Beruflich Dokumente
Kultur Dokumente
CHAPTER 1
Introduction
How many times your parents told you that MOBA games have no
use in your daily life and that it just rots your brain and it doesn’t help you
activity and even a professional job. People use internet and technology
for various reasons like social media, MOBA Games makes internet more
interactive and exciting, especially bringing all things in reality. They are
their ability and their capacity to think critically about the current situation
not take place in never-ending virtual worlds, although they feature similar
hindrance for a student to focus on their studies. Playing can limit their
hours from finishing workload from school and it limits their time to think
and manage other things too. Students have reason why they love to
spend or give more time to use MOBA games rather than focusing on
doing other things. It can affect their physical, mental, emotional, and
MOBA games with self control will not do you any harm but instead it can
improve your skills and you will learn how to become smarter and
The playing of MOBA games has now become of the most popular
and competition. When the player is into a MOBA games around the 20
minute mark, everyone begins to reach their power and being progressive
about their skill levels because of the damage if one is not careful about
team and work together to secure their objectivity not only when it comes
to interacting with people in their everyday life but it also help the students
converse better because there are interaction that they can’t do in their
home or school because of the people or community but they can do while
playing. A lot of them are willing to spend a large amount of time just to
play, enjoy, and to give time for their self due to the stress that they felt
from school, home and peers. They consider MOBA games as stress
reliever because of the enjoyment that they felt. Despite of the widespread
addictive nature or the factors associated with their excessive use. The
enjoying for some people, but the small amount of people who are
hear and see students who play and talk about their Multiplayer Online
teachers lecture. We can also hear some comments where a student fails
our deep and careful analysis and some informal interviews, we found out
that there are indeed students who are engaging in MOBA games. The
students because of too much time spent on MOBA’s. With this occurence
This study has importance and will be a big help for the Educators,
school officials, parents and senior high school students in SUATC and
other future researchers. This study will provide a new perspective that will
help them identify the factors that can affect the academic performance of
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Senior High School students. This can also be useful to prevent and
MOBA gamers in St. Uriel Academy of Taguig City. This part of the study
community and researchers on how to use the social media properly. The
To the Students
They will benefit most of the study. It will also give them knowledge
about their rights and limits in terms of playing MOBA games. It will give
To the Teachers
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of their students are consistently playing MOBA games. This study also
benefits the teachers to give them awareness and discoveries about the
To the Parents
Like the teachers, they will understand and guide their children who
are playing MOBA games. The given data in the study would help them
consider more reasons why their children are constantly playing MOBA
games. This study also benefits the parents since they are the one who
had a lot of time with their children. To give them information about the
School community
enlightened with different reasons why students are playing MOBA games.
To other researchers
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widen their knowledge; this study will serve as contribution, guide and
The study was mainly concerned and limited only with the
academic performance among the MOBA and non MOBA gamers of the
Senior High School students of St. Uriel Academy of Taguig City. The
study is limited only to the students who are playing MOBA games and
does not include other factors that affect the respondent’s academic
The researchers will conduct survey to prove if MOBA games greatly affect
Theoretical Framework
Cognition (Brown, Collins & Duguid, 1989). The focus of a scoping study
unknown (Anderson, Allen & Peckingham, 2008). The broad range of data
the foundation for learning; adult students are interested in subjects that
solving context which allows adult learners to use their experiences and
errors as a gage for learning. In many cases, the games are related to
features connecting adult learning and digital games are: (1) genuine
(4) games can give linked assessment of the learning, (5) can
1995).
Conceptual Framework
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among the senior high school students of St. Uriel Academy of Taguig City.
carry out the study, the researchers conducted a survey among the senior
high school students of St. Uriel Academy of Taguig City. As a result, the
STUDENT
(DEPENDENT VARIABLE)
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CHAPTER 2
RELATED LITERATURES
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results. Some ofthem say that they are co-related when some say that
today’s “Digital Native” kids, who used them to prepare for life in the 21st
PhDs studying both violence and games in their totality, and by studies of
more efficient version can supersede a less efficient one, and so on.
filtering, and internet searc. Any game designed to address these and
other problems must ensure that game play results in a correct solution
and, at the same time, is enjoyable. People will play such games to be
objective.
revealed that “the amount of time spenth studying or at work had no direct
Nigel Hunt (1998), their analysis on the study indicated that one in fiver
significantly more regularly than girls and were more likely to be classified
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gender swap their characters, and significantly more likely to sacrifice their
also showed that in general, the younger the player, the longer they spent
gaming within the “first person shooter” (FPS) game genre are reported.
