Beruflich Dokumente
Kultur Dokumente
Members:
Austria,Andrei Joseph D.
Aquino,Mikaela Regina
Calalin,Joshua Miguel F.
Gamilla,Johann Ludwig A.
Halina,Lara Martina A.
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TABLE OF CONTENTS
TITLE PAGE…………………………………………………………………………………..1
TABLE OF CONTENTS………………………………………………………………………2
CHAPTERS
I. INTRODUCTION……………………………………………………………. 3
V. RECOMMENDATION……………………………………………………………….8
REFERENCES……………………………………………………………………………,.…10
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INTRODUCTION
Social Networking plays an important role within our global society. It allows individuals to
connect with each other, keep in touch with old friends, and gives society the ability to explore your
interests and hobbies. The famous social networking site, Facebook, has swept the social media scene
since its establishment in 2004. Recently, Facebook has accumulated billions of dollars in the global
market. Shandi Raice reports that Facebook’s worth will rise to 140 billion dollars by 2015. Mark
Zuckerberg, the creater of Facebook, was named Time magazines man of the year in 2010. Zuckerberg
created this social network in the dorm room of Harvard University and the network spread like wildfire.
Facebhas various effects on the students. The study habits of students is one of the
aspects that is affected. According to Sah (2018), the study habits a student needs to succeed
include focusing on one task, sleeping enough, self-testing, spreading and spacing out learnings
over a long period of time, and using memory aids. Compared to the nature of learning in the
20th century, which, according to Care, Kim, and Scoular (2017), is focused purely on rote-
The objective of the researchers is to measure the average players of E-games in COSB-R
students of 11-STEM A&B strand how much impact has on the study habits of students.
Data Collection
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The researchers collected the data of the number of students playing E-games in COSB-R in
STEM A and B strand.The research started collecting the data from November 29 until
December 2 excluding the weekends. For the average numbers of students playing E-games,on
the other hand,histogram and tabular form were given by the students playing e-games to be able
to compare the number of students playing as well as its general circulation.The general
circulation is the lending department of the students.It includes generalities in terms of playing
Presentation of Data
DO YOU KNOW WHAT E-GAMES HOW OFTEN DO WHEN DO YOU CAN E-GAMES
6 UP HOURS-3
ALLTHE ABOVE NEVER-1
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Analysis and Interpretasyon of Data
The data that were collected and presented in pie graph forms were further
condensed into graphs and charts to determine and analyze the results and significant
Chart Title
39
40
35
30
25
20
15
10
1
5
0
YES NO
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THE NO. PLAYERS PLAYING ML,LOL
AND COD
60 41
40
12
20 3
0
mobile legends LOL COD
20
21
15
14
10
5
3
0
1-2 HOURS 3-5 HOURS 6 UP
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4.) WHEN DO YOU PLAY E-GAMES
21
21
20.5
20
19
19.5
19
18.5
18
YES NO
RECOMMENDATION
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Many parents atempt to manage their children in playing e-games in their
B.) Establish explicit game playing guidelines,including limiting their childrens game playing
time.
C.) Educate their children about negative effect of playing so much e-games.
E.)Keeping watch with you and setting alarm to indicate the end of the activity.
CONCLUSION
According to the data that we gather from the students playing E-games in strand of
STEM A&B as a result of this study The 1st bar graph indicates of students known how to play
E-games which has 39% who “agrees” over 1% that do not and the 2nd graph show what kind
and different games they played with 21% playing ML and COD has 12%,LOL has 2% and
lastly, all of the above has 11%.To go further, the students playing E-games usually spend 1-2
hours or 23% of our candidates present in our research then with 14% or 3 hours is the second
highest percentage of time spent in playing E-games with the 3% spending more than 6 hours
playing E-games.
With the result of 4th graph that indicates students playing E-games,
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almost 12% indicates “always” playing those games with the highest percentage played on
“sometimes” with 19% and those who play in “seldom” with 8% and the smallest percentage
never with only 1%, With the last graph show how e-games affect students studies 19% of the
candidates answered “yes” with the students who said “no” range from 21%.
REFERENCE
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Merriam-Webster Dictionary
https://www.merriam-webster.com/dictionary/social%20media
https://www.brookings.edu/wp-content/uploads/2018/08/Care-Kim-Scoular_Educadores.pdf
http://theconversation.com/study-habits-for-success-tips-for-students-89147
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