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Computer Games Exposure

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CHAPTER III
RESEARCH DESIGN AND METHODOLOGY

This chapter discusses the design utilized for this study and essential details of methodology. It includes discussion of the research design, locale of the study, respondents of the study, research methods/instruments used, data gathering procedure, and statistical tools employed in analyzing and interpreting the data gathered.

Research Design

The researchers used the descriptive or qualitative method to describe the level of computer games exposure and the level of academic performance of the Grade V players.

Locale of the Study

This study was conducted in the different schools in Pagadian City.

Respondents of the Study

The identified population of the study was made up of the Grade V pupil s from mentioned schools who are officially enrolled for the School Year 2016-2017. Yet, only a total of 30 respondents who were finally covered to serve as the final sample.

Research Instruments

To determine the significant impact of computer games exposure to the academic performance of the Grade V learners, the following instruments were used: self-made questionnaire checklist and the average grades of all the respondents for the 1st grading period.

Data Gathering Procedure

In accordance with research protocols, the researchers sent a letter (noted by the adviser) to principal of the school requesting permission to conduct the study.

After the questionnaires were administered, the researchers proceeded to tallying, tabulation and analysis and interpretation of the generated data.

Statistical Treatment

The gathered data from the questionnaire distributes to the respondents were tabulated and analyzed. The following statistical measures were employed by the researchers.

1. Descriptive Treatment It is use to describe the pupils which included the following: A. Weighted Mean. This is use to get general result

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