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STUDENTS’ SOCIAL MEDIA AND ONLINE GAMES ENGAGEMENT

IN RELATION TO PSYCHOSOCIAL WELL-BEING

A Thesis Presented to
the Faculty of Graduate School
Misamis University
Ozamiz City

In Partial Fulfillment
of the Requirements for the Degree
Master of Arts in Education
Major in Guidance and Counseling

by

DARYL P. GALVE

October 2018
ii

APPROVAL SHEET

This thesis entitled, “STUDENTS’ SOCIAL MEDIA AND ONLINE GAMES


ENGAGEMENT IN RELATION TO PSYCHOSOCIAL WELL-BEING,” prepared
and submitted by Daryl P. Galve, in partial fulfillment of the requirements for the degree
of Master of Arts in Education major in Guidance and Counseling, has been examined
and is recommended for acceptance and approval for Oral Examination.

EDEN A. NERI, MAEd, RGC


Adviser

Approved by the Thesis Committee on Oral Examination with a grade of Passed.

CYNTHIA S. SUPERABLE, EdD, DScN


Chairman

GENELYN R. BALUYOS, MAEd HAYDEE D. VILLANUEVA, MAEd


Member Member

PERLITO D. JOMUAD, EdD


Member

Accepted and approved in partial fulfillment of the requirements for the degree

Master of Arts in Education major in Guidance and Counseling.

Comprehensive Examination passed on March 17-18, 2018.

CYNTHIA S. SUPERABLE, EdD, DScN


Dean, Graduate School

Date: October 2018


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ACKNOWLEDGMENT

The researcher would like to extend appreciation to the following for the

contribution given leading to the success of the research undertaking:

The Divine Providence, for the gift of wisdom which enabled the researcher to seek

for professional advancement;

The Commission on Higher Education (CHED), for the privilege given to the

researcher as a recipient of the K to 12 Transition Program Scholarship allowing him to

pursue the Master’s degree;

Prof. Eden A. Neri, his adviser, for the guidance given leading to the

accomplishment of the research;

Dr. Perlito D. Jomuad, Prof. Haydee D. Villanueva, and Prof. Genelyn R. Baluyos,

the panel members, for the insightful comments and constructive criticism given leading

to the betterment of the paper;

The respondents of the study, for the time extended in answering the research

instruments; and

Other individuals not specifically mentioned in this paper, for the assistance

provided for the accomplishment of this painstaking work.

Daryl
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DEDICATION

This thesis is sincerely dedicated to

My ever supportive future wife Geraldine Baguio;

My loving mother Virginita B. Galve and supportive father Jonaler D. Galve,

Who serve as my inspiration to pursue this research; and

Above all, the Almighty God, JESUS CHRIST,

for His unconditional love, strength, and power

Which enabled me to accomplish this research undertaking.

Daryl
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ABSTRACT

Social media and online games are viewed as growing and popular means of
communication and entertainment, especially to the young generation. This study
determined the social media and online engagement of 156 Senior High School students in
relation to their psychosocial well-being. It was conducted in Philippine Advent College in
Sindangan, Zamboanga del Norte. The respondents were selected through stratified
sampling. This study used the descriptive - correlational research design. The instruments
used in gathering the data were the researcher-made Students’ Social Media Engagement,
Students’ Online Game Engagement Questionnaire, and Students’ Psychosocial Well-
Being Questionnaire. Mean, Standard Deviation, and Pearson Product-Moment
Correlation Coefficient were used in analyzing the data gathered. Results revealed that the
respondents were engaged in social media. The respondents had a good level of
psychosocial well-being. Social media engagement had a highly significant effect on the
social well-being of the students and a significant effect on the cognitive well-being. The
study also revealed that the students were less engaged in online games. The engagement
in online games highly influenced the cognitive and the emotional well-being of the
students. Thus, social media and online games engagement can affect the students in varied
ways and at the different levels.

Keywords: engagement, internet, games, social media, well-being


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TABLE OF CONTENTS

Page
TITLE PAGE . . . . . . . . . . i
APPROVAL SHEET . . . . . . . . . ii
ACKNOWLEDGMENT . . . . . . . . iii
DEDICATION . . . . . . . . . iv
ABSTRACT . . . . . . . . . . v
TABLE OF CONTENTS . . . . . . . . vi
LIST OF TABLES . . . . . . . . . ix
LIST OF FIGURE . . . . . . . . . x
Chapter
1 GENERAL INTRODUCTION . . . . . . 1
Theoretical Framework . . . . . . 4
Conceptual Framework . . . . . . 6
General Objectives of the Study . . . . . 9
REFERENCES . . . . . . . . 10
2 SOCIAL MEDIA ENGAGEMENT AND STUDENTS’
PSYCHOSOCIAL WELL-BEING . . . . . . 15

ABSTRACT . . . . . . . . 15

INTRODUCTION . . . . . . . 16

Objectives of the Study . . . . . . 18

METHODS . . . . . . . . 19

Research Design . . . . . . 19

Research Setting . . . . . . . 19

Respondents of the Study . . . . . . 19

Instruments . . . . . . . 20
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Data Collection . . . . . . . 21

Ethical Considerations . . . . . . 22

Data Analysis . . . . . . . . 22

RESULTS AND DISCUSSION . . . . . . 22

Students’ Social Media Engagement . . . . 22

Level of Students’ Psychosocial Well-Being . . . 24

Significant Relationship between the Students’ Social


Media Engagement and Psychosocial Well-Being . . . 26

CONCLUSION AND RECOMMENDATIONS . . . 27

REFERENCES . . . . . . . . 29

3 ONLINE ENGAGEMENT AND STUDENTS’


PSYCHOSOCIAL WELL-BEING . . . . . . 33

ABSTRACT . . . . . . . . 33

INTRODUCTION . . . . . . . 34

Objectives of the Study . . . . . . 37

METHODS . . . . . . . . 37

Research Design . . . . . . 37

Research Setting . . . . . . . 37

Respondents of the Study . . . . . . 38

Instruments . . . . . . . . 38

Data Collection . . . . . . . 40

Ethical Considerations . . . . . . 40

Data Analysis . . . . . . . . 40
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RESULTS AND DISCUSSION . . . . . 41

Level of the Students’ Online Games Engagement . . 41

Level of the Students’ Psychosocial Well-Being . . . 42

Significant Relationship between the Students’ Online Games


Engagement and Psychosocial Well-Being . . . 44

CONCLUSION AND RECOMMENDATIONS . . . 46

REFERENCES . . . . . . . . 47

4 SYNTHESIS OF THE STUDY . . . . . . 51

APPENDICES

Appendix A - Students’ Social Media Engagement Questionnaire . . 53

Appendix B - Students’ Online Games Engagement Questionnaire . . 54

Appendix C - Students’ Psychosocial Well - Being Questionnaire . . 55

CURRICULUM VITAE . . . . . . . . 56
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LIST OF TABLES

Table Page
1 Level of the Students’ Social Media Engagement . . . 24
2 Level of the Students’ Psychosocial Well-Being in Terms
of Cognitive, Social, Emotional, and Spiritual Well-Being . . 25

3 Significant Relationship between the Students’ Social Media


Engagement and Psychosocial Well-Being . . . . 27

1 Level of the Students’ Engagement in Online Games . . 42

2 Level of Students’ Psychosocial Well-Being in Terms of Cognitive,


Social, Emotional, and Spiritual Well-Being . . . . 44

3 Significant Relationship between the Students’ Online Games


Engagement and Psychosocial Well-Being . . . . 46
x

LIST OF FIGURE

Figure Page
1 Schematic Diagram of the Study . . . . 8
1

Chapter 1

GENERAL INTRODUCTION

In the Millennial generation, social media have become an almost indispensable

part of daily life, particularly among students who are generally heavy social media users.

