Sunteți pe pagina 1din 32

THE EFFECTS OF GRAND THEFT AUTO TO

THEACADEMIC PERFORMANCE OF THE


SELECTEDSTUDENTSOF CITY
COLLEGE OF TAGAYTAY
SENIOR HIGH SCHOOL
FOR ACADEMIC
YEAR 2018-2019

A Research Paper Presented to the Faculty of Senior


High School of City College of Tagaytay
Tagaytay City

In Partial Fulfillment for the requirement


For k-12 program

TAMPUS, KERROL ARBEEN A


UMANDAL, CHRISTOPHER A.
ARCAYOS, JOHN ANGELO M.
NEULID, PIERRE JOHN B.
GAMUZARAN, JEREMIAH
CANTOS, MARY JANE

2019
Table of Contents
BIOGRAPHICAL DATA………………………………………………………………i

ACKNOWLEDGEMENT……………………………………………………………...ii

ABSTRACT……………………………………………………………………………..iii

BACKGROUND OF THE STUDY………...……………………………………….…

Introduction……………………………………………………………………………….1

Statement of the Problem………………………………………………………..............9

Objective of the Study……………………………………………………………..…….10

Hypothesis…………………………………………………………...…………..............10

Conceptual Framework………………………………………..………………………....11

Significance of the Study………………………………………..………………….…...11

Scope and Limitation………………………………………..………………………..…12

Definition of Terms………………………………………..………………….................12

REVIEW OF RELATED LITERATURE…………………………………………...13

RESEARCH METHODOLOGY………………………………………….……….…16;

Research Design………………………………………..………………………..………16

Participant and Sampling………………………………………..………………...……..16

Research Locale…….…………………………………………………..………..………16

Research Instrument….…………………………..………..……………..........................17

Validation of Instrument…………………………………………………………………17

Data Gathering and Procedure.…….……………………..…………….………………..17

Statistical Data Treatment………………………………………..………………………18

PRESENTATION, ANALYSIS AND INTREPRETATION OF DATA…………....19

SUMMARY, CONCLUSIONS AND RECOMMENDATIONS.................................24


APPENDICES.........................................................................................................27
BIOGRAPHICAL DATA

John Angelo M. Arcayos, was born on the 28th day of December 2001 at Gen. E.

Aguinaldo, Bailen. He is living at 234 P. Gomez St., Brgy. IV, G.E.A Bailen, Cavite. He

was the 2nd child of Mr. Dominador Z. Arcayos Jr. and Mrs. Virginia M. Arcayos and

was baptized as Roman Catholic.

He finished his elementary education at Nazareth School in 2013. He completed

his Junior High Education at Holy Mother Cavite Institute in 2018.

He is currently enrolled at City College of Tagaytay- Senior High School and

took up Technical Vocational Livelihood Information Communication Technology (ICT)

Strand.

Mary Jane V. Cantos, was born on January 19, 1998 in Maharlika West,

Tagaytay City. She is the seventh child among the seven children of Nora Victoriano and

Carlos Cantos. She is currently residing in Maharlika West, Tagaytay City. She

completed her elementary education in 2013 at San Pedro Central Elementary School.

She completed her Junior High School at Pangil National High School and moved up in

2018. With the support of her parents, she decided to pursue her study at City College of

Tagaytay and took up Information and Communication Technology. She is currently a

grade 12 student in this situation while pursuing this research.


Jeremiah B. Gamuzaran, was born on 18th day of September 2001 at

Dasmarinas City. He is living at Barangay Balite 2nd Silang, Cavite. He was the 3rd child

of Mr. Rosmilo D. Gamuzaran and Mrs. Reina B. Gamuzaran and was baptized as Born

Again Christian.

He finished his elementary education at Balite 2nd Elementary School in 2013. He

completed his Junior High Education at Tagaytay City National High School in 2018.

He is currently enrolled at City College of Tagaytay- Senior High School and

took up Technical Vocational Livelihood Information Communication Technology (ICT)

Strand.

Pierre John B. Neulid, was born on the 17th day of April 2002 at Malabon City.

He is living at Purok 110 Maitim 2nd East, Tagaytay City. He was the 1st child of Mr.

Jofrrey B. Neulid and Mrs. Irene B. Neulid and was baptized as Iglesia Ni Cristo.

He finished his elementary education at Maitim Segundo Elementary School in

2013. He completed his Junior High Education at Amadeo Weste Cavite Instituto de Le

Mar in 2018.

