Research Journal

PREFACE
(Roel B. Dimalanta, LPT, MEA, Ph.D (i.p)

Research plays an essential role in training our young students to have an opportunity for a broader educational experience whereby they shall be able to explore the world they have never thought of existing. Through research, our young individuals shall have that once-in-lifetime chance of challenging their boundaries to transverse or continuously probe to become an agent of change, thereby improving the quality of life, which is the primordial objective of research. Oftentimes, the discipline of research is neglected, and it is but the commitment of the Lyceum of Subic Bay Research Committee to create an avenue to restore such interest in research among students and in some ways among our educators. Through research, the Lyceans may find an alternative venue for their leadership development, as potential researchers, they shall progress into being independent minded, resourceful and well-disciplined, and by believing and having faith with their capability and ultimate potential for self-improvement, the Lyceum of Subic Bay Research Committee shall be then an instrument or agency for them develop their research potentials and skills to the optimum.

The first or initial publication of Lyceum of Subic Bay on-line Research Journal is but a manifestation of such commitment on our parts as crew members of our research ship. This journal is but a fulfillment of our dream and long desired selfless mission to showcase the research works of our students and sooner than we expected, the research outputs of our educators. Humble pride and honor stem from knowing that this research journal is but a product of a collaborative effort born out of synergy of a Family, known as Lycean Family. Without them, this publication will have not been possible.

This Lyceum of Subic Bay Journal is specifically created to showcase noteworthy publishing research works of our students and teachers and encourage others to embrace the discipline of research with enthusiasm.

The introductory publication of this research journal may cover few researches and few texts which shall basically orient Lyceans on what to expect in the succeeding time.

The maiden publication covers the following :

Part One introduces our readers to the Members of the Lyceum of Subic Bay Research Committee and to their respective duties and responsibilities;

Part Two orients us on the institutionally accepted Research Protocol;

Part Three inspires us with messages coming from no less than the College President, Mr. Alfonso E. Borda and Dr. Diena Oroceo, our Vice President for Academic Affairs, whose invaluable supports to this endeavor are beyond any descriptive words;

Part Four covers the anthology of research outputs (in a form of research abstract) of Lyceans, both from Senior High School and College Levels respectively. The selection of the students’ research abstracts is guided by the assumptions that these research outputs were considered the bests after undergoing rigid scrutiny of an August panel members of viva voce.

It is hoped that this research journal shall realize it objective which shall prove useful to Lyceans personally and professionally.

RESEARCH COMMITTEE

Duties and Responsibilities

  • Research Director

    1.    Oversee the conduct of the school’s research and other related programs, projects and activities;
    2.    Promulgate institutional Research Protocols to serve as guidepost in the conduct of research;
    3.    Initiate the conduct of Orientation-Conferences, Trainings and Webinars, to upgrade/ update the research competencies of faculty members and other non-teaching personnel involved in research;
    4.    Recommend research areas as maybe deemed necessary to group or individual faculty members, findings of which shall be used as inputs to policy and decision- making and for instructional purposes;
    5.    Organize committee to review and edit research outputs ; and
    6.    Facilitate the publication of the approved research outputs in refereed journals.

  • Asst. Research Director

    1.    Assist the Research Director in overseeing the conduct of the school’s research and other related programs, projects and activities;
    2.    Coordinate and assist various department heads/ coordinators and faculty members in coming up with their group/ individual researches;
    3.    Make the necessary arrangements/ coordination to facilitate the conduct of Orientation/ Conference Training and Webinars;
    4.    See to the collation of research outputs for publication in refereed journals; and
    5.    Do other related responsibilities as maybe delegated by the Research Director.

  • Department Representatives

    1.    Participate in Orientation- Conference, Trainings, and Webinars on research related programs, projects and activities;
    2.    Produce group or individual research outputs on chosen relevant department topics/ problems as inputs to policy and decision- making and for instructional purposes;
    3.    Choose subject researches within the individual group researchers’ capabilities and availability of research materials and references;
    4.    Submit at least one individual or group research outputs annually; and
    5.    Agree to donate copies of research outputs in the school’s Library for reference.

  • Secretariat

    1.    Provide the necessary reference and other research materials for researchers’ use;
    2.    Reserve a library corner with computer units solely dedicated for research purposes;
    3.    Assist researchers in the provision of the needed data and information;
    4.    Assist in the encoding of researchers’ outputs; and
    5.    Prepare printed final draft of the research outputs, for review and editing of the Committee designated for the purpose.

Research Director

Mr. Roel B. Dimalanta
Doctor in Philosophy major in Educational Mgmt.(ip)
MA major in Educational Administration
BA major in English

Asst. Research Director

Mr. Randy L. Baguling
Master in Public Mgmt. (ip)
Bachelor of Laws
Bachelor in Political Science

Department Representatives

• Engineering Programs • Architecture • Business Administration • Information Technology • Accountancy • Customs Administration • Hospitality Management • Tourism • Psychology • Criminology

Secretariat

• College Librarian • MIS Coordinator • Guidance Counselor • Asst. to the HR Manager

Advisers

DR. DIENA B. OROCEO
VP for Academic Affairs

MS. LINDA B. BAYLON
Principal, Basic Education

RESEARCH PROTOCOL AND GUIDELINES

A. GOAL

This institution recognizes its  responsibility to address the need for an institutional protocol for  student-researchers.  The Protocol is the primary reference document for the conduct of the study and provides detailed, written documentation that sets out the conduct of the study. This protocol has been developed to help ensure that, in all researches  to be conducted by the students appropriate respect  shall be given to legitimate knowledge, intellectual property and that the final study or research shall represent the standard of best practice appropriate for scholarly research.

B. OBJECTIVE

A thesis or a thesis proposal  is intended to showcase the research skills and concepts learned by a student. Through it, a student is expected to show mastery of research skills in contributing to knowledge in his own discipline or course. Both thesis and thesis proposal must reflect the ability to conduct research and write the research report in a scholarly manner worthy of publication. In addition, it is expected to make a unique and significant contribution to a student’s own field or discipline. For both thesis and proposal, scholarly writing expectations include a substantive and organized build-up of arguments, proper format and style (i.e.-the institutionally accepted forms and format), and correct grammar, punctuation, and spelling.

C. RESEARCH AGENDA

This institution’s commitment to quality education shall be equated with serious research thrusts to respond the challenges of time. These research agenda shall reflect the institution’s research direction for its research undertakings, hence with the hope of producing relevant researches which will make a positive contribution to our society as a whole and significant contribution to the institution’s advancement of quality education of its respective disciplines and fields or courses of studies through various scientific inquiry. Hence, the institution wishes to achieve the following :

1.    Ensure that research topics must be based on the following elements :
a.    Context
b.    Input and Process
c.    Effects and Implications
d.    Impact to Community and Self

2.    Provide systematic dissemination of research products to make readily available as references for future researchers
3.    Share research products with other academic institutions within the area

4.    Ensure that the conduct of research shall contribute responsively in the achievement of quality instructions for the institution and the improvement of community

5.    Ensure that the findings of research will be presented in a format that is readily understandable and accessible to all stakeholders, and particularly to those who provide the basis for the research findings. Where appropriate, the research findings will be presented in oral, written and visual forms in various publications and forums.

D. ETHICS

1.   The consent of the research participants, individual or group, where such subject or group is known will be requested and taken before the research begins likewise when the research is in progress.

2.   Where there is no identifiable person or group, then a consultation committee shall be established for areas where public information is cited. With regard to informed consent the student-researcher will need to establish who communicates for the community and what the conditions of the informed consent will be. Institutional advice shall be made available to essay the consultation process.

3.   The aims of the research as well as the anticipated outcome(s) shall be made available to the research participants in a clear, concise and appropriate manner using the most understandable language available.

4.   The rights, interests and sensitivities of the subject or group being researched will be acknowledged and protected highly, including the protection of any intellectual property rights such as those pertaining to ceremonies, songs, rituals, religions and other sacred cultural traditions.

5.   Research tools and techniques, which are open, direct and transparent, should be used at all times. Secret or covert (hidden) work shall be prohibited.

6.   All participants will be fully informed that they are involved in a research study before the study begins.

7.   The people participating have control over the results of the research process and as such have an absolute right to exercise control over the information they have volunteered. This includes the right to control it, to restrict access to it, or to withdraw part or all of the information from the actual research project findings. It is the researcher's responsibility to clarify with research participants how this control might be exercised.

8.   The researcher(s) shall honestly and accurately represent their skills and experience to those involved in the research.

9.   Researchers shall be prohibited to exploit informants, or the information gathered from the research, for personal gain. Where possible and appropriate, fair return should be given for participants' help and services, which should be acknowledged in the final output.

10.   The people involved in the research activities will have the right to appeal to the students- research committee in the event of any problems arising in the research process

11.   All the ethical principles outlined in this protocol will be adhered to in this policy, including the right of research participants to confidentiality.

E. PLAGIARISM

This institution has the responsibility for maintaining academic integrity so as to protect its quality of education and research outputs, and to protect those who depend upon its integrity.

1.   Expectations of Students. It is the responsibility of each student to refrain from infractions of academic integrity, from conduct that may lead to suspicion of such infractions, and from conduct that aids others in such infractions

2.   Expectations of Instructors. It is the responsibility of each Instructor to establish and maintain an environment that supports academic integrity. An essential part of each Instructor’s responsibility is the enforcement of existing standards of academic integrity. If Instructors do not discourage and act upon violations of which they become aware, respect for those standards is undermined. Instructors should provide their students with a clear statement of their expectations concerning academic integrity.

3.   Definition. Plagiarism is presenting someone else’s work or ideas as your own, with or without their consent, by incorporating it into your work without full acknowledgement. All published and unpublished material, whether in manuscript, printed or electronic form, is covered under this definition. Plagiarism may be intentional or reckless, or unintentional. Under the regulations for examinations, intentional or reckless plagiarism is a disciplinary offence.

4.   Necessity. The necessity to acknowledge others’ work or ideas applies not only to text, but also to other media, such as computer code, illustrations, graphs etc. It applies equally to published text and data drawn from books and journals, and to unpublished text and data, whether from lectures, theses or other students’ essays. You must also attribute text, data, or other resources downloaded from websites.

5.   Examples of Plagiarism

a. Copying the words of others, whether from a source or another student.
b. Putting your name on a paper written by someone else.
c. Purchasing or downloading in paper from the Internet and turning it in.
d. Paraphrasing (rewriting in your own words) a source and not documenting it.
e. Not using quotations marks properly when using material from another source.

6.    Using proper citation formats. Often one of the most difficult aspects of writing a paper is knowing how to properly integrate sources into the researcher’s paper. Many cases of plagiarism are unintentional and happen because the writer is unaware of how to properly incorporate and cite sources in the text of a paper. The following steps can help you make certain you have all the information you need to compile proper citations.

a. Have the complete citations for all sources.
b. Include both the URL and dated visited for Internet resources or on-line references cited.
c. Keep records of research. Note where in a paper that a particular resource is being utilized
d. Use institutionally accepted citation format

7.    Measures. This institution regards plagiarism as a serious matter. Cases will be investigated and penalties may range from deduction of marks to expulsion from the institution depending on the seriousness of the occurrence. Even if plagiarism is inadvertent, it can result in a penalty. This regulation regarding conduct applies to the submission and assessment of a thesis, research and other coursework not undertaken in formal examination conditions but which counts towards or constitutes the work for a degree or other academic award. Additionally, this includes the transfer and confirmation of status exercises undertaken by graduate students. Cases of suspected plagiarism in assessed work are investigated under the institution’s disciplinary regulations. If plagiarism is suspected in a piece of work submitted the matter will be referred to the Office of Student Affairs. The concerned shall be thoroughly investigated of the claim and call the student concerned for a dialogue. If at this point there is no evidence of a breach of the regulations, no further disciplinary action will be taken although there may still be an academic penalty.

MESSAGE

ALFONSO E. BORDA

President/CEO

   It is a fact that progress and development in the various fields of endeavor, came about because of studies and researches conducted by concerned individuals. Higher Education Institutions (HEIs), like Lyceum of Subic Bay, Inc. (LSBI) therefore, is duty-bound to hone their students’ knowledge, skills and abilities to search and discover answers to certain unknowns. Through this maiden issue of the school’s publication of the Online Research Journal, interested Lyceans will now be able to put to use their writing and investigative skills, to find something new, to innovative or improve on something already existing.

   I therefore, commend the Research Committee in pooling their talents and skills together, to produce this document, the Online LSBI Research Journal. Over and above the compliance to the mandate of the Commission on Higher Education (CHED), for HEI’s to engage in their quadruple functions of Instruction, Research, Community Extension and Production Services, the publication is also a testimony to the schools’ desire to embibe among Lyceans, the values of truth and honesty; develop critical thinking; and the ability to analyze before jumping into any conclusion on certain events affecting their lives. It is my earnest hope that as the years goes by, this Journal shall continue on improving its contents, with more informative and relevant research findings.

DR. DIENA B. OROCEO

VP for Academic Affairs

   It is with pride, that I congratulate the men and women behind the “debut” publication of the Lyceum of Subic Bay Inc. (LSBI)’s Research Journal. With Mr. Roel B. Dimalanta as Research Director, in his concurrent position as Head of the Office of Student Affairs and Services (OSAS) on the lead, this accomplishment is no mean feat. A major development, the Journal shall now provide a venue for both the faculty members and students’ research outputs.

