Chapter 1 To 5
Chapter 1 To 5
Chapter 1 To 5
INTRODUCTION
“Video games are either the divine instrument of education’s future or the
software of Satan himself” (Shaban, 2013). Playing video games provides a delightful
experience of entertainment ever since the release of the very first video game called
“Tennis for Two”, a very simple tennis game created by the physicist William
Higinbotham. Until then, new kinds of games continued to emerge, including games that
have mature content which contains violent or sexual content. Problems arise such as the
addiction, and depression. According to Hull, Brunelle, Prescott and Sargent (2014),
violent videogames affect teenage users’ self-image. These games that glorify anti-social
characters may encourage youths to identify the protagonists the game features which
may increase criminal and other risky behavior such as smoking and alcohol use.
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Video games are becoming more and more innovative as the years advance, but as
video games become more innovative, it also becomes more realistic. Some researchers
show that as the games become more realistic, it produces various effects.
studied the impact of video games on children and teens at the Wake Forest University in
North Carolina, was quoted on the website of its university; “greater realism leads to
greater immersion; greater immersion leads to greater effects. One of those effects can be
But behind the social stigma and the disapprovals of society against video games,
which is obviously caused by the negative effects it gives to the ones who play it, there
are some good effects that can be harbored in gaming. “Important research has already
been conducted for decades on the negative effects of gaming, including addiction,
depression and aggression, and we are certainly not suggesting that this should be
On the other hand, educators around the world are starting to recognize the
potential of video games as a tool for learning. Jacqui Murray, A teacher of K-8
technology for 15 years says that playing video games like Minecraft develops reading,
Sweden uses game apps on iPads and Tablets to help motivate children to learn. Ninety
percent of teachers in their city believed in the same idea according to the conducted poll
of their city council (Sullivan, 2014). The award-winning Filipino educator Ramil
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Buenaventura uses game apps to teach statistics at the Renaissance Charter School in
Talukder (2013), adolescents’ frontal lobe is less active than the adults. The frontal lobe
and problem solving (Bailey, 2016). If it left untended, adolescents are inclined to behave
student’s learning process. The educators think that a student who has good decision-
making skills has an improved study habit and aid classroom learning objectives
(Gregory & Clemen, 2004). While problem solving skills helps in empowering the
adolescent to look at a problem objectively concerning the different options for solutions
and would help them come to a solution after weighing the pros and cons of the different
associated with aggression among adolescents. They further stated that others may view
these strategies as ways to cope with problems, in the same way, which anger may be
dealt with negatively. Problem solving, as well as like fact learning, are both necessary to
create a system where learning capacity is in full potential (Sahlfeld, 2011). Furthermore,
helping a child learn how to solve a problem is a critical skill for school readiness.
Parents and caregivers are a child’s first and most important teacher; therefore, modeling
good problem solving skills is very important. If a guardian does not provide situations
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and valuable insights, there would be no example for the child to learn from. The child
could have low problem-solving skills and thus affect its academic success (Gutierrez,
2012).
Many factors such as the amount of hours spent playing video games, the active
onset age when they played video games and the genre of video games helps in
improving the skills like the problem solving skills of the adolescents (Adachi &
Willoughby, 2013) and the cortical thickness of left dorsolateral and left frontal eye field
of the brain (Kühn, Lorenz, Banachewski, Barker, Büchel, Conrod, Flor, Garavan,
2014).
In light of these facts, the researchers believe that it is important to know the
positive side of playing video games in order to understand its impact fully and so the
researchers developed the Gamer’s Profile where the respondents’ estimated number of
hours spent playing video games per week, the academic level of the respondents when
they started playing video games continuously and their most preferred genre of video
games will be reported and measured. Knowing all these and also driven by other factors,
The researchers identified if there was a relationship between the Gamer’s Profile
1.1 estimated number of hours spent playing video games per week;
1.2 academic level when they started playing video games continuously; and
4.) is there a significant relationship between the Gamer’s Profile and the decision-
5.) is there a significant relationship between the Gamer’s Profile and the problem-
In line with the problems presented above, the research aimed to achieve the
following:
1.1 estimated number of hours spent playing video games per week;
1.2 academic level when they started playing video games continuously; and
4.) to identify if there is a significant relationship between the Gamer’s Profile and
5.) to identify if there is a significant relationship between the Gamer’s Profile and
Adolescents. This study mayprovide benefits for the adolescents to use video
games as a training tool in order to improve their decision-making and problem solving
skills.
Educators. This study might be a ladder towards new ways of learning, learning
techniques and strategies fit into the modern society and will be of immense help to
Parents. This study could raise awareness about the possible effects of playing
video games to their children’s decision making and problem-solving skills. The findings
of this study could contribute to the idea that video games have the potential to be
Society. The findings of this study might redound to the benefit of society
considering that video games are growing up to be a large part of the entertainment of
improve the decision-making, and problem solving skills of individuals and not solely for
entertainment purposes.
Future researchers. The study could add new topics of interest to be pursued and
will provide a good source of literature in relation to the topic being studied. Moreover,
the study can contribute to the actualization that in order to understand the impacts on
playing video games, there must have a balanced perspective. Not just considering the
negative effects of gaming but also the possibility of its positive effects.
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The study was conducted and accomplished from August 2016 – May 2017 at
Cavite National High School in Cavite City, Cavite. The researchers selected the locale
online gaming is prevalent among those who live in fourth income class cities.
The study was conducted atCavite National High School in Cavite City, Cavite
from August 2016 to May 2017. Theparticipants of the study were the adolescents that
possess the following criteria: age ranging from 12 to 18 years oldand must be an active
video game player. The study comprised of 178 respondents from Cavite National High
the level of decision-making and problem solving skills of the respondents and to identify
if their decision-making and problem solving skills have a significant relationship with
their Gamer’s Profile. Furthermore, the researchers used the purposive and convenience
sampling technique.
The Gamer’s Profile was used in order to determine the estimated number of
hours spent playing video games per week of the respondents, the academic level of the
respondents when they started playing video games continuously and their most preferred
genre of video games. Moreover, the Making Decisions in Everyday Life scale was used
by the researchers to measure the decision-making skills of the respondents and the
Solving Problems Survey scale was used to measure the problem solving skills of the
respondents.
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Lastly, the respondents are limited only to the adolescents (12 to 18 years old)
who were actively playing video games; those who fail to meet the criteria established by
Definition of Terms
To understand and clarify the terms used in the study, the following are hereby
player in order to meet a certain set of objectives (Lee, Karlova, Clarke, Thornton &Perti,
2014).
Action–adventuregenre- games which are set in a world for the player to explore and
complete a certain set of objectives through a series of actions (Lee et al., 2014).
Audiovisual apparatus – it was defined as the means to play video games with an
electronic system that has computing capabilities, input (controllers, mouse, keyboards,
etc.), and output devices (screen, loudspeakers, etc.). It can be any kind of video game
alternatives, identify the risk and magnitudes for each alternative, selection of an
Driving genre- games involving driving various types of vehicles as the main action,
sometimes with an objective of winning a race against an opponent (Lee et al., 2014).
Fighting genre - games involving the player to control a game character to engage in a
Online video games – it was defined as a video game that is partly or mainly played by
means of internet. It is played mostly by Filipinos that belong to fourth income class
which a person attempts to identify or discover effective or adaptive ways of coping with
1995, p. 410).
Puzzle genre - games with an objective of figuring out the solution by solving enigmas,
Role-playing game (RPG) genre - games with an emphasis on the player’s character
Shooter genre - games involving shooting at, and often destroying, a series of opponents
Sports genre - games featuring a simulation of particular sports in the game world (Lee
et al., 2014).
Video game – it is defined as any kind of game that can be played through the means of
In this study, the researchers used the law of exercise proposed by Edward
The law of exercise has two elements that are associated with exercising a
specific skill. The first is that learning is improved through practice and repetition.
