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As the population sample for the whole population in SVCC, a total of 30 students of
SVCC will be picked randomly by the researcher to answer the questionnaire. A total of
30 questionnaires will be distributed from January 14, 2019 until January 18, 2019. The
research instrument that will be used by the researcher is questionnaire. The researcher
chooses the questionnaire because its more convenient and they estimated that the
survey can be done at January 18, 2019.
The data that the researchers obtained will be analyzed on January 21, 2019 until
January 25,2019. The researcher will be using Microsoft word to process the data. The
researcher will be also explaining the findings from the observations that have been
done.
Research methodology
As this research purpose is to understand the behavior and attitude of the students in
UNISEL Shah Alam towards online game, the researcher have decided to use
qualitative research method to collect and analyze the data received. According to the
Qualitative Research Consultants Association (QRCA) website, qualitative research is
designed to reveal the respondent’s range of behavior and the perceptions that drive it
with reference to specific topics or issues. Thus by using qualitative research method,
the researcher wanted to find out the attitude and behavior of the students who are
playing online video game. The reason why the researcher not using quantitative
research method is because this research is not to find out how many but to know what,
why and how the phenomena occur.
Respondents
The participants of this study are selected Grade 11 students of St. Vincent
College of Cabuyao enrolled in semester 2018-2019.
students of Saint Vincent College of Cabuyao . Studies have been conducted assessing
the impacts of online gaming. As an input, the researchers will gather all the information
about the impacts of online gaming among the students. To carry out the study, the
Cabuyao. As a result, the researchers discovered the impact of online gaming among
the Students