He is currently enrolled at City College of Tagaytay- Senior High School and

took up Technical Vocational Livelihood Information Communication Technology (ICT)

Strand.

Kerrol Arbeen A. Tampus, was born on the 20thday of October 2001 at

Tagaytay City. He is living at Kaybagal North, Tagaytay City. He was the 1st child of Mr.

Mervin Aguila and Mrs. Loth Aguila and was baptized as Roman Catholic.
He finished his elementary education at Carlos S. Batino Sr. Memorial

Elementary School in 2013. He completed his Junior High Education at Tagaytay City

National High School in 2018.

He is currently enrolled at City College of Tagaytay- Senior High School and

took up Technical Vocational Livelihood Information Communication Technology (ICT)

Strand.

Christopher A, Umandal, was born on the 24thday of August 2000 at Nasugbu,

Batangas. He is living at 169 Brgy. Kaylaway, Nasugbu, Batangas. He was the 1st child

of Mr. Danilo Prellegera and Mrs. Virginia Alegre and was baptized as Roman Catholic.

He finished his elementary education at Kaylaway Elementary School in 2013. He

completed his Junior High Education at Kaylaway National High School in 2018.

He is currently enrolled at City College of Tagaytay- Senior High School and

took up Technical Vocational Livelihood Information Communication Technology (ICT)

Strand.
ACKNOWLEDGEMENT

The researchers would like to thank the Almighty God for giving us strength, wisdom

and the courage to start the research and finished it with all our might, and for giving us

the guidance every single moment while we do the study.

Second, the researchers would love to thank our parents, our loving and

supportive parents, who support us in the study all throughout, especially for the financial

support and inspiration.

Third, the proponents love to thank Mrs. Aileen Rose Manimtim Morales, for

giving us this great opportunity to hone our critical thinking, our evaluation and

researching skills, for strengthening our teamwork, and for guiding us to start and finish

this work from the start.

Fourth, the proponents would like to thank the senior high school administrator

for making this research successful, especially to our statistician, Ms. Izza Mae Vida, Ms.

Nessenila Abelado, our English critic for making very grammars of us right that is

needed to be done for the research.

Fifth, the proponents love to thank all our classmates, schoolmates, and friends

who are truly concerned to the researchers and helped us to finish the study.

And finally, the researchers love to thank each other, us, the researchers, for

cooperating, analyzing, studying, tallying, and putting all our efforts until the very end.
ABSTRACT

The researchers aims to know the relationship between the Grand Theft Auto to

the academic performance of the selected grade 12 senior high school students of City

College of Tagaytay and its possible effects, in which in the researcher decided to

conduct the study at City College of Tagaytay school year 2018-2019. The researchers

used a descriptive design that went beyond mere gathering and tabulation of data by

means of conducting a survey to determine and know the relationship of the said video

games to the student’s academic performance that uses likert scale, ranging from 1 to 5, 1

is the lowest and 5 is the highest. Although the researchers used the selected sampling in

which we determine also the gamers to non-gamers, and the researchers managed to have

a result with the gathered data and help of an application, ppsp, that computed the

pearson r or the correlation that there is no significant relationship of playing Grand Theft

Auto to the academic performance of the selected students in City College of Tagaytay.
CHAPTER I
BACKGROUND OF THE STUDY

Technology plays a huge role in our society. Internet, a product of technology was
used as a platform for the young ones that gave them the ability to explore the World
Wide Web. In technology, everything is possible that even in learning can help them;
internet can be used as an instrument. As the internet started to change the society, video
games, also a product of technology became popular mostly to young ones.Technology
sometimes is a problem to our society because of the inappropriate use of it.But with the
help of some informative articles, studies, and research like this, students will be aware of
what could technology bring to them and to their academic performance...
Academic performance, on the other hand,depends on academic interaction, study
habits and home environment. It means academic performance can be estimated for any
student by its home environment and learning skills and also by its academic interaction,
study habits. With technology in academic performance, student’s life will be at easy
because of the benefits and advantages they will get from it. In the Philippines nowadays,
adopted and already implemented the K-12 system, which students from junior high
school was necessary for them to take another 2 years before entering college which is
the senior high school, grade 11 and 12. The young ones were on their preparation for
their better opportunity both local and international, that with proper education, young
ones can be the real hope of our society. But in the Philippines, some of the students that
are involved in technology were lost in their track as they prioritize playing video games
than studying. In the other hand,Grand Theft Auto, a video game, was a trend in the
history of video game. Many students and young ones know how to play that game.
Because of it was trending, the problem is starting to arose, that maybe the Grand Theft
Auto will be a hindrance for the students excel in their academic performance as well as
to their academic interaction inside the classroom. The Mathematics and Science grades
of the respondents will be the key to find the relationship to the academic performance
and the Grand Theft Auto, a video game. A mathematics that involves computations and
formula for solving, which is also found in the video game, being a strategic one to
surpass all the levels completely. Science that provokes scientific method, a process, in
which video games contains to deal with the process of observing and analyzing on how
to pass each level of the game.
As a result with technology, it can have a great significance to the academic
performance of the students, in which they will give more time on playing video games
that is trending than focusing what is important, the academics. Today’s society was
changing, although some might not already adopted the easy life with technology , but
with this technology of ours, there will be a significant problem, specially to the
academic performance of the students.

