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  • 7/28/2019 For DEFENSE PROPOSAL(Research Thesis)

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    By:

    Rafael B. Gubalane

    Ian Vor A. Cohitmingao

    Mark Marshall E. Patigdas

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    War games have been the subject of much debate over the years. Otherresearchers want to find out the negative and positive effects ofcomputer war games. The study intends to find out whether computerwar games increases aggression level of high school students. Thisresearch is supported by theories that can be classified into naturewhich means innate influence on aggression and nurture which means

    social and situational influences on aggression. We are going to givequestionnaires to 100 high school students from Compostela NationalHigh School. These questionnaires are used to measure the level ofaggressiveness among computer war gamers and non- computer wargamers. After we have gathered the results, the researchers found outthat there is no significant difference between the non- computer wargamers and computer war gamers in their levels of aggression.

    The researchers would recommend the students to control theirbehavior in playing war games, furthermore limit their playing time toavoid the negative effects of war games specifically aggression.

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    Statement of theProblemThe study intends to find

    out whether computer war

    games increases aggression

    level of high school

    students.

    Specifically, the studyattempts to answer if there

    is a significant difference

    between the non- computer

    war gamers and computer

    war gamers in their levels ofaggression.

    Statement of theHypothesisHo: There is no significant

    difference between the non-

    computer war gamers and

    computer war gamers in their

    levels of aggression.

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    This study will be significant in identifying whether computer war gamesincreases aggression level of high school students.

    This study will be beneficial to:

    School Administrators

    Teachers

    Parents

    Government

    Students Future Researchers

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    Innate Influences on Aggression, Freud (1920) asserts that in

    every human there is a life instinct which motivates human being

    to preserve and reproduce themselves. Konard Lorenz (1966) sawthe will to live and the will to aggress as entirely compatible.

    Social and Situational Influences on Aggression, The power ofmodels to modify behavior is crucial an Albert Banduras (1977b)

    social learning theory.

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    Computer war games- computer games whose themes are to kill and its objective is

    to destroy the opponent. Computer games that shows violence.

    Non- computer war games- games that doesnt have themes of violence and war.

    Computer war gamers- refer to students who extremely play computer war games

    for approximately 20 hours per week.

    Non-computer war gamers- refer to students that dont play computer war games.

    Aggressiveness- The act of being aggressive.

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    Aggression is described as the behavior that is intended to injure another person

    (Baron & Richardson, 1994; Berkowitz, 1993). Anderson and Dil (2000) present

    two different studies using different methods to find out the relationship of the

    aggression and violent computer games. Anderson and his team also made a meta-analysis on 130 research reports worldwide. Wang (2011), found out that young

    adults showed less activation in certain frontal brain regions following a week of

    playing violent video games. Kartha (2011) found out that indulging in games that

    have a lot of shooting and killing increases the emotion of anger in children (age 8).

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    RESEARCH DESIGN

    A quantitative-descriptive survey design is used in this research to

    describe the characteristics of the independent variable which is the

    computer war games, whether it could increase the respondents

    aggression level.

    RESEARCH ENVIRONMENT

    The research will be conducted at Compostela National High School, at

    Poblacion, Compostela, Cebu. The school is also 100 meters away from

    the main road and there are three to four internet cafes around it.

    RESEARCH SUBJECTS

    The respondents are high school students of Compostela National High

    School, specifically 13-16 years old. Researchers will then randomly

    select the 50 non computer war game players and 50 computer war game

    players.

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    RESEARCH INSTRUMENT

    Buss-Perry Aggression Questionnaire (BPAQ; Buss & Perry, 1992)

    RESEARCH PROCEDURE

    First, the researchers will go to the class rooms, the students who are in

    the age range of 13-16 years old are requested to transfer to the front partof the class room. Next, the researchers are going to orient what they willdo and discuss the difference between computer war games and non-computer war games. In order to determine whether a student is acomputer war gamer and non-war gamer, the researchers will give asimple checklist to students who are under the parameter for desirable

    respondents and the checklist will be collected. The researchers willcollect and analyze the data. The students will be divided into two groupsis a computer war gamer or a non-computer war gamer. The researchersare going to take out the respondents who are chosen as war gamers fromtheir classrooms and asked to go to the AVR, the chosen respondents willbe given the Buss-Perry Aggression Questionnaire to measure theaggressiveness level of the respondents. The questionnaires will be

    collected by the researchers after they are done answering. respondentswill be oriented of the objective and purpose of this study andrespondents will be then dismissed. The researchers are going to do thisprocedure again, but this time the questionnaires will be given to studentswho are chosen as non- war gamers. In the end, the results of bothcomputer war gamers and non- computer war gamers will be interpreted.

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    The T-test assesses whether the means of two groups are statistically

    different from each other. This statistical treatment is appropriate

    whenever you want to compare the means of two groups. The researchersare going to use T-test of independent means to find whether there is a

    significant difference between the scores of computer war gamers and

    non- computer war gamers.

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    THAT IN ALL

    THINGS GODMAYBE

    GlORIFIED