Professional Documents
Culture Documents
A Research Proposal
Submitted to
MS. RIZZA ELLEEN J. URBIZTONDO
In partial fulfillment
of the requirements for the subject
Writing in the Discipline (ENGL 2)
Submitted by:
INTIA, DANIEL P.
LARANJA, EDUARD JOSHUA S.
MARCELLAN, ERIC A.
MEDALLA, MELISSA R.
OCBENA, TRISHA ANN
PURISIMA, JAYVEE C.
May 2018
ii
BIOGRAPHICAL DATA
Mr. Daniel Dawn P. Intia was born on November 12, 1994 in the San Rafael bato
Camarines Sur he is the youngest among the one brother of Mr. Dave Lui I. Tui. He
currently resides at San Pedro St. Talon 3 Carmencita Village Las Piñas City. He completed
his Elmentary level at the bato south central school in 2011 and graduated secondary level
technology training institute in Las Piñas city in year 2015 in June 2017, He enrolled in
STI College and he transferred in Cavite State University - Bacoor Campus for another
BIOGRAPHICAL DATA
Mr. Eduard Joshua S. Laranja born on March 30, 1997 in Las Pinas City. He is the
oldest child of Mr. Edwin N. Laranja and Mrs. Analiza S. Laranja. He is currently residing
at Blk5 Lot13 A Lansones St. Golden Acres Annex Talon I, Las Piñas City.
He finished his primary education in Golden Acres Elementary School in the year
2010. During the same year, he enrolled his secondary education in Golden Acres National
High School Annex B until the year 2014. He is taking up Bachelor of Science in Computer
Science at Cavite State University – Bacoor Campus and expected to finish his study in the
year 2019.
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BIOGRAPHICAL DATA
Mr. Eric Marcillana, was born on June 19, 1995 at Fabella hospital in Manila. I'm
the only one child of Ms. Juliet S. Marcillana, she is a single mother. I finished my
elementary level at Cecilio Apostol Elementary School (CAES), Then I went to Bagong
Silang High School after completing my 4 year high school. I am currently taking Bachelor
BIOGRAPHICAL DATA
She is the youngest child of Mr. Bernabe R. Medalla and Mrs Letty R. Medalla. She is
She finished her primary education in CAA Elementary School in the year 2011.
During the same year, she enrolled her secondary education in CAA National High School
Annex A until the year 2015. She is taking up Bachelor of Science in Computer Science at
Cavite State University – Bacoor Campus and expected to finish her study in the year 2019.
vi
BIOGRAPHICAL DATA
Ms. Trisha Anne Ocbena, born on April 3, 1999 in Makati City. She is the youngest
child of Mr. Ronald Ocbena and Mrs Mariceth Ocbena. She is currently residing at
She finished her primary education in CAA Elementary School in the year 2011.
During the same year, she enrolled her secondary education in Golden Acres National High
School Annex A until the year 2015. She is taking up Bachelor of Science in Business
Management at Cavite State University – Bacoor Campus and expected to finish her study
BIOGRAPHICAL DATA
Mr. Jayvee C. Purisima, born on November 12, 1994 in the municipality of Las
Piñas in Metro Manila. He is the youngest among the four children of Mr. Gregorio P.
Purisima Jr. and Mrs. Justina C. Purisima. He currently resides at 085 BAP Green Valley
Compd. San Nicolas III Bacoor, Cavite. He completed his elementary level at Daniel
Fajardo Elementary School in 2007 and graduated secondary level at Las Piñas National
Piñas City in the year 2012. In August 2017, He enrolled in Cavite State University –
Bacoor Campus for another college education where He is currently taking, Bachelor of
ACKNOWLEDGMENT
The authors would like to express their deepest appreciation and profound thanks
to the following people who unselfishly gave their time and effort to help them in making
To Ms. Rizza Urbiztondo, instructor, who taught and guided them step by step to
To their beloved families: for the unconditional love, support, care, guidance and
Lastly, to the God Almighty, who gave them strength, wisdom and safety while
THE AUTHORS
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TABLE OF CONTENTS
Page
BIOGRAPHICAL DATA………………………………………………………... ii
ACKNOWLEDGMENT…………………………………………………………. viii
TABLE OF CONTENTS………………………………………………………… ix
INTRODUCTION………………………………………………………………… 1
Conceptual Framework…………………………………………………….. 3
Definition of Terms………………………………………………………… 5
METHODOLOGY………………………………………………………………... 12
Research Design……………………………………………………………. 12
Sources of Data…………………………………………………………….. 12
Sampling Technique……………………………………………………….. 15
SURVEY QUESTIONNAIRE…………………………………………………… 18
1
Introduction
things were created that sustains and lightens human work. Computers were created
because of technology. Computer were the greatest things ever invented by man itself. In
the modern age, Computers have been a part of man’s life. Computers with aid of modern
machines made almost all the things around us. One of the contribution of Computer
technology is the online computer games, It generates strategies and actions that can be
beneficial not only for learning styles and variety of other learning issues, in order to
determine the strategies that should be adopted by learners to enhance their experience and
The aim of the particular game will be to help students practice and develop their
academic skills to change the negative attitude by they have towards the subject by making
it more interesting, and to give teachers new and flexible tool for the educational process.