   I therefore, highly encourage all Lycean students and faculty members alike, as well as those in the non-teaching personnel group, to take this opportunity to showcase and share their talents, concepts/ideas and discoveries, through this Journal. These could provide valuable inputs that could contribute to the enrichment of the teaching-learning environment, especially in this Pandemic times. Critical thinking and the ability to put on record studies conducted, preferably developmental in nature, shall be most welcome. I look forward to the regular issues of a full-blown publication, an active and referred Research Journal, not only for the school’s local consumption, but one that is worthy of sharing with other readers, researchers and academic communities.

God bless and more relevant and valuable research outputs to come!

Research Abstracts


  • A. Basic Ed, STEM, SHS

    BASIC EDUCATION DEPARTMENT
    STEM-SENIOR HIGH SCHOOL

    TITLE
    The Impacts of On-Line Gaming and Study Habits Among Senior High School Students of Lyceum of Subic Bay, Academic Year 2019-2020

    RESEARCHERS
    Ghen Riezel Delos Reyes
    Earl Jayson Sangalang

    ABSTRACT

    The present study covered the profile and the study habits of Senior High School Students in Lyceum of Subic Bay. This study limits only to Senior High School students who are currently enrolled in academic year 2019 – 2020 at Lyceum of Subic Bay. This study considered only Lyceum of Subic Bay and its students. This may have an effect on the generalization of the study and its findings. However, its findings, at least some portion and extent of it may still hold true to other schools possessing the same characteristics or adhering to the same educational vision, mission, objectives and curricula of the studies of Lyceum of Subic Bay. This study utilized the qualitative, quantitative and correlational research method or mixed method with interviews and questionnaires as the principal tools for data gathering.

    Qualitative research is a type of social science research that collects and works with non-numerical data and that seeks to interpret meaning from these data that help us understand social life through the study of targeted populations or places. Qualitative research is typically focused on the micro-level of social interaction that composes everyday life. Qualitative research is designed to reveal meaning that informs the action or outcomes that are typically measured by quantitative research. So, qualitative researchers investigate meanings, interpretations, symbols, and the processes and relations of social life. This type of research produces descriptive data that the researcher must then interpret using rigorous and systematic methods of transcribing, coding, and analysis of trends and themes. It may begin as a grounded theory approach with the researcher having no previous understanding of the phenomenon, or the study may commence with propositions and proceed in a scientific and empirical way throughout the research process making it a qualitative and quantitative approach or mixed method (Bogdan & Taylor, 1990).

    Quantitative methods emphasize objective measurements and the statistical, mathematical, or numerical analysis of data collected through polls, questionnaires, and surveys, or by manipulating pre-existing statistical data using computational techniques. Quantitative research focuses on gathering numerical data and generalizing it across groups of people or to explain a particular phenomenon. (Babbie, 2010).

    A correlational study is a type of research design where a researcher seeks to understand what kind of relationships naturally occurring variables have with one another. In simple terms, correlational research seeks to figure out if two or more variables are related and, if so, in what way. (What is a Correlational Study? - Definition & Examples, 2018)
    Introduction

    Online gaming, as defined by IGI Global, refers to games that are played over some form of computer network, most often the Internet. Online games can range from simple text-based games to games incorporating complex graphics and virtual worlds populated by many players simultaneously.

    The definition of impact as defined by Merriam Webster is the force of impression of one thing on another, which may be significant or major effects. Other definition of it as to the Collins Dictionary is something that it has on a situation, process, or person is a sudden and powerful effect that it has on them.

    Study habits for Good (1998) is the student’s way of studying, whether systematic, efficient or inefficient. Meanwhile, Azikiwe (1998) described study habits as “the adopted way and manner a student plans his private readings, after classroom learning so as to attain mastery of a subject.” Also, she said “good study habits are good assets to learners because the habits assist students to attain mastery in areas of specialization and consequent excellent performance, while opposite constitute constrains to learning and achievement leading to failure.”

    Computer games started in 1972 with Pang, a computer tennis game, and then developed in hardware and software systems. Improvement of quality and variety of games increasingly spread it in the society especially adolescences. It is believed that computer games like watching TV provides opportunities for visual learning. Especially because these games are more active compared to watching TV, they are considered more effective. Since these games are known as the second entertainment after TV, opponents of these games emphasize on their negative effects such as stimulating anger and violence, costing a lot of money and having negative effects of physical and mental health, which are much higher than the positive effects of the games such as increasing the coordination of eyes and hands.

    An online game is considered to be a video game played on the internet or any computer network available. Many games create their own communities by building a group of people who play the same game and is invited to a certain group, but there are also games who does not need to build a community already because the game it self is played as one whole community.

    As for observation and experience games or online video games are created to be able to socialize with friend anywhere around the world/country. People also create games as for time consuming activities but as the generation as continued and technology has evolved people play some games for competing and for social presence for a group in the community itself. People are still into video games now a days because of what technology can bring online gaming to. The future of online games are not done yet, since our technology of today brings a lot of access to a lot of things and that can bring us a lot of motivation to do things.

    The impacts of online gaming now are pretty much getting out of hand because of what kids or teens play nowadays. An online community can easily break through a kid mind and can even start manipulating him/her to do something bad that can affect the kid’s
    life, such as virtual bullying, this can affect a child’s perspective in a lot of things but mostly in life. This can only occur if said child takes his/her game seriously.

    Games nowadays can be addicting to the kids that play them and now that we see out tech evolving and that kids want the new things specially for most of the families that can actually afford and give their child what they want and that can cause an addiction to somehow see that they can get what they want or ask for. Parents are scared but we did this research to prove that there would be a special treatment or way of seeing things for the child to be able to cope-up with his/her gaming addiction.

    According to Khurana (2019), online games are compared differently to single player games where the only challenge is to beat a computer. While in online games you can challenge co-players in the world. In fact, certain game platforms cater to this by having rankings to determine top gamers in the world. This boosts gamer’s motivation to consistently play and win.

    According to Morrision (2001), computer games are the most popular entertainments in modern societies and they target a variety of people in different ages. The addiction to the rivalry and excitements of the games make them the most common recreational programs for today's teenagers, so that they do anything to reach a higher level of the game, they immerse in the game so much that they completely separate from their surroundings. Challenging with the obstacles and reaching a higher level in the game, make the players excited and losing the game make them anxious.

    Esquirre (2005) said that Massively Multiplayer Online Role Playing Game (MMORPG) is becoming a form of both entertainment and socialization for the youth.

    Online games have become part of the educational, social and cultural activities for the Net Generation. Despite the fact that online games are still held in low regard by a majority of public critics, a growing amount of research indicates that games have promising potential as learning tools.

    ReachOut Schools said that online game provides small achievements, rewards, completions and social collaboration that people enjoy. Facebook offers these kind of games which people use to kill time while waiting for responses from friends it also strengthen the social connections through continuous shared gaming with friends.

    Furthermore, another paper claims that these games are not just for entertainment. They claim that these games may be used to learn and experience different things and interact with other people and belong to a virtual community.

    Online games have both positive and negative effects on people, especially students. One of the negatives is this. Many cases among students are addiction. And this addiction may lead to worse problems.

    Too much gaming may seem relatively harmless compared with the dangers of a drug overdose, but experts say video game addiction can ruin lives. Students who play four to five hours per day have no time for socializing, doing homework, or playing sports leaving little time for normal social development.

    By playing the online game features, online gamer participants may view the games as source of providing diversion and filling time. “The biggest risk factor for pathological video game use seems to be playing games to escape from daily life,” said Joe Hilgard, lead author of the study and a doctoral candidate in the Department of Psychological Sciences at Missouri. Addiction to the internet shares negative aspects of substance addiction and has been shown to lead to consequences such as failing school, family and relationship problems.
    Online gaming allows a person to escape the real world and change the perception of self-worth. The feeling of superiority while playing online games could be a problem.

    According to Conrad (2005), students may become lazy when it comes to studying and prefer playing the whole day long. Some may even skip school in order to have more playing time. Addicted gamers spend so much time playing that their personal relationships get neglected and sometimes disappear altogether. Among addicted gamers who are married, up to 50 percent report a strain in their marriage as a result of their addiction. Addicted gamers also neglect the responsibilities of everyday life such as school and work.

    On the bright side online games are proven to give a gamer positive effect that are contrary to the traditional belief that games are addictive assets of entertainment. A recent research proved that there are more to than just having screen time playing games , it improves a gamer’s cognitive skills. An example is improved coordination, while playing online games it provides a bunch of mental stimulation. You combine your visual, audial, and physical movement, what you see and hear, there’s a reaction of the body.

    Online gaming also brings a myriad of benefits. It improves your visual-spatial awareness, hand-eye coordination, improves cognitive function, and most importantly it is social and connects you with others which can give you a sense of community and belonging and satisfy some deeply held social needs that can sometimes be difficult to find in real life.

    According to Snodgrass (2014), online game helps students to become skillful depending on the type of online game being played. It improves critical thinking, when action games present unusual quests, players usually solve them instantly forcing them to think quickly.

    Online games can also be used as educational tools. According to some studies, educators now used educational games as it is highly motivational for the students. The right kind of games is really helpful for students. These kinds of games are highly effective in learning basic grammar and solving complicated math problems.

    According to Kuss & Griffiths (2017), students who play online games are just having fun. They do not just actually play because of some sort of seriousness, but also because they just want to feel relief. During school hours, students tend to feel stressed due to loads of school works and through playing it will relive their stress.

    It is undeniably questionable that playing online games provide them something that no one can give. According to some researches it is beneficial. It enables the mind of the players to be more active, especially those puzzle-based games. Furthermore, it helps the player to come up with decisions in tight situations, especially those adventure games that keep the players to be alert, active and strategic.

    According to Lan (2003), by playing the online game features online gamer participants may view the games as source of providing diversion and filling time.

    “The biggest risk factor for pathological video game useseems to be playing games to escape from daily life,” said Joe Hilgard, lead author of the study and a doctoral candidate in the Department of Psychological Sciences at Missouri. “Individuals who play games to get away from their lives or to pretend to be other people seem to be those most at-risk for becoming part of a vicious cycle.

    Study made by Peters et al. (2007) said that, gamers avoid their problems by playing games, which in turn interferes with their lives because they’re so busy playing games. Internet addiction gives the gamer to the unique psychological properties which is the users increase their use of these internet services, the utility they gain from each usage does not diminish, leading not only to self-destructive addiction but also to social skills.

    According to Kange (2011), playing video games can interfere with real-life obligations such as work, and players can end up lying about playing video games. The study found that “problematic” online game use can have similar effects as other addictive activities, such as abusing alcohol.

    The reasons for adolescents' attraction to these games include being excited and easily accessible while authorities and families do not have any proper plan for students' leisure time and there is not many options for their entertainments. Playing computer games to some extent can be useful, but long-term playing leads to various physical and mental complications.

    Long term involvement with these games means the players long term tension, restlessness and worrisome and during the game, physical tensions and real physical stimulation are experienced. By sympathetic nervous system stimulation, this can gradually make this system sensitive and ready for response to limited stimulants, while causes anxiety symptoms in the player.

    A study by Sherry et al. (2001) investigating the reasons for playing video and computer games by adolescents and their game priorities on 535 adolescents in age 15-20 in the West USA found that 68% of adolescents had these games as their weekly entertainment. The reasons for playing these games among boys were excitements and challenges and they insisted to win. Moreover, sport and violent games were more attractive for boys.

    Although playing video games is one of the most popular leisure activities in the world, research into its effects on players, both positive and negative, is often trivial. Some of this research deserves to be taken seriously, not least because video game playing has implications for health. One innovative application of video games in health care is their use in pain management. The degree of attention needed to play such a game can distract the player from the sensation of pain, a strategy that has been reported and evaluated among pediatric patients.

    According to an article by Australia Edu (2008), it is essential to have habits in life, and if done frequently and effectively, you are starting to develop good habits. This gives you a chance to be consistent and continue with you do. And if educational success is the topic, we all know that good study habits are essential to it. It’s an important part of a student and his success. It can probably diminish the academic dishonesty by practicing and giving importance to good study habits with students, and letting the students know that good study habits are very important when it comes to their life in school. Even still, in case you slouch and attempt on sleeping, in the fridge to halt your appetizer. In this case you would be reminded of your affirmation to achieve good study habits. It is highly suggested to insert bright colors, large and lively elements in the affirmation poster. Put it in places where it can be seen by you in your daily life. Put it beside your bed procrastination can be overcome with proper study habits, and improving your study habits is the key to better studying. Good study habits are a great tool to have not in your toolbox in school, but also what you would want in your life.

    Study habits is known for a well-planned and deliberated in patterns of how the subject/person studies and is attained consistency on the part of the subject/person understanding their own academic performances in passing their subjects and examinations. It can significantly contribute to one’s development of knowledge and perceptual capacities. Study habits tell a person that how much he will learn and how far he wants to go, and how much he wants to earn. These could all be decided with the help of one’s study habits, throughout the life. Its purpose is to help students maximize their learning capacities or learning process. This will require time and dedication to enable students to help themselves achieve their personal goals.

    Another practice is to limit the amount of time on other stuff like watching TV, playing games, socializing, and many more. If you desire to reduce time on these, start by limiting the amount of time spent in such activities. Try only subscribing to one program or series and make it as a reward when you finish studying.

