Sie sind auf Seite 1von 5

Online games: as factor affecting the academic performance of grade 12 students in Salawagan National

High School

Chapter 3

Methodology

This chapter presents the methodology that was used in the study. It begins with a discussion of the
research design, research locale, respondent of the study, and research instruments,data gathering. It
proceeds to describe problems encountered during data collection how information collected was
analyzed in order to answer the research.

I. Research design

This study used descriptive research method. These design chosen as researcher deals to examine the
literacy of students in using computer and it's Significance to the academic performance of grade 12
students in Salawagan National High School. Researchers also deals to identify the other positive impacts
of computer literacy in students life.

II. Research locale

The study was conducted at Salawagan National High School located in Purok Mabuhay, Salawagan,
Quezon Bukidnon. The study population consist of grade 12 senior high school students only.

III. Respondent of the study

The researchers selected the grade 12 students in Salawagan National High School to be the respondents
of the study compose of 30 student respondents. Randomized-classified sampling was utilized in the
study.

IV. Data gathering

The researchers will conduct this study through a survey questionnaire. Prior to this study, a letter of
permission shall be submitted to the school principal or school OIC for approval of conducting this
research. After the result of survey questionnaire, the data will be collected to interpret, analyze and
evaluate to support this study.

V. Instrument of the study


The instrument that will be used for this study is a survey questionnaire. This will be distributed among
the respondents to determine. A likert scaleis an ordered scale from which respondents choose one
option that aligns to their veiws. The survey questionnaire contains five likert scale which represents
their name, and equivalent value.

Name:
Year/Section:

Age:

Gender:

Always Usually Sometimes Rarely Never

1.Are you
playing online
games?

2.Does playing
online affect
your academic
performance?

3.Does playing
online games
bring you
happiness?

4. Does playing
online games
improve or
enhanced your
skills in
grammar?

5. Do you think
playing online
games leads to
any academic
performance
destruction?

6. As a student,
do you prefer
online games
than your
studies?

7. Asa

A gamer, do
you feel some
of physical
problems such
as insomnia
and spinal
injury?

8. Being a
gamer, are you
proud of
yourself?

9. Does online
games affects
your behavior
in school
during class
hours?

10. Do you
spend more
times in
playing online
games than
your studies?

Das könnte Ihnen auch gefallen