Social media is a fast-growing and increasingly prevalent phenomenon with various

definitions (Lau, 2017). Social media refers to online tools that are designed to facilitate

the dissemination of the issues through social interaction between individuals, groups, and

organizations using the Internet and Web-based technologies to enable the transformation

of broadcast monologues (one to many) into social dialogues (many to many) (Mills &

Botha, 2012). The primary means of people’s communication, social engagement,

information seeking, and possibly, a central component of identity and community-

building is the social media exchanges ( Davis et al., 2015) since the media enables social

interaction (Khan, 2017).

The social media tools are often used synonymously with the ‘‘social media

engagement,’’ but the two are conceptually distinct. Social media refers to the multiplicity

of activities participated by any individuals in online while social media engagement refers

to the nature of cognitive and emotional absorption in the use of social media tools ( Wu

et al., 2018). Engagement is a multidimensional concept that comprises not only behavioral

(actions) but also cognitive (thoughts), and emotional (feelings) aspects (Khan, 2017).

Psychological motivation and affective state bring extra-role behaviors (Kang, 2014).

Thus, engagement as a one-way, organization-to-public activity, fosters

interconnectedness of organizations and social environment (Johnston, 2014; Taylor &


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Kent, 2014). With the advent of smart technologies, an individual, not only possesses more

control over his immediate environment but has become an integral part of it. The internet

of things has blurred the boundary between human, technology, and environment; all three

have become parts of a larger interconnected system (Greengard, 2015).

Young adolescent and adulthood, frequently defined as the period from the late

teens through the 20s, is a critical time for self-identity construction (Villanti et al., 2017).

The vast amount of publicly available user-generated content on social media enables the

study of complex problems for which sufficient data was not available before in various

domains, such as health, politics or economics (Preoţiuc-Pietro et al., 2015). The dramatic

increase in social media use has challenged traditional social structures and shifted a great

deal of interpersonal communication from the physical world to cyberspace (Lowry,

Zhang, Wang, & Siponen, 2016). The role of social media as a conduit for useful

information during emergencies is increasingly acknowledged and accepted by the formal

response and humanitarian agencies (Goodrich & De Mooij, 2014). A longitudinal study

affirmed that excessive use of social media might increase the risk of mental health

problems and might compromise psychosocial well-being more generally (Shakya &

Christakis, 2017).

On the other hand, the first commercial online games in the early 1970s took until

the 1980s for the first reports of online game addiction to appear in the psychological and

psychiatric literature (Griffiths, 2015). In many online games, in the virtual world or some

other imagined playing space where a player of the game, one player controls one or more

player characters. The player characters can be considered in-game representations of the

controlling player (Lam et al., 2017). Online service allows more friends to participate in
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online games. In an online session with a friend, a user is typically required to log in the

service providing the online and manually identify friends with their names or email

addresses (Smith, Belinsky, & Strahm, 2014).

The Internet addiction is defined as a loss of control over Internet-use behavior,

which leads to significant impairment in other areas of life (Keating & Can, 2016). It has

been observed that when the use of the Internet becomes excessive and problematic, there

are more tensions and these lead to the deterioration of the psychosocial well-being of

individuals (Bernal-Ruiz et al., 2017). In some Western countries, the online gaming

disorder has been recognized as a public health issue in the past few years (Saunders et al.,

2017).

Psychosocial well-being refers to inter- and intra-individual levels of positive

functioning that can include one’s relatedness with others and self-referent attitudes that

involve one’s sense of mastery and personal growth. Well-being reflects dimensions of

judgments of life satisfaction (Burns, 2015). However, schools are confronted with

problems of students' psychosocial well-being as indicated by the levels of social anxiety,

depressive symptoms, and well-being (van der Ploeget et al., 2015). Some factors are

believed to affect one’s psychosocial health, and they are grouped into external and internal

factors (Lancaster, 2016).

A number of studies stressed that excessive social media use and online games

engagement increase the risk of mental health problems and compromise the users’ well-

being. However, limited studies were conducted focusing on the influence of social media

and online games engagement on students’ psychosocial well-being. Thus, this study was

conducted to address this gap in literature.


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The researcher observed that the Senior High School students at Philippine Advent

College Academy have been using their cellular phones during class hours despite the

school policy prohibiting the use. The students spend most of their free time accessing the

Facebook and playing online games. This observation motivated the researcher to conduct

the study.

Theoretical Framework

This study is anchored on the Social Learning Theory by Albert Bandura (1977),

Cognitive theory by Mergel (1998), Erik Erikson’s Theory of Psychosocial Development,

and Zone of Proximal Development by Vygotsky (1978). In the social learning theory,

Bandura (1977) agreed with the behaviorist learning theories of classical and operant

conditioning. However, he adds two significant ideas. Attention refers to the extent to

which individuals have exposed the behavior. The behavior is imitated and it has to grab

attention. Individuals observe many behaviors on a daily basis, and many of these are not

noteworthy. It is therefore extremely vital whether a behavior influences others imitating

it. On the other hand, Motivation entails the behavior of the person. Rewards and

punishment that follow a behavior will be considered by the observer. If the rewards

perceived to outweigh the perceived costs (if there are any), also then the behavior will be

more likely to be imitated by the observer. If the vicarious reinforcement is not seen to be

important enough to the observer, then they will not imitate the behavior.

According to Mergel (1998), the cognitivist theory is based on the thought process

behind the behavior of the individual. The process occurs inside the learner's mind

consciously. Also, it focuses on how people think, how people understand, and how people
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know. How people think stresses how the ways of thinking will be impacted on their

behavior. How people understand pertains to the people’s understanding related to the

outside world. How people know refers to how people know a phenomenon outside the

world. The process happens in the human mind. An individual‘s cognition plays a

significant and primary role in the development and maintenance of emotional and

behavioral responses to life situation. Thus, cognitivist theory explains the mental process

and its impact or influence on the individual’s emotional and behavioral responses.

Erik Erikson’s Theory of Psychosocial Development emphasizes the sociocultural

determinants of development and presents them as eight stages of psychosocial conflicts

(often known as Erikson’s stages of psychosocial development) that all individuals have to

overcome or resolve successfully to adjust well to the environment.According to the

theory, everyone encounters a certain crisis that contributes to his or her psychosocial

growth at each stage of psychological development. Whenever an individual experiences

such a crisis, he has no choice but to face it and think of ways to resolve what he or she has

experienced. The failure to overcome such crisis may lead to a significant impact on his or

her psychosocial development. Every individual has her own unique personal identity

which can be positive or negative. The personality traits can be innate or acquired, and

they vary from one person to another based on the degree of influence that the environment

has on the individual. The bottom line is that human beings possess many characteristics

that are honed in many different aspects that eventually define who they are (Santrock,

2011).