    A good task to put in mind is to put affirmations, this is encouraging yourself and affirming that you can do what you aim to accomplish. Take this as an example, “I am a student that is good, I wake up 5 am in the morning to study and get ready to learn.” Effective materials for this are using posters or sticky notes where affirmation lines are put.
    According to Palani (2012) reading habit is an essential and important aspect for creating a literate society in this world. It shapes the personality of individuals and it helps them to develop proper thinking methods, and creates new ideas. However, the developments in the Mass Media had continued to influence interest in reading books, magazines and journals, among others.

    Issa et al. (2012) recommended that everyday reading activities in which students engage influence their studying skills and subsequent academic performance. There is a general sense in which one appreciates the link between good habits of reading and the academic performance of students generally.

    Singh (2011) examined academic achievement and study habits of higher secondary students. The study was conducted on hundred higher secondary school students, randomly selected from higher secondary schools. The results indicate that girls and boys differ significantly in their study habits and academic achievement.

    Bhan and Gupta (2010) conducted a study for academic achievement and study habit among the students belonging to scheduled caste and non-scheduled caste group. The result revealed that sex has no significant impact on academic achievement and study habit of students.

    Ogbodo (2010) examined that parent send their children to school to learn. In the school, children are exposed to various experiences which influence their behavior.

    Therefore, learning is a change in behavior. Such a change is seen in their mental reasoning, physical growth, manipulative skills and development of values and interest. The change may be easy or difficult depending on the home and school environment. Reading for recreation or relaxation is very common among the educated elite. Students, who read magazines at intervals learn to relax, cool their brain and avoid mental fatigue and also makes them live a disciplined life in the school. In most cases, its effects in inducing sleep and rest after tedious reading in the classroom or the library adds to good health habits.

    According to Adelaide Edu (2014), study is an important part of our lives. No universal method could fit every student and subject. Developing practical study habits is largely a matter of working out what works best for us. To help students maximize their learning and studying, there are useful methods and guidelines for that.

    Study time is any time you are doing university related work; the ability to organize yourself and your surroundings in a way that suits your learning best is an important aspect of successful study time. Planning is the key to being organize. A schedule will make you aware of how much time you actually have to study each week. Provide yourself the finest opportunity to benefit from your study time. Your own body rhythm must be used to our advantage. A few understudies work superior within the mornings and others lean toward the night times. There ought to be a time of day once you know you're most alarm and productive. Incorporating progressing data is an initiative.

    Finding a suitable study space is another way. Your minds and bodies respond to your environment, so selecting a particular environment that you simply will come to perceive as your ‘study space’ is helpful. Selecting an environment where you most feel comfortable. Guarantee that the materials you require are inside reach to maintain a strategic distance from the bother of having to go and discover them. Tell family and companions not to hinder you amid your ponder time. Let them know after you are having a continuous consider session.

    A good task is to reduce unnecessary distractions. Unexpected distractions can break concentration. After an interruption, it may take several minutes for you to get back your focus, so try to arrange your study time and place to have a low chance for distraction.

    Simply sitting down to study has little value. Consider objectives that will assist you to remain centered. Be clear about what you need to achieve, which may include completing allotted readings, working on papers or instructional exercise notes. Be practical and learn to alter your desires of yourself. In the event that you discover that your readings are complicated or that composing a modern task is taking more time than expected, you should modify your plan in like manner. Be sensible along with your workload to dodge getting overpowered. Make your possessed motivations for effectively wrapping up an errand.

    Another thing is choosing what to study, start along with your least enjoyable or your hardest subject. Tackle this subject once you have the foremost mental vitality. The arrangement in which you rank the trouble of your courses may alter as the semester progresses, so be adaptable.

    Start your assessment tasks immediately after they have been dolled out, as the material will be fresh in your intellect. Sort out and divide your workload into reasonable bits over shorter periods, instead of several longer blocks. In the event that you are doing as well much considering at one time, you may feel depleted and be less profitable. Point to have your assignments completed a few days some time before they are due, to give yourself time to completely clean your work.

    Take brief breaks in between. Consider sessions to reestablish your mental vitality. Roughly each half hour, plan a brief ‘study’ break. This break ought to not be for unwinding with TV and snacks, but utilized to review what you’ve learned or changed.
    In expansion to perusing, you ought to say the words out aloud as this strategy gives criticism you'll hear. It also powers you to organize your material in a way that's characteristic for memory improvement.

    Reviewing lecture notes on the day of the lecture will help reinforce the material. It will grant you the opportunity to complete your notes by filling in any gaps or translating any hazy documentation whereas the subject is still fresh in your intellect. At all times go through the criticism on work given back to you by your tutors. They ought to have composed a comment telling you what you may have made strides. Reflect on their comments and apply that counsel to your other evaluation errand. Do not stop a consider session at a troublesome or overwhelming spot within the subject matter, as you may be less enthusiastic to return to it. In the event that you delay at a point of intrigued, at that point you'll feel more positive about returning to your studies at another time.

    Seek academic help if needed but take responsibility for yourself. On the off chance that you're battling with an issue or concept, you must look for assistance as soon as conceivable. Do not hold up until just before assignments are due and/or exams have commenced. Furthermore, counsel your program facilitator or lecturer for clarifications. Consult your course guide and permit yourself time to work through problems and understand the concept. Seek personal help if necessary. If stress becomes a factor, there are a number of strategies you can explore.

    As seen online, many of the tips for students are same with those done in an onsite classroom. This project to be proposed can help students effectively learn new concepts and theories, and eventually apply them to their studying time. A lot of these contents can be seen online and are published to be used as a guide for students to use for good study habits.
    Being organized is one way to help you achieve good study habits. And one great way to achieve being organized is having a folder to keep your homeworks or paperworks. Once you reach on the grades where homework and tests are part of the curriculum, there are many things you can do to encourage good study habits. An effective way to study is to study before and while you do the homework. A little amount of homework may help students build study habits. This emphasizes the importance of deadlines and the value of a good instruction. Being organized and having homework routines are the most important things in helping you to develop good study habits for life.

    All learning, however, is a process which settles into certain steps. Students with learning problems, however, may still have generally inefficient and ineffective study habits and skills. Becoming aware of your learning style will help you to understand why you sometimes get frustrated with common study methods. Awareness may lead to you develop good study habits or degrade you to be aggregated with your studies.

    In the learning process, an important role is being played by effective study habits. To achieve good study habits, you should keep it to a daily routine and give academic subjects equal treatment. If you feel that you have weak study habits, try and take a study skills course or have someone give you advice and show you good study habits.
    After that experience, your study habits can be permanently altered, and this will help your own preparation as you start teaching others and last a lifetime. The main priority in studying is to have class attendance, time management, and great studying habits are necessary workings for an academic success.

    One problem faced today is that, some students are hard to shake, they tend to procrastinate and give less importance to studies. Hard work and good study habits are assets that should be given importance. Good study habits are important for students to protect investments of resources like time and money to achieve academic goals.

    Open Polytechnic (2016) stated in their article “Develop good study habits” said that, “Develop good study skills and you'll be on your way - here's some tips on how to establish good study habits. For a start, if you’re not happy, decide what you want to change, and do it every day for 30 days. This will help to make your new habit automatic. That's only a month – you can do it.,” and they also suggested ways to change study habits for the better. One is committing to writing, where you need to know what you want to change from your existing bad habit and what you want to do to change it and have a good study habit. Write the things you want to get rid of and put a line in it, and give it a comment on what you do about it, it may help a lot.

    Next step suggested is to make it do-able. Remember, it starts with a process and it doesn’t always have to be done big. Start small by studying one hour a day, then practice extending it as you get a hang of studying that long. You don’t set yourself up to fail, it doesn’t change much overnight.

    According to Rabia (2017), study habits contribute significantly in the development of knowledge and perceptual capacities. Study habits tell a person that how much he will learn and how far he wants to go, and how much he wants to earn. These all could be decided with the help of ones’ study habits, throughout life. Therefore it is assumed that study habits are correlates of scholastic or academic achievement.

    A substantial amount of research has examined the role of students’ study habits and their attitudes to study on academic performance. The study of Osa-Edoh and Alutu (2012) which examined the usefulness of imbibing in the students study habit, as a means of enhancing their academic performance, revealed a high correlation between study habits and students’ academic performance. This suggests that it is only when students imbibe or cultivate proper study habits that their academic performance can be improved upon.

    Similarly, Nuthana and Yenagi (2009) found significant correlation between study habits and academic achievement. It further revealed that reading and note-taking habits, habits of concentration, and preparation for examination had significant correlation with academic achievement. The authors pointed out that students who are better in reading and note-taking, well prepared for the board examination and have concentration may have better academic achievement.

    An association between study skills and academic performance also has been found to prevail among undergraduate students. The study of Fazal (2012) identified various study skills used by learners and ascertain which study skills is more related to academic achievement. Results of the study indicate significant relationship of time-management skills, reading and note-taking skills with academic achievement. Students with higher academic achievement used a wide range of study skills as compared to students with lower academic achievement.

    The study of Demir et al. (2012), which examined the effect of development of efficient studying skills curriculum on academic achievements and studying skills of learners, found that students can acquire efficient studying skills by means of curriculum for developing efficient studying skills.

    The students were able to organize the study environment and use specific methods effectively, such as efficient reading, listening lectures, note-taking, efficient writing and doing homework. It further revealed that those students where the curriculum was implemented have increased academic achievement as compared to the group of students on which the curriculum was not implemented.

    Mutsotso and Abenga (2010) also propose a paradigm shift in study methods and suggest strategies for both lecturers and the students in universities towards improved learning and performance. It is based on the “distributed learning approach” that adequately cater for individual differences that exist among the students. The model will address the study space needs and the efficiency and effectiveness of study methods.

    To be able to be a student that is efficient, one must know how to study smarter, bot in a harder way. As education advances, it also becomes true on how studying smarter works. During the early junior high school days, an hour or two of studying a day out of the classroom is enough to give you satisfactory grades and eventually get you through junior high school. But when you enter senior high school, hours in the day are not enough to settle all the studies if you don’t manage to study smarter.

    Some students are able to chill and breeze through junior high school with just minimal effort done, but this is the case. Successful students in high school are able to achieve success with the development and application of effective and consistent study habits.

    Study habit is a unique behavior in relation to studying, and is a combination of study method and skill. Hence, study habit then cover behaviors and skills that can eventually boost motivation and translate studying into an effective process with high returns that can help elevate leaning.

    This skill is also defined as any activity that facilitates the process of learning about a topic, solving the problems or memorizing part or all of the presented materials. Study habits are in fact the gateway to success and differ from person to person.

    As stated by previous studies, study habits are good if a student studies in a quiet place, studies daily, turns off devices or gadgets that can interfere with studying, note taking of important contents and information, rewards oneself with regular rests and breaks, listening to soft and relaxing music, studying with an own style of learning, and prioritizing important and difficult contents. Meanwhile, bad study habits can be identified if it includes procrastination, evading studying, and the study place is in inappropriate conditions, loud and irritating music and television during studying.

    Study habits are the most important predictor of academic performance and global research has revealed that study habits affect academic performance.

    Evidence suggests that learners who do not have enough information about study strategies do not attain effective and stable learning, and therefore will not have an appropriate level of academic achievement. In other words, students with better academic achievement use these skills more than those with lower academic achievement.

    The researchers selected this study because there are many students who are into online games. They sometimes forget their other responsibilities like requirements, home works, etc. because of too much time spent on playing games. The researchers aim to know if playing online games have a significant effect on the study habits of a student. By doing this research, the researcher will be able to find out the impacts of online game and the different study habits of Senior High School students of Lyceum Subic Bay.

    Theoretical Framework

    The researchers utilized their minds in locating and fully understanding the following theories which was cited by recognized authors whom the researchers believe will support the present factors affecting study habits among senior high school students.

    Computer Game Theory by Chen (2018)

    Computer Game Theory posits that games are inherently interactive in the sense that they require players to make choices to progress a narrative, and this choice-making process has the potential to challenge people to think reflectively about moral, ethical, and social problems. The theory assumes that game rules does not adequately explain the actual behavior of a player. As said by (Smith, 2005), “One challenge for video game studies, which has so far been largely neglected, is the examination of the relationship between game design and actual player behavior.” Rationality does not equal emotional, self-identification, nor does intention equal action, and even if it did, a lot of decisions are being made without full knowledge of their consequences or how it affects other players.

    Theory of Learning: A Computer Game Perspective by A.C. Siang and R.K. Rao (2014)

    The theory posits that computer games provide a good environment for learning. Players learn to play the game without being taught didactically as the learning process takes place naturally in the virtual world. Learning is no longer a process of knowledge transfer from the expert to the novice. Learners need to construct the knowledge themselves by interacting with the environment. The theory will provide necessary information that will help the researchers to determine how players learn and respond in the game environment. Psychology provides a way to understand the learning that occurs naturally in games and also helps in developing an environment in which the player can learn a particular domain of knowledge extrinsically. By studying the psychology and its relation to computer games, we can understand players more comprehensively, and thus predict their responses. The understanding of psychology offers a framework to developing an educational game that promotes learning while maintaining high player motivation.

    Theory of Academic Achievement by Reynolds (1992)

    The theory of Academic Achievement posits that psychological characteristic of individual students and their immediate psychological environment influences educational outcomes like cognitive, behavioral and attitudes. This theory is simple concerned with the environment influence of online gaming among students, and how it influences their educational outcomes.

    Educational Productivity Theory by Walberg (1981)

    Walberg’s theory of educational productivity demonstrated the importance of the domains of motivational orientations, self-regulated learning strategies, and social/interpersonal abilities in facilitating academic performance. It concluded that the direct intervention in the psychological
    determinants of learning promise the most effective avenues for reform. This theory is about how students learn beyond classroom learning. Because as said by (Haertel et al., 1983), classroom learning is multiplicative, students could learn much more of what is available for them that are supported by essential factors.