Statement of the Problem


This study aims to find out the effects of playing Grand Theft Auto on the
academic performance of the selected senior high school students of City College of
Tagaytay academic year 2019-2020. Specifically, this study aims to answer the following
questions:
1. What is the demographic profile of the respondents according to:
a. Grades and Specialization of Strand
b. Grade Point Average
2. What are the effects of Grand Theft Auto to the academic performance of the
students? In terms of the following:
a. Academic Interaction
b. Study Habits
c. Home Environment
3. Is there a significant effect to the academic performance?.

Objective of the Study


The objective will serve as a guide and will be used by the researchers to help and
give a pattern throughout this study, these are:
1. to know the significant effects of playing Grand Theft Auto to the academic
performance of the selected grade 12 senior high school students of City College
of Tagaytay.
2. to inform, and make other students aware of what could be the possible effect of
playing Grand Theft Auto to their academic performance.

Hypothesis
Creating a research paper to find the possible effects of playing Grand Theft Auto
to the academic performance of the selected senior high school students.

H0: There is no significant effect of playing Grand Theft Auto to the academic
performance of the students
Conceptual Framework

a. Number of hours spent


in playing Academic Performance
 General Point Average

Figure 1

Figure 1 shows the how the number of hours spent in playing affects the
academic performance of the students specifically, the grade point average of the
students. The more the student consume his or her time in playing video games which is
Grand Theft Auto, the student academic performance may fail as a negative effect of it.
While on the other hand, the general point average affects the number of hours spent in
playing of video games by the students by means of they will be focusing more on their
studies than playing Grand Theft Auto, as a result, a positive effect.

Significance of the Study


The researchers conducted the study to know which factors greatly influence the
academic performance of the senior high school students at City College of Tagaytay. It
is hoped that this study will benefit the following:
City College of Tagaytay – since this research focuses on the senior high school
students of City College of Tagaytay, this research may help them in a way that their
students can adjust to the significant effects of playing Grand Theft Auto which mostly
affect their academic performance.
Senior High School Students–senior high school students will benefit from this
study because they will become aware on the factors affecting their academic
performance and they will have clear ideas about it. Through this research, they will
know which significant effects of playing Grand Theft Auto greatly influence their
academic performance.
Future Researchers – the future researcher will also benefit from this research in
such a way that they can get some ideas and information about the significant effects of
playing Grand Theft Auto affecting the academic performance of senior high school
students, which will help them in conducting same research in the future.
Scope and Limitation
Our research aims to find the possible effects of playing Grand Theft Auto to the
academic performance of the senior high school students in City College of Tagaytay.
We would like to know if there is an effect or not, and for our respondents we chose to
conduct survey to the selected 12 students.

Definition of Terms
 Academic Performance is defined by students reporting of past semester GPA and
their expected GPA for the current semester.
 Video game – a computer controlled game where players interact with objects
displayed on a screen for the sake of entertainment.
CHAPTER II
REVIEW OF RELATED LITERATURE

According to the study country, a website, the education in the Philippines offered

through two systems: the formal and non-formal systems. The formal education is one

of the shortest terms of formal education in the world that has aspan 14 years, a 6+4+4

system: 6 years of primary school education, 4 years of secondary school education, and

4 years of higher education, leading to a bachelor’s degree. The higher education

institutions operate on a semester system – fall semester, winter semester and an optional

summer term. The constitution of the Philippines considered English as a language of

instruction as well as with Pilipino (Tagalog) especially for the well-known universities

found in Manila, English as a medium of language for instruction was a breakthrough for

students as well as the Department of Education.

