Perception of Grade 11 STEM students on playig video games to their social behavior at Olivarez College Tagaytay / Carsocho, John Heron, Gloriani, Joharry, Castillo, Maryjoy, Bendiola, Nicole, Digma, Jheabelou, Vidallo, Jon Marvin, Rosales, Ahl Raenier, Pasia III, Efren Joshua, Vidallon, Rendel Mark, Wagner, Lemael, Castro, Julles Patrick, Tajunio, Reniel
Material type:
TextPublication details: Tagaytay Olivarez College 2019Description: 48 leaves; illustrations; 28cm
| Item type | Current library | Call number | Status | Barcode | |
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Books
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Olivarez College Tagaytay | SHS STEM 0064 2019 (Browse shelf(Opens below)) | Available | SHS0064 |
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ABSTRACT
Most of the students in Olivarez College Tagaytay play video games like
other teenagers. They are playing video games for enjoyment and for different
reasons. The popularity of video games caught the attention of researchers to
know what is the perception of the students in Olivarez College Tagaytay in
playing video games to their social behavior, having the Grade 11 STEM
students as the representative. This study used quantitative descriptive
research design, where the researchers described the characteristics of the
respondents in the study. The sampling technique used by the researchers is
Purposive non-random sampling technique, it includes a method of selection of
a sample comprising of n number of sampling units out of the population having
'N' number of sampling units such that every sampling unit has an equal chance
of being chosen. The researchers used frequency, percentage and mean as
statistical treatment of data. The study resulted to these major findings, first, the
majority of the respondents are Sixteen years old and seventeen years old and most of them are male. Second, students mostly play Mobile Legends and
spend one to two hours of playing. Third, the respondents perceived that playing
video games slightly affects their social behavior. The results pointed out that
the students must observe disciplinary actions and know their limitations in
playing video games so that they can focus on the more important things in real
Life.
Keywords: Playing video games, Arguments, Interpersonal skills, Positive time
management skill, Online friends, Real life situations, Critical thinking, Problem
solving skills, Perception, Social behavior
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