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Chapter 5

SUMMARY OF FINDINGS, CONCLUSIONS AND RECOMMENDATIONS

The following were the findings of the study.

SUMMARY OF FINDINGS

The following questions served as guidelines in concluding the study.

1. What is the profile of the respondents?

1.1. Majority of the respondents belong to 13-14 age brackets.

1.2. Majority of the respondents are female.

1.3. Majority of the respondents play online games.

1.4. Majority of the respondents play online games at their home.

1.5. Majority of the respondents most likely to play online games everyday.

2. What is the perception of the respondents on playing online games?

2.1. The respondents prefer to play online games rather than to study.

2.2. The respondents moderately agree that they are influenced by their
friends to play online games.

2.3. The respondents moderately agree that their academics are affected
because of playing online games.

2.4. The respondents moderately agree that playing online games is


productive.

2.5. The respondents say that they only play online games for past time only.

2.6. The respondents agree that their physical/metal health is affected by


playing online games.

2.7. The respondents moderately agree that they are addicted in playing online
games.

2.8. The respondents say that their social life is affected because of playing
online games.
2.9. The respondents said that they are allowed by their parents to play online
games.

2.10. The respondents moderately agree that they can live without playing
online games.

3. What is the implication of the findings on how playing online games affect the
students’ life?

3.1. Students must learn how they can manage their time properly. They must
focus more to their studies.

3.2. Parents must encourage their child to focus more on their studies.

CONCLUSIONS

Based from the findings to the data gathered, the following conclusions were drawn.

1. A large number of respondents belong to the age bracket 13-14.

2. Majority of the respondents are female.

3. Majority of the respondents have given an honest objective perception on playing

online games.

4. The respondents’ perception on playing online games was expected, considering that

majority of them belong to 13-14 age brackets. Majority of the respondents play

online games. This information was confirmed by 88.57 percent of the respondents

who said that they play online games.

5. Majority of the respondents most likely to play online games rather than to study,

considering that they almost play online games everyday. This conclusion was further

proved when majority of them said that they play online games at their home.

6. Majority of the respondents were influenced by their friends to play online games.

But still there is great number that the respondents are not influenced by their friends
to play online games. These responses show that a lot of students are influenced by

peer pressure.

7. Majority of the respondents think it is productive to play online games. However

32.86 percent of the respondents did not agree that playing online games is

productive. We conclude that playing online games is not productive.

8. Majority of the respondents play online games for past time only. A lot of the

respondent’s said that they only play online games, however a total of 47.14 percent

of them didn’t said that they don’t play it for past time.

9. Majority of the respondents playing online games affects their physical/mental health.

The respondent’s health is affected by playing online games. And the respondents

social life are also affected by playing it. This concludes that playing online games

isn’t a healthy game.

10. Majority of the respondents are addicted in playing online games. A lot of the

respondents’ parents allow them to play online games as expected. This addiction in

playing online games affects their academics in school.

11. Majority of the respondents can live without playing online games. This concludes

that a lot of our respondents can manage to live without playing online games. This is

a good result because even thought most of the respondents are addicted on playing

online games, still they can manage to live without it.

12. The result of the study indicates the effects of playing online games on 2nd year high

school students. The result of the study was substantiated by the observation on the

attitude and behavior of the respondents during the answering of the questionnaires.
The floating of the questionnaires was done after the pre-final examinations. The

environment of the respondents will always have an affect on them.

13. The study resulted very well it has a significant impact to the university mission of

intellectually committed to the achievement of the highest quality of life. The result

of the study must be taken as one of the important guide or point of reference for the

students.

RECOMMENDATIONS

In view of the conclusions, the following recommendations are hereby forwarded.

1. Conduct a university - wide study o similar topics to substantiate the result of the

study.

2. Strengthen the university mission enhancement by incorporating the result of the

study on the following areas.

2.1. The guidance office to include these topics in their group guidance

sessions with students.

3. A follow – up study on this topic should be done periodically to access

improvement attained by the concerned groups on their values development.


Chapter 4

Presentation and Interpretation of Data

This chapter presents the data and information obtained from the respondents.

Characteristics of Respondents

The characteristics of the respondents of the study are presented by age, sex and
religion.

Table 1 represents the distribution of respondents according to age.

Table 1

Distribution of Respondents According to Age

AGE F %
11-12 0 -
13-14 55 78.57%
15-16 15 21.43%
17&above 0 -
TOTAL 70 100%

As represented in Table 1, majority, 55 or 78.57 percent of respondents belong to

13 to 14 years old bracket.

Table 2 presents the distribution of respondents according to sex.

Table 2

Distribution of Respondents According to Sex

SEX F %
Male 29 41.43%
Female 41 58.57%
TOTAL 70 100%

As represented in Table 2, majority of 41 or 58.57 percent of the respondents are

female.
Table 3 shows whether the respondent/s play online games.

Table 3

Respondents who play online games

F %
YES 62 88.57%
NO 8 11.43%
TOTAL 70 100%

As shown in Table 3, majority of 62 or 88.57% of the respondents played online

games. This response shows that a lot of the respondents play online games, despite that

they know for their selves that they have studies to do.

Table 4 shows where the respondents play online games

Table 4

Places where the respondents play online games

Place F %
At home 49 70%
Internet café 20 28.57%
Others 1 1.43%
TOTAL 70 100%

As shown in Table 4, majority of 49 or 70% of the respondents play online

games at their home. Majority of the respondents play online games at their homes, this

information concludes that the respondents might have their own computer at home or

they have their own personal computer to use.


Table 5 shows how many times the respondents play online games in a week.