    Social Learning Theory by Bandura (1977)

    Bandura’s Social Learning Theory assumes that people learn from one another, via observation, imitation, and modeling. The theory has often been called a bridge between behaviorist and cognitive learning theories because it encompasses attention, memory, and motivation. This theory is concerned with the behavioral factor and its relation to the variables in the research. In the study by Bandura, he stated that most of human behavior is learned observationally through modeling by the way of observing others.

    Conceptual Framework



    Statement of the Problem

    This study analyzed the impact of online gaming and study habits among Senior High students of Lyceum Subic Bay, Academic Year 2019-2020. Specifically, this study sought to answers of the following:

    1. What are the profiles of respondents in terms of:
    1.1. Age;
    1.2. Gender;
    1.3. Year Level; and
    1.4. Track?

    2. How may the respondents assess the impacts of online gaming in terms of:

    2.1. Exposure to online gaming:
    2.1.1. Hours spent on a game per day;
    2.1.2. Preferred type of online game;
    2.2. Personal trait;
    2.3. Relationship with family; and
    2.4. Relationship with peers?

    3. How may the respondents describe their study habits in terms of:
    3.1. Venue of study place;
    3.2. Personal trait; and
    3.3. Time management?

    4. Is there a correlation between the impacts assessed in item 2 with the respondents’ personal profile as cited in item 1?

    5. Is there a correlation between the described study habits in item 3 with the personal profiles cited in item 1?

    6. s there a correlation between the impacts in item 2 with the described study habits as cited in item 3?

    7. What are the problems Senior High students faces in their own study habits?

    8. What are the respondents’ suggestions to solve these problems cited?

    Assumptions

    In conducting a study of Impacts of Online Gaming and Study Habits Among Senior High School Students of Lyceum Subic Bay, Academic Year 2019 – 2020, these assumptions are made:

    1. That there are needed personal profiles as cited in item 1 to determine the relationship between online gaming and study habits;
    2. That there is a correlation between respondents’ study habits and online gaming.
    3. That there are some impacts on the study habits of students when they are constantly exposed to online gaming.

    Statements of Hypothesis

    Based on the foregoing specific problems, the researchers attempted to disprove the following null hypotheses:

    1. There is no correlation between the impacts of online gaming described with the profile of respondents as grouped.
    2. There is no correlation between the study habits assessed and the personal profiles of respondents as grouped.
    3. There is no correlation between the impacts of online gaming and study habits assessed.

    Significance of the Study

    This study was specifically chosen and modified to assess the impacts of online gaming and study habits among Senior High students of Lyceum Subic Bay. Results of this study may prove beneficial to the following individuals and groups, as follows:

    The students. They will be the one of the beneficiaries of this research since they will understand the possible impacts of online gaming and study habits. They will have the awareness of such and adopt a new perspective to further improve their own self that may be given to them in a form of awareness intervention or even as simple as an advice to halt and possibly end online game addiction.

    Teachers. They will be able to develop better teaching strategies to handle the outcome of the study and further boost their students’ motivation and concentration in studying. They will be able to detect the pros and cons of students which can motivate the teacher to improve their way of teaching to make it easier to the students so that they would be able to relate to one another. Applying new approaches in teaching may be one way to address the situation. Also, incorporating exciting performance tasks that are game-like is suggested.

    The Institutions/Universities. They may be able to prosper from this since the possible outcome of it can raise awareness among their population of students and build them up to their full potential academically.
    The Community. This study will help the community to understand and have a detailed view of what online game addiction is and how it impacts students.

    For Future Researchers. This study will prove beneficial if they would take on a similar topic.

    Definition of Terms

    To provide a better understanding of this research, the operational meanings of the following terms are provided.

    Students. These are students that are enrolled in the Lyceum of Subic Bay Senior High School during the academic year 2019-2020.

    Online Gaming. Is a video game that is either partially or primarily played through the Internet or any other computer network available.

    Study Habits. Is the habitual practice one uses to help them study and learn.

    Impacts. The long-term effect of online gaming in terms of the student’s exposure to online games, personal trait, relationship with family, and relationship with peers.

    Research Methodology

    This study utilized the qualitative, quantitative and correlational research method with interviews and questionnaires as the principal tools for data gathering.

    Qualitative research is a type of social science research that collects and works with non-numerical data and that seeks to interpret meaning from these data that help us understand social life through the study of targeted populations or places. Qualitative research is typically focused on the micro-level of social interaction that composes everyday life.

    Qualitative research is designed to reveal meaning that informs the action or outcomes that are typically measured by quantitative research. So, qualitative researchers investigate meanings, interpretations, symbols, and the processes and relations of social life. This type of research produces descriptive data that the researcher must then interpret using rigorous and systematic methods of transcribing, coding, and analysis of trends and themes. It may begin as a grounded theory approach with the researcher having no previous understanding of the phenomenon, or the study may commence with propositions and proceed in a scientific and empirical way throughout the research process. (Bogdan & Taylor, 1990).

    Quantitative methods emphasize objective measurements and the statistical, mathematical, or numerical analysis of data collected through polls, questionnaires, and surveys, or by manipulating pre-existing statistical data using computational techniques. Quantitative research focuses on gathering numerical data and generalizing it across groups of people or to explain a particular phenomenon. (Babbie, 2010)

    A correlational study is a type of research design where a researcher seeks to understand what kind of relationships naturally occurring variables have with one another. In simple terms, correlational research seeks to figure out if two or more variables are related and, if so, in what way. (What is a Correlational Study? - Definition & Examples, 2018)

    The Instrument

    The instrument that was used in data gathering was the questionnaire. Questionnaire is a research instrument consisting of a series of a question for the purpose of gathering information from respondents. Interview is a conversation where questions are asked and answers are given. It is a data gathering device which in a sense is an oral questionnaire. The instrument used in gathering data about study habits was adopted from the questionnaire used by Carinan, et al. in their thesis entitled A Correlational Study of Lyceum of Subic Bay Senior High School Grade 12 Students’ Study Habits and Their Academic Performances as Assessed by Themselves and Their Respective Teachers, A.Y 2017-2018.

    The first part consisted the respondent’s profile. This included the respondent’s age, gender, year level and track.

    The second part consisted of impacts of online gaming. This included the respondent’s exposure to online gaming, personal traits and relationship with family and peers.

    The third part consisted the factors affecting the students’ study habits, the venue of study place, personal trait and time management.

    The last part consisted problems the respondents encounter during their study time, to understand and determine the correlation between the respondent’s study habits and online gaming, and what recommendations may be given to the students to reduce these distractions.

    Validation of the Instrument

    Since this thesis has adopted the instrument used by Carinan, et al. in his thesis entitled A Correlational Study of Lyceum of Subic Bay Senior High School Grade 12 Students’ Study Habits and Their Academic Performances as Assessed by Themselves and Their Respective Teachers, A.Y 2017-2018 certain modifications and adjustments to some items were just added based upon the recommendation and suggestion of the research adviser to fit this present study. The researchers presented the questionnaire to the STEM12 research adviser for checking and further revisions. The said questionnaires were pretested to the Senior High School students, STEM 12, ABM 12, GAS/HUMSS 12, STEM 11, ABM 11 and GAS/HUMSS 11 of Lyceum of Subic Bay. The results of the pre-test were analyzed to ensure clarity and validity of the instrument.

    The Respondents

    The respondents of this study were the 132 Senior High School Students, who belong to their special programs with chosen track of Accountancy, Business, and Management (ABM), Science, Technology, Engineering, and Mathematics (STEM), General Academic Strand (GAS), and Humanities and Social Sciences (HUMSS) of Lyceum Subic Bay Academic Year 2019-2020.

    Table 1.1 shows the total number of Lyceum of Subic Bay Senior High School Students in Accountancy, Business, and Management (ABM), Science, Technology, Engineering, and Mathematics (STEM), General Academic Strand (GAS)/Humanities and Social Sciences (HUMSS) Academic Year 2019-2020.

     

    Table 1.2 reflects the retrieval rate of the Students’ Questionnaire using the Frequency and Percentage Distribution formula with a total of 94.70% retrieval rate. The respondents are the 12 Accountancy, Business, and Management 11 (ABM 11) students, 17 Accountancy, Business, and Management 12 (ABM 12) students, 30 Science, Technology, Engineering, and Mathematics 11 (STEM 11) students, 22 Science, Technology, Engineering, and Mathematics 12 (STEM 12) students, 23 General Academic Strand 11 (GAS 11)/Humanities and Social Sciences 11 (HUMSS 11) students, 28 General Academic Strand 12 (GAS 12)/Humanities and Social Sciences 12 (HUMSS 12) students Academic Year 2019-2020. The total retrieval net is 125 questionnaires and the total retrieval rate is 94.70% which means an acceptable retrieval rate, hence this study is valid.

     

    Statistical Tools and Designs

    Data gathered were organized, tallied and tabulated for proper analysis and interpretation. The following statistical tools were used:

    1. Weighted Arithmetic Mean.
    2. Chi-Square.
    3. Frequency and Percentage Distribution

    Scoring
    For the quantitative research, the researchers provided a scoring system which should form part of the statistical design. All the data in the questionnaires are all scaled in different tables.

     

     

    Summary, Conclusion and Recommendation

    This research was made to determine the impacts of online gaming and the study habits among senior high school students of Lyceum of Subic Bay, Academic Year 2019 – 2020. Specifically, the study attempted to answer the following questions:
    1. What are the profiles of respondents in terms of: 1.1. Age;
    1.2. Gender;
    1.3. Year Level; and
    1.4. Track?
    2. How may the respondents assess the impacts of online gaming in terms of:
    2.1. Exposure to online gaming:
    2.1.1. Hours spent on a game per day;
    2.1.2. Preferred type of online game;
    2.2. Personal trait;
    2.3. Relationship with family; and
    2.4. Relationship with peers?
    3. How may the respondents describe their study habits in terms of:
    3.1. Venue of study place;
    3.2. Personal trait; and
    3.3. Time management?
    4. Is there a correlation between the impacts assessed in item 2 with the respondents’ personal profile as cited in item 1?
    5. Is there a correlation between the described study habits in item 3 with the personal profiles cited in item 1?
    6. Is there a correlation between the impacts in item 2 with the described study habits as cited in item 3?
    7. What are the problems Senior High students faces in their own study habits?
    8. What are the respondents’ suggestions to solve these problems cited?

    The respondents of this conducted research were all senior high school students who may or may not be affected by certain factos that was presented in this research. This study was conducted to show that every student has different lives and environment that they’ve grown up to even though students can be affected by certain factors in their online gaming and study habits. Online gaming is one of the widely used leisure activities by many people. However, its impact on youth is undeniably questionable. A good study habit is very important for a productive learning. However, a good study habit is difficult to achieve because of numerous distractions, that’s why it is important to know the factors that affects a students’ study habits to help them have a good one.

    Findings

    The following are the findings of the study:

    1. Profile of the Respondents

    1.1. Age. According to World Education News and Reviews (2017) senior high school consists of two years of specialized upper secondary education (Grades 11 and 12, ages 16 – 18). In most countries, students then often graduate at ages 17 – 18. Seeing that 9 students are 19 years old, this shows that 7.20 % of the senior high school population in Lyceum of Subic Bay either started their formal education a year later than the required age for students to enroll for the K – 12 program or they took a year off in school. The reasons for this might be economical problems, health problems, the student does not want to go to school and many more.

    1.2. Gender. According to the Philippine Statistics Authority (2011) literacy rate is higher among females compared to males. In most region, the proportion of population who completed at least elementary education is higher among females compared to their male counterparts. This study shows that in Lyceum of Subic Bay, majority of the senior high school students are male and the literacy rate is higher among males compared to females in Lyceum of Subic Bay, this might not be true with other schools in Olongapo City.

    1.3. Year Level. According to Manila Bulletin News (2019) there is a 2.95% growth rate in the senior high school population for Academic Year 2019-2020. Majority of the senior high school population in Lyceum of Subic Bay are Grade 12. This study shows that there is a decrease in the rate of enrollment among senior high school students of Lyceum of Subic Bay.

    1.4. Track. According to Apayao (2018) more students are taking up tracks in senior high school that are preparatory to Science and Technology courses. According to the report of the Department of Education (2018), the number of students who became interested in Science and Technology (S&T) has significantly increased to 60 percent all throughout the years. This study shows that senior high school students in Lyceum of Subic Bay prefer Science and Technology courses. Majority of the senior high school population is preparing to become a pilot, an architect, an astrophysicist, a biologist, a chemist, an engineer, a dentist, a nutritionist, a nurse, a doctor, and a lot more.

    2. Impacts of Online Gaming

    2.1. Exposure to Online Gaming:

    2.1.1. Hours Spent on a Game per Day. According to Chang (2013), students spending too much time on online games every week tend to suffer from worsened learning ability, concentration problems, poor academic performance, and decreased interactions with other people. According to (Anderson et al. 2008), the current generation is exceedingly comfortable with technology and electronic entertainment. One study noted that the average American youngster now spends one-third of each day with some form of electronic media. According to a study made by Zamani (2009), long exposure to online games may lead to addiction and has an implication to Physical and Mental health of a student hence, affecting his academic performance and achievement. Another study made by (Peracchia 2019), long exposure to video games has negative outcomes on behavioral, emotive, cognitive and physical health spheres. A study made by Kuss (2013) proves that excessive gaming results to significant impairment to an individual's ability to function in various life domains over a prolonged period of time. This study proves that senior high school students of Lyceum of Subic Bay play online games and 72 students play online games for at least 6 hours and some even go beyond 12 hours, there is a strong possibility that some of the respondents are suffering from online gaming addiction.