Secondly, is that feedback is essential in learning. In particular, this law stresses practice
and feedback must exist together for the best learning results (Murphy, 2011). It is one of
the most efficient ways to aid the students to master a skill (Cabigas, 2014).
To begin with, games make broad use of practice and repetition as a part of a
normal gameplay to help promote mastery (Koster, 2005). According to Murphy (2011),
time on task is the fundamental requirement of learning and mastery. Games generally
require you to master a rudimentary set of skills by making the players repeat their
Secondly, video games are particularly adept at using feedback (Kaufman, 2008).
Basically, games operate on a feedback loop (Goetz, 2011). More specifically, the
feedback loop consists of four stages: 1.) measure behavior; 2.) convey the measurement
to the user; 3.) realize some sort of consequence, and 4.) provide opportunities for
alternative action.
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directly from one’s own actions, as contrasted with learning from watching others
is not the kind of ‘doing’ that the principle implies, this is because these actions acquire
The researchers, in line with the hypothesis presented, designed these conceptual
frameworks that will help in the easier understanding of the study’s aim. These
frameworks served as a guide to the researchers as they made progress on their study.
Gamer’s Profile
Level of decision-
Estimated number of
making skills
hours spent playing
video games per week
of the respondents.
Academic level of the
respondents when
started playing video
games continuously. Level of problem
Most preferred genre of solving skills
video gamesof the
respondents.
The figure above displays the researchers’ guide in conducting the study. The
diagram represents the relationship between the Gamer’s Profile to their decision-
After obtaining the data of the respondents’ decision-making and problem solving
skills, the researchers determined the level of decision-making and problem solving skills
of the respondents. Subsequently, the results were analyzed to identifyif there wasa
This review of related literature and study contains information taken from
various sources that serve to expand and deepen the reader’s understanding of the topics
that underlie in this study. This chapter contains literatures and studies about the
Video Games
“Video games are sports that take place in a computer. They’re interactive TV
shows and interactive movies. They’re digital board games and card games. They’re
rough simulations of everyday life including, probably, whatever you do for a living”
(Owen, 2016).
A more precise definition of a video game is that a video game is any kind of
game that can be played through the means of an audiovisual apparatus (Esposito, 2005).
devices (controllers, mouse, keyboards, etc.), and output devices (screen, loudspeakers,
etc.). It can be an arcade video game, a video game console, a handheld console, a
This notion implies that there is an interactivity that takes place between the
player and the game. Video games are more interactive and absorbing than passive forms
of entertainment like movies and TV, it promotes a higher level of engagement because
observers are actively and enthusiastically involved with on-screen activity (Steinberg,
2011).
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There are a number of factors that could explain why adolescents are encouraged
to play video games. One of them is that adolescents might view video games as a new
tool for connecting with their friends. According to Ito, Horst, Boyd, Herr-Stephenson,
Lange, Robinson and Bittanti (2009), playing video games became the evolution of other
casual activities such as board games. Video games could also be an interesting topic
among children and adolescents. Olson, Kutner, and Warner (2008) stated that most of
the adolescent boys from their focus groups agreed that video games are a frequent topic
influences and popular culture strongly affects the peer activities of children ages 8 to 11.
Bearing this in mind, the researchers had come up with possible predictors that
may have a significant correlation with the decision-making and problem solving skills of
the respondents.
First, the researchers believed that acquiring the number of hours spent playing
video game per week of the respondents is essential in determining any existing
relationship between their decision making and problem solving skills. A considerable
number of researches gave emphasis on the notion that the number of hours spent playing
video games is a key factor in determining the relationship of video games to various
numbers of hours of video game play per week and with a number of pathological
significantly correlated with the cortical thickness of the left dorsolateral prefrontal
cortex and left frontal eye field (Kühn et. al, 2014).
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Secondly, it is also important to know when the respondents started playing video
games. According to Hartanto, Toh, and Yang (2016), studying the active onset age of
the respondents’ video game play “captures both how long a person has played video
games and whether the individual began playing during periods of high cognitive
executive function).
induced cognitive improvements generally decline with age (Baltes & Kliegl, 1992).
According to Spear (2002) late childhood and preadolescence – which occur prior to age
12, represents phases where the brain undergoes widespread development. Therefore,
Hartanto, Toh and Yang (2016) made this as the basis of their categorization of their
samples into three, namely: Early Video Game Player (EVGP), Late Video Game Player
(LVGP) and Non-Video Game Player (NVGP). Early video game players were the
respondents that played video games continuously prior to age 12 while the LVGP’s were
those who played video games continuously during or after 13 years old.
Lastly, further studies are needed in order to fully grasp the understanding of the
effects of different genre of video games not only to the problem solving skills of the
adolescents but also to diverse skills that the video games can offer to the adolescents
(Adachi & Willoughby, 2013). There are a number of researches which suggests that
certain genres could provide cognitive benefits. According to Green and Bavelier (2012),
certain video game genres provide more cognitive benefits such as reaction time than
Basically, there are two kinds of video games: offline and online video games.
Both kinds use audiovisual apparatus but an online game needs an internet connection in
order to be played (Adams, 2014). A study by Spil Games (2013) reported that 1.2 billion
people are now playing video games worldwide and 700 million of them are playing
According to the study of Kowert (2013), where the participants of her study
consisted of non-video game players and video game players and mostly from the United
States and the United Kingdom and mostly consisted of adult participants. The result of
her study found that the highest percentage (11.7%) of the video gamers prefer to play for
Even though many of the Filipinos do not have the luxury to buy a computer set,
they can still access computers and the internet through cyber café. Filipinos are very
the practice of selling and buying goods in amount less than smallest retail packaging
(Veneracion, 2013). While buying in bulk is cheaper, in the long run, it is more realistic
to buy only what the majority of Filipino consumers need for the moment (Veneracion,
2013).
Many of the internet users in the Philippines go to cyber café to access the
internet for their own purposes since it is cheaper (Dizon, 2009) than buying a computer
set and subscribing to certain telecommunication company and paying the bills monthly
to connect through the internet. Tingi-tingi is still present in high school students because
they only save a very small amount of their pocket money. According to Patria (2012),
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tend to go to cyber cafés in order to play video games since high school students receive
Recent statistics by NIKO media showed the number of PC online gamers in the
100.5 million in that year. Specifically, Labucay (2014) stated that online video gaming is
prevalent among Filipinos living in fourth income class cities in the Philippines. Asian
8 out of 10 teenagers (12 – 18 years old) play online games in the Philippines, with
Luzon reporting the highest number of gamers (Benigno, 2014). Recent statistics of
Entertainment Software Association (2016) states that puzzle games were one of the
highest ranking games played on wireless or mobile devices. Puzzle video games are
games with an objective of figuring out the solution by solving enigmas, navigating, and
To get back to the subject, Trybus (2015) stated that when a player progress in a
game, learning ensues. Being involved in a game, a player’s mind goes through the
pleasure of grasping with a new system. This is also true whether the game is considered
simulator). Moreover, she said that in order to achieve efficient and interactive
experiences that motivate them and engage people in the learning process, game-based
learning is needed.
video game offers the players a challenging problem and then letting them solve these
problems repeatedly but with variations until they routinized their solutions. Eventually,
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the game tosses a new set of a problem at the players (usually this is called a “boss”),
expecting them to test their newly routinized solution in order to learn something new
Indeed, this principle uses the law of exercise to promote learning during
gameplay. By using repetition and feedback, the player is exercising the necessary skills
to master the game and eventually, the game throws another challenging task to ensue
learning to the player. According to Murphy (2011), time on task is the fundamental
requirement of learning and mastery. Video games use the law of exercise through
First, video games use the concept of practice and repetition to promote mastery
by giving the players set of challenges to overcome. Video games teach the players the
suitable skill to overcome the challenge until the player finds a way to routinize that skill
in order to master it. Secondly, videos game conveys feedback to the players through the
scoring system, giving rewards, growth indicators or death outcomes. Each of these gives
feedback about your progression, performance, or skill growth. They show the outcomes
Decision-making
According to Mincemoyer and Perkins (2003), the skills needed to make sound
decisions can be taught. Making a decision entails that there are alternate varieties to be
reflected, and in such a case an individual wants not only to recognize as many of these
alternatives as possible but to choose the one that has the highest chance of success or
efficiency and best correspond with the individual’s goals, desires, lifestyle, values, and
so on (Harris, 2012).
