UPV Theses and Dissertations
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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.Item Artisanal fishers: Knowledge on disaster risk, psychological preparedness, and psychosocial factors of resiliencyBalan, Anna Gabriell D. (Division of Social Sciences, College of Arts and Sciences, University of the Philippines Visayas, 2015-05)This study examined the knowledge on disaster risk, psychological preparedness for disaster threat and psychosocial factors of resiliency among artisanal fishers after typhoon Yolanda. Eighty-eight artisanal fishers participated in eight focus group discussions (FGDs) with 8-15 members each. They were administered a Hiligaynon-translated subscale of the Psychological Preparedness for Disaster Threat Scale or PPDTS (Zulch, Morrissey, Reser & Creed, 2012) and were asked questions guided by the developed Knowledge on Disaster Risk interview schedule and Psychosocial Factors of Resiliency interview schedule. Results showed that participants became more knowledgeable on disaster risk after typhoon Yolanda. Their knowledge is influenced by internal and external factors. They also displayed a high psychological preparedness for disaster threat. Psychosocial factors of resiliency that worked best for the participants are being resourceful and initiating a self-help strategy, assuming family- responsibility, faith in God, and material support coming from the different institutions.