FPS gaming is a fast-paced form of goal directed activity that takes place
computer-generated.
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field but also concerns other fields. When the researches related to
the field are analyzed, publication activities are observed during late
80’s and early 90’s. Among the first researchers of the field, Shotton
studies, dense research are carried out in developed western and Far
executed on the video game addiction of the young between the ages
video games within a year, 57% of them regularly play video games.
high school students for online games found that boys are more
addicted than girls, girls spent more time than boys, boys played for
secondary education students (13-16) found that the rate of children that
rate represents the 1.5% of the children in the same age group who live
The first group is consist of severely addicted online games users while
the second groups contains severe but not addicted online game users.
the computer games in the same years, half of the participants stated
that they played computer games and boys played computers more than
games. Playing games is generally more common among the boys while
less internalization symptoms. The girls who state that they play games
smoking regularly.
subjects from secondary and high school students (ages 12-18) in South
secondary school students whle boys are more addict than girls. In the
study which the role of parents, friends and teachers were considered as
Young people and older ones in Germany; it was revealed that men spent
more time playing games than women, there was a negative correlation
from the point of ages, young people mostly preferred digital games while
about MMORPG, the people who play such games were determined
those who don’t play. The strongest positive correlation was found
games addiction of Danish young people from their own point of view;
stated at the end of the study that the concept should be handled
2013 the age to start using computer in Turkey is 8, the age of using
internet is 9, and the age of using mobile phone has been determined
individuals in their childhood period are under the risk against using
among the primary school students in Turkey and their position for
computer games; the boys were determined to play games more than
girls. The results of the research executed in the example of İzmir and
strategic games which cognitive and mental abilities are employed more
than action-adventure types. The reason for this has been evaluated
observed between the girls and boys from the point of addiction.
Namely, male students have higher addiction scores than the female
students. Moreover, the students who are higher income earners are
more addicted than the students with lower or medium income levels
and the students of 4.th grade are more addicted than 3rd and fourth
of addiction.
2012); it was concluded that the addiction levels of the children for
computer games was rather high. It was determined that the scores of
according to the variants such as gender, daily use of computer and the
addiction scores than those of 5th grade, girls are less addicted than
boys and those who don’t own have less addiction scores than those
the more the mother’s education level raises the more addiction level for
Giresun; it was observed that boys were more addicted than girls and
focused young and male students had higher scores of addiction for
between the number ofhours played by a player and his grades. At times,
the students defend the games they are playing by saying thatthey do
studentsup by suggesting that the faculty learn and know about these
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Duncan, 2005). Furthermore, another paper claims that these games are
not just forentertainment (Shaffer, Squire, Halverson, & Gee, 2005). They
problems. The students might steal money. They may become lazy when
it comes to studying and prefer playing the wholeday long. Some may
even skip school in order to have more playing time. (SujatAli Hamzah)
games. First arethe console games. Console games are more commonly
for game play called a videogame console. The player interacts with the
or pads. Video and sound are received bythe gamer though a television.
Nintendo GameCube, and Nintendo Wii. Second are the real-time strategy
for, orrunning software on, more than one type of hardware platform. The
Web pages"almost" the same no matter which computer they run on.
Carey (2012) found out that tha history of online gaming included
Stated by Hassan (2011) online gaming is good and bad. Good for
those who know their limits and bad for those who fix themselves in the
seats for long hours and cut off the interaction with rest of the world.
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players with a common game using a local area network (LAN) where they
that they use their mouse or keypads to move in the monitor, their virtual
world.
Hall (2005) said that online gaming has become increasing popular
Both Orzack (2004) and French (2002) found out that i internet
from dry-eyes and carpal tunnel syndrome to “problems with school work,”
Griffiths, et al. (2003) stated that online gaming has been seperated
by some researchers into three main types: stand-alone games, local and
French & Dwyer (2002) claimed that online game players “don’t
Nie & Erbring (2000) and Kraut, et al. (1998) stated that some fear
involvement in the real world, replaced real social relationships with less
robust online substituted and caused users to turn away from more
traditional media.
personalities or try out new ways of relating to one another that can
Rheingold (1993) stated that one reason for the popularity of online
games was that the meld the fun and challenge of video games with the
communities allows us to stay in touch with old friends, people, learn and
share information.
Gentile, et.al (2004) said that the majority of these studies have
shown that online games can be addictive and that some online games
a part of man’s life. Almost all the things around us were made by
computers is the internet where we can find online games. Online game
by the computer.
