Aggression level and academic performance of selected highs school students of Saint Gregory Academy, Indang, Cavite as affected by video games / by Helfred J. Olleres.

By: Contributor(s): Material type: TextTextLanguage: English Publication details: Indang, Cavite, 2007. Cavite State University- Main Campus,Description: xi, 53 pages : illustrations ; cmContent type:
  • text
Media type:
  • unmediated
Carrier type:
  • volume
Subject(s): DDC classification:
  • 155.232  Ol4 2007
Online resources: Production credits:
  • College of Arts and Science
Abstract: ABSTRACT OLLERES HELFRED J. Cavite State University Indang Cavite april 2006. Aggression level and Academic Performance of selected high school students of Saint Gregory Academy Indang, Cavite as affected by video games. Undergtaduate Thesis Bachelor ef Science in Psychology. Cavite State University Indang, Cavite April 2007 Adviser: Imelda R. Filart. The student sought to determine the aggression level and academic performance of selected high school students of Saint Gregory Academy Indang, Cavite as affected by video Specifically, this study sought to; (1) determine the demographic profile of the respondent; age, gender, and year level (2) determine the extent of students exposure to video games in s of; watching and playing (3) determine the aggression level of selected high school students Saint Gregory Academy after exposure to video games (4) determine the academic performance of Saint Gregory Academy high school students based on the general average from 1st to 4th grading period.(5) determine the relationship of aggression level to academic performance as affected by video games among Saint Gregory Academy high school students (6) identify the significant difference on the aggression level of the student when group according to their exposure (7) identify the significant difference of the academic performance of the students when grouped according to their exposure to video games. (8) Identify the significant difference on the academic performance of students when grouped according to type of exposure. Descriptive method was used in this study to find out if there is a significant relationship on the aggression level and academic performance of selected high school students of Saint Gregory Academy Indang, Cavite as affected by video games. Descriptive statistic such as frequency, counts and percentage were used in determining the demographic characteristic of the respondent and Pearson-R test used in determining the aggression level and academic performance of the respondent before and after exposure to video games. Based on the finding of the study the researcher therefore concluded that watching and playing of video games has no significant effect on the aggression level and academic performance of the high school students from Saint Gregory Academy, Indang, Cavite thus, the null hypothesis was accepted. There is a need to always monitor their students who played video games during class hour which is against to the policy of Saint Gregory Academy and it may results of their low academic performance and high aggression level Due to the very high percentage of students who proved to be students aggressive either by watching or playing there is a need for teachers to always advise their dents the negative effect of video games Always set time limit by their teenager in playing video games because it can affect much of their behavior There is a need for the students to become aware for the game they played and always remember that playing video games has a negative effect. Due to the high percentage of player is students the compute shop owner need to impose after class hours in playing video games to elementary and high school students To the future researchers it can serve as a guide for them to conduct similar study, they can also use other variables such as social competency, interpersonal relationship. They can also alter respondent to those who are non- players of video games. The study was conducted on 80 selected high school students who were recorded watching or playing video games during class hours. The instrument used in the data gathering procedure was video aggression test which was made by the researcher to determine the aggression level and academic performance of the respondent before and after watching and playing video games.
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Item type Current library Collection Call number Materials specified URL Status Notes Date due Barcode
Theses / Manuscripts Theses / Manuscripts Ladislao N. Diwa Memorial Library Theses Section Non-fiction 155.232 Ol4 2007 (Browse shelf(Opens below)) Link to resource Room use only T-3490 00007167

Thesis (BS Psychology) Cavite State University.

Includes bibliographical references.

College of Arts and Science

ABSTRACT
OLLERES HELFRED J. Cavite State University Indang Cavite april 2006. Aggression level and Academic Performance of selected high school students of Saint Gregory Academy Indang, Cavite as affected by video games. Undergtaduate Thesis Bachelor ef Science in Psychology. Cavite State University Indang, Cavite April 2007 Adviser: Imelda R. Filart.
The student sought to determine the aggression level and academic performance of selected high school students of Saint Gregory Academy Indang, Cavite as affected by video Specifically, this study sought to; (1) determine the demographic profile of the respondent; age, gender, and year level (2) determine the extent of students exposure to video games in s of; watching and playing (3) determine the aggression level of selected high school students Saint Gregory Academy after exposure to video games (4) determine the academic performance of Saint Gregory Academy high school students based on the general average from 1st to 4th grading period.(5) determine the relationship of aggression level to academic performance as affected by video games among Saint Gregory Academy high school students (6) identify the significant difference on the aggression level of the student when group according to their exposure (7) identify the significant difference of the academic performance of the students when grouped according to their exposure to video games. (8) Identify the significant difference on the academic performance of students when grouped according to type of exposure. Descriptive method was used in this study to find out if there is a significant relationship on the aggression level and academic performance of selected high school students of Saint Gregory Academy Indang, Cavite as affected by video games. Descriptive statistic such as frequency, counts and percentage were used in determining the demographic characteristic of the respondent and Pearson-R test used in determining the aggression level and academic performance of the respondent before and after exposure to video games. Based on the finding of the study the researcher therefore concluded that watching and playing of video games has no significant effect on the aggression level and academic performance of the high school students from Saint Gregory Academy, Indang, Cavite thus, the null hypothesis was accepted. There is a need to always monitor their students who played video games during class hour which is against to the policy of Saint Gregory Academy and it may results of their low academic performance and high aggression level Due to the very high percentage of students who proved to be students aggressive either by watching or playing there is a need for teachers to always advise their dents the negative effect of video games Always set time limit by their teenager in playing video games because it can affect much of their behavior There is a need for the students to become aware for the game they played and always remember that playing video games has a negative effect. Due to the high percentage of player is students the compute shop owner need to impose after class hours in playing video games to elementary and high school students To the future researchers it can serve as a guide for them to conduct similar study, they can also use other variables such as social competency, interpersonal relationship. They can also alter respondent to those who are non- players of video games. The study was conducted on 80 selected high school students who were recorded watching or playing video games during class hours. The instrument used in the data gathering procedure was video aggression test which was made by the researcher to determine the aggression level and academic performance of the respondent before and after watching and playing video games.

Submitted to the University Library 04/17/2007 T-3490

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