In the zone of proximal development by Vygotsky (1978), the distance between

the actual development level is determined by independent problem solving and the level
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of potential development as determined through problem-solving under adult guidance or

in collaboration with more capable peers. The theory tackles on the cognitive growth for

the learner, and that social interaction plays a major role in developing the cognitive ability

of the student. With the presence of the proficient persons like parents and teachers, the

learner can develop his cognitive ability. In the absence of assistance, the child’s cognitive

ability can be tested to determine whether he has achieved his potential development

through social interaction.

Conceptual Framework

Social networking site (SNS) serves as a context for social media activities, wherein

individuals debate ideas, contextualize news, and connect with like-minded individuals

(Hung, Li, & Tse, 2011; Smith & Gallicano, 2015). Social media is an integral, but largely

unexplored, part of the contemporary student experience. The ubiquity of digital

technologies and the social networking sites and applications that they administer among

the students are clear. Studies showed that students are online for many hours each day and

90 percent of all undergraduates use Facebook, just one of many social networking sites

(Dahlstrom, de Boor, Grunwald, & Vockley, 2011). Social media which facilitates the

higher-level learning outcomes via collaborative learning appears evident and supported

by studies and literature (Al-Rahmi, Othman, & Yusuf, 2015).

The unparalleled rise of social media and its rapid permeation into routine life

across the globe lately has attracted considerable attention from the research community

(Zhang, 2014). The engagement is often tied to the users’ desires to interact with friends.

For example, when students reach college, they spend countless hours on social media
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(Junco, 2014). But, social media are used for much more than seeking information (de

Zúñiga, Molyneux, & Zheng, 2014).

Engagement is underscored by emotional attachment, dedication, and passion

(Davis Mersey, Malthouse, & Calder, 2010; Kang, 2014). Emotional attachment of

engagement was driven by positive affectivity, affective commitment, and empowerment

(Kang, 2014). Students commonly engage in the social media to increase relational

connections. On the other hand, social engagement is associated with interaction and online

support (Smith & Gallicano, 2015).

Although the number of time players spends gaming has no diagnostic value in

itself, gamers with Internet gaming disorder (IGD) spend most of their time gaming.

However, this gaming is detrimental to their physical and psychological well-being. Losing

interest in and neglecting other activities can lead to a considerable decrease in work- or

education-related performance, while their interpersonal relationships deteriorate or come

to an end (Király, Griffiths, & Demetrovics, 2015).

Next page shows the Schematic Diagram of the Study.


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Social Media Engagement

Students’ Psychosocial Well-


Being

Online Games Engagement

Figure 1. Schematic Diagram of the Study

General Objectives of the Study

This study determined the social media and online games engagement in relation

to the psychosocial well-being of the Senior High school students at Philippine Advent

College in Sindangan, Zamboanga del Norte. The specific objectives of the study were to:
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1. Determine the level of students’ social media engagement;

2. Determine the level of students’ online games engagement;

3. Assess the student’s psychosocial well-being as to cognitive, mental,

emotional, and spiritual well-being;

4. Explore the significant relationship between the level of the students’ social

media engagement and psychosocial well-being; and

5. Explore the significant relationship between the level of the students’ online

games engagement and psychosocial well-being.

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Weiner, B. (1986). Attribution, emotion, and action. Retrieved on October 26, 2018 from
https://bit.ly/2ySe1r0
Wu, A. M., Chen, J. H., Tong, K. K., Yu, S., & Lau, J. T. (2018). Prevalence and
associated factors of internet gaming disorder among community dwelling adults
in Macao, China. Journal of Behavioral Addictions, 7(1), 62-69. Retrieved on
November 12, 2018 from https://bit.ly/2DHqWRF
14

Yang, S. U., & Kang, M. (2009). Measuring blog engagement: Testing a four-
dimensional scale. Public Relations Review, 35(3), 323-324. Retrieved on
October 26, 2018 from https://bit.ly/2qk5Jo9
Zhang, G., & Jacob, E. K. (2013). Understanding boundaries: physical, epistemological
and virtual dimensions. Retrieved on October 23, 2018 from
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Zhang, Y. (2014). Social media in Asia. Retrieved on August 4, 2018 from
https://bit.ly/2M1seug

Chapter 2

STUDENTS’ SOCIAL MEDIA ENGAGEMENT IN RELATION


TO PSYCHOSOCIAL WELL-BEING

ABSTRACT
15

Social media serves as a popular medium of communication that is used by people of


different ages, including students in the secondary level. This study determined the level
of social media engagement in relation to the psychosocial well-being of Senior High
School students at Philippine Advent College. The study used the descriptive correlational
research design. The respondents of the survey were the 156 Grade 12 students identified
through stratified sampling. The questionnaires used in gathering the data were the
Students’ Social Media Engagement and Psychosocial Well-Being Questionnaires. Mean,
Standard Deviation, and Pearson Product-Moment Correlational Coefficient were used as
the statistical tools in treating the data gathered. Results revealed that the students were
engaged in social media. The students were good as to their psychosocial well-being. The
social media engagement highly influenced the social well-being of the students, and it
also influenced their cognitive well-being. Social media has effects on the users’ well-
being.
Keywords: media, networking, psychosocial, social, well-being

INTRODUCTION

Social media refers to the online devices that are designed to disseminate the

content on issues through social interaction between individuals, groups, and organizations

using the Internet and web-based technologies to enable the transformation of broadcast

monologues (one-to-many) into social dialogues (many-to-many) (Mills & Botha, 2012).
16

Social media or social networking refers to networked devices that stress the social facets

of the web use as a medium of communication, collaboration, and inventive expression

(Tezer, Taşpolat, Sami, & Fatih, 2017). This media is fundamentally scalable

communications technology that turns Internet-based communications into an interactive

dialogue platform (Montalvo, 2016).

The new source of valuable information on the Internet that may be collected to

generate messages, information, and other data is online social media. It encompasses

online media such as blogs and sub-blogs, online discussion forums, social networks, wiki

sites, online reviews on e-commerce sites, video sites, micro-blogging services, and so on

(Heath, 2014). The Internet network is increasingly used as a platform for social media

(Parsons et al., 2014).

The popular social media sites vary a lot by the level of usage in different countries

and with demographics (Chaffey, 2016). Social networks have a powerful influence on

student’s decisions (Fernández-Luque & Bau, 2015). Social media platforms provide

active communication channels during mass convergence and emergency events such as

disasters caused by natural hazards (Imran et al., 2015). However, a large number of

stakeholders (e.g., clinicians, administrators, professional colleges, academic institutions,

and ministries of health, among others) are unaware of social media’s relevance, potential

applications in their day-to-day activities, as well as the inherent risks and how these may

be attenuated and mitigated (Grajales et al., 2014).

Moreover, most Americans now receive much of their news from social media, and

all over the world. Facebook has become central to people’s experience of the world

(Sunstein, 2017). Through social media people can directly communicate with the
17

audience. The power to create the media voice is to write about people (Scott, 2015). Social

media applications are not new and that their origins can be traced back to the years after

then 2005 (Fuchs, 2017). This type of media entails an interactive network and mobile

platforms through which individuals exchange feelings, messages, ideas, photos, or videos

within a virtual network. Online social networking represents a prominent form of

communication to many people (Kemp, 2015).

Social media may be used in engaging users in creating text, images, and videos

as part of the research process. The number of people utilizing social media across nations

varies. In other countries and among the various users are now striving to develop ways of

using social media to support learning (Fuchs, 2017). Social media and social networks use

in commerce have become ubiquitous and is changing the way people communicate (Ye

et al., 2016).

