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SUMMARY OF FINDINGS
1.5. Majority of the respondents most likely to play online games everyday.
2.1. The respondents prefer to play online games rather than to study.
2.2. The respondents moderately agree that they are influenced by their
friends to play online games.
2.3. The respondents moderately agree that their academics are affected
because of playing online games.
2.5. The respondents say that they only play online games for past time only.
2.7. The respondents moderately agree that they are addicted in playing online
games.
2.8. The respondents say that their social life is affected because of playing
online games.
2.9. The respondents said that they are allowed by their parents to play online
games.
2.10. The respondents moderately agree that they can live without playing
online games.
3. What is the implication of the findings on how playing online games affect the
students’ life?
3.1. Students must learn how they can manage their time properly. They must
focus more to their studies.
3.2. Parents must encourage their child to focus more on their studies.
CONCLUSIONS
Based from the findings to the data gathered, the following conclusions were drawn.
online games.
4. The respondents’ perception on playing online games was expected, considering that
majority of them belong to 13-14 age brackets. Majority of the respondents play
online games. This information was confirmed by 88.57 percent of the respondents
5. Majority of the respondents most likely to play online games rather than to study,
considering that they almost play online games everyday. This conclusion was further
proved when majority of them said that they play online games at their home.
6. Majority of the respondents were influenced by their friends to play online games.
But still there is great number that the respondents are not influenced by their friends
to play online games. These responses show that a lot of students are influenced by
peer pressure.
32.86 percent of the respondents did not agree that playing online games is
8. Majority of the respondents play online games for past time only. A lot of the
respondent’s said that they only play online games, however a total of 47.14 percent
of them didn’t said that they don’t play it for past time.
9. Majority of the respondents playing online games affects their physical/mental health.
The respondent’s health is affected by playing online games. And the respondents
social life are also affected by playing it. This concludes that playing online games
10. Majority of the respondents are addicted in playing online games. A lot of the
respondents’ parents allow them to play online games as expected. This addiction in
11. Majority of the respondents can live without playing online games. This concludes
that a lot of our respondents can manage to live without playing online games. This is
a good result because even thought most of the respondents are addicted on playing
12. The result of the study indicates the effects of playing online games on 2nd year high
school students. The result of the study was substantiated by the observation on the
attitude and behavior of the respondents during the answering of the questionnaires.
The floating of the questionnaires was done after the pre-final examinations. The
13. The study resulted very well it has a significant impact to the university mission of
intellectually committed to the achievement of the highest quality of life. The result
of the study must be taken as one of the important guide or point of reference for the
students.
RECOMMENDATIONS
1. Conduct a university - wide study o similar topics to substantiate the result of the
study.
2.1. The guidance office to include these topics in their group guidance
This chapter presents the data and information obtained from the respondents.
Characteristics of Respondents
The characteristics of the respondents of the study are presented by age, sex and
religion.
Table 1
AGE F %
11-12 0 -
13-14 55 78.57%
15-16 15 21.43%
17&above 0 -
TOTAL 70 100%
Table 2
SEX F %
Male 29 41.43%
Female 41 58.57%
TOTAL 70 100%
female.
Table 3 shows whether the respondent/s play online games.
Table 3
F %
YES 62 88.57%
NO 8 11.43%
TOTAL 70 100%
games. This response shows that a lot of the respondents play online games, despite that
they know for their selves that they have studies to do.
Table 4
Place F %
At home 49 70%
Internet café 20 28.57%
Others 1 1.43%
TOTAL 70 100%
games at their home. Majority of the respondents play online games at their homes, this
information concludes that the respondents might have their own computer at home or
Table 5
F %
Everyday 24 34.29%
Ever weekends 20 28.57%
Every weekdays 10 14.29%
Others 16 22.86%
TOTAL 70 100%
everyday online games. This number was expectedly significant because majority of the
respondents play online games daily instead of going home early and focusing to their
studies.
