Title Page
ABSTRACT
DEDICATION
Contents
CHAPTER I. INTRODUCTION 13
A. Background of the Study 13
B. Purpose of the Study 17
C. Research Questions 17
D. Significance and Limitation of the Study 17
E. Restate purpose and research questions or null hypotheses 19
CHAPTER II. LITERATURE REVIEW 20
A. Review of Related Literature 20
Definition of Terms 26
CHAPTER III. METHODOLOGY 29
A. Respondents 29
B. Instrumentation 30
C. Procedure 31
D. Analysis Plan 35
E. Validity and reliability 35
CHAPTER IV. RESULTS 37
CHAPTER V. SUMMARY, DISCUSSION AND RECOMMENDATION 54
A. Summary 54
C. Discussion 56
C. Recommendation 57
REFERENCES 58
ABSTRACT 60
APPENDIX 62
APPENDIX A. QUESTIONNAIRE ON THE POSITIVE EFFECT OF COMPUTER GAMES TO HIGH SCHOOL STUDENTS 62
APPENDIX B. LETTER TO THE RESPONDENTS 67
APPENDIX C. LOCATION OF ESTANCIA, ILOILO 68
Table 1. Frequency and Percentage of Male and Female High School Students According to Sex. 37
Table 2. Frequency and Percentage of Age Level of the Respondents. 37
Table 3. Frequency and Percentage of Year Level of the Respondents 38
Table 4. Frequency and Percentage of Students Who are Familiar with Computer or Video Games. 39
Table 5. Frequency and Percentage of Respondents who have Computer or Video Games in their Home. 40
Table 6. Frequency and Percentage of Respondents in playing Computer Games. 40
Table 7. Frequency and Percentage of Students who plays the Game during Class Hours. 41
Table 8. Frequency and Percentage of Student‘s Favorite Games. 41
Table 9. Frequency of Students who Believe that Playing Computer Games Makes them Violent. 42
Table 10. Frequency of Students who Believes that Playing Computer games makes their Thinking Sharp 43
Table 11. Frequency of Students who believes that Playing Violent Games make them more Aggressive and Brave. 44
Table 12. Frequency of Students who believes that Playing Computer Games maks them Feel Relax. 44
Table 13. Frequency of Students who Believes that Playing Computer Games make them More Attentive. 45
Table 14. Frequency of Students who believe that playing Computer games helps them to become Active Learner. 46
Table 15. Frequency of Students who believes that Playing Computer Games Makes them a Fast Learner. 47
Table 16. Frequency of the Students who believe that Playing Computer Games Motivate them to Think More, Concentrate More and Try Harder 48
Table 17. Frequency of the Students who believes that Computer Games Increases their Cognitive Skills. 48
Table 18. Differences in the reaction of students if classified according to age, sex, and year level. 49
Table 18. A - When classified according to age. 49
Table 18. A-1. Table showing the significant difference of the variables when categorized as to age. 50
Table 18. B. When classified according to gender. 50
Table 18. B-1 - Table showing the significant difference of the variables when categorized as to age. 51
Table 18. C. When classified according to Year Level. 51
Table 18. C-1. Table showing the significant difference of the variables when categorized as to Year Level. 52
Table 19. Over-All Results of the Findings in the Actual Survey 52