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.
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Figure 1
Map of Cebu Province
Showing the Research Municipality & Location
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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.
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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.
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n XY X Y
r
n X X nY 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
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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.
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Non-experimental method
It refers to the relationship between academic performance of the students.
Correlation design
It refers to the relationship between two variables.