    2.1.2. Preferred Type of Online Game. According to Terry (2018), the type of game you play can be a factor that affects academic performance and study habits. Puzzle games may improve student’s cognitive and thinking skills while action orshooting games may cause increased aggression and decreased prosocial behavior. According to (Granic 2013), the type of game you play can be a factor that affects academic performance and study habits. Playing shooter video games improves a player's capacity to think about objects in three dimensions just as well as academic courses designed to enhance these same skills. It was also reported that playing strategic video games, such as role-playing games, the more they improved in problem solving and school grades.

    2.2. Personal Trait. According to Roberts (2009) games are normally considered recreational or leisure activities that is why a lot of students are motivated to play online games. However, there are certain circumstances in which they take on qualities that are not only non-leisure-like but are actually destructive to the leisure experience. It is suggested that certain aspects of game‐playing situations can destroy the leisure-like qualities of participation and result in abandonment of the activity. These aspects, which include social pressures to participate and conflicts that develop in the social and psychological environment of play, appear to erode intrinsic motivation and perceived freedom of choice. According to Salvarli (2009), for most individuals, videogame playing is a fun and enjoyable activity that brings many benefits. However, for a small minority, the activity can be problematic and has led to much research into “gaming disorder.” In explanations concerning the contributory factors to gaming disorder, personality traits have been increasingly studied.

    2.3. Relationship with Family. According to Redmond (2010), video games can affect the communication and interaction of a student to his family but it could also bring families together by playing multi-player games. According to Chen (2011), online games provide common conversational topics among local family members and enrich family time. Online games with well-designed shared virtual spaces can also help enhance remote families’ awareness of each other’s real-life activity.
    2.4. Relationship with Peers. The impact of video games, whether positive or negative, is most likely to extend beyond the individual. The family and friends of that person also experience the effects. Family members and friends can become closer through the interaction (Aarsand, 2007), and relationships can develop without any face to face contact (McMillan, 2005). Alternatively, misuse of the video game can potentially lead to dependence upon the game for social interaction, sleep deprivation, and even a decrease in academic performance (Griffiths, 2007). According to (Gunuc, 2017), internet / digital game addicted individuals formed close friend groups and interacted with other Internet/ digital game addicted individuals and that the non-addicted individuals formed groups with other non-addicts.

    3. Study Habits

    3.1. Venue of Study Place. According to Yap (2019), good study habits are the gateway to a successful achievement in studies. A good study habit towards any subject is a combination of discipline, passion and strong will to achieve a better academic performance. And there was a significant difference in sex and age in terms of time management and age alone in terms of teaching strategies and has a significant difference between study habits and academic performance.

    3.2. Personal Trait. According to Filiz (2014), students with low self-efficacy beliefs had higher burnout levels. In addition, students with inadequate study skills and those with low self-efficacy beliefs were at higher risk of losing their beliefs. Another finding was that students with high academic success also had high self-efficacy.

    3.3. Time Management. According to Khan (2015), students' time management can be considered as one of the aspect that can move a student to be a good student. A good time management is vital for students to shine. However, some of the students do not have a good time management skill that has negatively affect their life and their academics. The usage of time by students in higher education institutions is related to their daily routines and activities.

    4. Correlation Between Personal Profile and Impacts of Online Gaming.

    According to Newzoo (2019), men are much more likely to spend more time in online gaming compared to women. According to Statista (2014) lower grades prefer puzzle games and action games while higher grades prefer role-playing games. According to Lenhart (2015), 64% of teenagers ages 15-17 said that video game topics serve as a major venue for the creation and maintenance of their friendships. According to Schneider (2017) poorer quality of family relationships are associated with increased severity of problematic gaming among adolescents. According to the Social Consequences of Online Gaming Addiction (2015) in their article “Negative Aspects of Online Gaming”, personal relationships of addicted gamers get neglected because they spend so much time playing video games. Obsessive gaming can inflict long term social consequences. An addicted gamer won’t develop effective social skills which would interfere and hinder their ability to maintain healthy relationships. According to Sun Star (2017 online gaming addiction is a kind of psychological addiction in which the medium is playing online games in the internet. It also said that online games motivate player to escape from reality, characterizing characters on online games, praises and recognitions received from co-players, and uplifting self-esteem during the games, gives challenges to every player, bursting out their emotions, anger and frustrations.

    5. Correlation Between Personal Profile and Study Habits
    According to Sharma (2016) there is a significant positive relation between study habits and academic achievement of students. The review of various studies revealed that the academic achievement of boys is significantly higher than the girls. The study also concluded that there is a positive correlation between various factors (such as home environment, self-esteem, socio-economic status, parents’ educational level, parental involvement, school environment, peer influence, academic motivation, study facility, emotional intelligence) and academic achievement.
    According to Hora (2017) studying involves various social, digital, and curricular resources, that many students persist in utilizing low-impact study strategies (e.g., re-reading text), and that the use of study strategies varies across different situations. We suggest that the focus on changing teaching behaviors that is dominant within STEM education be broadened to include a focus on instructional design that supports student self-regulatory behaviors and the adoption of high-impact study strategies.
    According to Osmond and Thorne (1993) gender was viewed as an unchangeable, unmalleable given. It was assumed that family life was inherently different for women and men. This approach was consistent with a focus on gender roles in families—differential obligations women and men were believed to incur, appropriately, because of their gender and their socialization into adulthood. In other words, women and men were seen as engaging in certain behaviors and occupying specific roles because they were female or male.

    6. Correlation Between Impacts of Online Gaming and Study Habits.

    According to Mozelius (2016) the N-generation or Digital gaming natives' gaming habits definitely are strong and that they in many situations have clashed with the informants' study habits. In several cases parents have created gaming restrictions and there are examples of students' self‐ restrictions, but there exist also examples of when excessive nightly gaming has interfered with the daily school work. Almost all students defend their gaming and claim that it has given them a richer life with nice experiences even if there are risks of addiction and displacement.

    7. The Respondent’s Problems in their Study Habits.

    Ebele and Olofu (2017) said that students within the study area have bad study habits. The study also concludes that there is significant relationship between study habits and secondary school students’ academic performance. They suggested that teachers and school guidance counselors should collaboratively guide students on how to develop good study habits, thereby enhancing students’ academic success. Okesina (2019) stated that poor study habits of students consisted of poor monitoring by parents, parental educational status and laziness.

    8. The Respondent’s Suggestions
    According to Taylor (2013), focus is important because it is the gateway to all thinking: perception, memory, learning, reasoning, problem solving, and decision making. Without good focus, all aspects of your ability to think will suffer. Without focus, you won’t be as effective in your work because if you’re not concentrating on the right things or are distracted, you won’t be capable of getting your work done.

    Conclusions

    The following are the conclusions of the study:

    1. Profile of the Respondents

    1.1. Age. That majority of the respondents are 17 years old. According to World Education News and Reviews (2017) senior high school consists of two years of specialized upper secondary education (Grades 11 and 12, ages 16 – 18). This proves that most of the senior high school students in Lyceum of Subic Bay started studying at the age of 5 or 6 years old.

    1.2. Gender. That most of the respondents are male. This study proves that there are more male students than female students in Lyceum of Subic Bay, Academic Year 2019 – 2020.

    1.3. Year Level. That most of the respondents are Grade 12 students. This proves that there’s a decrease in the number of enrollees in Lyceum of Subic Bay, Academic Year 2019 – 2020.

    1.4. Track. That majority of the respondents are Science, Technology, Engineering, and Mathematics (STEM) students. According to Apayao (2018) more students are taking up tracks in senior high school that are preparatory to Science and Technology courses.

    2. Impacts of Online Gaming

    2.1. Exposure to Online Gaming:

    2.1.1. Hours Spent on a Game per Day. That majority of the respondents spent at least 6 hours playing online gaming. A study made by Kuss (2013) proves that excessive gaming results to significant impairment to an individual's ability to function in various life domains over a prolonged period of time. A study made by Berunuy (2015), too much gaming can lead to addiction and other issues. This study proves that majority of the respondents might be suffering from online gaming addiction and other issues.

    2.1.2. Preferred Type of Online Game. That majority of the respondents prefers Puzzle games, Action games and Shooting games. According to Terry (2018), the type of game you play can be a factor that affects academic performance and study habits. Puzzle games may improve student’s cognitive and thinking skills while action or shooting games may cause increased aggression and decreased prosocial behavior. According to (Granic 2013), the type of game you play can be a factor that affects academic performance and study habits. Playing shooter video games improves a player's capacity to think about objects in three dimensions just as well as academic courses designed to enhance these same skills.

    2.2. Personal Traits. That most of the respondents indulge to online gaming for entertainment. Study made by Salvarli (2009) proves that for most individuals, videogame playing is a fun and enjoyable activity that brings many benefits. However, for a small minority, the activity can be problematic and has led to much research into “gaming disorder.” In explanations concerning the contributory factors to gaming disorder, personality traits have been increasingly studied.

    2.3. Relationship with Family. That gaming habits of the respondents also affects their family in both positive and negative manner. Study made by Redmond (2010) proves that video games can affect the communication and interaction of a student to his family but it could also bring families together by playing multi-player games.

    2.4. Relationship with Peers. That peer pressure is a major factor in students’ online gaming. Majority of the respondents wanted to impress their friends with online gaming. Study made by Gunuc (2017), internet / digital game addicted individuals formed close friend groups and interacted with other internet/ digital game addicted individuals and that the non-addicted individuals formed groups with other non-addicts.

    3. Study Habits

    3.1. Venue of Study Place. That most of the students have a dedicated area for studying and that Venue of Study Place possibly affects study habits of the respondents. Accoring to Yap (2019), a good study habit towards any subject is a combination of discipline, passion and strong will to achieve a better academic performance. Having a dedicated area for studying sharpens the mind and improves concentration. Study space is critical to a student’s ability to learn effectively.

    3.2. Personal Trait. That Personal Trait probably affects study habits of the respondents. Study made by Filiz (2014) proves that students with low self-efficacy beliefs had higher burnout levels. In addition, students with inadequate study skills and those with low self-efficacy beliefs were at higher risk of losing their beliefs. Another finding was that students with high academic success also had high self-efficacy.

    3.3. Time Management. That Time Management frequently affects study habits of the respondents. Study made by Khan (2015) proves that students' time management can be considered as one of the aspect that can move a student to be a good student. A good time management is vital for students to shine. The usage of time by students in higher education institutions is related to their daily routines and activities.

    4. Correlation Between Personal Profile and Impacts of Online Gaming

    4.1. Personal Profile and Hours Spent on a game per day. That Personal Profile has
    significant correlation in relation to their hours spent on a game per day in terms of gender, while
    age, year level, and track has no significant correlation. A study made by Radiological Society of
    North America (2018) shows that men with IGD (Internet Gaming Disorder) showed alterations
    in regional- and network-level brain function. In particular, they had lower brain activity in the
    superior frontal gyrus, an area of the brain's prefrontal lobe that is important to impulse control. The women with IGD did not exhibit any of these brain alterations has correlation between hours spent on game per day and personal profile. Thus, the null hypothesis is rejected.

    4.2. Personal Profile and Preferred Type of Game. That Personal Profile has significant correlation in relation to their preferred type of game in terms of year level and track, while age and gender has no significant correlation. Study made by Potard (2019) proves that certain personality characteristics are associated with the development of video game use preferences, has correlation between personal profile and preferred type of game. Thus, the null hypothesis is rejected.

    4.3. Age and Personal Trait. That Age has significant correlation in relation to their personality trait in item 2 “Gaming stories are the most exciting topics of conversation for you.” In a study made by Lenhart (2015), 64% of teenagers ages 15-17 said that video game topics serve as a major venue for the creation and maintenance of their friendship. Thus, the null hypothesis is rejected.

    4.4. Gender and Personality Trait. That Gender has no significant correlation in relation to their personality trait. A study made by Consalvo (2007) found that technologically-savvy women who game regularly (3-10+ hours a week) “reported that they actively choose specific genres to fulfill their desires for particular pleasure, has no correlation with gender and personality trait. With the help of a logistic regression analysis a picture of a 15-year old male adolescent being at risk of developing video game dependency could be drawn, has no correlation between gender and personality trait. Thus, the null hypothesis is not rejected.

    4.5. Year Level and Personality Trait. That Year Level has no significant correlation in relation to their personality trait. Thus, the null hypothesis is not rejected.

    4.6. Track and Personality Trait. That Track has significant correlation in relation to their personality trait in item in item 3 “You read or watch many game-related guides, articles, and videos” item 5 “You find yourself bored with most everything else in life besides gaming” item 6 “You play a game to spend the night” and item 10 “You play a game to brighten your mood.” Thus, the null hypothesis is rejected.

    4.7. Age and Relationship with Family. That Age has no significant correlation in relation to their relationship with family. A study made by Schneider (2017) shows that poorer quality of family relationships are associated with increased severity of problematic gaming and has no correlation between age. Thus, the null hypothesis is not rejected.

    4.8. Gender and Relationship with Family. That Gender has no significant correlation in relation to their relationship with family. Thus, the null hypothesis is not rejected.

    4.9. Year Level and Relationship with Family. That Year Level has no significant correlation in relation to their relationship with family. Thus, the null hypothesis is not rejected.