Based on the research paper of Natasha F. Veltri ET. Al., Online gaming

continues to grow as a product of technology in popularity enabled by advances in web

and mobile technology. Many gamers around the world enjoyed the competitive

atmosphere, mental challenges, social interaction and the fantasy aspect of the games.

According to Anand (2007), video games are widely spreading through the

world. He also concluded that playing video games without parental supervision could

have an negative effect or consequence. Also while the students spend more time in

playing video games their academics is not their priority anymore. Anand also included

that though it was not considered that playing video games is part of addiction, but the
way students give more time to it and prioritize it than others tend to have an effect

especially to their academics.

According to a website, video game as a definition is an electronic game that

involves interaction with a user interface to generate visual feedback on a two- or three-

dimensional video display device such as TV screen, virtual reality headset or computer

monitor. In became popular at 2010, where in more company that was selling computer

has gained a lots of sales, because of the video game that became a trend.

According to Douglas Getile, Ph.D, (2014), because of the wide spreading of

technology, video games, a product of it is a form of entertainment for the people. It can

help especially young ones to improve their computer literacy skills.

A study shows that video games are popular to the students because they enjoy

playing video games whenever they are alone or in group. Video games is part of a

student life because through this they can socialize and can meet other friendsfrom

different places, but video games have negative effect that can affect grades of the

student who overplayed with video games. However, neither of these arguments is

completely accurate as whether or not playing video games can affects the student’s

grades or it is influenced by other factors such as time and frequency of game play.

Students spend more time using computers to play video games than reading a book that

affect their grades. They found a strong correlation between gender and increased
hostility and aggression and lower grades, as male participants were more likely to

experience these effects than female gamers.

The video game entitled Grand Theft Auto, also referred to as “GTA,” is not just

a video game. Rather, it is known as vehicle theft or just auto theft. It is defined as the

unauthorized taking of another’s car with the intent to permanently deprive the owner of

the car. It may be by force, trick or false pretenses.

Studies (Pediatrics, Nov. 2008) also show that video games with violent content

are linked to more aggressive behavior in teens. This is a concern because most of the

popular video games contain violence. Part of the increase in aggressive behavior is

linked to the amount of time children are allowed to play video games—and daily media

use by children is increasing significantly. Research has also found that, controlling for

prior aggression, children who played more violent video games during the beginning of

the school year showed more aggression than other children later in the school year.

According to Hannah Nichols (July 10, 2017)it is well known that playing

violent video games can have negative effects on an individual, such as increased

aggression or antisocial behavior. So much attention has been focused on researching

violent video games and aggression that the positive effects of playing video games have

been largely overlooked or ignored. High bias against violent video games has been

shown to exaggerate the negative aggression.


CHAPTER III
RESEARCH METHODOLOGY

Research Design

The researcher used descriptive correlational methodology, in which descriptive

correlational research is looking for a variable that is seem to interact with each other, so

that when one is changing there will be an idea of how the other will change too. A

correlation is defined as a relationship between two variables. A descriptive type of

research provides a detailed account for a social setting, a group of people, a community,

a situation or a phenomenon.

Participant and Sampling

The respondents in this research were selected from the grade 12 selected students

of senior high school of City College of Tagaytay. The sampling that was used is

purposive sampling of non-probability sampling technique, because as this research aims

to find the effects of playing video game the respondents werefrom grades 12 selected

senior high school of the City College of Tagaytay that was purposely selected from the

gamers who are playing Grand Theft Auto, a video game and non-gamers.

Research Locale

The respondents in this research where the students from various strand in

City College of Tagaytay. The said school in which the selected respondents were

studying is located at Akle St. Kaybagal South, Tagaytay City, where the researchers

familiarize during their field of study.


Research Instrument

The researchers conducted a survey with corresponding questionnaire. Their

questionnaire used Likert Scale. The results may help them to figure out the possible

effects of playing Grand Theft Auto to the academic performance of the students.

Part I of the questionnaire was getting the general periodical average of the respondents

as well as the science and mathematics grade and the number hours they spent in playing.

Part II of the questionnaire was to determine whether playing of the said video game has

an effect to the academic performance of the students from the selected grade 12 in City

College of Tagaytay, the respondents chosen freely their desire answer from the given

scale ranging from (5) Always, (4) Very Often, (3) Sometimes, (2) Rarely, and lastly (1)

Never.