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decision” (Worell & Danner, 1989). According to Shultz and Shultz (2010), adolescence
is the period where “identity confusion versus identity cohesion" proposed by Erik
determine the most compatible fit for their roles and it is often filled with anxiety in this
stage.
decisions regarding career, sexuality, school involvement and risk behaviors” (Scott,
1998). According to Schultz and Schultz (2010), making decisions is very hard for
adolescents during this period because they are faced with many choices in order to
establish their own identity that is why they are often filled with anxiety during this
period. Furthermore, Mann, Harmoni and Power (1989) noted that younger adolescents
are less skilled in identifying alternatives, identify a range of risks and benefits,
understand or predict the risks and benefits and accurately evaluate the information
received from sources that may have vested interests in the decision.
because unlike adults, the brain of an adolescent is not yet developed to make good
decisions as adults can (Talukder, 2013). Specifically, the amygdalae of the adolescents
have higher activity than the adults have. According to Bailey (2017), the amygdala is
Furthermore, she stated that higher activity in this part of the brain could lead adolescents
Gregory and Clemen (2004) developed curricula for six schools that aid the students in
improving their decision-making skills. Afterward, they interviewed the teachers of each
classroom they implemented their curricula and found that those students that were
organize and structure subject-based tasks, and are better able to designate
questioners of the information they are provided, less eager to receive data at face value
and better equipped to search for and fill in the data that are needed.
nothing else forces the player to make decisions like no other than video games do”
(Burgun, 2012). According to Gee (2007), video games rely on the individual in order for
it to work. There must be an interactive relationship between the player and the game.
Nothing happens until a player acts and makes decisions. Then the game responds back,
providing the player feedback and new challenges. Likewise, good learning requires that
learners feel like active agents, not just passive receivers (Gee, 2007).
Video games create situations where players not only must make decisions, they
must make them rapidly and they must persistently adjust to shifting circumstances and
rules (Rutledge, 2012). Indeed, these conditions encourage cognitive flexibility, the
lenience of equivocalness and comfort with decision-making without full facts, which is
remarkable for dealing with real-world situations on a daily basis of work, at school, and
at home (Reeves, Malone & O’Driscoll, 2008). In addition, Reeves et al. (2008) also
stated that even video games like World of Warcraft (massive multiplayer role-playing
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game) provide an outstanding training ground for efficient leadership strategies, in large
part because it imparts a discernment of the types of environments that assist adaptive
decision-making.
There are various factors that affect the decision-making of an individual. One of
those is cognitive biases. Cognitive biases are thinking patterns grounded on observations
and generalizations that may result to memory errors, inaccurate judgments, and incorrect
logic (Evans, Barston, & Pollard, 1983; West, Toplak, & Stanovich, 2008). According to
Dietrich (2010), cognitive biases lead to poor decision-making. By causing them to over
looking at the bigger picture. Thus, reducing these cognitive biases leads to better
decision-making.
In an attempt to reduce the six well-known cognitive biases namely: bias blind
developed two video games (Missing: The Pursuit of Terry Hughes and Missing: The
Final Secret) intended to reduce cognitive biases. After each episode of the game is
played there is an After Action Review (AAR), where the player was taught about the
biases, offers feedback on the player’s performance, and strengthens the point with a
story.
The study comprises of two experiments. The first experiment consists of 243
adult participants. Group A watched a 30-minute video, “Unbiasing Your Biases”, while
group B played a computer game developed by the researchers, “Missing: The Pursuit of
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Terry Hughes” where game players make decisions and judgments during the course of
the game. At the end of each level, participants were given feedbacks about how biased
they were during the game, and they were taught strategies to reduce the tendency to
Researchers measured the biases of the participants before and after the
interventions were implemented. Playing the video game reduced the three biases
namely: bias blind spot, confirmation bias, and fundamental attribution error by 46
percent immediately and 35 percent over the long term (at least two months later).
Watching the video only reduced the three biases by 19 percent immediately and 20
The second experiment includes 238 adult participants. Group A watched a video,
representativeness. While group B played a video game that the researchers developed,
“Missing: The Final Pursuit”. Again, after each level of the game, participants were given
feedback and taught strategies on how to reduce their biases. Like the first results, the
video game was proven to be more effective than the video in reducing the biases of the
participants. Playing the game decreased the three biases by 32 percent immediately and
24 percent over the long term while watching the video only reduced the three biases by
25 percent immediately and 19 percent over the long term. Video games proved to be an
There was also evidence found that playing video games have a strong correlation
with the cortical thickness in left Dorsolateral Prefrontal Cortex (DLPFC) and left Frontal
Eye Field (FEF) of the brain. An experiment conducted by Kühn et al. (2014) on 152
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adolescents, both male and female to know if video gaming hours affect the cortical
thickness – a term used by neuroscientists that means greater density in particular brain
areas.
The experimenters used CSV-S to measure the computer gaming behavior of the
participants. On average the participants reported playing video games for an average of
12.6 hours and after measuring the computer gaming behavior of the participants, the
experimenters scanned the brain of the participants by using General Electric Signa
correlation between the self-reported hours of video gaming per week and the cortical
command and control center. It is where the executive function takes place, like decision-
making and self-control. While the FEF handles the processing of visual-motor
information and makes judgments to the external stimuli. It also plays a role in decision-
making because it aids an individual to identify what kind of reaction will be the most
“thickness” in this brain (implies more connection between brain cells) areas indicate a
greater ability to manage multiple variables, whether those variables have immediate or
He concluded, that the findings of Kühn et al. (2014) may not explain that the
playing hours of video games causes DLPFC and FEF to grow thicker, the correlation is
“strong enough to consider the possibility that gaming is sort of like weight lifting for the
Problem Solving
According to Cherry (2016), which she stated that problem solving, as defined in
cognitive psychology, refers to the “mental process that people go through to discover,
analyze and solve problems”. It involves the steps in the problem process which are the
discovery of the problem, the decision to tackle the issue, understanding the problem,
researching available options and taking actions to achieve your goals (Cherry, 2016).
There have been found evidence that the adolescents are having difficulties in
solving problems. According to Talukder (2013), that at the point when processing
emotions, adults have greater activity in their frontal lobe than adolescents and could
makes their judgment and objectivity more reliable than the adolescents could. The
frontal lobe is responsible for movement, decision-making, problem solving and planning
(Bailey, 2016).
objectively about the different options for solutions and would help them come to a
solution after weighing the pros and cons of the different options available (Srivastava,
2015). Problem solving, as well as like fact learning, are both necessary to create a
current beliefs and past knowledge which are clearly, the product of fact learning.
Gutierrez (2012) also stated that problem solving skills are a critical tool for school
readiness as having low-level problem solving skills affects children’s academic success.
Researchers such as Dewey (1910), Newell and Simon (1972) who works on the
research of problem solving accepts the notion that “a problem occurs only when
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someone is confronted with a difficulty for which an immediate answer is not available”
(Gok, 2010). However, a problem’s difficulty depends on the solver’s knowledge and
experience, which means ‘difficulty’ is not an internal factor of a problem (Garrett, 1986;
There are a number of theories that explains how problem solving occurs.
Wolfgang Kohler, one of the original Gestalt psychologists, proposed the theory of
“insight learning”. The theory implies that learning a solution to a problem requires a
completely cognitive experience that requires the ability to visualize the problem and the
solution internally.