The researchers chose this topic to determine on the use of playing online games
Generally, the study aims to determine the advantage of playing online computer
2. How does playing online computer games affect the academic performance of the
4. How the advantages of playing online computer games does affects the academic
Conceptual Framework
games in relation to the academic performance of CVSU Bacoor students, the study was
The main purpose of the study is to determine the advantages of playing online
computer games in relation to the academic performance of CvSU Bacoor students A.Y
computer games.
The main objectives of the study is to determine the advantage of playing online
computer games in relation to the academic performance. The result of the study will
Teachers. It will help them in a way that they will know their students concerns on
effective teaching approach that will be suitable playing online computer games.
Students. It will help them in a way that will realize the importance of doing
research for educational purposes and also to gain knowledge in playing online computer
games.
5
Parents. It will benefit them in a way that will realize the importance of doing
research for educational purposes and also to gain knowledge in playing online computer
games.
This study focuses on the advantages of playing online computer games. It will
state the common features committed by the selected students of CvSU Bacoor A.Y 2017-
2018
The instruments of the study will focus only in the computer subject related. The
study will not comprise other factors such as the age and gender of the respondents.
Definition of Terms
large group of people over period of time. Operationally, these are used segments to
play and the ability of the player to retain and apply said subject matter to the real world.
Operationally this term refers to the lessons which are competitive, interactive, and which
institution has achieved their short or long-term educational goals. Operationally, this
6
refers to the level of schooling you have successfully completed and the ability to attain
Foreign Literature
Gee (2003) stated that video games is a set of problems that you must solve in order
to win. And according to him, it is a situated and embodied learning. Bring able to use facts
educational power of intelligently crafter games that can serve as tools to help children
think and learn about real world problems and their solutions.
Chan (2007) pointed out that playing online games is one of the effective way to
prepare the kids for a globally competitive world. That can bring the thinking, practices,
Green (2017) said that “video games change the brain” video games change the
Gentile and Watch (2002) where in 53% of the parents said that “always” or “often”
should parents put limits on the amount of the time their children may play computer and
video games, and 40% said they “always or often” check the video game rating before
allowing their children to buy and rent computer or video games, even though the numbers
are not particularly high, they may overestimate the amount of parental monitoring of
Local Literature
Rutger (2014) of Philcore found out that video games have the tendency to
strengthen the cognitive skills of their test subjects, especially in the areas of spatial
According to Vinluan (2003) that video gaming is but bad for the health as well as
the well-being of the individual. It may also give some benefits depending on the frequency
Psychologists point out that both graders can improve spatial skills by practicing
video games many imply that girls are disadvantaged in the long run by playing for less
potentially effective tools for learning. Furthermore researchers believe that online gaming
opens of door to computer literacy reading to potential technology careers (SWS, 2007l
Stated by Vincent (2017) one of the main reason why students are attracted to
purpose especially students they can easily go to computer ships near the school. To play
and most of them spent the whole time with it and forgot their responsibilities as of student
which one of the disadvantage of playing online games. But there are also good things that
can benefit in playing computer games. It can help them enlighten their minds, and discover
now knowledge.
9
Foreign Studies
Arora (2014) said that online games is a good stress reliever because it can give a
person entertainment and according to her experience they forget their problems when
Victor (2014) stated that online gaming makes the kid sharper and mentally more
active. The games generally have various levels or missions to be completed in limited
times. This helps the kids in learning about time management. He/she can learns
As studied by Diarles (2011), playing video games can give some positive benefits
such as improved hand-eye coordination and the potential improved academic skills.
Gaming online can be beneficial for teenagers, introducing them to a diversity that
they might otherwise encounter. Virtual environments also give kids freedom to explore
their surroundings and socialize in ways that they might not be able to in real life (Nic;
2007)
Local Studies
As studied by Diarles (2011), playing video games can give some positive benefits such as
Gaming online can be beneficial for teenagers, introducing them to a diversity that
they might otherwise encounter. Virtual environments also give kids freedom to explore
their surroundings and socialize in ways that they might not be able to in real life (Nic;
2007)
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According to the study of bee (2003) that playing video games is a situated and
embodied leaning, for being able to use facts and information as tools for problem solving
in specific contents. According to the study of McCormick (20070 that playing video
games can help children to think and learn about real world problem and their solutions.
Chan (2007), According to his study that playing games can bring kids into globally
competitive and bring and thinking skills, practices, and cultures into school learning.
Green (2017) According to him that video games change the brain into active and attentive
form. In addition, gentile and wash (2012) have found that parents should put limits amount
of time because playing games can affect their children in terms of addiction in playing
games. According to the study of rutger (2014) of Philcare that video games have the
tendency to strengthen the cognitive skills of their test subjects, according to psychologists
that both genders can improve spatial skills by practicing video games. According to the
study of Vincent (2017) even there is a advantages of playing online games, but there are
also good things that can benefit in playing computer games. A cam help them enlighten
their minds, and discover new knowledge. According to the study of Alora (2014) that
playing online games is a good stress reliever because it can give a person entertainment.
