Thanks to visit codestin.com
Credit goes to www.scribd.com

0% found this document useful (0 votes)
71 views7 pages

Chapter Ii

This chapter discusses the research methodology used in the study. A non-experimental research design with correlation was used to determine the relationship between academic performance and time spent playing video games. The respondents were 30 Grade 10 students from San Miguel National High School in Cebu, Philippines. Questionnaires were distributed to collect data on gaming habits and academic grades. Pearson's correlation coefficient was used to analyze the relationship between variables. Frequency distribution and descriptive statistics would also be used.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
71 views7 pages

Chapter Ii

This chapter discusses the research methodology used in the study. A non-experimental research design with correlation was used to determine the relationship between academic performance and time spent playing video games. The respondents were 30 Grade 10 students from San Miguel National High School in Cebu, Philippines. Questionnaires were distributed to collect data on gaming habits and academic grades. Pearson's correlation coefficient was used to analyze the relationship between variables. Frequency distribution and descriptive statistics would also be used.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 7

CHAPTER II

RESEARCH METHODOLOGY

In this section, the process in conducting the study was dicussed. The parts of the study
include the following: Research Design, Environment, Respondents, Instruments, Data
Gathering Procedure, Statistical Treatment and Scoring Procedure as integral part in
the conduct of the study.

Research Design
This study conducted through a non-experimental method with correlation
design in determining the significant relationship between the academic performance of
the students and the number of hours spent in playing video games.

Research Environment
This study was conducted in San Miguel National High School, San
Miguel, San Remigio, Cebu. It is located in the Northern part of Cebu which is about 85
kilometers away from Cebu City.

The school was situated at the heart of Barangay San Miguel, town of San
Remigio, Province of Cebu, Philippines. It is 5 kilometers away from the National
highway. It can be reached by motorcycle (habal-habal) and private and public vehicle
rides. The area was exactly 9,007 square meters but was not fully enclosed with
perimeter fence. The lot where the school was built was owned by the people of
Barangay San Miguel.

It is serving three barangays of San Remigio (San Miguel, Bagtik and


Calambua) and five barangays of Tabuelan (Kanlim-ao, Kanluhangon,
Kantubaon,Kansaguibo and Tigbawan).

The school has 16 classroom and 27 teacher who are passionate and
active to their position. The school has functional facilities such as library, faculty office,
science laboratory include Computer Laboratories, Homes Economics and Clinic.
7

Figure 1
Map of Cebu Province
Showing the Research Municipality & Location
8

Research Respondents

The respondents of the study are the Grade X students of San Miguel
National High School during the S.Y. 2019-2020. There are 30 students who are
selected as the respondents of the study.

Table I

Distribution of Respondents

N= 30

Respondents N Percentage

Newton 10 33.33 %

Einstein 10 33.33 %

Galileo 10 33.33 %

Total 30 100 %

A total of Grade X respondents were surveyed in San Miguel National High School.

In section Newton, there were 10 respondents which resulted to 33.33%


equivalence of the total number of respondents.

In section Einstein, there were 10 respondents which resulted to 33.33%


equivalence of the total number of respondents.

In section Galileo, there were 10 respondents which resulted to 33.33%


equivalence of the total number of respondents.
9

Research Instrument

Distribution of questionnaire was used to determine the effects of video games to


students especially to their academic performance. The researcher gathered the
average grade of students who are involved in playing video games during the first
quarter.

The researchers used questionnaires in a survey form and thoroughly distributed


to Grade X students of San Miguel National High School based on the agreed schedule
of the teachers and the school.

Data Gathering Procedures

Transmittal Letter was sent to the class adviser of the students to formally ask
permission to collect the grade sheet of the respondents.

Statistical Treatment

The statistical method that being used in treating all the data as for analysis and
interpretation are the following.
1. Frequency Distribution
2. Person R

Frequency Distribution- used to evaluate the grades of Grade X students.

The Pearson correlation coefficient (PCC) also referred to as the Pearson’s r


or Pearson product- moment correlation coefficient (PPMCC), is a measure of the linear
dependence (correlation) between two variables X and Y. It has a value between +1
and -1 inclusive, where 1 is total positive linear correlation, 0 is no linear correlation, and
-1 is total negative linear correlation. It is widely used in the science.

The r is to be used to determine if there is a correlation between playing video


games to their academic performance. The formula for the pearson correlation
coefficient is as indicated herein.
10

n XY   X  Y
r
n X   X  nY  Y  
2 2 2 2

where:

n=number of cases;

∑XY= the sum of the products of X and Y;

∑X2=the sum of the squared values of X;

∑Y2= the sum of the squared values of Y;

∑X= the sum of the values of X; and

∑Y= the sum of the values of Y.

Scoring Procedure
The range of score and its description determined the performance level
of Grade X students of San Miguel National High School who played different kinds of
video games.

Table 2
Grading Scale of the Students

Grading Scale Performance Description

90-100 Outstanding The students have mastery


of the learning
competency

85-89 Very Satisfactory The students have above


average performance of the
learning competency

80-84 Satisfactory The students have average


11

performance of the learning


competency

75-79 Fairy Satisfactory The students have below


average performance of the
learning competency

Below 75 Did not Meet the The students have poor


Expectation performance of the learning
competency

Definitions of Terms

To provide a clearer and better understanding of the study, the following terms
were hereby operationally defined.

Video game

It refers to a form of media that involves a player interacting.

Technology

It refers to methods, system, and devices which are the result of scientific
knowledge being used for practical.

Communication

It refers the transfer of information between individuals, groups or organization.

Academic Performance

It refers to the grades of the students.


12

Non-experimental method

It refers to the relationship between academic performance of the students.

Correlation design

It refers to the relationship between two variables.

You might also like