Problem Solving & Decision Making, 2014, p. 4). As stated in the literature, there are
four steps involved in problem solving: defining the problem, creating alternative
solutions, evaluating alternatives and selecting one, and the implementation and follow-
up of the solution. The literature states that decision making happens in the third step.
Other interpretations of how the problem solving process occurs differ from each source,
like the one stated by Cherry (2016). Although there are differences in sequence, the
excellent tool for developing problem solving. The notion is not far from impossible
because of numerous factors, As Rutger C.M.E. Engels (2014) stated in the article The
Benefits of Playing Video Games, “problem solving seems central to all genres of video
the quickest route from point A to B to a more complex one of acquiring complex
sequences that require analyzation and memorization. Engels also said that game
designers often create in-game problems with a little instruction of how to solve them,
letting the players be exposed to a wide range of possible solutions that can be utilized by
But while what Prensky (2012) stated might be true, playing certain kinds of
video games could cause the improvement of problem solving skills. A recent study by
Oei and Patterson (2014) concluded that playing the video game “Cut the Rope” could
improve higher-order executive function skills, including problem solving skills. The
researchers used the process of elimination in order to pick the popular phone and tablet
games, shooting game “Modern Combat,” arcade-style “Fruit Ninja,” strategy game
“StarFront Collision,” and puzzle game “Cut the Rope”, From most effective to least. The
video game “Cut the Rope” ranked first among the games for improving executive
functions of the brain, which involves memory, decision-making, planning, and problem
The researchers used the process of elimination in order to pick the popular phone
and tablet games, shooting game “Modern Combat,” arcade-style “Fruit Ninja,” strategy
game “StarFront Collision,” and puzzle game “Cut the Rope”, From most effective to
least. The game “Cut the Rope” ranked first among the games for improving executive
Moreover, other than operating the video game itself, there are other elements
associated in video games that can help improve problem solving skills and other
habits are being exercised constantly as being guild member or being affiliated to
organized player groups, who must collaborate with each other to work on various in-
game challenges or problems, these players do research known solutions and collaborate
Adjusting and being better and creating hypotheses that can be considered as trial
and error. These players are creative; a collective intelligence. In order to find out more
about this, an official forum of the game “World of Warcraft” has been analyzed by
Steinkuehler (2008). The discussion on the forum focuses on the skillset of a particular
Almost 2,000 posts by 1,087 players have been analyzed and categorized based
on different codes or forms of scientific research, and their direct application to problem
solving in-game. A large 86 percent of the posts build “social knowledge construction” or
different ways such as sharing ideas and using counterarguments against these ideas,
using evidence to prove arguments, offering alternative solutions for the evidence shared
by the others and bringing in evidence from outside sources. Steinkuehler then concludes
collaborating with each other in order to solve in-game problems, which promotes
scientific habits and problem solving. Now one of the biggest concerns is how to avoid
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over-using these new technologies. Although it promotes problem solving and scientific
lower verbal IQ and other negative changes in the brain’s white matter, which actively
affects learning and other brain functions. They gathered data on 240 Japanese grade four
children and younger (ranging 6-18 years old; average of 12 years old) and ranked their
But contrary to this study is the one by Posso (2016) of Royal Melbourne Institute
of Technology (RMIT) which stated that teenagers who play video games are more likely
to get better grades at school. Posso acquired data from the Program for International
Student Assessment (PISA) to analyze the online habits of 12,000 Australian 15-year-
olds. Then he compared the data from their academic results. According to Posso’s
statement on News Limited, Students who play online games almost every day received a
score of 17 points above the average in Science and 15 points above the average in
Mathematics. Posso also said that online gaming could help young people develop
Another study which proves that video games could be a helpful tool for the
development of problem solving skills is the study of Adachi and Willoughby (2013)
which concludes that the more the adolescents reported playing strategy video games, the
Canadian grade 9 to 12 adolescents from Ontario, Canada were asked what games they
play. The choices include role-playing, strategy (combined as strategic), fighting, action
A second measure was used on grade 11 to 12 students where they are asked on a
five-point frequency scale for each game genre. The participants were then asked for self-
report on a five-point scale for their problem solving skills and another five-point scale to
report their typical school grades for their academic performance. The data gathering
Synthesis
Video games are any kind of game that can be played through the means of an
audio-visual apparatus, which could be any kind of console, a computer or even a phone.
When utilizing video games, it is possible to promote learning as the player is exercising
the necessary skills to master the game and eventually, the game throws another
learning is improved through repetition and feedback. As video games become more and
more common to the world, its possible effects also become an area of concern. Although
there are already a number of researches which suggest that video games produces
negative effects, the possibility that it could cause positive effects cannot be ignored.,
identify the risk and magnitudes for each alternative, selection of an alternative, and
lastly, evaluating the circumstances and this particular skill can also be taught to
adolescents.
There must be an interactive relationship between the player and the video game.
Therefore, decision-making occurs every time a player plays video games. Furthermore,
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there are studies that imply that decision-making is linked to video gaming such as the
solving a problem. So it is a given fact that the process could only be accessed in a
presence of a problem. One of the many possible factors that could affect problem
solving skills is the difficulty of each problem being analyzed and solved. A problem’s
difficulty depends on the solver’s knowledge and experience. This could mean that if a
problem’s difficulty is not sufficient enough to challenge the individual’s knowledge and
experience; it may not initiate the problem solving process. Thus, problem solving skills
As this study focuses on the possibility that video games might improve problem
solving skills, the possible impact of a problem’s difficulty to problem solving skills
might also be applied to playing video games as problem solving could be considered
central to all genres of video games because of the in-game puzzles which could provide
a range of difficulties. These puzzles require analyzation and memorization from the
video games could generate a problem solving effort which in turn, may improve
Another factor that could affect problem solving skills in terms of playing video
games is the genres that are being played. Specific genres such as puzzle games could
improve higher-order executive function skills, which include problem solving skills. Oei
and Patterson (2014) found that the puzzle game “Cut the Rope” is the only one that
produces an effect on higher-order executive function skills while the shooting game
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“Modern Combat,” arcade-style “Fruit Ninja,” and the strategy game “StarFront
METHODOLOGY
This chapter includes the research design, the participants, the sampling technique
used, research locale, data gathering procedures, and statistical tool. This specific chapter
discusses the process that this study had undergone to obtain its results.
Research Design
The study determined the level of decision-making and problem solving skills and
identified the relationship of the Gamer’s Profile to the variability of the respondents’
A descriptive research design is used to describe the data and characteristics about what
you have two or more quantitative variables from the same group of subjects. It helps
design to determine the level of decision-making and problem solving skills of the
respondents and if there is a significant relationship between the Gamer’s Profile to the
Hypotheses
In the light of the problems presented, the researchers have come up with these
null hypotheses:
H01: There is no significant relationship between the Gamer’s Profile and the decision-
H02: There is no significant relationship between the Gamer’s Profile and the problem
Sources of Data
The target samples of the study were the adolescents that actively playing video
games in Cavite National High School. The primary sources of data were gathered using
Gamer’s Profile, Making Decisions in Everyday Life, and Solving Problems Survey
scales.
The secondary sources of data were the related literatures that the researchers
gathered in order to support the notion that the Gamer’s Profile will have a significant
The participants of the study were the selected adolescents (12 to 18 years old)
and active video game players in Cavite National High School. The researchers gathered
178 respondents for their study. Originally, there were 200 respondents gathered but, the
scale. The participants of the study were the adolescents is because according to a survey
nearly 8 out of 10 teenagers plays video games in the Philippines, with Luzon, reporting
the highest number of gamers (Benigno, 2014). It implies that there is a need to
understand video game playing both of its positive and negative effects.
