FINAL
FINAL
A Research Paper
Presented to the
Practical Research 1
By:
Bermudez, Kis C.
Cabilan, Thrisha C.
Cervantes, Sam C.
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April 2023
Chapter 1
which can have long-term social effects. Teens won't learn how
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al., 2012; Granic et al., 2014; Colder Carras et al., 2018) have
observed that there are a lot of students who play mobile games
this behavior so that factors for human well being will not be
social skills.
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1.1 SEX
1.3 STRAND
● Students.
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prevalent problem.
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takes into account both the many ways in which people learn and
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variable and the profile of the students. In the first box, the
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operational definitions.
and mobile games used by FSUU Bp. Pueblos Senior High School
study’s results.
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CHAPTER 2
study.
healthy social skills (Hinkley, T., Brown, H., Carson, V., &
Over K-12 students ranging from age 5-6 years old to 17-18
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they are the biggest enthusiasts of mobile games. When they play
negative effects such as less time spent with friends and a lack
some study shows that playing video games with real-life friends
has favorable impacts. Many modern video games are social and
Bulduklu 2017).
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your social skills. One of the most crucial things you can do in
skills. Luckily, social skills are like a muscle; the more you
use them, the more they will grow. However, if you don’t work on
your social skills at all, they will weaken and decline. As with
you master your social skills, and playing too many video games
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players. Major concerns about these games are due to two main
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relationships
the same photo, and co-attending the same event, users can
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CHAPTER 3
Social Skills.
𝑁
𝑛 = 1 +𝑁𝑒²
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n= sample size
734
e= margin of error 𝑛 = 2 𝑛 = 259
1 +734 (.05)
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Sampling Technique
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Entire Population
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Total 148
Total 111
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the instrument to collect the necessary data for the study. The
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presented.
the result of the test where the score of the reading test will
0 Never
1 Sometimes
2 Very Often
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CHAPTER 4
Research Findings
of 259 were distributed and all the responses were recorded, 45%
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self-control.
Survey
Few 5 7 3 1 2 18
Average 34 25 6 3 3 71
More 14 2 1 0 1 18
which indicates that they have balanced the time they spent
the other hand, those students who scored too few indicates that
their social skills were poor and despite the number of hours
Elliot, 1990).
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Survey
Few 27 10 1 2 0 40
Average 73 21 5 3 2 104
More 5 3 0 0 1 9
Bp. Pueblos Senior High School only spends 1-2 hrs playing
result which indicates that they have balanced the time they
indicators that their social skills were poor despite the number
1990).
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Table 10
Correlation of results in male students
SSRS for students having 7-8 hours time spend playing online
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Table 11
Correlation of results in female students
having 5-6 hours time spend playing online games had resulted to
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CHAPTER 5
clearly.
average vs more and those who have average and more social
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to girls.
5.2 Conclusion
research were both female and male senior high school students
School.
of game usage was also taken into account. The majority of the
male students in Table 1 play online games for 1-2 hours per
for 1-2 hours a day, and most of them scored average as well.
Pueblos Senior High School plays online games for only 1-2 hours
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their time spent on online games and their social lives are
balanced.
the task.
5.3 Recommendations
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established.
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