    4.10. Track and Relationship with Family. That Track has no significant correlation in relation to their relationship with family. Thus, the null hypothesis is not rejected.

    4.11. Age and Relationship with Peers. That Age has no significant correlation in relation to their relationship with peers. Thus, the null hypothesis is not rejected.

    4.12. Gender and Relationship with Peers. That Gender has no significant correlation in relation to their relationship with peers. Thus, the null hypothesis is not rejected.

    4.13. Year Level and Relationship with Peers. That Year Level has significant correlation in relation to their relationship with peers in item 4 “You spend on gaming to impress your friends.” Thus, the null hypothesis is rejected.

    4.14. Track and Relationship with Peers. That Track has significant correlation in relation to their relationship with peers in item 2 “You are into keeping up with the progress of peers in a certain game” item 3 “When you want to spend time with friends, you invite them to a game” and item 4 “You spend on gaming to impress your friends.” Thus, the null hypothesis is rejected.

    5. Correlation Between Personal Profile and Study Habits

    5.1. Age and Venue of Study Place. That Age has no significant correlation in relation to their venue of study place. Thus, the null hypothesis is not rejected.
    5.2. Gender and Venue of Study Place. That Gender has no significant correlation in relation to their venue of study place. Thus, the null hypothesis is not rejected.

    5.3. Year Level and Venue of Study Place. That Year Level has significant correlation in relation to their venue of study place in item 8 “I concentrate well when studying” item 9 “The most convenient place for studying is at home.” Thus, the null hypothesis is rejected.
    5.4. Track and Venue of Study Place. That Track has significant correlation in relation to their venue of study place. Thus, the null hypothesis is rejected.

    5.5. Age and Personal Trait. That Age has no significant correlation in relation to their personality trait. Thus, the null hypothesis is not rejected.
    5.6. Gender and Personality Trait. That Gender has no significant correlation in relation to their personality trait. Thus, the null hypothesis is not rejected.
    5.7. Year Level and Personality Trait. That Year Level has no significant correlation in relation to their personality trait. Thus, the null hypothesis is not rejected.

    5.8. Track and Personality Trait. That Track has significant correlation in relation to their personality trait. A study made by Hora (2017) proves that studying involves various social, digital, and curricular resources, that many students persist in utilizing low-impact study strategies (e.g., re-reading text), and that the use of study strategies varies across different situations. They suggests that the focus on changing teaching behaviors that is dominant within STEM education be broadened to include a focus on instructional design that supports student self-regulatory behaviors and the adoption of high-impact study strategies. Further study made by Magulod (2019) proves that the students of applied sciences courses preferred visual, group and kinesthetic as major learning styles while they manifest a moderate level of study habits. They also have a good level of academic achievement. Test of difference revealed that academic performance, father's occupation and type of high school graduated from spelled significant differences in their perceptual learning styles. They also spelled differences in their study habits when grouped according to academic standing in high school, writing skills, mothers’ education, and test anxiety. Thus, the null hypothesis is rejected.
    5.9. Age and Time Management. That Age has no significant correlation in relation to their time management. Thus, the null hypothesis is not rejected.
    5.10. Gender and Time Management. That Gender has no significant correlation in relation to their time management. Thus, the null hypothesis is not rejected.
    5.11. Year Level and Time Management. That Year Level has significant correlation in relation to their time management in item 4 “I am consistent with my attendance and attend my class regularly”. Thus, the null hypothesis is rejected.
    5.12. Track and Time Management. That Track has significant correlation in relation to their time management. item 4 “I am consistent with my attendance and attend my class regularly”. Thus, the null hypothesis is rejected.

    6. Correlation Between Impacts of Online Gaming and Study Habits

    6.1. Hours Spent on a game per day and Venue of Study Place.

    That hours spent on a game per day has significant correlation in relation to their venue of study place in item 4 “I exert effort on studying the lesson that has been recently discussed by the teacher.” According to Mozelius (2016) the N-generation or Digital gaming natives' gaming habits definitely are strong and that they in many situations have clashed with the informants' study habits. In several cases parents have created gaming restrictions and there are examples of students' self – restrictions, but there exist also examples of when excessive nightly gaming has interfered with the daily school work. Almost all students defend their gaming and claim that it has given them a richer life with nice experiences even if there are risks of addiction and displacement. Thus, the null hypothesis is rejected.
    6.2. Preferred Type of Game and Venue of Study Place. That Preferred type of game has significant correlation in relation to their venue of study place. Thus, the null hypothesis is rejected.
    6.3. Hours Spent on a game per day and Personal Trait. That hours spent on a game
    per day has significant correlation in relation to their personal trait in item 5 “My health problems affect my studies.” Thus, the null hypothesis is rejected.
    6.4. Preferred type of game and Personal Trait. That Preferred type of game has significant correlation in relation to their personality trait. Thus, the null hypothesis is rejected.
    6.5. Hours Spent on a game per day and Time Management. That hours spent on a game per day has significant correlation in relation to their personal trait in item 2 “I devote enough time on studying my lessons.” Thus, the null hypothesis is rejected.
    6.6. Preferred type of game and Time Management. That hours spent on a game per day has no significant correlation in relation to their personal trait. Thus, the null hypothesis is not rejected.

    7. The Respondent’s Problems in their Study Habits. That most of the respondents have
    problem in the load of schoolwork. Study made by Musingafi (2014) said that poor study habits can hold even bright students from many important opportunities that would otherwise enable them to realize their potential. They established that the problem most students have that contributes to their poor performance in tests and examination is lack of proper study habit. For an excellent performance, there’s a need for the student to form good study habit.

    9. The Respondent’s Suggestions. That most of the respondents suggests time management to improve study habits. Study made by Ebele and Olofu (2017) proves that students within the study area have bad study habits. The study also concludes that there is significant relationship between study habits and secondary school students’ academic performance. They suggested that teachers and school guidance counselors should collaboratively guide students on how to develop good study habits, thereby enhancing students’ academic success.

    Recommendations

    In relation to the findings of the research, the following recommendations were made:

    1. That monthly allowance and academic performance should be included in the personal profile of respondents.
    2. That the students should regulate their online gaming.
    3. That the students should exert more effort and focus on improving their study habits.
    4. That the students should manage their personal life while indulging in online gaming.
    5. That the students should engage in educationally purposive games to personally develop efficient and effective study habits.
    6. That the students should reduce their playing time and increase their study hours.
    7. That the teachers should regulate the activities and tasks given to students.
    8. That the students should learn and give importance to managing their time.
    9. This research may be used for future reference but it is suggested to use a different population, locale, and time to promote comparability and enhance the understanding of the findings. Hence, a further relevant study is hereby recommended.

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  • A1. Basic Ed, ABM, SHS

    LYCEUM OF SUBIC BAY
    BASIC EDUCATION-ABM, SHS

    THESIS TITLE
    Factors Affecting On-Line Shopping Behavior of Selected Senior High School Students of Lyceum of Subic Bay, Academic Year 2019-2020

    RESEARCHERS
    Ronald Rhenz G. Manuel
    Auchelle C. Marmeto
    Sean Kirby T. Pamintuan
    Lakshmi Kelsey P. Reyes
    Stephen Jacob M. Talosig
    Jann Arielle L. Villanueva

    ABSTRACT

    Introduction

    According to Techopedia Inc.’s (2018) article, you can know if the device is Online if it is on and associated with different devices, such as another computer or a network. But recently, the term “online” has frequently used to describe someone who is currently connected to the Internet. Being “online” can happen when a person is using the Internet or when a computer established an Internet connection. The connection can be through a phone line, using a dial-up or DSL modem, a cable line via a cable modem, or through a wireless connection.

    An article by TechTarget (2019) stated that a network of networks in which users at any one computer can - if they have permission - get information from any other computer and sometimes talk directly to users at other computers is called the Internet. It is the large system of connected computers around the world that enables individual to share information and communicate with each. Having two computers connected to the Internet means that they can send and receive all kinds of information such as text, graphics, voice, video, and computer programs. It was first known as the ARPANet and was conceived by the Advanced Research Projects Agency (ARPA) of the U.S. government in 1969. The original aim of the Internet was to make a system that would allow users of a research computer at one university to "talk to" research computers at other universities Based on TechTerms (2015) article, when the Internet was just introduced to the people, they used to be connected to it by a home computer and a dial-up modem which eventually provided users with "always-on" connections.
    It further stated that the Internet today is accessible to a huge number of individuals worldwide and is a public, cooperative and self-sustaining facility. It is often used today as a way of communicating to other people. There are a lot of different ways on how people can communicate using the internet including Internet Relay Chat (IRC), Internet telephony, instant messaging, video chat or social media. The most generally used part of the Internet is the World Wide Web often abbreviated "WWW" or called “the Web” and the most popular Web browsers are Chrome, Firefox and Internet Explorer in which Web browsing can be done. The appearance of a particular website may vary slightly depending on the browser you use.

    As the Internet keeps on developing and advance, you can anticipate that it should turn into a much increasingly integral part of daily life. In today's times, purchasing products online turned out to be increasingly boundless and accepted due to these numerous conveniences especially because now, mobile devices, such as tablets and smartphones, made it possible for people to be connected to the Internet all the time. There may be a lot of uses for the internet but nowadays it is frequently used for online shopping.
    Recent revolution has made the internet accessible to almost all parts of the world and because of the increased use of it, more and more people are drawn toward online shopping. In today's times, purchasing products online turned out to be progressively mainstream.
    Market Business News (2018) explained that when you buy a product or a service over the internet, it is called Online Shopping. By using of online shopping, consumers can directly buy goods or services from a seller over the Internet using web browser.
    The article further mentioned that Online Shopping can also be called e-tailing (electronic retail) or e-shopping while an online store can be also called e-web store, e-shop, e-store, Internet shop, web-shop, web-store, online-store, online storefront, and virtual store. Consumers can go to the Internet and search for the product that they would like to purchase in different online stores and this will give them a variety for the product that they plan to buy in different prices. A consumer can browse an online store’s range of products and services, view photos or images of the products, along with the information about the product specifications, features and prices. Most online stores even provide advice or how-to guide, safety procedures, instructions, manufacture specifications, and demonstrations. Since you are already on the Internet, you can search up thousands of ratings and reviews about the item you are planning to purchase form different people all around the world which is not available in conventional store.
    You first go online, go to a seller’s website, select something you want to buy and having it delivered to you. You can pay by using a credit card or paying it upon delivery. Shoppers will be able to find or search the specific models, brands or item that they are planning to buy. You can purchase everything online and while most people still find it convenient to buy their groceries from the neighbour-hood shop, many people are choosing to buy rail and air tickets over the Internet.

    You can do online shopping using different devices as of 2016, including desktop computer, laptops, tablet computers and smartphones. Consumers can go online shopping on their mobile phones with a mobile device optimized website or a software application (app). In order to complete, one must have access to the Internet and a valid method of payment.

    The Trend of Online Shopping in 21st Century: Impact of Enjoyment in Tam Model by Umair Cheema 1, Muhammad Rizwan, Rizwan Jalal, Faiza Durrani and Nawal Sohail (2013) explained that online shopping has experienced a rapid growth during the recent years because of its unique advantages for both consumers and retailers, such as shopping at round the clock facilities, decreasing dependence to store visits, saving travel costs, increasing market area, decreasing overhead expenses and offering a wide range of product.

    People’s lifestyle nowadays is different. More people around the world prefer one-click convenience rather that going to a crowded store which can be time consuming, it is a helpful alternative choice because it saves a lot of time, particularly during holiday season, it alleviates the need to wait in long lines or search the whole store for a particular item.
    Online shopping is becoming more popular for various reasons. More than 85% of world’s online population has ordered goods over the internet during the recent year.

    As reported by Philippine Daily Inquirer’s Pedroso in an article entitled Impulsive Buying Behaviour of Millennials on Online Shopping by Jose Luis Legaspi, Ireene Leoncio Oliver Galgana, and Clare Hormachuelos (2016), MasterCard’s study found that Filipinos turn to the Internet to purchase Airline tickets (38.4%), home appliances and electronic products (35.1%), clothing and accessories (31%), hotels (29.9%) and computer software (29.4%).

    An article written by Kate Pedroso (2015) that is entitled More Filipinos Choosing to Shop Online stated that the sites that draw the most web traffic are apps stores (50.1%), music downloads (42.6 %) and home appliances/electronic products (38.2 %). The article further mentioned that “Most of the Filipino respondents are satisfied with online shopping, describing it as easy (73.3%), convenient (71.9%), or fun (64.4%), and expressing greater likelihood to purchase in the next six months (79.2%). The study also found more Filipinos using their mobile phones to purchase items— from 21.4 % in 2012 to 34 % in 2014, with 94.2 % of participants able to access the Internet via smart phones, MasterCard (2004) noted, adding that those who purchased via mobile phones did so because they were able to do it “on the go.” Consumers could buy anything in the comfort of their own house especially because most of them has Internet access and Online store are usually available for 24 hours a day which makes it very convenient.
    The inventor and pioneer of Online Shopping, Michael Aldrich (1979), connected a modified domestic television via a telephone line to a real- time multi-user transaction processing computer. He marketed the system from 1980 onwards and sold mainly Business-to-Business systems. It was installed in the UK, Ireland and Spain. Online shopping became popular during the Internet boom in 1999-2000.
    Amazon.com, the online bookstore founded by Jeff Bezos, created history by becoming the first bookstore with a presence only on the Internet. Following the success of Amazon, many bookstores with a physical presence also created an online presence on the Internet.

