Date of Completion

2022

Document Type

Thesis

Degree Name

Bachelor of Science in Nursing

Keywords

Video Games, Distractions

Abstract

To determine and answer the statement of problems and test the proposed hypothesis of the study, the study utilized a Descriptive-Analytical Type of Design. The instrument used in the study is self-made from different literature as a basis for formulating the questionnaire. The respondents of the study were nursing students in DLSMHSI, stratified random sampling was used to gather respondents, and Cochran’s formula was utilized to determine the sample size of 253 nursing students. Regarding the data analysis, the researchers used statistical treatments containing Frequency Distribution, Percentage Distribution, Weighted Mean, Standard Deviation, t-test, and Analysis of variance (ANOVA) test corresponding to the study’s definite problems and hypothesis. The following conclusions were drawn 1. Majority of the respondents were female, 2nd-year level, who most likely spent video gaming more than 3 hours each day per week, who play multiple types of genres of video games, and the majority of the final term grades are in Very Good category. 2. The nursing students of De La Salle Medical and Health Sciences Institute perceived that video games have "moderate" effects as a distraction technique that somewhat improves their memory and cognitive skills. 3. Significant difference occurred in the perceived impact of video games as a distraction technique to improve the memory of the respondents when they are grouped according to playing time. It was found that regardless of sex, year level, genre, and academic performance their perception of video games as a distraction technique to improve memory and cognitive skills is similar.

First Advisor

Alvin Neil Q. Javier

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