In addition, according to the study of victor (2014) that playing online game makes the kid
sharper and mentally more active. According to the study of Charles (2011) that okaying
video games can give to us a positive benefits to improved academic skills. According for
the study of Nic (2007) that playing online games can beneficial for teenagers, introducing
This study is related to the cited studies and literature, both talks about the
advantages of playing online computer games in relation to the academic performance, that
a children or of student can benefit in playing online computer games. It can help students
to enhance their experience in virtual world. In proper moderation and supervisor, video
gaming might be a tool for enhancing the cognitive and social skills of or individual.
These related research and literature relevant to this study because it define the
serve as the basis of the study to prove that related studies really exists. It also helps to
METHODOLOGY
The purpose of this chapter is to describe the research methodology of this study,
explain the sample selection, describe the procedures used in designing the instrument and
collecting the data, and provide an explanation of the statistical procedures used to analyze
the data.
Research Design
In order for the researchers to discuss the research briefly, the researchers will use
Online Computer Game in Relation to the Academic Performance of the selected students
topic. The researchers knows that the descriptive design is the most applicable for this type
of study.
Sources of Data
The source of data that the researchers will use are the distributed survey
questionnaire.
The primary source of the data came from the researchers-made survey
comprised of measuring how often does the students play online games, measuring and
identifying the positive factors that affect the students while playing, and will see if there
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is any impact on playing computer games, the survey questionnaire instruments were used
to achieve the main objectives of the study. A survey questionnaire was distributed among
selected students of CvSU-Bacoor. The questionnaire was structured in such a way that the
The secondary source of data came from books, internet, articles, moreover
related studies and literature about playing online games that will help in giving ideas to
the researcher.
survey questionnaire that will distribute using the following interpretations: (6) Always, (5)
Very Frequently, (4) occasionally, (3) rarely, (2) Very Rarely, and (1) Never.
The respondents of this study are the selected students of CvSU-Bacoor. The
researchers will survey the respondents who compromised selected students. The study is
limited to 333 respondents because the research method that the researchers will use is
Descriptive Method. The researchers will use the Slovin’s formula to get the total number
Slovin’s Formula:
N
n
1 Ne2
Where;
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n = no. of respondent
N = population size
n=
2000
1 2000(0.05) 2
2000
1 2000(0.0025)
2000
1 5
2000
6
n = 333.33 or 333
Given:
N = 333 respondents
The researchers used a confidence of 95% to test effectiveness, which will give a
Sampling Technique
The sampling technique that the researcher used is a purposive sampling because
the sample will be using is selected based on the characteristics of a population and the
objective of the study. The sampling technique that the researchers will use under non-
probability sampling is homogeneous purposive sample which is the one that is selected
for having shared characteristics to determine the advantage of playing online computer
15
games in relation to academic performance. The researchers will use survey questionnaire
The data gathering procedure that the researcher will use is from the survey
questionnaire that will be answered by the selected students from CvSU-Bacoor that will
be relevant for this study. The information and feedback of the respondents will process
and will subjected to statistical treatment. The findings will be extracted and analyzed
There will be no time limit to be imposed so that the respondents could freely analyze
every statement. The questionnaires will be collected immediately after the respondents
finished answering.
Descriptive statistical tools such as weighted mean, percentage and the Likert scale will
use to for assessing relevant information to serve the purpose of the study.
To start the study, a survey questionnaire was made and was given to the respondents
of this study for the researchers to gather the information that they needed in the statistical
treatment. The finding will extract and analyze based on the processed data.
For the purpose of the study, the collected data were subjected to statistical
1. Weighted Mean - This is used to determine the level effectiveness of social media as
Where:
w = weight
x = frequency
∑ = summation notation
2. Percentage - This is used to set the percentage of the respondents’ demographic profile.
Formula:
f
p x100%
n
Where:
p = percentage
f = frequency
4. Likert Scale- The six point likert scale use in this table.
SURVEY QUESTIONNAIRE
1-2hrs 5-6hrs
3-4hrs 7hrs and above
6 5 4 3 2 1
Always Very Occasionally Rarely Very Never
Adaptability Frequently Rarely
6 5 4 3 2 1
Always Very Occasionally Rarely Very Never
Comprehension Frequently Rarely
6 5 4 3 2 1
Always Very Occasionally Rarely Very Never
Time Management Frequently Rarely
Yes No
1. Do you think playing online games plays an important role in the life
of students’?
2. Do you think playing online games is effective in today’s academic
performance?
3. Do you think that playing online games can act as a medium of
communication?
4. Do you think playing online games can help students’ to boost their
confidence in terms of interaction and cooperation?
5. Do you think playing online games is an effective tool in learning?
General Direction: Kindly put a check (√) on the response that you feel social media has
helped you:
Time Management Homework Communication
Information Class Participation Interaction
Research Engagement Understanding