The generation of students is raised in the context of digital technologies, in a world

of communication and the wide availability of information (Popescu, 2014). The use of

social media is prevalent among college students, and it is important to understand how

social media use may impact students' attitudes and behavior (Davis III et al., 2015). Social

media does not merely allow knowledge transfer, but it also facilitates students'

collaborative learning to creating understanding among students, discussion with peers,

lecturers, increase knowledge sharing and improve students’ research skills (Redecker et

al., 2010). Social media reviews dramatically impact upon student’s satisfaction

(Ramanathan, Subramanian, & Parrott, 2017).

Statistics revealed that Malaysia is one of the top five countries regarding the

number of Facebook accounts created. Social media has infiltrated the twenty-first century
18

generations of Internet users, making it a very prominent means of communications

dissemination, particularly among students at a higher level of education. Academic

activities in institutions are increasingly carried out through social networks, such as

Facebook, Twitter, and LinkedIn. These are used to connect with current and potential

students and to deliver instructional content (Al-Rahmi, Othman, & Yusuf, 2015). The

question arises about the outcomes of social media on academic performance, and the

possibility of using it is an effective pedagogical tool to improve the academic performance

of students. The use of social media has soared in popularity in recent years. Facebook has

over 1.3 billion users, while Twitter and LinkedIn users number in the hundreds of millions

(Kane, 2015).

Objectives of the Study


This study determined the level of the social media engagement and the

psychosocial well-being of the students at the Philippine Advent College, Sindangan,

Zamboanga del Norte. The specific objectives of the study were to:

1. Determine the level of the students’ social media engagement;

2. Determine the students’ psychosocial well-being as to cognitive, social,

emotional, and spiritual well-being; and

3. Explore the significant relationship between the students’ social media

engagement and the psychosocial well-being.

METHODS
Research Design
19

This study used the descriptive - correlational design. Correlational research is to

discover relationships among variables and to allow the prediction of future events from

present knowledge (Boucaud, 2017). The design was appropriate in establishing the

relationship between the social media engagement and psychosocial well-being of the

students.

Research Setting

The research was conducted at the Philippine Advent College in the Municipality

of Sindangan, Zamboanga del Norte, during the School Year 2018-2019. The Philippine

Advent College is one of the colleges in the locality. The institution serves not only the

Municipality of Sindangan, but also the other neighboring municipalities in the province.

Philippine Advent College offers elementary, secondary, Junior and Senior High School,

and tertiary levels of education.

Respondents of the Study

The respondents of the study were Grade 12 Senior High School students at

Philippine Advent College of Sindangan, Zamboanga del Norte. There were 247 Grade 12

students enrolled during the School Year 2018-2019. Out of the 247 Grade 12 students,

only 156 students served as the actual respondents and were identified through stratified

sampling.

Instruments

The following were the research instruments used in gathering the data:

A. Students’ Social Media Engagement Questionnaire


20

The instrument is a researcher-made questionnaire composed of 15 statements

which described the respondents’ engagement in social media. The instrument underwent

the validation process. It was presented to the researcher’s adviser and panel members of

the Thesis Committee. After the validation, a pilot test was conducted to establish the

reliability of the instrument, using students who were not included as actual respondents.

The reliability test yielded the Cronbach’s Alpha of 0.9012 making the questionnaire

suitable for administration to the actual respondents.

In determining the level of the students’ social media engagement, the following

scale was used:

Responses Continuum Interpretation

5 -5 hours or more a day 4.20 - 5.00 Very Highly Engaged (VHE)

4 -3 to 4 hours a day 3.20 - 4.19 Highly Engaged (HE)

3 -1 to 2 hours a day 2.61 - 3.19 Engaged (E)

2 -30 min. or less a day 1.81 - 2.60 Less Engaged (LE)

1 -Never or none at all 1.00 -1.80 Not Engaged (NE)

B. Students’ Psychosocial Well - Being Questionnaire

The instrument is a researcher-made questionnaire composed of four constructs

describing the psychosocial well-being of the respondents. The four constructs are

cognitive well-being with five statements; social well-being with five statements;

emotional well-being with five statements; and, spiritual well-being with five statements.

The instrument underwent the validation process. It was presented to the researcher’s

adviser and panel members of the Thesis Committee. After the validation, a pilot test was
21

conducted to establish the reliability of the instrument, using students who were not

included as actual respondents. The reliability test yielded the Cronbach’s Alpha of 0.8408.

In determining the level of the students’ psychosocial well-being, the following

scale was used:

Responses Continuum Interpretation

4 -Strongly Agree (SA) 3.26 - 4.00 Very Good (VG)

3 -Agree (A) 2.51 -3.25 Good (G)

2 -Disagree (D) 1.76 -2.50 Fair (F)

1 -Strongly Disagree (SD) 1.00 -1.75 Poor (P)

Data Collection

Before the gathering of the data, approval for the conduct of the study was sought

from the Dean of the Graduate School of Misamis University. After determining the sample

respondents, the researcher asked permission from the President of the Philippine Advent

College for the conduct of the study. Moreover, approval was also obtained from the High

School Principal then to the school advisers and the subject teachers. Afterwards, the

researcher distributed the questionnaires to the respondents. The data gathered were then

tallied for statistical analysis. Interpretation of the results followed.

Ethical Considerations

The researcher took into consideration the ethical principles by Harriss and

Atkinson (2015). In this study, consent and voluntary participation of the respondents were

ensured. The researcher confirmed that the participants were appropriately identified,
22

approached and recruited into the study. There was explanation given for carrying out the

research on the individuals and additional measures were put in place to ensure that the

research was ethical.

Data Analysis

In analyzing the data, the following statistical tools were used:

Mean and Standard Deviation were used in determining the level of the students’

social media engagement and psychosocial well-being.

Pearson Product-Moment Correlation Coefficient was used in establishing the

relationship between the students’ social media engagement and psychosocial well-being.

RESULTS AND DISCUSSION

Students’ Social Media Engagement

Table 1 shows that the social media engagement of the students was at the engaged

level (M = 3.04; SD = 0.93). The finding means that the respondents spent significant

amount of time using their cellphones and other gadgets in accessing Facebook and other

forms of social media. The students engaged in social media on a regular or daily basis.

The study disclosed that the students engage in social media when they for different

reasons. They can be searching for spiritual quotes and insights when waiting on the

activity to start, when attending on the gathering like wedding ceremony, when watching

academic- related video lectures, and when posting photos. Moreover, the engagement of

the respondents through social media depends on their availability of time and purpose.

Social media engagement is often tied to the respondents’ desires to interact with their

friends when needed.


23

A study indicated that people communicate in direct and creative way (Smith &

Gallicano, 2015). Some students find it difficult to go about their normal lives without

making use of social media. However, concerns arise on whether or not video games -

violent or nonviolent – bring harm to the children and the adolescents who continue

engaging in social media (Ferguson, 2015). Social media challenges educators in using it

for educational instructions (Dron & Anderson, 2014).

In Sindangan Advent College, it was observed that the students would not listen to

the discussion of their teachers during class time. The students were pre-occupied chatting

and watching movies online, chatting with friends and families instead of listening, and

practicing songs even during class hours. These actions of the students had become a

common occurrence in the classroom. Despite the constant reminder of the teachers to

refrain from using gadgets while classes were ongoing, there were students who insisted in

exploring the social media.