Table 6 shows whether respondents prefer to play online games than to study.
Table 6
F % Wx
SA 12 17.14% 0.86
A 23 32.86% 1.31
MA 22 31.43% 0.94
D 9 12.86% 0.26
SD 4 5.71% 0.06
TOTAL 70 100% 3.43
they would prefer to play online games than to study. This information from the
respondents concludes that playing online games affects/change the student’s way of
Table 7
F & Wx
SA 2 2.86% 0.14
A 14 20% 0.8
MA 22 31.43% 0.94
D 21 30% 0.6
SD 11 15.71% 0.16
TOTAL 70 1005 2.64
influenced by their friends to play online games. But still there is great number that the
respondents are not influenced by their friends to play online games. These responses
Table 8
F % Wx
SA 4 5.71% 0.29
A 12 17.14% 0.69
MA 26 37.14% 1.11
D 18 25.71% 0.51
SD 10 14.29% 0.14
TOTAL 70 100% 2.74
were affected by playing online games. As you can see the students’ academics are
Table 9
F % Wx
SA 5 7.14% 0.36
A 11 15.71% 0.63
MA 23 32.86% 0.99
D 23 32.86% 0.65
SD 8 11.43% 0.11
TOTAL 70 100% 2.74
productive to play online games. However 23 or 32.86 percent of the respondents did not
agree that playing online games is productive. I conclude that playing online games is not
productive.
Table 10 shows who plays online games for past time only.
Table 10
F % Wx
SA 1 1.43% 0.07
A 4 5.71% 0.23
MA 32 45.71% 1.37
D 20 28.57% 0.57
SD 13 18.57% 0.19
TOTAL 70 100% 2.43
online games for past time only. A lot of the respondent’s said that they only play online
games, however a total of 47.14 percent of them didn’t said that they don’t play it for past
time.
Table 11 indicates the number of respondents that affected by playing online games in
their health.
Table 11
F % Wx
SA 3 4.29% 0.21
A 29 41.43% 1.66
MA 23 32.86% .99
D 9 12.86% .26
SD 6 8.57% .09
TOTAL 70 100% 3.21
online games affects their physical/mental health. The respondent’s health is affected by
playing online games. This concludes that by playing online games may not be a healthy
game.
Table 12 shows the number of respondents that are addicted in playing online games.
Table 12
F % Wx
SA 3 4.29% .21
A 20 28.57% 0.57
MA 27 38.57% 1.16
D 13 18.57% 0.37
SD 7 10% 0.1
TOTAL 70 100% 2.41
addicted in playing online games. This confirms that a lot of students for now are really
Table 13
F % Wx
SA 4 5.71% .29
A 22 31.43% 1.26
MA 22 31.43% 0.94
D 16 22.86% 0.46
SD 6 8.57% 0.09
TOTAL 70 100% 3.04
life are affected by playing online games. I conclude that playing online games has a bad
Table 14 indicates the number of respondents that are allowed by their parents to play
online games.
Table 14
F % Wx
SA 4 5.71% 0.29
A 21 30% 1.2
MA 27 38.57% 1.16
D 14 20% 0.4
SD 4 5.71% 0.06
TOTAL 70 100% 3.11
allowed by their parents to play online games. This number/result is expected because as
shown in the previous table, we expect that a lot of parents allowed their child to play
online games, since that we confirmed that a lot of students are addicted in playing online
games.
Table 15 presents the number of respondents who thinks that they can’t live without
playing online games.
Table 15
F % Wx
SA 4 5.71% 0.29
A 6 8.57% 0.34
MA 17 24.29% 0.73
D 26 37.14% 0.74
SD 17 24.29% 0.24
TOTAL 70 100% 2.34
As shown in Table 15, majority of 26 or 37.14 percent of the respondents can live
without playing online games. This concludes that a lot of our respondents can manage to
live without playing online games. This is a good result because we know a lot of
addicted students that are playing online games, can live without playing games.