On the other hand, online gamers can also benefit on playing online
games. A great variety of forms have been developed and put into practice
persuade palyers to adopt certain actions and opinions. The game play
improve various thinking skills but that it can also boost cognitive speed
for those who play action games and can also improve cognitive accuracy
Local Literature
other activities to the extent that gaming that gaming takes precedence
(DOH), masama ang epekto sa kalusugan ang labis na pag lalaro dahil
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paglalaro. Ayon pa kay Asst Sec. Lyndon Lee Suy ng DOH, wala na
ring oras sa pamilya ang ilan sa mga labis na nag lalaro. Pero nilinaw
para dito.
Oro’s section for the yourh’s perception and life’s views. Mobile legends is
arguably one of the most popular mobile games currently being played.
is a worldwide game, many person play it. It is an online game and can be
tournament games to win all the winning prizes. Some say that it can be
harmful to a person. But think of it, playing mobile games have positive
being banned because it had already become a tool for gambling and was
Filipino added that Dota was inducing the youth of thie barangay to become
violent to the point of committing murder. It said that because of Dota’s ‘bad
magnakaw.” :They are becoming violent and are learning to deceive, steal.)
has no far possibility for them to kill or to be killed just to play.) a copy of the
Paredes said the barangay resolution was crafted “out of love” for their
young whose lives “are being ruined by Dota”. He added that the game was
forcing students to cut class, say profane words and neglect their studies.
“Sa aking mga kababayan, ginawa po natin itong barangay resolution dahil
naniniwala kami na ito ang tama para sa mga kabatan,” said paredes in his
we elieve that it is what’s right for our young.) “Mahal namin ang ating mga
added. (We love our young and we will not allow their futures to get ruined.)
The village chief said they decided to ban Dota after two teenager were
stemmed from playing the game. The latest stabbing incident happened last
with the measure. Paredes said the shop owners admitted that they could
not contain the “violent” demeanor of teenage Dota players. The Salawag
barangay captain claimed that the resolution had been positively received
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council’s next move, Paredes said they would be endorsing a city-wide ban
1998, one social problem that has been observed is that the Internet cafe
observed is that the Internet cafe has become mainly game centers. About
according to one study, are devoted to games (violent and gory games).
The use of the remaining computers was roughly split between browsing,
email, online chat, word processing and research. The Internet cafes have
become not just game centers. They are becoming centres of addiction
seducing youths to a new form of addiction, one which may not destroy
their bodies as drugs do, but, which is certainly twisting their minds. To the
Yaranon, online games are hard to resist, particularly if it's only around our
forget their tasks and problems, but it does a bad effect to them, which is
cannot be resisted because most of the youth tells that they are bored with
their everyday lives, especially to their studies. That's why online games is
same sitting position for hours while playing games. On the other hand,
This causes sleep sensitivity and disorders which induce addicted players
to wake up several times during the night and as such this leads them
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suffering from insomnia which can cause mental anxiety and eventually
namely Doc, Mark and Ice who resort to illegal activities just to fund their
addiction to online gaming. Doc, Mark and Ice are part of a young
undergo illegal activities to fund their vices and they can go on gaming for
but once he gets his money out of collecting garbage, he goes to his
favorite Internet shop to play. Mark, 20, is an out of school youth. He lost
his investment money and stole from his mother to pay for his Internet
Through formative testing, they found out that online games can help a
because they can have an interactive way to learn English or any other
language.
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DEFINITION OF TERMS
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CHAPTER 3
RESEARCH DESIGN
METHODOLOGY
Instrument
Battle Arena (MOBA) among the Senior Highschool Students of St. Uriel
and non MOBA gamers and its effect on the academic performance of the
students.
Sampling Design
gamer usually play MOBA games, the time of the day they usually played
MOBA games, the frequency of the playing MOBA games in a week. And
Students of St. Uriel Academy of Taguig City. A letter for approval was then
responses.
Statistical Treatment
Mean formula:
∑ f (x)
x́ = N
,
Standard Deviation:
x−x́
Sd= )
√∑f ¿
∑f
x́
P= × 100,
Y
CHAPTER 4
This chapter also includes the hypothesis and decision rule for this study.
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GAMER
Gender Total %
Female 8 26.67
Male 22 73.33
Age
15-16 10 33.33
17-18 19 63.33
19 above 1 3.33
Grade Level
Grade 11 16 53.33
Grade 12 14 46.67
respondents are male with the percentage of 73.33 and female with the
percentage of 26.67. 17-18 years old of the respondents got the highest
percentage (63.33) that play MOBA games and 19 above got thel lowest
the highest percentage which is 53.33% while Grade 12 students got the
DAYS TOTAL %
1-2 6 20
3-4 5 16.67
5-6 3 10
Everyday 16 53.33
Online Battle (MOBA) everyday and least of the respondents play 5-6
days in a week.