Table 5

Number of times the respondents play online games

F %
Everyday 24 34.29%
Ever weekends 20 28.57%
Every weekdays 10 14.29%
Others 16 22.86%
TOTAL 70 100%

As shown in Table 5, majority 24 or 34.29% of the respondents most likely to play

everyday online games. This number was expectedly significant because majority of the

respondents play online games daily instead of going home early and focusing to their

studies.

Table 6 shows whether respondents prefer to play online games than to study.

Table 6

Respondents who prefer to play online games

F % Wx
SA 12 17.14% 0.86
A 23 32.86% 1.31
MA 22 31.43% 0.94
D 9 12.86% 0.26
SD 4 5.71% 0.06
TOTAL 70 100% 3.43

As shown in Table 6, majority 23 or 32.86 percent of the respondents agrees that

they would prefer to play online games than to study. This information from the

respondents concludes that playing online games affects/change the student’s way of

thinking, their views about studying and their preferences.


Table 7 indicates the number of respondents that are being influenced by their friends to

play online games.

Table 7

Respondents who influenced by their friends to play online games

F & Wx
SA 2 2.86% 0.14
A 14 20% 0.8
MA 22 31.43% 0.94
D 21 30% 0.6
SD 11 15.71% 0.16
TOTAL 70 1005 2.64

As shown in Table 7, majority of 22 or 31.43 percent of the respondents were

influenced by their friends to play online games. But still there is great number that the

respondents are not influenced by their friends to play online games. These responses

show that a lot of students are still influenced by peer pressure.

Table 8 shows if playing online games affect the respondent’s academics

Table 8

Respondents whose academic performance gets affected by playing online games

F % Wx
SA 4 5.71% 0.29
A 12 17.14% 0.69
MA 26 37.14% 1.11
D 18 25.71% 0.51
SD 10 14.29% 0.14
TOTAL 70 100% 2.74

As shown in Table 8, majority 26 or 37.14 percent of the respondents academics

were affected by playing online games. As you can see the students’ academics are

affected by playing online games


Table 9 shows if playing online games will be productive for the respondents.

Table 9

Respondents who agree that playing online games is productive

F % Wx
SA 5 7.14% 0.36
A 11 15.71% 0.63
MA 23 32.86% 0.99
D 23 32.86% 0.65
SD 8 11.43% 0.11
TOTAL 70 100% 2.74

As shown in Table 9, majority of 23 or 32.86 percent of the respondents think it is

productive to play online games. However 23 or 32.86 percent of the respondents did not

agree that playing online games is productive. I conclude that playing online games is not

productive.

Table 10 shows who plays online games for past time only.

Table 10

Respondents who play online games for past time only

F % Wx
SA 1 1.43% 0.07
A 4 5.71% 0.23
MA 32 45.71% 1.37
D 20 28.57% 0.57
SD 13 18.57% 0.19
TOTAL 70 100% 2.43

As shown in Table 10, majority of 32 or 45.71 percent of the respondents play

online games for past time only. A lot of the respondent’s said that they only play online

games, however a total of 47.14 percent of them didn’t said that they don’t play it for past

time.
Table 11 indicates the number of respondents that affected by playing online games in

their health.

Table 11

Respondent’s who are affected physically/mentally by playing online games

F % Wx
SA 3 4.29% 0.21
A 29 41.43% 1.66
MA 23 32.86% .99
D 9 12.86% .26
SD 6 8.57% .09
TOTAL 70 100% 3.21

As shown in Table 11, majority of 29 or 41.43 percent of the respondents playing

online games affects their physical/mental health. The respondent’s health is affected by

playing online games. This concludes that by playing online games may not be a healthy

game.

Table 12 shows the number of respondents that are addicted in playing online games.

Table 12

Respondents who are addicted to online games

F % Wx
SA 3 4.29% .21
A 20 28.57% 0.57
MA 27 38.57% 1.16
D 13 18.57% 0.37
SD 7 10% 0.1
TOTAL 70 100% 2.41

As shown in Table 12, majority of 27 or 38.57 percent of the respondents are

addicted in playing online games. This confirms that a lot of students for now are really

addicted in playing online games.


Table 13 indicates the number of respondents that affected by online games in their social
relations.

Table 13

Respondents whose social relations are affected by online games

F % Wx
SA 4 5.71% .29
A 22 31.43% 1.26
MA 22 31.43% 0.94
D 16 22.86% 0.46
SD 6 8.57% 0.09
TOTAL 70 100% 3.04

As shown in Table 13, majority of 22 or 31.43 percent of the respondent’s social

life are affected by playing online games. I conclude that playing online games has a bad

effect to one’s life.

Table 14 indicates the number of respondents that are allowed by their parents to play
online games.

Table 14

Respondents whose parents allow them to play online games

F % Wx
SA 4 5.71% 0.29
A 21 30% 1.2
MA 27 38.57% 1.16
D 14 20% 0.4
SD 4 5.71% 0.06
TOTAL 70 100% 3.11

As shown in Table 14, majority of 27 or 38.57 percent of the respondents are

allowed by their parents to play online games. This number/result is expected because as

shown in the previous table, we expect that a lot of parents allowed their child to play

online games, since that we confirmed that a lot of students are addicted in playing online

games.
Table 15 presents the number of respondents who thinks that they can’t live without
playing online games.

Table 15

Respondents who can’t live with online games

F % Wx
SA 4 5.71% 0.29
A 6 8.57% 0.34
MA 17 24.29% 0.73
D 26 37.14% 0.74
SD 17 24.29% 0.24
TOTAL 70 100% 2.34

As shown in Table 15, majority of 26 or 37.14 percent of the respondents can live

without playing online games. This concludes that a lot of our respondents can manage to

live without playing online games. This is a good result because we know a lot of

addicted students that are playing online games, can live without playing games.

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