    Companies get the best of both worlds by having a virtual and physical store, that’s why physical retail stores have expanded their market by using the internet.

    Stores that are marketing their products in both areas can take advantage of the high demand for online shopping availability. The ability to shop for products online gives consumers the option to purchase goods off of the Internet with the convenience of not even leaving his or her home. Others; however, still enjoy and prefer to go into a physical store to make purchases. (Blogspot; Online Shopping, 2010)

    The way we shop has been revolutionized because of the Internet. People these days prefer buying things online rather than going to the store itself. We can expect more improvement on Online stores and Online Shopping, making it easier and more realistic. But even though online shopping can be very convenient and beneficial, there are also some potential problems that can arise. There are different kinds of behaviour that can arise and is caused by online shopping.

    Online shopping is a growing area of technology. Establishing a store on the Internet, allows for retailers to expand their market and reach out to consumers who may not otherwise visit the physical store. The increase trend of online shopping will only grow and expand in the future.

    Easy access, opportunity to access promotions, use of credit card, transportation of goods and low price of goods are some of the situational factors that affect online impulse shopping. These factors are encouraging more people to do an impulse buy online hence, studying it and investigating about it, is important to help an individual to avoid this to further avoid facing bigger problem that will harm them in the future.

    This research paper examined the relationship between various factors that affects the online shopping behaviour of the consumers. The purpose of this study is to assess the factors that affects the buying behaviour of online shopping on selected Senior High School Students at Lyceum of Subic Bay. This study may be similar to other studies done on assessing the behavioural effects of online shopping but different in terms of period, respondents, and the locale of the study.

    Theoretical Framework
    The researchers utilized their minds in locating and fully understanding the following theories which was cited by recognized authors. This part of the research is about the different theories related to our title “Factors Affecting Online Shopping Behaviour of Selected Senior High School Students of Lyceum of Subic Bay Academic Year 2019-2020”. The information acquired regarding the subject will serve as our basis of our research as well as its background.
    The Theory of Reasoned Action (1975)
    The Theory of Reasoned Action (TRA) is a model that finds its origins in the field of social psychology. This model developed by Fishbein and Ajzen (1975) defines the links between beliefs, attitudes, norms, intentions, and behaviours of individuals. According to this model, a person’s behaviour is determined by its behavioural intention to perform it. This intention is itself determined by the person’s attitudes and his subjective norms towards the behaviour. Fishbein and Ajzen (1975) define the subjective norms as “the person’s perception that most people who are important to him think he should or should not perform the behaviour in question” (Fishbein and Ajzen)
    This theory can be summarized by the following equation:
    Behavioural Intention = Attitude + Subjective norms
    According to TRA, the attitude of a person towards a behaviour is determined by his beliefs on the consequences of this behaviour, multiplied by his evaluation of these consequences. Beliefs are defined by the person’s subjective probability that performing a particular behaviour will produce specific results. This model therefore suggests that external stimuli influence attitudes by modifying the structure of the person’s beliefs. Moreover, behavioural intention is also determined by the subjective norms that are themselves determined by the normative beliefs of an individual and by his motivation to comply to the norms.



    Figure 1: Theory of Reasoned Action from Davis, Bagozzi et Warshaw (1989)
    TRA also claims that all other factors which influence the behaviour only do so in an indirect way by influencing the attitude or subjective norms. Fishbein and Ajzen (1975) refer to these factors as being external variables. These variables can be for example, the characteristics of the tasks, of the interface or of the user, the type of development implementation, the political influences, the organizational structure, etc. (Davis, Bagozzi and Warshaw, on 1989). A meta-analysis on the application of the theory of reasoned action showed that the model can produce good predictions of choices made by an individual when facing several alternatives (Sheppard, Hartwick, and Warshaw, on 1988). (Retrieved from: http://edutechwiki.unige.ch/en/Theory_of_reasoned_action)
    Engel, Blackwell and Kollat’s Model: Engel-Blackwell-Miniard Model of Consumer Behaviour:

    Modification:
    Engel, Blackwell and Miniard (EBM) model:
    The EKB model went through a series of revisions and modifications and finally it was proposed as the Engel, Blackwell and Miniard Model. The model consists of four sections viz., information input; information processing; decision process and variables influencing the decision process. The variables and the working relationship are similar to the EKB but has been slightly modified.
    Information received from marketing and non-marketing stimuli feeds into the information-processing section of the model. The information section of the model comprises various stages like exposure, attention, comprehension, acceptance and retention. After passing through these stages, it goes into the memory. Then this information that is stored in the memory acts as an initial influence on the need recognition stage. If internal information is inadequate there is a search for external information. The model focuses on the decision process stages: need recognition, search, pre-purchase alternative evaluation, purchase, consumption, post-purchase alternative evaluation and divestment. “Divestment” as a construct was additionally added as a modification over the EKB model. Divestment relates to options of disposal, recycling or remarketing. The entire process is influenced by environmental influences and individual differences. (Retrieved from: https://nptel.ac.in/courses/110105029/pdf%20sahany/ Module.5%20-12.pdf)

    Marshallian Economics Theory (1924)
    “Consumers buy their goods and services based on what offers the most personal satisfaction” Alfred Marshall (26 July 1842 – 13 July 1924) was an economist who believed that consumers buy their goods and services based on what offers the most personal satisfaction. Some have criticized this theory for being uninformative. (It is assumed that people buy what they like, if they can afford it.) However, the theory has given marketers several useful hypotheses. Some include:
    • If a product’s price is lower, the sales of that product will be higher.
    • When there is a product and substitute of that product, sales of the substitute will be greater if its price is lower than the price of the original product.
    • When the income of consumers is higher, sales of a product will therefore be higher, provided the product is not an inferior one.



    Figure 3: Marshallian Economic Model
    According to the Marshallian economic model, individual buyers will spend their income on goods that will offer the greatest satisfaction, depending on their taste and the relative prices of goods.
    The theoretical work of Alfred Marshall, who was the consolidator of the classical and neo-classical tradition in economics aimed at realism, is founded in his method to examine the effect of change in a single variable, for example price, when all other variables were held constant, based on simplified assumptions.
    In the quest for greater realism, Marshall "reasoned out" consequences of the provisional assumptions and modified his assumptions in subsequent steps.
    Marshall's methods and assumptions have been refined to the Modern Utility Theory, where the economic man maximises his utility and does this by carefully calculating the ''felicific'' consequences of any purchase. Runyon & Stewart (1987: 695) add to the discussion by stating that Marshall used money as the common denominator of psychological needs, where the value of satisfying a specific need could be equated and compared with other needs in terms of cost.

    Conceptual Framework


    Figure 4
    Figure 4: Conceptual framework showing the procedures of the study using I-P-O-EO with feedback loop
    The paradigm shows the procedure of the research entitled Factors Affecting Online Shopping Behaviour of Selected Senior High School Students of Lyceum of Subic Bay Academic Year 2019-2020.

    Statement of the Problem
    This research attempted to gain further knowledge and aimed to understand the Factors Affecting Online Shopping Behaviour of Selected Senior High School Students of Lyceum of Subic Bay Academic Year 2019-2020.
    This study attests to answer the following questions:
    1. What is the profile of the respondents in terms of:
    1.1.Age;
    1.2.Gender; and
    1.3.Grade Level and Track?
    2. How may the respondents describe the factors affecting the online shopping preferences in terms of:
    2.1 Consumer Traits;
    2.2 Emotions;
    2.3 Displays / Visual Merchandising;
    2.5 Money Availability;
    2.6 Time Availability;
    1. Influence of Friends and Relatives; and
    2. Discounts offers?
    3. How may the respondents described the online shopping behaviour in terms of:
    3.1.Impulse buying;
    3.2.Programmed routine buying;
    3.3.Extensive decision making; and
    3.4.Limited decision making?
    4. Is there a correlation between the profiles of the respondents and the factors cited in item #2?
    5. Is there a correlation between the profiles of the respondents and the factors cited in item #3?
    6. Is there a correlation between item #2 and item #3?
    7. What are the problems confronted by the respondents during online shopping?
    8. What are the possible solutions/recommendations to the problem in online shopping as cited?

    Assumptions
    In conducting a study on the selected Senior High School students about factors affecting online shopping behaviour, the following assumptions were made:
    1. There is a correlation between their profile and their preferences in online shopping.
    2. There is a correlation between their profile and their behaviour in online shopping.
    3. There is a correlation between the respondents online shopping preferences and online shopping behaviour.

    Statement of Hypothesis
    The following are the hypotheses regarding the factors affecting online shopping behavior of selected Senior High School students in Lyceum of Subic Bay:
    1. There is no correlation between their profile and their preferences in online shopping.
    2. There is no correlation between their profile and their behaviour in online shopping.
    3. There is no correlation between the respondents online shopping preferences and online shopping behaviour.

    Significance of the Study
    This study was undertaken to identify the different Factors Affecting Online Shopping Behavior and to use the acquired data to promote awareness about it and for a better understanding about the study.
    The outcome of this study will be beneficial to the following individuals/ groups as follow:
    Students. The students will be given information about the different factors that influences online shopping behaviour for them to become more aware about it and help them avoid the negative effects if any. They will be guided on what to do to since the findings of this study provides basis for awareness and better understanding about the impulsive online shopping.

    Teachers. They would able to determine what online shopping behaviour that their students may have to be able to help them with it. They can also use this research as an example for future researchers, they can share and/or discuss the facts and acquired data of this study to their students.
    Community. The study will help the community as a reference to understand online shopping behaviour. This study may contribute itself as a documentation not only within the premises of the researchers’ alma matter and the study’s locale, but also to the members of community outside the campus.
    Future Researchers. This study could be a basis, reference and used buy future researchers in their study. This research can provide necessary information which can be beneficial for them if they decided to pursue the same line of research.
    Definition of Terms
    Below are the key or important terms in the study that is clearly defined operationally for a better understanding of the word:
    ARPANet. ARPANET, in full Advanced Research Projects Agency Network, is an experimental computer network that is first known as the Internet.
    Behavior. Behavior is the actions and mannerisms made by individuals, organisms, systems or artificial entities in conjunction with themselves or their environment.
    Consumer. Consumer is the one that utilizes or consumes economic goods.
    Consumption. Consumption is the process in which the substance of a thing is completely destroyed, used up, or incorporated or transformed into something else.
    Co-relation. Co-relation is the connection between two variables.
    Dopamine. Dopamine is known as the feel-good neurotransmitter.
    Ease of payment. Ease of payment is the mode of payment when buying online, it can be in the form of cash, credit card, remittance services, and mobile payments, and other.
    E-Commerce. Electronic Commerce is the activity of electronically buying or selling of products on online services or over the Internet.
    Factor. Factor is one of the things that affects an event, decision, or situation.
    Frugal. Frugal is characterized by or reflecting economy in the use of resources.
    Gratification. Gratification is the pleasure or satisfaction of something useful.
    Internet. Internet is an electronic communications network that connects computer networks and organizational computer facilities around the world —used with the except when being used attributively.
    Millennial. Millennial is also known as Generation Y or simply Gen Y, are the demographic cohort following Generation X and preceding Generation Z.
    Network. A network is comprised of a number of different computer systems connected by physical and/or wireless connections.
    Online Shopping. Online shopping is a form of electronic commerce which allows consumers to directly buy goods or services from a seller over the Internet using a web browser.
    Purchase. Purchase is to buy a product or service.
    Strategic. Strategic is necessary to or important in the initiation, conduct, or completion of a strategic plan.
    Succumb. Succumb is to yield to superior strength or force or overpowering appeal or desire.
    Trend. Trend is what's hip or popular at a certain point in time.
    Triggered. Triggered is experiencing a strong emotional reaction of fear, shock, anger, or worry, especially because you are made to remember something bad that has happened in the past.
    Search engine. Search engine is a service that allows Internet users to search for content via the World Wide Web (WWW).
    Research Methodology
    The study utilized the quantitative, correlation and descriptive methodologies using Survey and Questionnaire as the main tool for gathering of data.
    Quantitative Research is “an inquiry into a social or human problem based on testing a theory composed of variables, measured with numbers, and analysed with statistical procedures in order to determine whether the predictive generalizations of the theory hold true.” (Cresswell, 1994)
    Correlation Research are “based on pairs of measures or scores for members of a single sample and provide an indication of the strengths of the relationship between two variables that embody characteristics of or performances by that group. Moreover, a high correlation between scores on two tests taken by a group measuring the same thing indicates that there is a high level of agreement between two instruments.
    Correlation can, in some cases, also be used in the process of making predictions of values for one variable based upon the values of other.” (Black, 1999). This helps the researchers determined the extent to which different variables are related to each other. It is best to use because the researchers want to measure the number of variables and compute the correlation of it to selected respondents’ online shopping behaviour.
    Descriptive Research is designed to give “answer to the questions of who, what, where, when and how which are linked with a research problem.” (Anastas, 1999 as cited in Salkind and Rasmussen, 2007). It is used in the research in a way that it describes what exists and gather information about the data. It provides a wealth information that can help the researchers to accomplish the objective of the study.
    The researchers used questionnaires and surveys to further help with the research as it is an efficient way to gather information like the behaviour, attitudes, preferences, opinions and intentions of the selected respondents.
    The Instrument
    The researchers used questionnaire that was given to the selected respondents as their instrument. It consists series of questions for the purpose of collecting information about the respondent. It is composed of:
    A. The Respondents’ Profile
    B. Factors affecting Online Shopping Preferences of the Respondents
    C. Factors affecting Online Shopping Behaviour of the Respondents
    D. Problems confronted by the respondents in Online Shopping.
    E. Possible solutions/ recommendations suggested by the respondents for the problem in Online Shopping.