School administrators need to impose a strict regulation on the internet connection

within the school campus so as to limit the time students spend online, especially during

class time. Teachers need to make the students understand the adverse effects of using

social media during class hours. The students be made to understand the importance of

self-discipline in the use of technological gadgets.

Table 1

Level of the Students’ Engagement in Social Media

Construct M SD

Social Media Engagement 3.04 0.93


Note: Scale: 4.20-5.0 (Very Highly Engaged); 3.20-4.19 (Highly Engaged); 2.61-3.19
(Engaged); 1.81-2.60 (Less Engaged); 1.0-1.80 (Not Engaged)
24

Level of the Students’ Psychosocial Well-Being

Table 2 shows the students’ psychosocial well-being based on the following four

constructs: cognitive well- being (M = 3.04; SD = 0.68), social well-being (M = 2.86; SD

= 0.82), emotional well-being (M = 2.70; SD = 0.42), and spiritual well-being (M = 2.63;

SD = 0.48). The data revealed that the students’ psychosocial well-being during the conduct

of the study was good (M = 2.80; SD = 0.60). This finding means that the students

generally had a desirable condition in the different aspects of their being.

The study revealed that the cognitive well-being of the students are good in terms

of thinking skills, understanding what they see, solving problems, and knowing things

through social media. When engaging in social media, the social well-being of the students

can be good since it allows them to gain more friends and connect with other people they

know. Through the use of the cellphones and other gadgets, they can easily connect without

being physically present.

The social media engagement of the students was good in terms of the emotional

well-being of the students. Emotional well-being means that the students are emotionally

mature and happy. However, they can also be insensitive to other people’s feelings, or may

easily get upset.

On the other hand, the spiritual well-being of the students refers to the desire to

attend church services, do spiritual matters, share spiritual beliefs, and address spiritual

needs. Especially with the many forms of entertainment at present, the students need to

keep the sense of spirituality as they mature as individuals. They need to appreciate the

essence of recognizing Divine presence in their lives.


25

Social media engagement may have an influence on the cognitive, social,

emotional, and spiritual well-being of the users (Johnston, 2014.) It can have a negative

impact on users’ happiness, efficiency, and well-being (Brooks, 2015). The psychosocial

well-being of the students is essential to all aspects of life since helps them improve their

critical skills in solving problems and in responding to situations. It is vital that classroom

teachers not only develop the academic learning of their students, but also help shape the

total well-being of the latter.

Table 2

Level of Students’ Psychosocial Well-Being in Terms of Cognitive,


Social, Emotional, and Spiritual Well-Being
Constructs M SD

1. Cognitive Well-Being 3.04 0.68


2. Social Well-Being 2.82 0.81
3. Emotional Well-Being 2.70 0.42
4. Spiritual Well-Being 2.63 0.48
Overall Well-Being 2.80 0.60
Note: Scale: 3.26-4.0(Very Good); 2.51-3.25 (Good); 1.76-2.50 (Fair); 1.0-1.75 (Poor)

Significant Relationship between the Students’ Social Media


Engagement and Psychosocial Well-Being

The Pearson Product-Moment Correlation Coefficient was used in determining the

significant relationship between the social media engagement and psychosocial well-being

of the respondents. As shown in Table 3, the social media engagement was highly

significant to the social well-being of the students (r- value = 0.311; p-value = 0.000) and
26

significant to the cognitive well-being (r-value = 0.173; p-value = 0.032). The findings

imply that the students’ engagement in social media affected their ways of dealing with

other people and in understanding things.

The social well-being of the students can be influenced by their social media

engagement. The students relate with their classmates and friends through the use of

cellphones and computers, whether for academic or interpersonal communication

purposes. They may also connect with their classmates for the purpose of establishing

friendship and getting updates in day-to-day undertakings. Moreover, the social media can

be the students’ means of maintaining contact with other people who are important to them,

like their families and relatives.

Social media is also considered inherently social, marked by mutual trust and

interaction” in which individuals “seek fulfillment of their relational needs through

socializing with others in the community” (Smith & Gallicano, 2015). It is an easy way of

sharing information about oneself through online means (Kang, 2014). However, some

studies have shown that individuals can develop a dependency on online relationships

(Caplan, 2003; Chung, 2013). Social media engagement affects students generally in a

positive manner (Kose, 2016). The extent of their social media engagement also suggests

can also be indicative of social interaction (Mingle & Adams, 2015).

Students use social media as a means of keeping abreast with daily happenings they

consider important or entertaining. They use media as the fastest way of communicating

with friends, connecting with family members and other people who they consider

important, and finding entertainment that media offers. Through technology, the students
27

are able to express themselves and relate with other people who affect or influence their

development as individuals.

Table 3

Significant Relationship between the Students’ Social Media


Engagement and Psychosocial Well-Being
Variables r-value p-value Remarks
Social Media Engagement and

1. Cognitive Well-Being Significant


0.173* 0.032
2. Social Well-Being 0.311** 0.000 Highly Significant

3. Emotional Well-Being 0.033ns 0.683 Not Significant


4. Spiritual Well-Being 0.003 ns 0.973 Not Significant
Notes: * means p<0.05 (significant); ** means p<0.01(highly significant)
ns means Not significant at 5% level of significance

CONCLUSION AND RECOMMENDATIONS

The students are active users of social media which has formed part of their day-

to-day undertaking. They have developed well their psychosocial well-being as manifested

in their actions as growing individuals. The engagement in social media has an effect on

the students’ well-being though in different ways and extent.

Based on the findings and conclusion, it is recommended that parents monitor the

activities of their children and regulate the latter’s use of social media. Teachers emphasize

to the students the effective use of social media and its adverse effects when engaged in

excessively. Students limit their engagement in social media and devote more time on their

studies and do other more meaningful activities whether in school or at home. Future

researchers conduct further studies on areas not discussed in depth in the present paper.
28

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32

Chapter 3

STUDENTS’ ONLINE GAMES ENGAGEMENT IN RELATION


TO PSYCHOSOCIAL WELL-BEING

ABSTRACT
33

Online games have become popular nowadays and are widely engaged in by students. This
study determined the level of online games engagement in relation to the psychosocial
well-being of students at Philippine Advent College, Sindangan, Zamboanga del Sur. This
study used the descriptive-correlational research design. The respondents of the study were
the 156 Grade 12 Senior High School students identified through stratified sampling. The
Students’ Online Games Engagement and Students’ Psychosocial Well-Being
Questionnaires were used in gathering the data. Mean, Standard Deviation, and Pearson
Product-Moment Correlation Coefficient were used as the statistical tools in treating the
data gathered. Results revealed that the students were less engaged in online games. The
students’ psychosocial well-being was good. The online games engagement influenced the
student's cognitive and social well-being. Online games engagement can have varied
influence on the students’ psychosocial well-being.
Keywords: engagement, games, networking, online, well-being

INTRODUCTION

Online games are widely used as leisure activities by many people. They play video

games as stress reliever, challenge and competition, relaxation, enjoyment, social

interaction, and even escape from the real world (Dumrique & Castillo, 2018). In online

games, continuous scoring, promotion, immediate feedback, and achievement of self-


34

satisfaction have become the channels for upgrading individual self-esteem of the Internet

generation (Kardefelt-Winther, 2014). Mobile games players can easily connect to the

internet and sign into specific kinds of net games to participate actively in interactive games

(Ashraf, Motlagh, & Salami, 2014).

