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Chapter 5

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0% found this document useful (0 votes)
28 views2 pages

Chapter 5

Uploaded by

Angel Marie Chua
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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CHAPTER V

SUMMARY, CONCLUSIONS AND RECOMMENDATIONS

This chapter presents the summary and conclusions derived in the conduct of the study to examine
Mobile Gaming and Social Interaction Behavior of the Senior High School Students of Adventist Academy
Bacolod. It also provides recommendations that can be addressed to concerned parents and
professionals.

Summary of Findings

The results of the study were established through the responses of the respondents gathered. The
analysis of the gathered data derived by utilizing frequency, percentage, mean, standard deviation, and
(pearson's r).

Succeeding various procedures of data gathering and analysis, researchers discovered the findings of the
study:

Among 85 respondents, 52.9% were males, 71.08% belonged to STEM Academic Track, 89.04% were
SDA in terms of Religious Affiliation, and 44.7% utilized 1-2 hours as number of mobile gaming hours.
Moreover, the level of game addiction of the participants revealed a score of 3.20, and interpreted as
slightly addicted gamers. The level of social competence behavior of the participants scored 2.90 with its
corresponding interpretation of low social competence. The data of the study revealed that the
relationship between level of game addiction scale and level of social behavior scale of the participants
was highly significant at a level of significance of 0.01. Furthermore, the overall result of the study
showed that the relationship between level of game addiction and level of social competence behavior
of the participants was highly significant and thus, rejects the null hypothesis.

Conclusion

According to the summary of findings, researchers concluded that study revealed that participants were
slightly addicted gamers. It has been showed that participants had low social competence. Thus, the
relationship between mobile gaming and social competence behavior was highly significant.

Recommendations

This study revealed the relationship between mobile gaming and social interaction behavior. Thus, the
following recommendations are hereby presented:
1. Since, the relationship between mobile gaming and social interaction behavior has been proven,
parents and teachers should give advises to senior high school students/ children on how to manage
mobile gaming and their social competence.

2. Implementation of social interaction activities such as, sports, active listening, gardening, board
games, and less mobile gaming consumption wherein senior high school students should develop their
social competence.

3. To conduct a similar study to a larger group to discover if the same results and findings will be
established.

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