0
mobile legends LOL COD

3.) THE NO.TIME SPENT IN PLAYING GAMES

THE NO. TIME SPENT PLAYING


E-GAMES
25

20
21
15
14
10

5
3
0
1-2 HOURS 3-5 HOURS 6 UP

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4.) WHEN DO YOU PLAY E-GAMES

WHEN DO YOU PLAY E-GAMES


19
20
18
16
14 12
12
10 8
8
6
4 1
2
0
ALWAYS SOMETIMES SELDOM NEVER

5.) CAN GAMES AFFECT YOUR STUDY

CAN GAMES AFFECT YOUR STUDY

21

21
20.5
20
19
19.5
19
18.5
18
YES NO

RECOMMENDATION

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Many parents atempt to manage their children in playing e-games in their

phones,computers and other devices.

A.)Pay attention to video game rating system

B.) Establish explicit game playing guidelines,including limiting their childrens game playing

time.

C.) Educate their children about negative effect of playing so much e-games.

D.)Have an adult supervision.

E.)Keeping watch with you and setting alarm to indicate the end of the activity.

F.)Setting breaktime, prior tomplaying.

CONCLUSION

According to the data that we gather from the students playing E-games in strand of

STEM A&B as a result of this study The 1st bar graph indicates of students known how to play

E-games which has 39% who “agrees” over 1% that do not and the 2nd graph show what kind

and different games they played with 21% playing ML and COD has 12%,LOL has 2% and

lastly, all of the above has 11%.To go further, the students playing E-games usually spend 1-2

hours or 23% of our candidates present in our research then with 14% or 3 hours is the second

highest percentage of time spent in playing E-games with the 3% spending more than 6 hours

playing E-games.

With the result of 4th graph that indicates students playing E-games,

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almost 12% indicates “always” playing those games with the highest percentage played on

“sometimes” with 19% and those who play in “seldom” with 8% and the smallest percentage

never with only 1%, With the last graph show how e-games affect students studies 19% of the

candidates answered “yes” with the students who said “no” range from 21%.

REFERENCE

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Merriam-Webster Dictionary

https://www.merriam-webster.com/dictionary/social%20media

Care, Helyn Kim, and Dr. Claire Scoular (2017)

https://www.brookings.edu/wp-content/uploads/2018/08/Care-Kim-Scoular_Educadores.pdf

Pankaj Sah (2018)

http://theconversation.com/study-habits-for-success-tips-for-students-89147

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