The use of mobile phones began to increase rapidly following the first mobile phone

call in 1983. Afterward, the second stage started with the production of smartphones by

International Business Machines (IBM) in 1994 (Hamari & Keronen, 2017). The Massively

Multiplayer Online Games or MMOGs give attention in the educational world due to

increased availability of such games, a growing consumer base, and the proven benefits of

video games as engagement tools (Bawa, Watson, & Watson, 2017). Adding the internet

to stand-alone offline games has led to the development of entire living words where social

connectivity is both a real and global experience (Király et al., 2015).

Nowadays, the internet and mobile phones are used worldwide (Kuss & Billieux,

2017). On the other hand, librarians have used both offline and online games to teach

students information literacy concept and skills (Markey, Leeder, & Rieh, 2014). In

twenty- first century, students are knowledgeable in the new technology practices even

within their personal and everyday lives (Coiro et al., 2014). The massively multiplayer

online role-playing games (MMORPGs) are a popular form of entertainment used by

millions of gamers worldwide. Potential problems relating to MMORPG play have

emerged, particularly about being addicted to playing in such virtual environments

(Hussain, Williams, & Griffiths, 2015). Many computer games have various types of in-

game actions that a player character can make within the game (Lam & Auterio, 2017).
35

With the technological advancement, it is now possible to use games to capture

information-rich processes by which students interact and solve problems (Scoular, Care,

& Awwal, 2016). However, while online gaming may temporarily offer social, recreational

and personal gratification, excessive engagement can backfire to addictive behaviors

entailing several pathological behavioral outcomes. Spending excessive time on online

gaming hinders the accumulation of the real-life friendships and the development of social

skills (Muller et al., 2014). Therefore, when Internet access is unattainable or denied,

emotional and behavioral reactions of problematic gamers are aggressive and hostile

(Dreier et al., 2013).

Moreover, students suffer from a loss of control over excessive use of the Internet

resulting in personal distress, symptoms of psychological dependence, and negative

consequences (Brand, Young, & Laier, 2014). Scholars who believe internet addiction

exists, there have been debates in the field about whether researchers should study

generalized internet addiction (i.e., the totality of all online activities). The specific activity

addictions on the internet are internet gambling, internet gaming and internet sex (Pontes

& Griffiths, 2014). The characteristics of Internet addiction are similar to those of any other

addiction (Masters, 2015).

The term internet addiction is defined as spending too much time online internet

use which adversely affects marriage, family, and social life, academics, work, and

psychological and physical well-being (Sharma, 2016). On the other hand, problematic

Internet use and Internet addiction can be conceptualized as a form of dysfunctional coping

with stress, personal deficits, and impaired well-being (Tone et al., 2014). Addicted

Internet users present higher rates of comorbidities, e.g., attention-deficit hyperactivity


36

disorder (ADHD), depressive, and anxiety disorders (Lemenager et al., 2018). Internet

addiction is the inability to control one’s internet use and is a condition that results in the

serious impairment of various life functions (Li et al., 2015).

A comprehensive review of epidemiological research about Internet addiction

indicated that Internet addiction is associated with various risk factors, including socio-

demographic variables (including male gender, younger age, and higher family income),

Internet use variables (including time spent online, using social and gaming applications),

psychosocial factors (including impulsivity, neuroticism, and loneliness), and comorbid

symptoms (including depression, anxiety, and psychopathology in general), suggesting the

factors contribute to an increased vulnerability for developing Internet-use related

problems (Kuss & Lopez-Fernandez, 2016). Thus, the increase in internet users over the

years has aroused rising concerns with regard to problematic internet use (PIU) and its

harmful effects associated with significant impairments in various aspects of the users’

lives, including their behavioral, cognitive, emotional, social, and occupational functioning

(Teo, Lim, & Oei, 2017). During the last decade, the public debate over violent content in

games has declined (Karlsen, 2016).

Objectives of the Study

This study determined the online games engagement in relation to the

psychosocial well-being of the students at the Philippine Advent College, Sindangan,

Zamboanga del Norte. The specific objectives of the study were to:

1. Determine the level of the students’ online games engagement;


37

2. Identify the level of the students’ psychosocial well-being in terms of social well-

being, cognitive well-being, emotional well-being, and spiritual well- being; and

3. Explore the significant relationship between the students’ online games

engagement and psychosocial well-being.

METHODS

Research Design

This study used the descriptive - correlational design. Correlational research is

therefore to discover relationships among variables and to allow the prediction of future

events from present knowledge (Boucaud, 2017). The design was appropriate in

determining the relationship between the students’ online games engagement and

psychosocial well-being as to cognitive, emotional, social, and spiritual well-being.

Research Setting

The study was conducted at the Philippine Advent College in the Municipality of

Sindangan, Zamboanga del Norte, during the School Year 2018-2019. The Philippine

Advent College is one of the colleges in the locality. The institution serves not only the

Municipality of Sindangan, but also the other neighboring municipalities in the province.

Philippine Advent College offers elementary, secondary, Junior and Senior High School,

and tertiary levels of education.

Respondents of the Study

The respondents of the study were Grade 12 Senior High School students at

Philippine Advent College of Sindangan, Zamboanga del Sur. There were 247 Grade 12

students enrolled during the School Year 2018-2019. Out of the 247 Grade 12 students,
38

only 156 students served as the actual respondents and were identified through stratified

random sampling.

Instruments

The following were the research instruments used in gathering the data:

A. Online Games Engagement Questionnaire

The instrument is a researcher-made questionnaire composed of fifteen statements

describing the engagement on online games of the Grade 12 Senior High School students.

The questionnaire underwent validation with the researcher’s thesis adviser and the panel

members. Then, a pilot test was conducted with forty-six students not included as actual

respondents. The reliability testing conducted yielded the Cronbach’s Alpha of 0.9004.

In determining the online game engagement of students, the scale presented next

page was used:

Responses Continuum Interpretation

5 -5 hours or more a day 4.20 -5.00 Very Highly Engaged (VHE)

4 -3 to 4 hours a day 3.20 -4.19 Highly Engaged (HE)

3 -1 to 2 hours a day 2.61 -3.19 Engaged (E)

2 – 30 min. or less a day 1.81 -2.60 Less Engaged (LE)

1 –Never or none at all 1.00-1.80 Not Engaged (NE)


39

B. Psychosocial Well - Being Engagement Questionnaire

The instrument is a researcher-made questionnaire composed of four constructs

describing the psychosocial well-being of the Grade 12 students engaged in the social

media. The six constructs are Cognitive Well-Being with five statements; Social Well-

Being with five statements; Emotional Well-Being with five statements, and; Spiritual

Well-Being with five statements. The questionnaire went through validation with the

researcher’s adviser and the panel members. Then, a pilot test was conducted with forty-

six students not included as the actual respondents. The reliability testing conducted

yielded the Cronbach’s Alpha of 0.9003.

