Documente Academic
Documente Profesional
Documente Cultură
2019
Table of Contents
BIOGRAPHICAL DATA………………………………………………………………i
ACKNOWLEDGEMENT……………………………………………………………...ii
ABSTRACT……………………………………………………………………………..iii
Introduction……………………………………………………………………………….1
Hypothesis…………………………………………………………...…………..............10
Conceptual Framework………………………………………..………………………....11
Definition of Terms………………………………………..………………….................12
RESEARCH METHODOLOGY………………………………………….……….…16;
Research Design………………………………………..………………………..………16
Research Locale…….…………………………………………………..………..………16
Research Instrument….…………………………..………..……………..........................17
Validation of Instrument…………………………………………………………………17
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
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
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.
completed his Junior High Education at Tagaytay City National High School in 2018.
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.
2013. He completed his Junior High Education at Amadeo Weste Cavite Instituto de Le
Mar in 2018.
Strand.
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
Strand.
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.
completed his Junior High Education at Kaylaway National High School in 2018.
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
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
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
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
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.
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
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.
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
institutions operate on a semester system – fall semester, winter semester and an optional
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
Based on the research paper of Natasha F. Veltri ET. Al., Online gaming
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
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.
technology, video games, a product of it is a form of entertainment for the people. It can
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
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
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
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
Research Design
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
research provides a detailed account for a social setting, a group of people, a community,
a situation or a phenomenon.
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
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
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.
The questionnaire underwent content validation which observed the following: (a)
the researchers gathered reference materials then prepared the questions. (b) A survey has
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
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.
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.
constrained as follows.
Furthermore:
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
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
Table 1
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
INTERPRETATION
Grade 12:
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
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
Table 3.3
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
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
Table 3.5
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
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
Table 3.7
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
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
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
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
Table 4
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
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
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
Conclusions
significant relationship in between the science and mathematics grades of the respondents
Students usually plays the said video game but, it doesn’t affect their
academics.
Through this research, the researcher proved that the relationship between
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
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.
for future studies, and other researchers may improve this study further.
APPENDICES