Research Siis G10
Research Siis G10
Research Siis G10
through the internet which has become addictive and one of the
pattern of a game play. Online Games are played over some form
games which are becoming more and more popular. In fact, most
online games tend to get old too quickly and lost their
performances in school.
experienced .
(Shin, 2003)
Furthermore, researchers believe that online gaming opens a
performance in school.
following questions:
a. Age
b. Sex
respondents?
the students?
RESEARCH HYPOTHESIS
2.Students who spend all their time playing online games will
activities.
Significance of the study
group;
Students.
Teachers.
the students who are addicted to online games so they can help
Family.
Future researchers.
their teacher.
protocols.
online videogames.
teaching.
School.
industry.
QUESTIONNAIRE:
literacy.
a.agree b.disagree
a.agree b.disagree
a.agree b.disagree
imaginative.
a.agree b.disagree
a.agree b.disagree
disorders.
a.agree b.disagree
to games
a.agree. b.disagree
a.agree b.disagree
9. Playing online games can consume my time.
a.agree. b.disagree
STATISTICAL TREATMENT
are already on the right age and that they are already aware
14-15 8 40%
15-16 12 60%
Total: 20 100%
Table2. Frequency and Percentage Distribution of the
Female 5 25%
Male 15 75%
Total: 20 100%
20 respondents.
1.Playing online
to increase my
computer
literacy.
2.Playing online
through the
character on the
games.
3.Playing online
my sense of
sight.
4.Playing online
games help me
creative and
imaginative
5.Playing online
the appetite of
eating
6.Video games
physical
especially your
postural,
muscular and
skeletal
disorders.
7.Playing online
games can
to games
8.Playing online
thinking
9.Playing online
my time.
10.Playing online
smarter
Reference
academicperformance. Html
variety of measures
n97723191) (http://www.oppapers.com)
Group leader;
JESTER T. APILADO
Members;
Denver Almeda
Lyka Serrano
Jhoerenz Patagoc
Josephine Tanghal
MINI
RESEARCH PAPER