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BACKGROUND OF THE STUDY

• GAMES HAVE LONG BEEN A PERCEIVED DISADVANTAGE TO THE GENERAL PUBLIC., THAT IT CAUSES
ADDICTION AND IS THE ROOT OF VIOLENCE.
• ELECTRONIC GAMES HAVE PLAYED A LOT OF DIFFERENT ROLE ON THE LIVES OF MANY (E.G. EDUCATION,
SIMULATIONS, ETC). IT ALSO GIVES ENTERTAINMENT TO RELIEVE STRESS FROM THE DAILY HARDSHIPS
WE EXPERIENCE AND GO THROUGH. ELECTRONIC GAMES ARE ALSO A SPORT THAT ENHANCES THE
REFLEXES AND HOW AN INDIVIDUAL THINKS. IT ALSO AFFECTS THE EMOTIONS OF INDIVIDUALS.
STATEMENT OF THE PROBLEM
• THE PAPER SPECIFICALLY AIMS TO ADDRESS THE FOLLOWING RESEARCH QUESTIONS:
• HOW DOES ELECTRONIC GAMES CHANGE THE WAY OF LIVING OF A TOP PERFORMING STUDENTS IN TERMS OF:
• COGNITIVE DOMAIN
• AFFECTIVE DOMAIN
• ACADEMIC PERFORMANCE
• WHAT FACTORS THAT INFLUENCE TOP PERFORMING STUDENTS ENCOURAGED TO PLAY ELECTRONIC GAMES?
• WHAT PERSPECTIVE IMAGE DOES A TOP PERFORMING STUDENTS PERCEIVE ON PLAYING ELECTRONIC GAMES?
OBJECTIVES OF THE STUDY
• SPECIFICALLY, IT AIMS TO KNOW THE FOLLOWING OBJECTIVES:
• EXPLORE HOW ELECTRONIC GAMES CHANGE THE WAY OF LIVING OF TOP PERFORMING STUDENTS IN TERMS OF:
• COGNITIVE DOMAIN
• AFFECTIVE DOMAIN
• ACADEMIC PERFORMANCE
• EXPLAIN THE FACTORS THAT INFLUENCE TOP PERFORMING STUDENTS ENCOURAGED TO PLAY ELECTRONIC
GAMES.
• DESCRIBE THE PERSPECTIVE IMAGE PERCEIVED BY THE TOP PERFORMING STUDENTS ON PLAYING ELECTRONIC
GAMES.
SIGNIFICANCE OF THE STUDY
• THE FINDINGS OF THIS RESEARCH WILL PROVE USEFUL TO THE FOLLOWING ENTITIES:
• STUDENTS. THIS STUDY WILL DETERMINE THE STUDENTS' BEHAVIOR BASED ON HOW LONG THEY SPEND ON PLAYING
ELECTRONIC GAMES. IT WILL ALSO DETERMINE ON HOW PLAYING ELECTRONIC GAMES AFFECT THEIR ACADEMIC
PERFORMANCE, COGNITIVE AND AFFECTIVE DOMAIN WHETHER IT IS BENEFICIAL OR NOT.
• PARENTS. THIS STUDY WILL HELP PARENTS TO DETERMINE WHETHER ELECTRONIC GAMES HAS A BENEFIT ON THEIR
CHILDREN.
• SCHOOL. THIS STUDY WILL BENEFIT THE SCHOOL TO DETERMINE THE EXPERIENCES OF ELECTRONIC GAMING TO THE
STUDENTS OF LABORATORY SCIENCE HIGH SCHOOL OF CAVITE STATE UNIVERSITY AND COME UP WITH NEW IDEAS THAT
WILL HELP THE STUDENTS EXCEL IN A CURRICULUM THAT MIGHT INTEGRATE ELECTRONIC GAMES.
SCOPE AND DELIMITATION
• THIS RESEARCH ATTEMPTS TO UNDERSTAND THE LIVED EXPERIENCES OF TOP PERFORMING STUDENTS WHO
PLAY ELECTRONIC GAMES IN LABORATORY SCIENCE HIGH SCHOOL OF CAVITE STATE UNIVERSITY. THE STUDY IS
DELIMITED IN THAT WAY SO THAT THE RESEARCHERS CAN EXPLAIN HOW ELECTRONIC GAMES CHANGE THE
WAY OF LIVING OF TOP PERFORMING STUDENTS, EXPLAIN THE FACTORS INFLUENCE TOP PERFORMING
STUDENTS ENCOURAGED TO PLAY ELECTRONIC GAMES, AND DESCRIBE PERSPECTIVE IMAGE TOWARDS
ELECTRONIC GAMES.