Validation of the Instrument

The questionnaire underwent content validation which observed the following: (a)

the researchers gathered reference materials then prepared the questions. (b) A survey has

face validity if it looks well-organized; this is something the researchers determined

before giving the survey to the selected senior high school students. (c) They followed all

the inquiries and additional information of their statistician by editing and making it

proper and organized questionnaire.

Data Gathering and Procedure

The data gathering procedure used was a survey with a series of questions and

distributed it to the selected students who were playing and not Grand Theft Auto, in
which they will fill it out with their desire answers to the provided questions. With the

used of survey this research would know the possible effects of the said video game.

Statistical Data Treatment

Weighted mean formula:

M = Weighted Mean

Wi = Weighted Scale

Fi = Frequency

n = Number of Sample

Likert type scale was also used in this research, Likert scale was developed to measure

attitudes or opinions, a scale that has fixed choices that people desire to respond to a

series of statement or questions about a topic. Respondents of this research was given a 4

choices as followed:

1- Never

2- Rarely

3- Sometimes

4- Very Often

5- Always
Correlation is a technique for investigating the relationship between two quantitative,

continuous variables, for example, age and blood pressure. Pearson’s correlation

coefficient (r) is a measure of the strength of the association between the two variables.

Pearson’s correlation coefficient is a statistical measure of the strength of a linear

relationship between paired data. In a sample it is denoted by r and is by design

constrained as follows.

Furthermore:

 Positive values denote positive linear correlation;

 Negative values denote negative linear correlation;

 A value of 0 denotes no linear correlation;

 The closer the value is to 1 or –1, the stronger the linear correlation

Correlation is an effect size and so we can verbally describe the strength of the

correlation using the guide that Evans (1996) suggests for the absolute value of r:

 .00-.19“very weak”

 .20-.39“weak”

 .40-.59“moderate”

 .60-.79“strong”

 .80-1.0“very strong”
For example a correlation value of would be a “moderate positive correlation”.
CHAPTER IV

PRESENTATION, ANALYSIS AND INTREPRETATION OF DATA

This chapter presents the analysis, presentation stated and interpretation of the

data that the researchers gathered. This study aims to find the effects of playing Grand

Theft Auto to the academic performance of the students in City College of Tagaytay

school year 2019-2020. This descriptive type of research provides a detailed account for a

group of people. This study applied a purposive sampling to gamer and non – gamer. The

researchers used likert scale to measure respondent’s answers.

Profile of the Respondents

Table 1

Profile of the Respondents According to their Gender

GENDER FREQUENCY PERCENTAGE

Grade 12:

Male 36 75%

Female 12 25%

Total 48 100%

Gender. Table 1 shows the profile of the respondents based on their gender. It

explains that the 75% from the male respondents is greatly with playing in video games,

while the female resulted in 25%. Which means, male respondents have the most result.
Table 2

Profile of the Respondents According to their GPA

GPA RESPONDENTS PERCENTAGE VERBAL

INTERPRETATION

Grade 12:

96-100 1 (2%) Excellence

86-95 32 (67%) Good

76-85 15 (31%) Passing

Total 48 (100%)

GPA. Table 2 shows the Grade Point Average (GPA) of the respondents with

frequency, percentage and verbal interpretation. It explains that 1 has a grade of ranging

from 96-100 with 2% and with verbal interpretation of excellence.32 (67%) have a grade

of ranging from 86-95 and verbally interpreted as good. 15 (31%) have a ranging from

76-85 with a verbal interpretation of passing. It implies that majority of the selected

senior high school students respondents got a grade of ranging from 86-95 that is verbally

interpreted as good.

Table 3
Profile of the Respondents According to their response to the Likert Scale survey.
Table 3.1
QUESTIONNAIRE (5) (4) VERY (3) (2) (1)
ALWAYS OFTEN SOMETIMES RARELY NEVER
1. I prioritize
first studying
than playing
Grand Theft
Auto.
QUESTIONNAIRE. Table 3.1It explained that the number one question got the

highest response from always (5) with 47 respondents and a 59% from the total

percentage of respondents. In which the tally resulted in stating that almost a half of the

total respondents prioritize first studying than playing Grand Theft Auto.