HOURS TOTAL %
1-2 14 46.67
3-4 10 33.33
5-6 3 10
7 and above 3 10
The table 3 shows how long did the respondents play MOBA every
day. Most of the respondents say that they play MOBA games every 1-2
hours in a day, while 5-6 hours and 7 and above got the same percentage.
GAMES ALWAYS %
DOTA 2 3 10
LOL 6 20
ML 22 73.33
AoV 0 0
The table 4 shows that Mobile Legends got atleast 70% which is
the most played by the respondents, next was LOL who got 20% and the
GAMES SOMETIME %
S
DOTA 2 5 16.67
LOL 7 23.33
ML 7 23.33
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AoV 5 16.67
LOL and ML while least of the respondents sometimes play DOTA 2 and
AoV.
GAMES NEVER %
DOTA 2 16 53.33
LOL 10 33.33
ML 0 0
AoV 13 43.33
The table 6 shows that most of the respondents never play DOTA 2
and none of the respondents say that they never play ML, means they
HOURS TOTAL %
1-2 21 70
3-4 5 16.67
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5-6 3 10
1-2 hours only while least of the respondents study at their home 5-6
hours.
TOTAL %
ALWAYS 2 6.67
SOMETIMES 5 16.67
NEVER 28 93.33
The table 8 shows that most of the respondents are always present
in their class eventhough they are playing MOBA games and least of the
class.
TOTAL %
ALWAYS 15 50
SOMETIMES 14 46.67
NEVER 1 3.33
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participating their class eventhough they are playing MOBA games and
only one of the respondents say that he/she never participate in their
class.
TABLE 10: How MOBA games affect their emotions after playing
YES CHOICES: 26
ALWAYS %
ANNOYED 7 23.33
LOSS OF APPETITE 2 6.67
GUILTY 4 13.33
LONELY 3 10
DISSAPOINTED 7 23.33
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TABLE 11: How MOBA games affect their emotions after playing
SOMETIMES %
ANNOYED 11 36.67
LOSS OF APPETITE 6 20
GUILTY 9 30
LONELY 9 30
DISSAPOINTED 9 30
feel guilty, lonely and disappointed and least of the respondents loss their
appetite.
TABLE 12: How MOBA games affect their emotions after playing
NEVER %
ANNOYED 4 13.33
LOSS OF APPETITE 13 43.33
GUILTY 8 26.67
LONELY 9 30
DISSAPOINTED 6 20
This tables12 shows that most of the respondents never loss their
appetite whenever they are defeated while least of the respondents say
that they never feel annoyed whenever they are defeated in a game.
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TABLE 13: How MOBA games affect their emotions after playing
NO CHOICES: 4
ALWAYS %
TIME
I CAMN PLAY 6 20
ANOTHER GAME
I DID A NICE 4 13.33
GAME,BUT MY
TEAMMATES
DOESN’T
OTHER 0 0
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game didn’t affect their mood and daily life because most of the
respondents always say that it was just a game and least of them says
TABLE 14: How MOBA games affect their emotions after playing
SOMETIMES %
TIME
I CAMN PLAY 3 10
ANOTHER GAME
I DID A NICE 5 16.67
GAME,BUT MY
TEAMMATES
DOESN’T
OTHER 1 3.33
game didn’t affect their mood and daily life because most of the
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respondents sometimes say better luck next time and they did a nice
sometimes say that it was just a game and they can play another game.
TABLE 15: How MOBA games affect their emotions after playing
NEVER %
TIME
I CAMN PLAY 0 0
ANOTHER GAME
I DID A NICE 0 0
GAME,BUT MY
TEAMMATES
DOESN’T
OTHER 0 0
This table 15 shows that they never feel anything whenever they
PESOS TOTAL %
20-50 15 50
60-80 8 26.67
90 and above 7 23.33
The table 16 shows that most of the respondents have 20-50 daily
10-20 11 36.67
30-60 14 46.67
70-100 7 23.33
pesos in playing MOBA games while least of the respondents spent 70-
DEVICES TOTAL %
Smartphone 26 86.67
Computer 7 23.33
Laptop 0 0
The table 18 shows that smartphone are the most used device by
the respondents in playing MOBA games while laptop never use by the
respondents.
