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The Effects of Online Games on Communication

Skills of Grade 7 Students of Immaculate


Conception Academy

Faculty Researchers:
Ms. Aura B. Aledia
Ms. Din Rose A. Mirar

Student Researchers:
Joshua Jener Lopez
Aldreana Julhani
Background of the Study & Review of Related Literature

The idea of allowing online games to be Griffiths et Al (2003)


involved in the life of the students worries ● online games provide a rich gaming
both parents and teachers alike. The environment that can house
researchers conduct a study that will prove thousands of players at a time.
whether playing these games can be
beneficial or not to young people ● players learn from other players
especially in the field of communication ;
how to play and socialize
looking into the effects of online games
and how they affect the student’s ● players share notes, exchange tips
communication skills.
and participate in discussion forum
Chen I-Jung (2005) Samuel Olayvar (2015)
● while playing, players focus ● online gaming facilitates second
on the message and not on language acquisition
the language
● provide comfortable
● eases fear of negative environment to acquire a
evaluation repertoire of vocabulary
● speech fluency is generated
● communication competence
is achieved
GENERAL OBJECTIVES: EXPECTED OUTCOME:

● To identify the effects of online • To know the effect of online games to


games to the communication skills selected students of Immaculate
to Grade 7 students Conception Academy
• To make the respondents be aware of
SPECIFIC OBJECTIVES: the effects of playing online games
• To identify the effects of online games especially towards oral communication.
to the communication skills to Grade 7 • For the researchers to distinguish
students recommendations on whether to
• To know how online games affect the maintain the respondents habit of
communication skills of Grade 7 playing online games or not (this is
students based on what this study would close
out)
• To let them be aware of the effects of
• For the researchers to differentiate what
online games to the communication
online games can be beneficial to the
skills of Grade 7 students
respondents
RESEARCH DESIGN AND METHOD ● The survey questions that will be answered
through Likert Scale will provide valid
• The research on the effect of online games on the responses. It can be statistically measured
oral communication skills of the selected grade 7 thus will really give trustworthy analysis.
students of Immaculate Conception Academy will
be done by a Descriptive method. RESEARCH INSTRUMENT:
• Questionnaires, the most common data gathering
• It will be a very good design for the phenomena
data instrument, will be used by the researchers.
that the researchers study for online games
• Likert scaling will also be used for the responses,
continuously evolve overtime.
the researchers found it good that they will be
• Descriptive research method involves collection
able to express themselves better with a 5-point
of data as to support the hypotheses of the study. scaling responses.
• One way of gathering data is used with a device • It will be useful to comprehend the effect if they
such as a survey questionnaire. are advantageous or disadvantageous to the
• The researchers’ aims to study the effect of respondents and further studies can be cultivated
online games to the oral communication of the from there.
respondents thus answers to the depiction of
what a survey is.
USED WITH SLOVIN’S FORMULA
 
• Science Campus: 27 students
SAMPLING N= 17 gamers n= 10.11
17

• The samples on this study will be the


• North Campus: 67 students
selected 20% of the total population N= 56 gamers n= 17.183
of Grade 7 students of Immaculate 56

Conception Academy consisting of its


• South Campus: 96 students
5 campuses: Science Campus, North N= 70 gamers n= 18.42
70
Campus, South Campus, East Campus,
and West Campus.
• East Campus: 115 students
• They will all be online gamers to be N= 50 gamers n= 16.67
50
able to answer the questions, there
will be no preference on age and • West Campus: 196 students
gender. N= 140 gamers n= 21.212
140
DATA GATHERING
• Primary data will be obtained through survey.
• The study is a local school based research that is why the respondents will just be
notified about the purpose.
• They will be composed of selected grade 7 students of Immaculate Conception
Academy.
• They will answer a questionnaire consisting of 10 questions with Likert scale
responses.
• The answers will be tabulated and explained for further discussion.
Progress Report
The researchers already accomplished 4 chapter
Survey forms were distributed and data were gathered and tabulated

Study site : 5 campuses of ICA

Remaining Work:

Chapter 5

Analysis of data

Documentation

Expect to accomplish the research on the last week of February


OBSERVATION REPORT
From the scale of 1 to 4 , indicate your level of agreement or disagreement with the following statement. 

1 = Absolutely disagree 2 = Disagree 3 = Agree 4 = Absolutely Agree

A. Respondents’ willingness to communicate Absolutely Disagree Agree Absolutely


Disagree Agree
1. I give game instructions to other players. 10 10 19 45
2. I talk to other players about the quest 10 4 13 57
3. I ask for explanations from other players when I am confused about 10 7 8 59
the quest.
4. I read/listen to other players attentively. 11 0 30 43
5. I read/listen to non -player character’s dialogue actively. 30 14 9 31

B: Respondents feeling about communicating in English during the game


1. I feel relaxed communicating in English during the game 20 4 24 36
2. I find communicating in English very challenging during the game. 15 15 24 30
3. It’s fun communicating in English during the game. 10 5 29 40
4. I feel confident communicating in English during the game. 22 8 30 25

C: Respondents reflections on communication behavior and second language use


1. I communicate in English fluently with little pauses and hesitation. 27 11 24 22
2. I communicate in English clearly and understandable to interlocutors 23 0 16 45
3. I request for repetition or clarification when I don’t understand what others are saying. 16 9 38 21

D: Respondents experience in communicating during the game


1. Playing online games contributes to my comprehension development. If I make no effort 10 8 26 40
to understand the quest assignment, non -player characters’ dialogue and contributions
from other players, I cannot complete the task
Successfully.
2. I learn more vocabulary from the game and other players. I have a chance to use these 10 0 29 45
variety of new words to increase my language practice.
3. Playing online games requires instant reactions and communication so it enhances the 5 3 34 41
development of my language fluency.
4. Playing online games is fun thus developing more confidence and motivation to use 6 6 30 42
English for communication.
5. Playing games provides me the opportunity for second language communication outside 7 6 28 43
the classroom.

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