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This chapter presents the gathered data in tabular presentation, analysis and interpretation
of findings based on the results of the statistical treatment applied. The data are organized in
Table 1
16 to 17 15 50
17 to 18 15 50
Total 30 100
the total number of respondents were aged 16 to 17 years old. 50% or 123 of the respondents
Male 12 50
Female 15 50
Total 30 100
Table 2 presents the demographic profile of the respondents in terms of sex. Among the
TVL 30 60
STEM 30 40
Total 30 100
Table 3
Table 3 shows the distribution of students according to strand. There were 137 or 60% of
TVL students that participated in this research. From the STEM strand, 93 or 40% of students
Table 4
Mean and Standard Deviation of Online Mobile Gaming, Online Engagement and Player
Motivation
PLAYER MOTIVATION
2.59 .62
Table 4 showcases a descriptive analysis of online gaming, online engagement and player
motivation. The Mean score of the students’ player motivation is 2.59 with Standard Deviation
.62, which means that students are motivated to play games. It is 2.41 and .63 respectively for the
students’ online engagement; it indicates that the students are somehow addicted. The Mean
score of the students’ online gaming is 2.55 with Standard Deviation of .55, which indicates that
It is observed from Table 5that the Mean score of soft skills of the students outside the
game is 2.91 with Standard Deviation2.1, it indicates that students are sociable in real life.
Respectively, 2.84 and.72 is the Mean score and Standard Deviation for the students’ soft skills
inside the game, which indicates that the students show soft skills even within online games. soft
skills of the students has a Mean score of 2.88 with Standard Deviation 1.14, this indicates that
Table 6
Mean and Standard Deviation of Psychological Well-being, Flexibility, Problem Solving, Work
FLEXIBILITY
2.66 .7
PROBLEM SOLVING
2.63 .62
SOFT SKILLS
2.52 .48
Table 6 shows a descriptive analysis of psychological well-being, flexibility, problem
solving, working under pressure and soft skills. The Mean score of students with flexibility is
2.66 with Standard Deviation .7, it indicates that the students are problem solving. Respectively,
2.63 and .62 is the Mean score and Standard Deviation for the work under pressure of the
students, meaning that the students are emotionally stable. Whereas it is 2.59 and .68 for the
work under pressure of the students, which indicates that the students have soft skills and the
Mean score of the students’ soft skills is 2.52 with Standard Deviation .48, it indicates that the
students are self-regulated. The Mean score for the students’ psychological well-being is 2.6 with
Standard Deviation .38, which means that the students exhibit a positive psychological well-
being overall.
Table 7
Pearson r Correlation Analysis between Online Mobile Gaming and Soft Skills
SOFT SKILLS
Table 7 shows a correlation analysis using Pearson product moment coefficient of relation
(Pearson r) was performed to determine the relationship between online mobile gaming and the
soft skills. Results show that gaming is positively related with soft skills (r = .172, p<.009),
which means that online mobile gaming and soft skills are related to each other.
Table 8
GAMING PSYCHOLOGICAL
relation (Pearson r) was performed to determine the relationship between gaming and
psychological well-being. Results show that gaming is positively related with psychological
well-being (r = .370, p<.001), which means that online gaming is related to the psychological
Table 9
Pearson r Correlation Analysis between Online Mobile Gaming, Flexibility, Problem Solving,
GAMING
FLEXIBILITY Pearson Correlation .161*
Sig. (2-tailed) .014
N 230
PROBLEM SOLVING Pearson Correlation .126
Sig. (2-tailed) .057
N 230
WORKING UNDER Pearson Correlation .257**
PRESSURE Sig. (2-tailed) .000
N 230
SOFT SKILLS Pearson Correlation .364**
Sig. (2-tailed) .000
N 230
In Table 9, a Correlation analysis using Pearson product moment coefficient of
correlation (Pearson r) was performed to determine the relationship between online mobile
gaming, flexibility, problem solving, work under pressure and soft skills. Results show that
gaming is positively related with flexibility (r = .161, p<.014), indicating that students with an
extrovert personality is more likely to play online games. Likewise, working under pressure is
positively related to online mobile gaming (r = .2.57, p<.001), where those who exhibit negative
valence inclines to playing online games. Soft Skills also shown a positive relationship with
online mobile gaming (r = .364, p<.001), indicating that many students who play online games
have high soft skills. However, flexibility is not related with online mobile gaming.
Table 10
Pearson r Correlation Analysis between Online Mobile Gaming, Social (In-Game) and Social
(Out-Game)
GAMING
SOCIAL Pearson Correlation .310**
(IG) Sig. (2-tailed) .000
N 230
SOCIAL (OG) Pearson Correlation .080
Sig. (2-tailed) .226
N 230
correlation (Pearson r) was performed to determine the relationship between online gaming,
social (in-game) and social (out-game). Results show that online mobile gaming is positively
related with social (in-game) (r = .310, p<.001), indicating that soft skills within the game is
closely related to online mobile gaming. However, social (out-game) is not related with online
mobile gaming.
Table 11
Std.
Strand Mean df t-value p
Deviation
GAMING
TVL 2.54 .46
228 -.5 .616
STEM 2.57 .66
To determine whether the gaming engagement of TVL differs with STEM students,
independent sample t-test was performed. It is observed from Table 11 that the Mean score of
TVL students who play online games is 2.54 with Standard Deviation .46, whereas it is 2.57 and
.66 for STEM students. Results show that there is no significant difference between the gaming
Table 12
Std.
Strand Mean df t-value p
Deviation
SOFT
SKILLS TVL 2.93 1.42
228 .78 .439
STEM 2.8 .51
To determine whether the soft skill of TVL differs with STEM students, independent
sample t-test was performed. It is observed from Table 12 that the Mean score of TVL students is
2.93 with Standard Deviation 1.42, whereas it is 2.8 and .51 for STEM students. Results show
that there is no significant difference between the soft skills of TVL and STEM students ( t (228)
= .78, p>.439).
Table 13
Std.
Strand Mean df t-value p
Deviation
PSYCHOLOGICAL
WELL-BEING TVL 2.54 .35
228 -2.78 .006
STEM 2.68 .41
To determine whether the psychological well-being of TVL differs with STEM students,
independent sample t-test was performed. It is observed from Table 13 that the Mean score of
STEM students is 2.68 with Standard Deviation .41, whereas it is 2.54 and .35 for TVL students.
Results show that there is a significant difference between the psychological well-being of TVL