In determining the level of psychosocial well-being of students, the following scale

was used:

Responses Continuum Interpretation

4 -Strongly Agree (SA) 3.26 -4.00 Very Good (VG)

3 -Agree (A) 2.51 -3.25 Good (G)

2 -Disagree (D) 1.76 -2.50 Fair (F)

1 –Strongly Disagree (SD) 1.00 -1.75 Poor (P)

Data Collection

Before the gathering of the data, the approval for the conduct of the study was

sought from the Dean of the Graduate School of Misamis University. After determining

the sample respondents, the researcher asked permission from the President of the

Philippine Advent College for the conduct of the study. Moreover, permission was also

obtained from the High School Principal and the school advisers and the subject teachers.
40

Afterwards, the researcher distributed the questionnaires to the respondents. The data

gathered were tallied for statistical analysis. Interpretation of the results followed.

Ethical Considerations

The researcher took into consideration the ethical principles by Harriss and

Atkinson (2015). In this study, consent and voluntary participation of the respondents were

ensured. The researcher confirmed that the participants were appropriately identified,

approached and recruited into the study. There was explanation given for carrying out the

research on the individuals and additional measures were put in place to ensure that the

research was ethical.

Data Analysis

In analyzing the data, the following statistical tools were used.

Mean and Standard Deviation were used in determining the students’ online games

engagement and psychosocial well-being.

Pearson Product-Moment Correlation Coefficient was used in establishing the

relationship between online games engagement and the psychosocial well-being of the

students.

RESULTS AND DISCUSSION

Level of the Students’ Online Games Engagement

Data reveal (Table 1) that the students were less engaged in online games (M=

2.37). This finding implies that the students spent less amount of time playing games

available in the internet. Despite the vast number of online games that many high
41

secondary students are engaged in, the respondents of the study had less engagement to

this online form of entertainment.

The study disclosed that the Grade 12 students were less engaged in playing online

games. Games like DOTA and Clash of Clans are popular among students that whether in

school or at home, some students try to find time in playing their favorite games. Usually,

students play with their friends and neighbors, especially that only games are interactive

and require co-players. But, in this study, the respondents claimed having played these

online games, but to a less amount of time. Maybe there are activities that the students are

engaged in like exploring or communicating through Facebook without necessarily

accessing games that are available. Also, the respondents might have dedicated most of

their time doing household chores or attending to academic activities. The less engagement

of the respondents in online games is good since it means that they are able to regulate their

activities in playing games.

Online gaming can be characterized by maladaptive online gaming behaviors such

as excessive gaming with negative repercussions related to online gaming. The appeal of

online games may be explained by players’ positive perceptions of online games (Lee, Ko,

& Chou, 2015). Online gaming has been defined as a loss of control over gaming leading

to significant harm (Van Rooij et al., 2014). Inappropriate use of playing online games

leads to some problems such as being distracted in school. Further, it is where the attention

of the child was divided that even their health and social life is unknowingly affected

(Dumrique & Castillo, 2018).

Parental guidance, discipline, and control are necessary to regulate the time that the

students spend in playing online games. On the other hand, teachers need to emphasize to
42

the students the negative effects of playing gadgets during class hour, especially inside the

classrooms. Parents and teachers have to take their respective roles in guiding the students

in the proper use of gadgets, especially in accessing the internet for gaming activities.

Table 1

Level of Students’ Engagement in Online Games


Constructs M SD
Online Games Engagement 2.37 0.78
Note: Scale: 4.20-5.0 (Very Highly Engaged); 3.20-4.19 (Highly Engaged); 2.61-3.19
(Engaged); 1.81-2.60 (Less Engaged); 1.0-1.80 (Not Engaged)

Level of Psychosocial Well-Being

The psychosocial well-being was measured in four constructs, namely: cognitive

well- being (M = 3.04; SD = 0.68), social well-being (M = 2.86; SD = 0.82), emotional

well-being (M = 2.70; S = 0.42), and spiritual well-being (M = 2.63; SD = 0.48) as shown

in Table 2. The findings revealed that the psychosocial well-being was good (M = 2.80;

SD = 0.60). The finding implies that the students attained a desirable level of wellness as

learners in school and as growing individuals of society.

Psychosocial well-being is important to be developed at a sound level as children

grow up. They need to understand the necessity of interacting with people, participating

in social activities, and even in nurturing themselves spiritually. The day-to-day contact

with other people requires them to observe proper conduct and behavior whether in face-

to-face or virtual means of interaction. Students have to develop their thinking skills for

them to respond effectively to situations or conditions that demand their attention.

In engaging online games, the social well-being of the students is good because the

player can easily communicate, connect and gain more friends when playing online games.
43

Students mostly play online games for entertainment purposes (Männikkö, 2017).

However, playing online lessens the time spent with families and relatives. Previous

research has detected links between low levels of psychosocial well-being and problematic

online gaming (Lemmens, Valkenburg, & Peter, 2011). Several studies have shown that

excessive engagement in online games is related to psychosocial problems (Pappa et al.,

2016).

Classroom teachers provide their students with a clear understanding of the benefits

and disadvantages of playing online games which may have an effect on the psychosocial

well-being. Parents also need to ensure that they are able to develop well the holistic growth

and development of their children. Emphasis should be given on the ways that online games

can affect the players so as to give the students the reason to monitor their engagement.

Table 2

Level of the Students’ Psychosocial Well-Being in terms of Cognitive,


Social, Emotional, and Spiritual Well-Being

Constructs Mean SD

1. Cognitive Well-Being 3.04 0.68


2. Social Well-Being 2.82 0.81
3. Emotional Well-Being 2.70 0.42
4. Spiritual Well-Being 2.63 0.48
44

Overall Well-Being 2.80 0.60


Note: Scale: 3.26-4.0(Very Good); 2.51-3.25 (Good); 1.76-2.50 (Fair); 1.0-1.75 (Poor)

Significant Relationship between the Students’ Online Games


and Psychosocial Well-Being

The Pearson Product- Moment Correlation Coefficient was used in determining the

significant relationship between online games engagement and the psychosocial well-being

of the students. Table 2 shows that the students’ cognitive well-being was highly influenced

by online games engagement (r- value = 0. 208; p-value = 0.010). This finding implies that

how students think is affected by the extent of their engagement in online games.

When the students play online games, their cognition becomes active, or their mind

works. Logical thinking or critical mind setting is involved when students play online

games. Also, the emotional well-being of the students is affected by online games

engagement, especially when players win or lose in the games. They gain friends and favor

from other players who find pleasure as they play. Others manifest a negative or violent

behavior when unable to take control of their reactions while playing. Thus, playing online

games requires being in control of the self.

Escape from reality and mood modification are a major drive for those who engage

in online gaming which represents the strongest motivational factor associated with

Internet Gaming Disorder (Király et al., 2015; Wu et al., 2017). Long-term and excessive

use of online games may cause adolescents to develop negative psychological or social

outcomes (You, Kim, & Lee, 2017). Internet addiction was significant to the student's

psychosocial well-being (Sharma & Sharma, 2018). Online games dependency spent

longer hours per week playing games, high scores for loneliness, high scores for

depression, lower scores for social belongingness in real life situation, lower self-esteem,
45

and with emotional problems compared with those without dependency (Wei, Chen,

Huang, & Bai, 2012). Even if online game-playing is a major and enjoyable recreation

activity, growing evidence suggests that some players have experienced problems in

controlling their gaming behavior, which has further led to negative consequences (Kuss

et al., 2014; Kuss & Billieux, 2017).