Table 3.2

QUESTIONNAIRE (5) (4) VERY (3) (2) (1)


ALWAYS OFTEN SOMETIMES RARELY NEVER
2. I give time for
my home
works than
playing Grand
Theft Auto.
QUESTIONNAIRE. Table 3.2It explained that the number two question from

always (5) with 50 response a 63%of the total percentage of respondents. In which

resulted in that the selected students of senior high school gave more time to their home

works than playing Grand Theft Auto.

Table 3.3

QUESTIONNAIRE (5) (4) VERY (3) (2) (1)


ALWAYS OFTEN SOMETIMES RARELY NEVER
3. I spend my
allowance in
school
projects and
assignments
than in playing
Grand Theft
Auto.
QUESTIONNAIRE. Table 3.3 It explained that the number three question

having the highest responses to always (5) got 48 respondents with 61%of the total

percentage of respondents. In which resulted that the selected students of senior high
school spend their allowance in school projects and assignments than inplaying Grand

Theft Auto.

Table 3.4

QUESTIONNAIRE (5) (4) VERY (3) (2) (1)


ALWAYS OFTEN SOMETIMES RARELY NEVER
4. I still have
good grades
even I am
playing Grand
Theft Auto.
QUESTIONNAIRE. Table 3.4 It explained that the number four question having

the highest responses to always (5) got 48 respondents with 61% of the total percentage

of respondents. Stating that the selected students of senior high school still have good

grades even they are playing Grand Theft Auto.

Table 3.5

QUESTIONNAIRE (5) (4) VERY (3) (2) (1)


ALWAYS OFTEN SOMETIMES RARELY NEVER
5. Playing Grand
Theft Auto
helps me in
my study.
QUESTIONNAIRE. Table 3.5 It explained that the number five question having

the highest responses to never (1) got 28 respondents with 35% of the total percentage of

respondents. Shows that the selected students of senior high school in terms playing

Grand Theft Auto, it doesn’t help them in their study.


Table 3.6

QUESTIONNAIRE (5) (4) VERY (3) (2) (1)


ALWAYS OFTEN SOMETIMES RARELY NEVER
6. Playing Grand
Theft Auto
enhances my
academic
skills.
QUESTIONNAIRE. Table 3.6 it explained that the number six question having

the highest responses to rarely (2) got 28 respondents with 35% of the total percentage of

respondents. Shows that the selected students of senior high school in terms playing

Grand Theft Auto, it rarely help in effectively enhancing their skills .

Table 3.7

QUESTIONNAIRE (5) (4) VERY (3) (2) (1)


ALWAYS OFTEN SOMETIMES RARELY NEVER
7. I usually get
high scores
during exams
and quizzes
even though I
am playing
Grand Theft
Auto.
QUESTIONNAIRE. Table 3.7 it explained that the number seven question

having the highest responses to always (5) got 25 respondents with 32% of the total

percentage of respondents. Shows that the selected students of senior high school usually

get high score during exams and quizzes even though they are still playing Grand Theft

Auto.
Table 3.8

QUESTIONNAIRE (5) (4) VERY (3) (2) (1)


ALWAYS OFTEN SOMETIMES RARELY NEVER
8. Playing Grand
Theft Auto
boost my
confidence in
participating
in class
discussion
QUESTIONNAIRE. Table 3.8 it explained that the number eight question

having the highest responses to never (1) got 25 respondents with 32% of the total

percentage of respondents. In which the selected students of senior high school in terms

of playing Grand Theft Auto, their confidence in participating in class discussion was

never boosted.

Table 3.9

QUESTIONNAIRE (5) (4) VERY (3) (2) (1)


ALWAYS OFTEN SOMETIMES RARELY NEVER
9. I still have
time for
studying even
though I play
Grand Theft
Auto.
QUESTIONNAIRE. Table 3.9 it explained that the number nine question having

the highest responses to always (5) got 42 respondents with 53%of the total percentage of

respondents. In which the selected students of senior high school even they are playing

Grand Theft Auto, they still have time for studying.


Table 3.10

QUESTIONNAIRE (5) (4) VERY (3) (2) (1)


ALWAYS OFTEN SOMETIMES RARELY NEVER
10. I can focus
more in
studying
because of
playing Grand
Theft Auto as
a stress
reliever.
QUESTIONNAIRE. Table 3.10 it explained that the number ten question having

the highest responses to always (5) got 24 respondents with 30% of the total percentage

of respondents. In which the selected students of senior high school can focus more in

studying because of playing Grand Theft Auto as their stress reliever.