• IT SHOULD BE NOTED THAT THE PRESENT STUDY DID NOT COVER THE STUDENTS THAT DO NOT PLAY
ELECTRONIC GAMES. THIS IS EXCLUDED TO EFFICIENTLY EVALUATE THE LIVED EXPERIENCES OF STUDENTS WHO
PLAY ELECTRONIC GAMES.
METHODOLOGY

• THIS SECTION DISCUSSES THE APPROACH, METHODS AND TECHNIQUES TO BE USED AND IMPLEMENTED
IN THE STUDY. THIS CONTAIN THE DESIGN USED IN EXPLORING THE SUBJECT MATTER, THE PARTICIPANTS
OF THE STUDY, THE CRITERIA USED DURING SAMPLING, DATA GATHERING PROCEDURES, DATA ANALYSIS
TECHNIQUES AND THE ETHICAL CONSIDERATIONS REQUIRED IN CONDUCTING THE STUDY.
RESEARCH DESIGN
• THE PURPOSE OF THE STUDY IS TO EXPLORE THE LIVED EXPERIENCES OF TOP PERFORMING STUDENTS
WHO PLAY ELECTRONIC GAMES. USING A PHENOMENOLOGICAL APPROACH, THE RESEARCH FOCUSES ON
THE LIVED EXPERIENCES OF STUDENTS. SUBJECTIVE RESPONSES AND PERCEPTION ARE THE MAIN
CONCERNS OF THE RESEARCHERS. SPECIFICALLY, THE RESEARCHERS SELECTS A PHENOMENOLOGICAL
APPROACH TO HELP COMPREHEND THE NATURE OF THE LIVED EXPERIENCES OF PARTICIPANTS WHO ARE
TOP-PERFORMING STUDENTS THAT PLAY ELECTRONIC GAMES.
PARTICIPANTS OF THE STUDY
• THIS STUDY AIMS TO KNOW THE LIVED EXPERIENCES OF TOP PERFORMING STUDENTS IN TERMS OF
THEIR COGNITIVE AND AFFECTIVE DOMAIN DEALT BY ELECTRONIC GAMES. THE STUDY IS CONDUCTED ON
MARCH 2019 AT THE LABORATORY SCIENCE HIGHSCHOOL OF CAVITE STATE UNIVERSITY.
• TEN STUDENTS OF LABORATORY SCIENCE HIGHSCHOOL AGES 13 TO 18 YEARS OLD THAT PLAY
ELECTRONIC GAMES ARE INTERVIEWED. THERE IS NO SPECIFIC GENDER REQUIRED FOR THE
PARTICIPANTS.
SAMPLING TECHNIQUE
• HETEROGENOUS PURPOSIVE SAMPLING IS USED IN THE SAMPLING TECHNIQUE WHICH CAPTURE A WIDE
RANGE OF PERSPECTIVES RELATING TO THE THING THAT YOU ARE INTERESTED IN STUDYING; THAT IS,
HETEROGENOUS PURPOSIVE SAMPLING IS A SEARCH FOR VARIATION IN PERSPECTIVES, RANGING FROM
THOSE CONDITIONS THAT ARE VIEW TO BE TYPICAL THROUGH TO THOSE THAT ARE MORE EXTREME IN
NATURE.
DATA TO BE GATHERED
• THE BASIS OF SAMPLING INVOLVES THE AFFECTIVE AND COGNITIVE DOMAIN OF A NOMINATED
INDIVIDUAL IN THE CRITERIA PRESENTED BY THE RESEARCHERS. RESEARCHERS IN A QUALITATIVE
DESIGN SEEK INTERPRETIVE INFORMATION FROM A PARTICIPANT SAMPLE AS SMALL AS ONE INDIVIDUAL
AND UP SATURATION CAN TYPICALLY BE ATTAINED WITH SEVEN TO 10 PARTICIPANTS. THUS, THE INITIAL
NUMBER OF PARTICIPANTS INTERVIEWED ARE 10 AND ARE TOP PERFORMING STUDENTS OF LABORATORY
SCIENCE HIGHSCHOOL IN CAVITE STATE UNIVERSITY.