Students’ online games engagement needs to be monitored by parents and teachers,

especially that this engagement entails an effect on the psychosocial well-being of the

users. Students need to be guided as to the amount of time spent to remain at a sound level.

As children grow, parents and teachers need to ensure that their children or students attain

proper development.

Table 3

Significant Relationship between the Students’ Online Games


Engagement and Psychosocial Well-Being
Variables r-value p-value Remarks
Online Games Engagement and

1. Cognitive Well-Being Highly Significant


0.208** 0.010
2. Social Well-Being 0.109ns 0.178 Not Significant

3. Emotional Well-Being 0.160* 0.048 Significant


4. Spiritual Well-Being 0.012 ns 0.886 Not Significant
Notes: * means p<0.05 (significant); ** means p<0.01(highly significant)
ns means Not significant at 5% level of significance
46

CONCLUSION AND RECOMMENDATIONS

The students spend time in playing games available online. They are able to develop

well their psychosocial well-being as they grow. However, the online games engagement

greatly influences by their psychosocial well-being in various ways and at different levels.

The online games engagement of the students has an impact on their development as

individuals.

Based on the findings and conclusion of the study, it is recommended that parents

monitor the internet/social media use of their children and implement home

control/discipline to avoid excessive of online entertainment. Schools develop policies that

prohibit students from engaging in online games when inside the school premises. Teachers

employ learning strategies that can motivate students to become responsible social media

users. Future researchers conduct further study on the effects of online games on users

other than students.

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50

Chapter 4

SYNTHESIS OF THE STUDY

This study determined the social media and online games engagement in relation

to the psychosocial well-being of the Senior High school students at Philippine Advent

College in Sindangan, Zamboanga del Norte. The descriptive-correlation research design

was used in the study. There were 154 Grade 12 Senior High School students who served

as the respondents and were selected through stratified random sampling. The Students’

Social Media Engagement Questionnaire, Online Games Engagement Questionnaire, and

Psychosocial Well-Being Questionnaires were used in gathering the data. Mean, Standard
51

Deviation, and Pearson Product-Moment Correlation Coefficient were the statistical tools

used in treating the data gathered.

The following were the specific objectives of the study: a) determine the level of

students’ social media engagement; b) determine the level of students’ online games

engagement; c) assess the student’s psychosocial well-being as to cognitive, mental,

emotional, and spiritual well-being; d) explore the significant relationship between the

level of the students’ social media engagement and psychosocial well-being; and e) explore

the significant relationship between the level of the students’ online games engagement

and psychosocial well-being. The study revealed that the students were engaged in social

media. This means that the students spent a considerable amount of time in accessing social

media. The social media engagement was highly significant to the social well-being and

significant to the cognitive well-being of the students. Moreover, it was disclosed

that the students were less engaged in online games. Though the students played online,

the time spent was minimal. The students’ cognitive well-being was highly affected by

online games engagement while emotional well-being was affected by the engagement.

Online games engagement affected the students in selected aspects of their well-being.
52

Appendix A

STUDENTS’ SOCIAL MEDIA ENGAGEMENT QUESTIONNAIRE

Direction: Please indicate the amount of time you spend on Social Media like Facebook
and YouTube. Check the columns containing your answers. Be guided by the
following scale: 5 - 5 hours or more a day; 4 - 3 to 4 hours a day; 3 - 1 to 2 hours
a day; 2 - 30 minutes or less a day; 1-Never or none at all.

Responses
Statements 5 4 3 2 1
I engage in social media when….
1. Answering assignments and homework (Facebook, YouTube).
2. Connecting with friends.
3. Doing physical exercise or looking for ways to improve health.
53

4. Seeking advice(s) from friends.


5. Sharing spiritual quotes and insights.
6. Expressing emotions through friends.
7. Watching videos or posting pictures.
8. Waiting for someone (e.g., friends) either in their house or at a
pre-arranged place.
9. Attending seminar/workshop or training programs.
10. Watching academic-related video lectures.
11. Trying to relax from stress.
12. Attending gatherings like wedding ceremony, birthday party,
etc.
13. Waiting for an activity to start.
14. Communicating with families.
15. Trying to get updates on events.

Appendix B

STUDENTS’ ONLINE GAMES ENGAGEMENT QUESTIONNAIRE


Direction: Please indicate the amount of time you spend on online games like Mobile
Legends, Clash of Clans and Dota. Check the column containing your answer.
Be guided by the following scale: 5 - 5 hours or more a day;4 - 3 to 4 hours a
day; 3 - 1 to 2 hours a day; 2 - 30 minutes or less a day; 1- Never or None at all.

Responses
Statements 5 4 3 2 1
I engage in online games when….
1. Playing with friends (Mobile Legends, Clash of Clans, &
Dota.)
2. Communicating with co-player through online games.
3. Trying to forget a problem.
54

4. Responding to an invitation to play.


5. Aiming to relax and have fun.
6. Satisfying social desire.
7. Feeling emotionally upset.
8. Aiming to earn a status in a game.
9. Traveling to other places.
10. Feeling bored.
11. Waiting for classes to start.
12. Wanting to gain new friends who share the same interest
13. Waiting before bedtime.
14. Participating in group competition.
15. Aspiring to get a prize or reward.

Appendix C

STUDENTS’ PSYCHOSOCIAL WELL-BEING QUESTIONNAIRE

Direction: Please describe your psychosocial well- being. Check the columns
containing your answers. Be guided by the following scale: 4 - Strongly
Agree; 3- Agree; 2- Disagree; 1- Strongly Disagree.

Statements Responses
4 3 2 1
Cognitive Well-Being
Social media/online games …
1. Develop my thinking skills.
2. Motivate me to understand what I see.
3. Make me search for ways to solve problems.
4. Improve my knowledge about things.
Social Well-Being
Social media/ online games …
1. Enable me to gain more friends
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2. Lessen the time I spend with my family.


3. Make me connect with my friends
4. Connect with other people I know.
Emotional Well-Being
Social media/online games …
1. Make me become emotionally mature.
2. Make me feel happy.
3. Cause me to become insensitive to other people’s feelings.
4. Make me feel upset.
Spiritual Well-Being
Social media/online games …
1. Lessen my interest to attend church services.
2. Make me do other things instead of doing spiritual matters.
3. Enable me to share spiritual beliefs.
4. Address my spiritual needs.

CURRICULUM VITAE

PERSONAL DATA

Name : Daryl P. Galve


Address : P-7, Brgy. Laih, Siay, Zamboanga Sibugay

Email Address : darylgalve@gmail.com


Date of Birth : December 20, 1992
Religion : Seventh Day Adventist
Father’s Name : Jonaler D. Galve
Mother’s Name : Virginita B. Galve

EDUCATION
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Graduate : Master of Arts in Education


Major in Guidance and Counseling
Misamis University
Ozamiz City, Misamis Occidental
March 2019

College : Bachelor of Arts in Theology


South Philippine Advent College
Matanao, Davao del Norte
March 2015

Secondary : Siay National High School


Siay, Zamboanga Sibugay
March 2009

Elementary : Monching Elementary School


Siay, Zamboanga Sibugay
March 2003

PROFESSIONAL ELIGIBILITY : Professional Teacher – Secondary Level


September 26, 2016

WORK EXPERIENCE

2015 - present : Instructor


Philippine Advent College
Sindangan, Zamboanga Del Norte

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