Sampling Technique
The researchers used purposive and convenience sampling technique in the study
because the researchers established criteria that the adolescents must possess in order to
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be selected as respondents of the study namely: an active video game player and age
ranging from 12 to 18 years old. Furthermore, the researchers used convenience sampling
technique because there was no available census pertaining to the population of active
researchers gathered the respondents by roaming the school grounds then employed
purposive and convenience sampling technique by asking who met the criteria that were
Initially, the researchers sent letters (i.e. letter of consent) to the corresponding
authorities in order to receive the permission to conduct the study. Upon the approval of
the authorities, the researchers used purposive and convenience sampling technique by
roaming around in school grounds and asked the students if they meet the criteria
established by the researchers and if they are willing to be the respondents of the study.
Then the researchers provided a letter of consent to each respondent to gain their
Subsequently, the researchers administered the Making Decisions in Everyday Life and
Solving Problems Survey scales to measure decision-making and problem solving skills
of the respondents. The assistance was provided by the researchers when the respondents
Lastly, after the researchers gathered the survey results, the researchers identified
the relationship between the Gamer’s Profile of the respondents to their decision-making,
and problem solving skills. The data was tallied, examined, and interpreted by particular
Data analysis
Research Instrument
The following instruments were used in the study to identify the estimated
number of hours spent playing video games per week, the academic level when they
started playing video games continuously and the most preferred genre of video games of
the respondents and to measure their decision-making and problem solving skills.
the estimated time spent playing video games per week, the academic level when the
respondents started playing video games continuously and their most preferred genre of
video games. The amount of time spent playing video games was adopted from Kowert
(2015). She categorized the play frequency into weeks in order to avoid inaccurate
reporting of the amount of video game playing sessions and the length of those sessions.
While the academic level when the respondents started playing video games
continuously was adopted from the study of Gackenbach and Brown (2011) Video Game
History Questionnaire. Gackenbach and Brown (2011) divided the academic level
brackets based on each school level; primary school (Kinder to Grade 3), intermediate
school (Grades 4 to 6), junior high school (Grades 7 to 9) and senior high school (Grades
10 to 12).
Lastly, the genre of the games was adopted from Lee, Karlova, Clarke, Thornton,
Making Decisions in Everyday Life. The scale was developed by Perkins D., and
following skills that are required to employ thorough decision-making: defining the
problem (items 1 to 4), identifying alternatives (items 5 to 8), identifying risks and
(items 17 to 20).
validity (Duerden, Fernandez, Bryant, Witt & Theriault, 2012). Along with other
measures that assess the life skills of the adolescents such as the Solving Problems
Survey scale (Duerden et al., 2012), the study showed mild to strong positive correlations
provides evidence of concurrent validity. The Making Decisions in Everyday Life scale
Furthermore, the researchers translated the items in the scale into Filipino in the
Making Decisions in Everyday Life scale. Afterward, the researchers seek the aid of three
professionals to establish face and content validity. The three validators helped the
researchers to establish the validity of the scale by suggesting revising some items to
Cronbach’s alpha and was accepted by the researchers because it exceeded the minimum
threshold of .70 Cronbach’s alpha, which according to Nunnally (1978) that a Cronbach’s
Scores range from 20 to 100. The results can be taken by summing the item ratings
Furthermore, the data gathered by the researchers were normal, which is why
researchers categorized the data scores using mean and sample standard deviation. The
researchers have come up with five categories namely: high average, above average,
average, low average and below average in order to categorize the scores of the
respondents.
Everyday Life scale using the mean and the sample standard deviation from the raw data
Average Individuals that fall under in level have a good understanding of the
basics regarding the five steps in a decision-making process, namely:
defining the problem, identifying the alternatives, identifying risks and
consequences, selecting an alternative and lastly, evaluation of the
whole process.
Above Average Individuals with this level of decision-making skills know how to set
up the process and generate lots of potential solutions. From there, they
analyze the options carefully, and they make the best decisions possible
based on what they know.
High Average Those who belong in this level are able to retrieve courses of action
based on situation or action matching rules, self-diagnose their
performance, identify weaknesses in their knowledge and processes,
and correct them.
informed decisions. Subsequently, they make snap judgments when it comes to making
decisions. Thus, short term gratification is the only thing that matters to them (Potton,
2012).
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tend to depend excessively on luck, impulse or timing to make reliable decisions. Thus,
individuals who have low average decision-making skills are not objective when they
pertaining to the five steps in a decision-making process, namely: defining the problem,
decision-making skills know how to set up the process and generate lots of potential
solutions. From that point, they investigate the alternatives precisely, and they settle on
the most ideal choices in view of what they know. As they gain more and more
experience, they use that information to evaluate their decisions and continue to build on
According to Rosen, Salas, Lyons and Fiore (2008), individuals that have high
and processes, and correct them. Furthermore, they create deeper, more conceptual, more
functional, and more abstracted situation representations. Moreover, they anticipate what
information will be needed in the decision making. Subsequently, they judge the
consistency, reliability, and completeness of their information. Lastly, they evaluate their
understanding of a situation.
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Machtmes, K. (2002). Solving Problems Survey is a 24-item scale that assesses the
adolescents’ (12 to 18 years old) problem solving skills by analyzing the frequency of use
of the several skills that are required to engage in problem solving: identify/define
problems (items 1 to 4), analyze possible causes or assumptions (items 5 to 8), identify
the possible solutions (items 9 to 12), select best solutions (items 13 to 16), implement
solution (items 17 to 20), and evaluate progress and revise as needed (items 21 to 24).
Validity and Reliability. The scale had undergone content and convergent validity
(Duerdent et al., 2012). Along with other measures that assess the life skills of the
adolescents such as the Making Decisions in Everyday Life scale (Duerden et al., 2012),
the study showed mild to strong positive correlations provides evidence of concurrent
validity. The Making Decisions in Everyday Life scale has an internal consistency of .88
scale into Filipino. Subsequently, the researchers seek the aid of three professionals to
establish face and content validity. The three validators helped the researchers to
establish the validity of the scale by suggesting revising some items to become more
Cronbach’s alpha and was accepted by the researchers because it exceeded the minimum
threshold of .70 Cronbach’s alpha, which according to Nunnally (1978) that a Cronbach’s
15, 17, 20 and 22 will be reversed scored when getting the results (5 = never to 1 =
always). All other items will be scored by summing item ratings together. The score
ranges from 24 to 120. Higher scores indicate greater skill at problem solving.
Furthermore, the data gathered by the researchers were normal, which is why
researchers categorized the data scores using mean and sample standard deviation. The
researchers have come up with five categories namely: high average, above average,
average, low average and below average in order to categorize the scores of the
respondents.
Survey scale using the mean and the sample standard deviation from the raw data
Average The individuals who fall under this level understands what they should do
about the problem and understands the importance of having a structured
problem process. However, they still lack consistency following this
process.
Above Average Those who are under this level are confident problem solvers.
Approaching the problems systematically gives them good ideas. They
take time to understand the problem and the criteria for a good decision. In
turn, it is well thought out and well executed.
High Average Those individuals that belong to this level know when to do a systematic
and complex thinking when identifying problems. In turn, they come up
with productive ways on how to solve it. They usually have alternatives at
the ready when initial solution does not work and can ask for advice when
needed.
Table 4 shows the interpretation of the levels of problem solving skills established
by the researchers to categorize the problem solving skills scores of the respondents in
their study.
According to Bean (2015), individuals that belong at the level “low” may tend to
have emotional problems. They can’t easily figure out how to deal with their emotions.
Furthermore, she stated that those who fall under this level are unable to get along well
with others, specifically people with their own age. They don’t know how to introduce
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themselves to someone, how to be assertive. Lastly, those individuals that belong to this
level are having troubles to meet their responsibilities. They might consistently have a
poor academic performance, refuse to do chores and talk out of turn in class or talk back
to teachers.