• DURING THE APPOINTED INTERVIEW, PARTICIPANTS ARE FIRST ASKED TO SIGN AN INFORMED CONSENT
VALIDATING THEIR PARTICIPATION IN THE STUDY. THE CONSENT CONTAINED THE INFORMATION AND
CONFIDENTIALITY GIVEN TO THE PARTICIPANTS FOR THEM TO COMPREHEND THE NATURE OF THE STUDY.
VERBAL RESPONSES OF THE PARTICIPANTS IS DOCUMENTED BY RECORDING AND TRANSCRIBED
VERBATIM.
• A SEMI-STRUCTURED INTERVIEW WILL BE USED AS AN INSTRUMENT TO GATHER THE DATA NEEDED FROM
THE PARTICIPANTS. AN INTERVIEW QUESTIONNAIRE WILL BE USED IN CONDUCTING THE INTERVIEW
WHICH CONTAINS OPEN-ENDED QUESTIONS CONSTRUCTED BY THE RESEARCHERS COORDINATED WITH
THE RESEARCH QUESTIONS OF THE STUDY. VERBAL RESPONSES ARE RECORDED IN A TRANSCRIPT ALONG
WITH ANY OBSERVABLE MINOR BEHAVIORS FOR DATA ANALYSIS. THESE SERIES OF QUESTIONS WILL
FOCUS ON THE LIVED EXPERIENCES OF THE TOP PERFORMING HIGH SCHOOL STUDENTS WHO PLAY
ELECTRONIC GAMES.
DATA ANALYSIS
• ANALYSIS OF THE DATA IS DONE SUPPOSE THAT THE RESEARCHERS HAVE COLLECTED SUFFICIENT DATA
BETWEEN AND WITHIN PARTICIPANTS. DATA GATHERED FROM THE INTERVIEWS IS ANALYZED USING
INTERPRETATIVE PHENOMENOLOGICAL ANALYSIS (IPA) UNDER THEMATIC CODING. THE PROCESS
INVOLVES RECORDING OR IDENTIFYING PASSAGES OF TEXTS OR IMAGES THAT ARE LINKED BY A COMMON
THEME OR IDEA ALLOWING TO CATEGORIZE THE DATA TO ESTABLISH “FRAMEWORK OF THEMATIC IDEAS
ABOUT IT” (GIBBS, 2007).
ETHICAL CONSIDERATIONS
• TO PROTECT THE CONFIDENTIALITY OF THE PARTICIPANTS, THE RESEARCHERS ASSURE THAT ALL RESPONSES AND
INFORMATION OBSERVED DURING THE INTERVIEW WILL BE USED FOR ACADEMIC PURPOSE ONLY. PARTICIPANTS SELECTED
HAVE THE OPTION TO SUBSTITUTE THEIR NAME TO AN ABSTRACT VARIABLE IN THE INTERVIEW’S TRANSCRIPT.
• AS THE RESEARCHERS’ PRIORITY, PARTICIPANTS CONDITIONS REGARDING THEIR SECURITY CAN BE CONSIDERED IN THE
STUDY. INFORMATION SENSITIVE TO THE INFORMANT WILL NOT BE FORCED TO BE TRANSCRIBED.
• THE DECISION OF THE PARTICIPANTS WHETHER THEY WILL PARTICIPATE IN THE STUDY IS VOLUNTARY. PARTICIPATION IN
THE STUDY IS NOT COMPULSORY. IF THE PARTICIPANT DECIDED TO TAKE PART, THEY WILL BE ASKED TO SIGN A CONSENT
FORM AS A VALIDATION OF THEIR CONTRIBUTION. MOREOVER, AFTER SIGNING THE CONSENT FORM, THE OPTION TO
WITHDRAW REMAINS WITH THE PARTICIPANTS. WITHDRAWING FROM THE STUDY MEANS NULLIFYING THE EFFECT OF THE
PARTICIPANT IN ANY PART OF THE STUDY. SUPPOSE THAT THE INDIVIDUAL WISHED TO WITHDRAW FROM THE STUDY
BEFORE DATA ANALYSIS IS COMPLETED, INFORMATION GATHERED WILL BE RETURNED OR DISREGARDED.
THANK YOU!!!

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