Table 4

Over all Interpretation

Question Mean Interpretation


1. I PRIORITIZE FIRST
STUDYING THAN PLAYING
GRAND THEFT AUTO.
2. I GIVE TIME FOR MY
HOMEWORKS THAN PLAYING
GRAND THEFT AUTO.
3. I SPEND MY ALLOWANCE IN
SCHOOL PROJECTS AND
ASSIGNMENTS THAN IN
PLAYING GRAND THEFT AUTO.
4. I STILL HAVE GOOD
GRADES EVEN I AM PLAYING
GRAND THEFT AUTO.
5. PLAYING GRAND THEFT
AUTO HELPS ME IN MY STUDY.
6. PLAYING GRAND THEFT
AUTO ENHANCES MY
ACADEMIC SKILLS.
7. I USUALLY GET HIGH
SCORES DURING EXAMS AND
QUIZZES EVEN THOUGH I AM
PLAYING GRAND THEFT AUTO.
8. PLAYING GRAND THEFT
AUTO BOOST MY CONFIDENCE
IN PARTICIPATING IN CLASS
DISCUSSION.
9. I STILL HAVE TIME FOR
STUDYING EVEN THOUGH I
PLAY GRAND THEFT AUTO.
10. I CAN FOCUS MORE IN
STUDYING BECAUSE OF
PLAYING GRAND THEFT AUTO
AS A STRESS RELIEVER.
Grand Mean

The table 6 shows the mean and the nterpretationof every question. It also shows

the grand mean with an average of that has been interpreted as s based from the Likert

type scale. Therefore, it also revealed that the playing of Grand Theft Auto has an effect

of to the academic performance of the selected senior high school students of City

College of Tagayaty academic year 2018-2019.


CHAPTER V

SUMMARY, CONCLUSIONS AND RECOMMENDATIONS

Summary

The researchers aims to know the significant relationship of playing Grand Theft

Auto to the academic performance of the selected grade 12 senior high school students of

City College of Tagaytay, in which in the researcher decided to conduct the study at City

College of Tagaytay located at Akle Street, Tagaytay City school year 2018-2019. The

researchers used a descriptive design that went beyond mere gathering and tabulation of

data by means of conducting a survey to determine and know the significant relationship

of the said video games to the students that uses likert scale, ranging from 1 to 5, 1 is the

lowest and 5 is the highest. Although the researchers used the selected sampling in which

we determine also the gamers to non-gamers, and the researchers managed to have a

result with the gathered dataand help of an application, ppsp, that computed the pearson r

or the correlation that there is no significant relationship of playing Grand Theft Auto to

the academic performance of the selected students in City College of Tagaytay.

Findings

The total numbers of respondents were48 wherein there were 36 male and 12

female selected respondents from grade 12, who were playing and not playing Grand

Theft Auto, a video game. On the table 3.1 which presents that do students prioritize

studying thanplaying Grand Theft Auto, the average mean of it was 4 whereas it was

verbally interpreted as always by the respondents. As for the table 3.4, we knew that the

most of the respondents chose always as the statement for table 3.4 stated that even if the
students played Grand Theft Auto, they still have good grades, that reached the average

mean of 4, very often.

Conclusions

The following conclusions were derived from the findings:

 Through this research, the researchers found out that there is no

significant relationship in between the science and mathematics grades of the respondents

to the questionnaire that the researchers provided.

 Students usually plays the said video game but, it doesn’t affect their

academics.

 There is no significant effect of playing Grand Theft Auto, a video game

to the academic performance of the students.

Through this research, the researcher proved that the relationship between

Grand Theft Auto and academic performance has NO SIGNIFICANT EFFECT.

Recommendations

The following recommendations are derived from the findings and conclusions:

a. Students. The researcher would recommend that students must use their given

vacant time well, as they need it to have a relief from loads of academic works.
b. Parents. The researcher would recommend to supervise their sons or daughters

when they are playing video games, that should be helpful because their guidance

is a must at all.

c. Teachers. The researcher would recommend to lessen the school works for the

students as for themselves to be free in a short period of time from tons of papers

to be checked by and lesson plans to be done immediately.

d. School. The researcher would recommend to allow students to have at least one

hour of vacant time twice a week, as for the students be stress free for a short

period of time that playing video games wouldn’t be their best relief from

academics.

e. Researchers. The researcher would recommend to use this study as a reference

for future studies, and other researchers may improve this study further.
APPENDICES

S-ar putea să vă placă și