According to MindTools (2013), those who belong in the “below average” level
beneficial changes. The approach of people who fall under this level to problem solving
The individuals who fall under the “average” level understand what they should
do about the problem, and they understand the importance of having a structured problem
process. However, following this process still lacks consistency among the individuals
According to MindTools (2013), those who are under the “above average” level
are confident problem solvers. They generate good ideas because they approach problems
systematically. These individuals take time to understand the problem and the criteria for
According to Rad (2013), those individuals that belong to the level “high” knows
when to do a systematic and complex thinking and when to go through shortcuts and find
an easy solution and are able to identify the specific problem that they are facing. Lastly,
they see more than one solution to a problem and find new and productive ways to deal
with new problems as they arise and also have a backup plan if the first solution does not
work and can ask for support and advice when needed.
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The researcher utilized the following statistical tools to help them organize and
Frequency - it is the number of times the data values occur. In the study, it was used to
compute the percentage of data regarding Gamer’s Profile of the respondents and their
equal to the proportion times 100. In the study, the percentage was used to provide the
percentage of the samples in each category in the Gamer’s Profile and the percentage in
each category that they belonged into based on their results of decision-making and
Formula:
% = (f/n) / 100
Whereas,
f = frequency
n = total population
Mean - it is the quantity obtained by summing two or more numbers or variables and
then dividing by the number of numbers or variables. In the study, the researchers used
the mean when they were categorizing the sum of the responses of the respondents.
Furthermore, the mean was computed to itemize each Likert-item in the scale that was
used.
Formula:
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Whereas,
x = number of frequency
Σ = summation of x
N = total population
variation or dispersion of a set of data values. Specifically, the sample standard deviation
was used in order to categorize the scores of the respondents in Making Decisions in
Formula:
Whereas,
∑ = sum of x and 𝑥̅
𝑥̅ = sample mean
determine the relationship of gamer’s profile to the decision-making and problem solving
skills of the respondents. Specifically, it was used to answer the fourth and fifth statement
Formula:
Whereas,
X2 = Chi-square value
∑ = summation
O = observed score
E = expected score
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This chapter has overseen the presentation, analysis and interpretation of data
gathered by the researchers. The study aims to discover if there is a relationship between
the respondents’ Gamer’s Profile to their decision-making and problem solving skills.
Present data were studied and documents were examined to answer the questions
communicated in the statement of the problem. The analytical procedures are arranged
Table 5 shows the respondents’ estimated number of hours spent playing video
games per week. According to the data gathered, the range “1 to 5 hours per week” has
the highest frequency of 122 respondents (68.5%), while range “6 to 10 hours per week”
has a frequency of 34 respondents (19.1%) and range “10 to 20 hours per week” having a
frequency of 12 respondents (6.7%) and lastly, the range “20+ hours per week” with the
The finding was not in line with the result of Kowert (2013) where the majority of
her participants of her study were from United States and United Kingdom. The result of
her study found out that “6 to 10 hours per week” playing video games has the highest
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percentage (11.7 %) excluding the percentage of the non-video game players in her study.
Since the culture of tingi-tingi is prevalent among Filipinos (Danganan, 2013), it might
be possible to explain why the most reported estimated number of hours spent playing
video games is the category “1 to 5 hours per week” is because the respondents in this
study are adolescent Filipinos. Tingi-tingi is the practice of selling and buying goods in
amount less than smallest retail packaging (Veneracion, 2013). This culture could still be
present when it comes to video game playing. According to the study of Patria (2012), 88
percent of high school students are motivated to save money in order to purchase
computer-related products or services. Since high school students only save a very small
amount of their pocket money because they only get an average of P157.60 allowance per
week (Patria, 2012), they tend to go to cyber cafés in order to play video games for a few
hours.
The result may implicate that the availability of resources that the respondents
possess such as their allowance that they receive might be one of the factors why the
category “1 to 5 hours per week” has the highest frequency. It could be because they
want to play immediately rather than to save a bigger amount of money in order to play
video games for long hours. Thus, the culture of tingi-tingi might still be present among
Table 6 shows that the “grades 4 to 6” has the highest frequency of 101 (55.7%),
A number of researches could explain some of the factors that might be causing
the prevalence of video game play among grades 4 to 6. One of these factors could be the
efficiency of video games as a tool for connecting or structuring time spent with friends.
According to Ito & Bittani (2009), playing video games are the evolution of the role
played by other casual activities such as board games or bowling to children. Another
factor is that video games could be topical for casual conversation among young
adolescents as according to the findings of Olson, Cutner, & Warner (2008), most of the
adolescent boys in their focus group agrees that video games are a frequent topic of
conversation among their peers. In turn, these topics might fuel encouragement to play
video games among these peers. Also according to Trotter (2011), media influences and
popular culture strongly affects the peer activities of children usually aging from 8 to 11.
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This implies that aside from enjoyment, the inclination of fourth to sixth graders
to video games could also be influenced by their ways of connecting to their peers as
right now; video games could also serve as an interesting way of children to connect with
their friends and could also be an interesting topic of conversation. Additionally, the
increasing effect of media to the children’s peer activities could also be a factor why they
are encouraged to play. Considering that video games are one of the leading sources of
entertainment today with more than 1.2 billion users worldwide according to Spil Games
(2013), it is also possible that as media influences affect children’s peer activities, a child
who is playing video games might influence other children in his circle of friends.
Table 7 shows the most preferred genres of video games of the respondents.
According to the table, “puzzle” games has the highest frequency of 36 (20.2 %),
followed by “strategy” games which have a frequency of 26 (14.6%), and then “shooter”
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games which has a frequency of 22 (12.4 %), “sports” games with a frequency of 21
frequency of 9 (5.1%) and lastly, “driving/racing games” which has the lowest frequency
of 6 (3.4%).
Association (2016) which states that puzzle games were one of the highest ranking games
played on wireless or mobile devices. Puzzle video games are games with an objective of
figuring out the solution by solving enigmas, navigating, and manipulating and
reconfiguring objects and usually only takes a small amount of time to understand the
rules and mechanics of the gameplay (Wolf, 2001). Unlike any other genres such as role-
playing video games where the player must explore and progress throughout the game in
order to access the full extent of that video game, the majority of puzzle video games
consumes less time than any other genre of video games because there is no progressive
Most of the respondents prefer to play puzzle games maybe because the rules are
simple, easy to follow and most importantly it consumes less time, unlike any other
genres where the player must ingest the mechanics, rules and explore various world or
stage in the game in order to access the full extent of the game. It implies that the
respondents play puzzle video games maybe because it fits their current available
resources since puzzle video games only take less time than other genre of video games.
Therefore, the respondents might have thought that if they play puzzle video games they
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would spend less money to spend in cyber cafés. Thus, playing puzzle games would still
fulfill their need to play video games while still spend less money on cyber cafés.
the respondents in making decisions in everyday life scale. According to the table, the
level “average” has the highest frequency of 65 (36.5%), followed by “low average” with
a frequency of 54 (30.3%), while both “below average” and “above average” has a
frequency of 28 (15.7%), for “below average”, as for “above average”. Lastly, the “high
Although the highest frequencies of respondents fall under “average” level, there
are still many of the decision-making skills scores belonged to “low average” level than
to “above average” and “high average” levels. The result could be explained by the
statement of Talukder (2013), where she stated that the brain of an adolescent is not yet
fully developed to make good decisions as adults can. Specifically, she stated that the
amygdala of the adolescents is more active than the adults. The amygdala is involved in
several functions of the body including arousal, autonomic responses associated with
The result implicates that since many of the respondents have low average
decision-making skills, the amygdala could play a role in their decision-making skills.
Maybe they experience difficulty in making decisions because of their higher activity in
their amygdala. Since one of the functions of the amygdala is emotional responses, it
might be that the respondents were having difficulty in making decisions is because they
tend to become more emotional that may lead to being subjective rather than being
objective decision-makers.
