Undergraduate Research Project
Permanent URI for this collectionhttps://hdl.handle.net/20.500.14583/29
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Item Sexual identity, coming out, and romantic relationships among self-confessed college tomboys and lesbiansCabungcal, Kristine Marie C.; Cebrian, Veah Marie P. (Division of Social Sciences, College of Arts and Sciences, University of the Philippines Visayas, 2009-03)This study described the sexual identity, coming out, and romantic relationships among self-confessed college tomboys and lesbians. Eight respondents (6 tomboys; 2 lesbians) participated in this study. The tomboys were found to assume more of a masculine role, while lesbians the feminine role. Questionnaires were utilized to describe gender identity and coming out. Also, two Likert types of scales by John Mohr that is Lesbian, Gay and Bisexual Identity Scale and Outness Inventory were used. One-one-one interview with the respondents was also conducted to further substantiate what it is being a tomboy or n.lesbian. Results showed that a greater number of respondents (50%) had experienced sexual identity confusion during their elementary years. The same percentage of respondents also reported that it was at the age of 15 that they first realized that they were homosexuals. All of the respondents are clear of their sexual identity and have fully accepted themselves. The respondents were open to their friends. While open to their friends, they remain to be closeted at home due to the stigma that is attached by their family members to tomboys and lesbians.Item The effect of perceiver's gender and masculinity on male masculinity performing female streotypic rolesCabrera, Gresilita Liza B.; Ochon, Maybelle Lalaine T. (Division of Social Sciences, College of Arts and Sciences, University of the Philippines Visayas, 2003-10)This study was designed to examine the effects of perceiver’s gender and masculinity cues on male masculinity performing female stereotypic roles. 60 participants consisting of thirty males and thirty females, were randomly selected and assigned to four treatment groups. The groups had been assessed using the Instrument which comprises three descriptions with five items for the first description and 10 items for both the second and third descriptions. A 2x2 factorial design and two-way between ANOVA were used with a 0.05 significance level. The results showed that perceiver’s gender did not affect perception but masculinity cues yielded a considerable mark. Both male and female responded remarkably on descriptions with high masculinity cues only. The results further indicated that there is no interaction between the two independent variables.Item The effect of playing violent video games and gender on aggression among first year students in Iloilo National High SchoolBalicanta, Alexander John F.; Cacho, Charlotte J. (Division of Social Sciences, College of Arts and Sciences, University of the Philippines Visayas, 2002-03)The study was conducted to determine the effects of playing violent video games and gender on aggression among first-year high school students. The experimental design utilized two treatment groups and two control groups. The four groups consisted of (1) males who played the violent videogame; (2) females who played the violent videogame; (3) males who played the nonviolent videogame; and (4) females who played the nonviolent videogame. In this study, aggression was measured using the Direct and Indirect Aggression Scales (DIAS). The DIAS consists of 24 items that measure physical, verbal, and indirect aggression. Prior to the administration of the DIAS, the participants were first asked to play video games. Two groups were assigned to play a violent video game, and the other two groups played a nonviolent game. The participants’ scores in the DIAS were computed and analyzed using the two-way analysis of variance (ANOVA) with interaction. This is done to show if the variables type of video game played and gender significantly affect aggression among adolescents. The two-way ANOVA with interaction yielded three computed values of F. Results show that there is a significant F-ratio on the variable type of video game played. The obtained F is 5.45, and an F of 4.26 is required at the 0.05 level with 1 and 27 df. Since 5.45 is greater than 4.26, the null hypothesis is rejected. Thus, the conclusion is that the type of video game played has a significant effect on aggression among first-year high school students. However, the F-ratio derived for the variable gender was not significant. The obtained F is 3.59, and an F of 4.26 is required at the 0.05 level with 1 and 27 df. Since the value of F is less than 4.26, the null hypothesis on gender is accepted. Thus, gender has no significant effect on aggression among first-year high school students. The F ratio derived for the interaction of the two variables is also not significant. The computed value of F., which is only 0.297, is less than 4.26. The null hypothesis, thus, is rejected. This leads to the conclusion that the type of videogame played and gender do not interact to affect aggression.