MOBA players
AVERAGE TOTAL %
65-70 0 0
75-80 12 40
85-90 17 56.67
90-95 1 3.33
The table 19 shows that current gade point of the respondents will
be 85-90 and the least of the respondents got the 90-95 grade point in
TOTAL %
Interesting 12 49
It is trending 5 16.67
Because my friend was 7 23.33
playing it too
I feel comfortable when 14 46.67
I’m playing it
playing MOBA games because they feel comfortable when they playing it
NON GAMER
Gender Total %
Female 25 83.33
Male 5 16.67
Age
15-16 10 33.33
17-18 19 63.33
19 above 1 3.33
Grade Level
Grade 11 24 80
Grade 12 6 20
The table 21 show the profile of th;e non gamer, there are more
female non gamers than male. And most of the non gamer start in the age
of 17-18 years old and the least of it is 19 years old and above. The most
TOTAL %
ALWAYS 15 50
SOMETIMES 14 46.67
NEVER 1 3.33
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The table 22 show that the most of the non MOBA gamers are
more often to engage in studying their lessons. But some of the non
MOBA gamers don’t really always engage in studying maybe they have
other chores ang other leisure activities, while there are also non MOBA
non-gamers
AVERAGE TOTAL %
65-70 0 0
75-80 5 16.67
85-90 24 80
90-95 1 3.33
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The table 23 shows that the average 85-90 is the highest of the
non gamers and the lowest average is 75-80. It shows that non gamers
are achieving the highest average because of not playing online games
TOTAL %
STUDY FIRST 9 30
BECAUSE I’AM 3 10
PLAYING OTHER
GAMES
I DON’T HAVE 2 6.67
PHONES
I DON’T HAVE TIME 8 26.67
MATTER
I DON’T HAVE 3 10
KIND OF THING
TOO BUSY TO PLAY 4 13.33
OTHERS 5 16.67
The table 24 show the reason why non gamer respondents choose
not to play MOBA games because they need to study first with the
percentage of 30% instead of playing games and the least of it choose not
to play MOBA games because they don’t have phones with the
percentage of 6.67%.
TOTAL %
The table 25 show that the most non gamer respondents don’t play
frequently because they don’t have interest to play MOBA games with the
TOTAL %
FAMILY 3 10
FRIENDS 24 80
OTHER 4 13.33
The table 26 show how non gamers are being pushed by Family,
by thier player friends to play games while 13.33% of this are being invited
games
TOTAL %
WATCHING 23 76.67
MOVIE/SERIES
PHYSICAL 5 16.67
ACTIVITIES
OUTDOOR 5 16.67
ACTIVITIES
OTHER 2 6.67
though they don’t plau M.O.B.A games. 76.67% of the respondents spend
16.67 of them does physical Activities and also 16.67 percent does
outdoor activities and only 6.67% choose others to spend their liesure
time.
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TABLE 28: Possible effect of MOBA games that you don’t want to
EFFECT TOTAL %
The table 28 show what the possible effect of MOBA games that
non MOBA gamers don’t want to adopt when they’re try to play it because
they become addicted who got 73.33% and the least of it says that they
ADVANTAGE TOTAL %
STUDIES
MORE TIME TO 14 46.67
AND FRIENDS
PERFECT AND 5 16.67
ENOUGH TIME TO
SLEEP
HAS TIME TO DO 4 13.33
OUTDOOR/INDOOR
ACTIVITIES
OTHER 1 3.33
The table 29 shows that non-gamers got the highest that more
focused on studies is the advantages of not playing online games and the
lowest is other. Non gamers will be focused on their studies and to give
more time to their family because of they not playing online games.
TOTAL %
PHYSICAL
ACTIVITIES
GOING OUTSIDE 5 16.67
OTHER 2 6.67
The table 30 shows the reason anf activities that non MOBA
to spend their time with their family. While there are 36.67% of
spending their time in their family and Physical Activities, 16.67% of the
TOTAL %
SPENDING MORE 9 30
YOUR STUDIES
SPENDING TIME IN 4 13.33
PHYSICAL
ACTIVITIES
GOING OUT WITH 9 30
FRIENDS
The table 31 show the possible solution of the students who are
MOBA gamers should focus more on their studies while 30% of the
respondents says that students should spend more time/ family and
physical activities is one of the best solution that more of the students do
HYPOTHESIS
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DECISION RULE
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CHAPTER 5
SUMMARY OF FINDINGS
The Researchers found out that the activities done by the students
CONCLUSION
students.
As an addition, to solidify the said conclusion or the result
RECOMMENDATION
could also give them the laerning that they may apply in their lives.
Parents must guide them on choosing the most appropriate activity
games.
Teahers should guide their students to manage their time properly.