Table 9 shows the frequency and percentage of level of problem solving skills of
the respondents in solving problems survey scale. According to the table, the level
“average” has the highest frequency of 61 (34.3%), followed by “low average” with a
“above average” with a frequency of 24 (13.5%). Lastly, the “high average” has the
The findings were identical to that of the study of Sumitha & Jose (2016).
percent of the respondents have medium problem solving skill, while 15 percent of it
The results might imply that the activity in the adolescents’ frontal lobe might
have been affected their problem solving skills in which according to Talukder (2013),
lower than the frontal lobe’s activity of adults. The frontal lobe according to (Bailey,
adolescents. Thus, being affected by their frontal lobe’s activity, the problem solving
think before making a choice” (item six) has the highest mean score (4.06) in the whole
scale while “Decision-making is easy for me” (item 20) have the lowest (2.90) mean
score.
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The result of item six and item 20 is aligned with the concept of Erik Erikson’s
“identity cohesion versus identity confusion”. According to Schultz and Schultz (2010),
this is the period where adolescents (12 to 18 years old) go through various
experimentations of ideologies to determine the most compatible fit for their roles and the
identities that they want to cultivate. Furthermore, they stated that making decisions is
very difficult for the adolescents during this period because they face numerous choices
in their lives and that is why in this period adolescents tend to become anxious.
The result may implicate why item six has the highest mean score is because the
respondent might be spending a lot of time making choices since they are in the period of
“identity cohesion vs. identity confusion, where they experiment various choices in their
lives in order to develop their own identity. On the other hand, maybe the reason why
item 20 received the lowest mean score is because they feel anxious when making
decisions from the many choices that they have to make in order for them to build their
own identities.
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Table 11 shows that Item 24 (“Once I have solved a problem, I step back to see
how my solution is working”) which falls under the subscale “evaluate progress and
revise as needed” has the highest mean score of 3.87 in the itemization of the Solving
Problems Survey scale while Item 15 (“When I am solving a problem, I choose the
The findings concerning the item that has the highest mean score might explain
the statement of Worell & Danner (1989, P. 3.), in which they said that adolescence is a
time of increased pressure for problem solving and personal decision. Difficulties in
Scott (n.d.), adolescents are called upon to make difficult decisions regarding career,
Given the level of problem solving skills of the respondents, this might implicate
that due to their time of increased pressure for problem solving, the respondents might
have experienced difficulties in solving problems which might have caused them to
evaluate their actions. The findings regarding the item that has the lowest mean score
suggest that the respondents when choosing a solution to a problem do not just choose the
stated that learning a problem’s solution requires a completely cognitive experience that
requires the ability to visualize the problem and the solution internally. By having a clear
understanding of the problem’s situation, the respondents do not just select the easiest
solution to a problem but the one that will be suitable for solving it. This implies that the
respondents do not just choose the easiest solution to a problem. Instead, they visualize
the problem and its possible solutions. However, the likelihood of the problem to be
Table 12. Test of relationship between the decision-making skills and estimated number
of hours of playing video games per week
χ2 P-VALUE DECISION SIGNIFICANCE
Chi-square test 23.28 .025* Reject null Significant
hypothesis
*significant at p < 0.05
and the reported estimated number of hours spent playing video games per week. A
statistically significant relationship χ2 (12, N = 178) = 23.38, p = .025, was found to exist
between these variables. Therefore, the researchers reject the null hypothesis.
This result is consistent with the experiment conducted by Kuhn et al. (2014)
where video gaming hours is correlated with the cortical thickness in the prefrontal cortex
of the brain which is responsible for the executive functions such as decision-making
(DiSalvo, 2014). It might be that the law of exercise might have an impact in the result of
Kuhn et. al. (2014) and this finding, since time on task is the fundamental requirement of
learning and mastery and the law of exercise states that practice, repetition and feedback
must exist together for the best learning results (Murphy, 2011).
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The result implicates that although the most reported estimated number of hours
spent playing video games of the respondents are “1 to 5 hours per week” (68.5%) and
the frequencies of the levels preceding the “average” level are much higher than the
levels that are succeeding the “average” level respondents might have obtained higher
level of decision-making skills if they played video games for more than 1 to 5 hours but
being mindful of the over-usage of video games as it may lead to other negative effects
on the adolescents such as lower verbal IQ (Takeuchi, 2016). Bearing this in mind, it
might be really possible for the educators to use video games as an instructional material
Table 13. Test of relationship between the level of decision-making skills and the academic
level when the respondents started playing video games continuously
χ2 P-VALUE DECISION SIGNIFICANCE
Chi-square test 27.35 .038* Reject null Significant
hypothesis
*significant at p < 0.05
Table 13 shows the chi-square test result between the decision-making skills and
the academic level when they started playing video games continuously. A statistically
significant relationship χ2 (16, N = 178) = 27.35, p = .038, was found to exist between
This result is consistent with the findings of the study conducted by Hartanto, Toh
and Yang (2016), where the onset age of active gameplay is significantly correlated with
task-switching abilities – one of the many executive functions (Diamond, 2012). Since
decision-making is one of the executive functions (DiSalvo, 2014), it may be that the
players have started playing video games continuously during their high cognitive
executive functions).
The results may implicate that a longer experience of video game experience and
training may have impacts on decision-making skills to the adolescents. It may be that the
respondents started playing video games continuously during periods of high cognitive
plasticity. Although the most reported academic level when the respondents started
playing video games continuously is grades 4 to 6 (55.7%) and the frequencies that are
preceding the “average” level are much higher than the levels that are succeeding the
“average” level, it might be possible that the respondents might have acquired higher
level of decision-making skills if they started playing video games continuously in the
academic levels preceding grades 4 to 6. It might be that the law of exercise is applicable
in this result since the academic level when the respondents started playing video games
continuously is aligned with the law of exercise in which it states that learning ensues
Table 14. Test of relationship between the level of decision-making skills and the most
preferred genre of video games of the respondents
χ2 P-VALUE DECISION SIGNIFICANCE
Chi-square test 50.29 .057* Accept null Not Significant
hypothesis
*significant at p < 0.05
Table 14 illustrates the chi-square test result between the decision-making skills
and the most preferred genre of video games. There were no statistically significant
relationship found between these variables, χ2 (36, N = 178) = 50.29, p = .057. Therefore,
Since all video game genres involve some form of decision-making (Burgun,
2012), it may imply that specific genre of video game might not have an impact to the
repetition and feedback in video games may still the most effective factor to consider
Table 15. Test of relationship between the level of problem solving skills and estimated
number of hours of playing video games per week
χ2 P-VALUE DECISION SIGNIFICANCE
Chi-square test 13.23 .353* Accept null Not Significant
hypothesis
*significant at p < 0.05
Table 15 illustrates the chi-square test result between the problem solving skills
and the estimated number of hours spent playing video games per week. The relationship
found between these variables was not significant, χ2 (12, N = 178) = 13.23, p = .353.
The finding shows that the relationship between problem solving skills and the
number of hours spent playing video games per week was not significant. This may
imply that the number of hours of video game play of the respondents was not affecting
their problem solving skills at all. The results were not aligned to the study of Oei &
Patterson (2014) in which 52 respondents were asked to play the game “cut the rope for 1
hour a day, 5 times a week for a total 20 hours. They concluded later on that after 20
hours of playing the puzzle video game “Cut the Rope”, the participants improved in
terms of higher-order executive function skills, including problem solving skills. On the
other hand, based on the Gamer’s Profile of the respondents, 68.5 percent reported that
they play video games 1-5 hours a week and only 20.2 % of the respondents play puzzle
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games whereas, in the study of Oei & Patterson (2013), all of the respondents played the
puzzle video game “Cut the Rope” for 5 hours a week. This might implicate that although
68.5 percent of the respondents play video games 1-5 hours a week, not all of them play
puzzle games. Assuming that puzzle games might really have an effect on problem
solving skills, it is possible that most of the 13.5 % of the respondents who scored above
average and the 2.8 % who scored high on the solving problems survey scale played
puzzle games.
