for defense proposal(research thesis)
TRANSCRIPT
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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