Impact Of Online Gaming
Towards Academic
Performance of Grade 10
Students in Maribago
High School
CHAPTER III: RESEARCH METHODOLOGY
3.1 Research Methodology
This study will use a descriptive-correlational research design to
examine the impact of online gaming on the academic performance of Grade
10 students at Maribago High School. The descriptive aspect will provide an
overview of students' gaming habits and academic performance, while the
correlational aspect will determine whether there is a significant
relationship between online gaming and academic performance.
3.2 Research Environment
The study will be conducted at Maribago High School, a public secondary
school located in Lapu-Lapu City, Cebu. The school has a diverse student
population, with students having access to various online gaming platforms
through mobile phones, computers, and gaming consoles. The study
environment includes classrooms, computer laboratories, and areas where
students frequently engage in online gaming activities.
3.3 Research Respondents
The respondents of this study will be Grade 10 students of Maribago
High School. A random sampling technique will be used to select a
representative sample of students from different sections. The target number
of respondents will be determined based on the total Grade 10 population to
ensure statistical reliability.
3.4 Research Instrument
The primary data collection tool will be a survey questionnaire, which will
be divided into three sections:
1. Demographic Profile – Includes age, gender, and section.
2. Online Gaming Habits – Covers frequency of gaming, duration, type
of games played, and reasons for playing.
3. Academic Performance – Includes self-reported grades in core
subjects such as Mathematics, Science, English, and Social Studies.
The questionnaire will use a Likert scale to measure the extent of gaming
activities and their perceived impact on academic performance. Additionally,
interviews with teachers may be conducted to gather qualitative insights.
3.5 Research Procedures
1. Preparation of Research Instruments – The survey questionnaire will
be created, reviewed, and validated by experts before distribution.
2. Approval and Coordination – A letter of request will be sent to the
school administration seeking permission to conduct the study.
3. Sampling and Data Collection – Respondents will be selected using
random sampling, and questionnaires will be distributed to them during
school hours.
4. Data Analysis – Responses will be analyzed using statistical tools such
as frequency distribution, percentage, and Pearson correlation to
determine the relationship between online gaming and academic
performance.
5. Interpretation and Conclusion – Results will be interpreted, and
conclusions will be drawn based on the findings .