This might implicate that in terms of improving problem solving skills, the type of
game might be more effective than the frequency of gameplay as according to Oei
(2013), “to improve the specific ability you are looking for, you need to play the right
game”. It is possible that although most of the respondents play video games 1-5 hours a
week, the type of game that some of them are playing was not producing enough impact
Table 16. Test of relationship between the level of problem solving skills and the academic
level when the respondents started playing video games continuously
χ2 P-VALUE DECISION SIGNIFICANCE
Chi-square test 20.49 .199* Accept null Not Significant
hypothesis
*significant at p < 0.05
Table 16 illustrates the chi-square test result between the problem solving skills
and the academic level of the respondents when they started playing video games
continuously. The relationship between these variables was not significant, χ2 (16, N =
178) = 20.49, p = .199. Therefore, the researchers accept the null hypothesis.
The findings show that the relationship between the academic level when the
respondents started playing video games continuously and their problem solving skills
68
was not significant. This means that the academic level of the respondents when they
started to play video games continuously has not really affected their problem solving
knowledge and experience. One way to put it is that if the difficulty of the problem is not
enough for an individual to consider it as a problem, it might have an only little impact on
that individual’s problem solving skills. The same could also be applied in playing video
games. The possible explanation for the findings is that the difficulty level of the games
being utilized by the respondents was not enough to generate an effect on their problem
solving skills.
This implies that the adequate difficulty level of the game being utilized could
still be more effective than continuous and regular game play over time as no matter how
long or frequent an individual plays video games, if the difficulty level of the game was
not able to generate a problem solving effort, it might have only little impact on the
Table 17. Test of relationship between the level of problem solving skills and the most
preferred genre of video games of the respondents
χ2 P-VALUE DECISION SIGNIFICANCE
Chi-square test 54.69 .024* Reject null Significant
hypothesis
*significant at p < 0.05
Table 17 illustrates the chi-square test result between the problem solving skills
and the most preferred genre of video games. The relationship between these variables
was significant, χ2 (36, N = 178) = 54.69, p = .024. Therefore, the researchers reject the
null hypothesis.
69
The research finding shows a significant relationship between the most preferred
genre of video games and the problem solving skills of the respondents. According to
Green et al. (2012), certain video game genres such as puzzle games provide more
cognitive benefits. One of these cognitive benefits could be problem solving skills as
according to the study of Oei & Patterson (2014) where they concluded that playing
certain genres of video games such as puzzle video game genre like “Cut the Rope” could
This implies that there might be certain genres such as puzzle games that could
have more impact on problem solving skills than other genres. These kinds of games
might be used as tools for improving one’s problem solving skills given their
according to Gutierrez (2012), having low-level problem solving skills affects children’s
academic success. Thus problem solving skills are indeed important to the development
of children.
70
recommendation based on the analysis of the results of the study Gamer’s Profile,
decision-making and problem solving skills of the adolescents in Cavite National High
School.
Summary
The primary purpose of this study is to identify the relationship between the
respondents’ Gamer’s Profile to their decision-making and problem solving skills. The
Determining the Gamer’s Profile of the respondents was the first objective of the
researchers, doing this would help them identify the frequency, the active onset academic
The second and third objective would be to identify the decision-making and
problem solving skills of the respondents. The completion of these objectives will be
critical to achieving the fourth and fifth objective, which would be to identify if there is a
significant relationship between the Gamer’s Profile of the respondents to their decision-
The study was conducted on Cavite National High School in Cavite City, Cavite
from August 2016 to March 2017. The researchers used the descriptive-correlational
research design and purposive and convenience sampling technique for their research,
establishing criteria that are limited for those who are active video game players with age
The researchers used the Gamer’s Profile in identifying the number of hours spent
on playing video games, the academic level during the onset of active video game
playing, and the most preferred genre of video games of the respondents. The making
decisions in everyday life and solving problems scale, which has been modified by the
1.1 The findings on the Gamer’s Profile of the respondents are arranged
1.2 According to the data gathered from the Gamer’s Profile regarding the
academic level during the onset of active video game playing of the
1.3 Lastly, the data gathered from the Gamer’s Profile concerning the
2.) Based on the data acquired from the results of the making decisions in
everyday life scale of the respondents, the range “average” has the highest
with a frequency of 54 (30.3%) and mean 66.09, while both “below average”
and “above average” has a frequency of 28 (15.7%) but with means scores of
73
53.32 for “below average” and 85.61 for “above average”. Lastly, the “high
3.) Based on the data acquired from the results of the solving problems survey
scale of the respondents, the range “average” has the highest frequency of 61
(15.7%) and a mean of 67.61, and then “above average” with a frequency of
24 (13.5%) and a mean of 96.83. Lastly, the “high average” has the lowest
4.) There is a significant relationship between the Gamer’s Profile and the
relationship between the Gamer’s Profile and the decision-making skills of the
respondents in terms of their academic level when they started playing video
the Gamer’s Profile and the decision- making skills of the respondents in
5.) The finding presented about the relationship between the Gamer’s Profile and
Gamer’s Profile and the problem solving skills of the respondents in terms of
their estimated number of hours spent playing video games per week. There is
solving skills of the respondents in terms of their academic level when playing
the Gamer’s Profile and the problem solving skills of the respondents in terms
Conclusion
The findings of this study expanded the work of previous researchers in the area
1.1 The data gathered suggests that the Filipino culture “tingi-tingi” may still
National High School still preferred playing for a couple of hours rather
1.2 The data acquired from the Gamer’s Profile regarding the academic level
during the onset of active video game playing of the respondents suggests
activity substituting the role of other activities such as board games and
of playing it, and lastly, the influence of media on adolescent peer group
activities.
1.3 The availability of resources that the respondents possess such as their
playing puzzle games as it requires less time to learn its mechanics than
2.) The respondents might have encountered difficulty in making decisions as a result
of their higher activity in their amygdala. It may be that the respondents were
more emotional instead of being objective when making decisions. Thus, the
3.) Regarding the level of problem solving skills of the participants, it is possible that
skills. Thus, the frequencies of the levels before the “average” level of problem
solving skills were higher than the levels succeeding the “average” level.
4.) It is possible that continuous and regular gameplay is more effective than playing
skills of the students, specifically to those who are still in their late childhood or
pre-adolescence period.
5.) The genre and the difficulty level of the video game played might be more
influential on the problem solving skills of the adolescents than the time spent and
onset of gameplay.
Recommendations
76
1.) The researchers recommend to the educators that they may incorporate the law of
improving decision-making skills by using the video gaming hours and the active
onset academic level as a factor. Furthermore, the specific genre of video games
may provide benefits to improve the problem solving skills of the students.
2.) Video game designers and developers could also develop educational video
games in which the negative factors that may lead to negative effects such as
should develop educational video games that could improve the decision-making
3.) The researchers recommend to future researchers to treat the estimated number of
hours spent playing video games per week as continuous data and use appropriate
since the reported estimated number of hours spent playing video games per week
4.) Future researchers should find literature pertaining to the genre of video games
distinction between the genres. This may minimalize or even totally avoid
confusion among their respondents when reporting for their most preferred genre
of video games.
77
5.) Future researchers could use various statistical methods and research designs in
order to explore the complex relationship of the video gaming profile of the
between the variables. Subsequently, this might allow future researchers to delve
6.) The researchers also recommend to the future researchers to include the level or
between decision-making and problem solving skills since it may lead to a more
accurate or detailed data when it comes to the effects of video games to the
adolescents.
7.) The researchers recommend to future researchers to use different age group as
their samples in their study and analyze the relationship of Gamer’s Profile of
8.) Future researchers could identify the relationship between Gamer’s Profile to
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