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UPV Theses and Dissertations

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    A survey study on the motivations, gender roles and gender perspectives of elected women officials in Iloilo Province from 1988-1992
    Belloga, NC C. (Division of Social Sciences, College of Arts and Sciences, University of the Philippines Visayas, 1995-12-12)
    One hundred elected Iloggas from 28 municipalities of Iloilo Province were interviewed to define their demographic profile, motivations in joining the electoral politics, gender roles, and perspectives based on selected sociopolitical gender issues. This study revealed that most of the respondents are married, aged 40 to 74, have an average of 4- 5 children. Majority of them acquired secondary education, and only 28% are degree holders with female gender courses such as BS Nursing, BS Education, and BS Commerce. Most of these women entered politics in 1988, and most of them came from political clans in their municipalities. All of them joined civic or religious organizations in their municipality. Majority of the respondents supported or initiated government projects during their term of office in the areas of beautification, sanitation, health, and environment arid mostly are geared towards the upliftment of the standard of living in their areas. This study established that most of the respondents performed traditionally female gender roles such as housekeepers, wives and mothers. They also assumed male gender roles such as elected public servant and farmer. Only a few performed non-gender roles such as being a student and engaged in business. Majority of them assumed a triple role? by simultaneously fulfilling their domestic reproduction, production and community management obligations. Majority of these women officials were initially motivated to join politics by their desire to serve the people. Most of them are hesitant to join because they lack political knowledge and public service experience. However, despite of their hesitations, these women decided to run for public office because of the assured support given by their family and friends. Majority of these women did not perceive that their being women marginalizes them in politics. Instead, they view such factor victory which proved that constituents preferred them over leading to their male candidates. Most of these women did not perceive that politics is a man's world with reference to the success of Cory Aquino and Miriam Santiago as female politicians. Majority of then? qualified their opinion on woman's exclusive dominion of home, arguing that women cam only go beyond their household duties if they know they are capable to perform public functions. They define their gender role in Philippine society as helpers, assistants and character molders of the youth. Majority of these women also qualified their opinion on the equality of men and women, asserting that in terms of physical capabilities men are more superior and in areas such as home management arid child tearing. Majority of these women did not perceive that Filipino society is a male-biased society. They view women as capable of occupying national political positions ar?d bias numeric advantage over men. However, majority agreed that Filipino women occupy subordinate roles to men in society because women are weak, less aggressive, receive insufficient support, and have scarce opportunities. Most of the respondents find politics difficult, especially in settling disputes. They contend that once they gained the? respect, of their constituents, they feel competent to tackle the tasks. It is evident that women politicians still adhere to the patriarchal belief and have unresolved gender definition, which are contributory factors to the discrimination of women in politics.
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    The effect of playing violent video games and gender on aggression among first year students in Iloilo National High School
    Balicanta, 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.