    Validation of the Instrument
    This certified that the content of the instrument of the research was valid to use in the study. The researchers presented the questionnaire to their research adviser. Mr. Roel B. Dimalanta for consultations, checking and further revisions. The corrections that were advise will assure that the questionnaires that were used are reliable and effective to make it more suitable for the selected respondents.

    The Respondents
    Table 1. The Respondents. The respondents of this study are the selected Senior High School students of Lyceum of Subic Bay within the Academic Year 2019-2020. The table shows that 7% of the targeted Senior High School students failed to respond. STEM 11 obtained a retrieval rate of 108%; ABM 11 obtained a retrieval rate of 90%; GAS 11 obtained a retrieval rate of 50%; HUMSS 11 obtained a retrieval rate of 79%; STEM 12 obtained a retrieval rate of 91%; ABM 12 obtained a retrieval rate of 122%; GAS 12 obtained a retrieval rate of 67%; and lastly, HUMSS 12 obtained a retrieval rate of 90% Thus, making the total retrieval rate 93% which is considered a high retrieval rate, therefore making the study valid.

    Statistical Tools and Designs
    The gathered data of the researchers were organised, tallied, and tabulated for a proper analysis and interpretation. The following statistical tools were used in order to accomplish the objective of the study:
    A. Slovin’s Formula to determine the appropriate sample size from a population.
    B. Frequency and Percentage Distribution to determine the number of respondents according to their personal profile such as age, gender, strand and grade level.
    C. Chi Square Formula to attempt the rejection of the null hypothesis is true.

    Scoring
    The researchers presented a scale and scoring system to assess the students’ responses in the given questionnaires which is a part of the statistical designs. The researchers used the Likert scale which will allow the respondents to express how much they agree or disagree with a particular statement or question.

    Summary, Conclusion and Recommendation
    The research was conducted to understand the different factors affecting the online shopping behavior of the selected Senior High School students. The study attempted to specifically answer the following questions:
    1. What is the profile of the respondents in terms of:
    1.1.Age;
    1.2.Gender; and
    1.3.Grade Level and Track?
    2. How may the respondents describe the factors affecting the online shopping preferences in terms of:
    2.1 Consumer Traits;
    2.2 Emotions;
    2.3 Displays/ Visual Merchandising;
    1. Money Availability;
    2. Time Availability;
    3. Influence of Friends and Relatives; and
    3. Discounts offers?
    3. How may the respondents described the online shopping behaviour in terms of:
    1. Impulse buying;
    2. Programmed routine buying;
    3. Extensive decision making; and
    4. Limited decision making?
    2. Is there a correlation between the profiles of the respondents and the factors cited in item #2?
    3. Is there a correlation between the profiles of the respondents and the factors cited in item #3?
    4. Is there a correlation between item #2 and item #3?
    5. What are the problems confronted by the respondents during online shopping?
    6. What are the possible solutions/recommendations to the problem in online shopping as cited?

    Summary of the Findings
    1. What is the profile of the respondents in terms of:
    1.1.Age. According to the data gathered, the age group 17-19 years old is the dominant in answering the questionnaire.
    1.2.Gender. There were more male (52) than female (51) who answered the questionnaires given.
    1.3.Grade Level and Track. Based on the data gathered, it shows that majority of the respondents were from the STEM strand.
    2. How may the respondents describe the factors affecting the online shopping preferences in terms of:
    2.1.Consumer Traits. The combined answers of the respondents based on the data is rated as “Agree” which means that they agreed that their different traits do affect their preferences. Gregory Hamel (2017) stated that company managers must be able to attract the interest of potential customers to create a successful business. As mentioned by Sallie Middlebrook Phd (2019), personality and other related characteristics affect the way people behave. And that also goes for our behaviour as consumers. Pinki Rani (2014) stated that personality changes from person to person, time to time and place to place. Therefore, it can greatly influence the buying behavior of customers.
    2.2.Emotions. The combined answers of the respondents based on the data gathered is rated as “Disagree”, having four out of five of the factors given rated as disagree, which means that they disagree that their different emotions affect their preferences. Shanelle Mullin (2015) mentioned about post-purchase rationalization which means that once the consumer made a purchase decision, they are held captive by it, even if they don’t like it and eventually convince themselves that they like it. Mona Hellenkemper (2017) stated that purchase decisions are impacted by rational as well as emotional motives. Trent Hamm (2017) mentioned that if you want to get control over your spending and you want to find financial and personal success, the first step is to stop spending any money or any time whatsoever impressing others.
    2.3.Displays/ Visual Merchandising. The combined answers of the respondents here based on the data gathered is rated as “Neutral”, having all four of the factors given rated as neutral, which means that they neither agree nor disagree that the different displays or the visual merchandising of a product affect their preferences. Christopher Krywulak (2017) stated that the best way to get someone to buy a product is to make sure that they see it. Displays need to be eye-catching, and at eye-level, to have the most impact. Bradley Cooper (2018) stated 3 reason why customer ignore displays. These are relevance of display, uninspiring content and lack of engagement. A business needs to find a way to get their audience to care about and communicate with their brand. A study by Jia Wei Zhang and Ryan Howell (2018) mentioned that spending money on activities and events, such as concert tickets or exotic vacations, won't make you happier if you're doing it to impress others.
    2.4.Money Availability. The combined answers of the respondents here is rated as “Neutral” which means that they neither agree nor disagree that their money availability does affect their preferences. According to Jennifer Bayot (2003), like the typical consumer who has been resilient in the face of a sluggish economy, teenagers are learning to become smart shoppers and make their dollars go further. Lech Mazur (2000) mentioned parents differ in their opinions about giving allowances to their children. If parents decide to give their children allowances, there are several ways to do it. The amount of allowance is a personal choice for parents. According to Mark Dela Cruz (2020), credit cards are an unavoidable part of adult life nowadays – and they can be quite intimidating too if you’re not familiar with what you’re dealing with.
    1. Time Availability. The combined answers of the respondents here is rated as “Neutral”, having four out of five of the factors given rated as neutral, which means that they neither agree nor disagree that their time availability does affect their preferences. Maryam Mohsin (2020) said that with so many people shopping online regularly, or looking for products to buy online, shoppers find themselves in a state of indecision. According to Deena M. Amato-McCoy (2017), when it comes to online shopping, teens are outspending their parents.
    2. Influence of Friends and Relatives. The combined answers of the respondents here is rated as “Neutral” which means that they neither agree nor disagree that the influence of their friends and relatives do affect their preferences. Lori B (2019) mentioned that peer pressure affects even well-adjusted teens by influencing their buying choices. Ted Kitterman (2018) stated having a close friend recommend your product can be the deciding factor for a consumer considering a market’s offerings. He mentioned a study by Jay Baer and Daniel Lemin (2018) that stated personal connections matter more than ever when getting a product recommendation, and that younger consumers are especially swayed by word-of-mouth marketing. A study by Jia Wei Zhang and Ryan Howell (2018) mentioned that spending money on activities and events, such as concert tickets or exotic vacations, won't make you happier if you're doing it to impress others. Donald Miller (2017) mentioned that the biggest motivator your customer has for making a purchase is the desire to become somebody different.
    3. Discounts offers. The combined answers of the respondents here is rated as “Agree” which means that they agreed that the discount offers do affect their preferences. Stacey Rudolph (2016) indicated that discounts can have a huge, positive impact on a business’ sales.
    3. How may the respondents described the online shopping behaviour in terms of:
    3.1.Impulse buying. Most of the respondents are neutral when they do impulse buy when making a purchase. Mark Hemmis (2017) said that the average consumer believes themselves to be smart shoppers, but even the smartest among us have fallen for an impulse buy. According to Catie JaffeTeam (2017), post-purchase regret” or buyer’s remorse is a feeling of regret experienced after making a purchase, typically one regarded as unnecessary or extravagant.
    3.2.Programmed routine buying. Most of the respondents agreed that they tend to do the programmed routine buying when making a purchase. Nielsen (2017) mentioned that an estimated 80 percent of Net-savvy Filipino consumers would buy new products from familiar brands rather than switch to a new brand. Chonce Maddox (2017) mentioned that the world is increasingly stressed out and people purchase items for relief and decompression. Trent Hamm (2019) stated that he tends to spend a lot of time thinking about the things his family purchases on a routine basis, particularly household goods that they use daily and replenish often.
    3.3.Extensive decision making. Most of the respondents are neutral when it comes to doing extensive decision when making a purchase. Crystal Vogt (2019) stated that products that involve extensive decision-making are usually unfamiliar to customers, expensive and infrequently bought. Andy Schimtz(2012) stated that high-involvement products carry a high risk to buyers if they fail, are complex, or have high price tags.
    3.4.Limited decision making. Most of the respondents agreed that they tend to do the extensive decision when making a purchase. Schindler and Bauer (1988) analysed that smart shoppers may undertake a number of covert and fairly elaborate mental price evaluation activities including price-related memory searches, drawing inferences about the seller’s reputation and motives, and sophisticated reasoning to determine whether a price is high or low. Maggie (2018) at National Bank of Mom mentioned if you think before you spend, you make spending intentional and less reactive, which will put you in a better place financially. According to J.D. Roth (2018), conscious spending usually means cutting out one thing to afford another.
    4. Is there a correlation between the profiles of the respondents and the factors cited in item #2?
    4.1. Consumer Traits. The results show that only the age, among of the other profile of the respondents, has a significant correlation with the respondents’ preference in terms of consumer characteristics. Michael Mothner (2018) stated that 60 million Gen Zers reside in the U.S. and have a total spending power of $44 billion annually. Abhijeet Pratap (2017) stated that people’s choice of brands and products start changing as they grow older.
    4.2.Emotions. The results reveal that there is no significant correlation between the respondents’ profile and their preference in terms of emotions. According to Vishal Soodan (2016), consumer response to marketing efforts is emotional and reflects different kind of meanings.
    4.3.Displays/ Visual Merchandising. The results reveal that there is no significant correlation between the respondents’ online shopping preference based on the visual merchandising and display to their profiles. Yolandé Hefer and Michael. C. Cant (2013) mentioned that retailers want to attract more customer and one of the ways the they can do this is by their displays.
    4.4.Money Availability. The results reveal that there is no significant correlation between the respondents’ money availability for online shopping to their profiles. Robert, Manolis, and Tanner (2003) reported that people with lower income tend to buy less than people with higher income.
    4.5.Time Availability. The results reveal that there is no significant correlation between the respondents’ profile and their preference in terms of time availability. Prajnya Desai (2018) mentioned that depending on the person, their average time of surfing the net for different online store choices, it may vary.
    4.6.Influence of Friends and Relatives. The results reveal that there is no significant correlation between the respondents’ influence from friends and relatives for online shopping to their profiles. Peter Broeder (2018) said that when consumers feel a need for reassurance regarding their decision, they are more likely to seek out strong tie sources for that kind of information.
    4.7.Discounts offers. The results reveal that there is no significant correlation between the respondents’ profile and their preference in terms of discount offers. According to Khalid Saleh (2018), a larger percentage of people buy when an item is discounted.
    5. Is there a correlation between the profiles of the respondents and the factors cited in item #3?
    5.1.Impulse buying. The results reveal that the students’ behaviour in online shopping in terms of impulse buying is not significantly related to their profiles. Abhay Desai (2018) stated that depending on the demographic factors, impulse buying behaviours vary and are of different types due to the broad scope.
    5.2.Programmed routine buying. The results reveal that there is no significant correlation between the respondents’ profile and their behaviour in terms of programmed routine buying. Jeff Tanner and Mary Anne Raymond (2012) mentioned that people tend to do programmed routine buying when the product that they make low-involvement decisions.
    5.3.Extensive decision making. The results reveal that the students’ behaviour in online shopping in terms of extensive decision making is not significantly related to their profiles. Jeff Tanner and Mary Anne Raymond (2012) stated that people who do extensive decision making do a lot of research first for they are buying a high-end/luxurious product.
    5.4.Limited decision making. The results reveal that the students’ behaviour in online shopping in terms of extensive decision making is not significantly related to their profiles. According to Jeff Tanner and Mary Anne Raymond (2012), consumers engage in limited decision making do a little research and come to a decision relatively quickly.
    6. Is there a correlation between item #2 and item #3?
    6.1.Consumer Traits. The results reveal that their preferences in terms of consumer characteristics does not have a significant correlation to their behaviour in terms of impulse buying and limited decision making but there is a significant correlation between the students’ preference in terms of consumer characteristics and their behaviour in terms of programmed routine buying and extensive decision making. Sahar Karimi (2013) stated that online purchase processes are shaped through the interactions of consumers with the Internet. According to Andy Schmitz (2012), the level of involvement reflects how personally important or interested the consumers are in consuming a product and how much information they need to make a decision.
    6.2.Emotions. The results reveal that their preferences in terms of emotions does not have a significant correlation to their behaviour in terms of programmed routine buying but there is a significant correlation between the students’ preference in terms of emotions and their behaviour in terms of impulse buying, extensive decision making and limited decision making. Dan Baum (2017) mentioned despite millions of years of evolution and the development of abstract thought and critical thinking, humans still rely heavily on emotions when making decisions. According to Vishal Soodan and Akhilesh Chandra Pandey (2016), the variety of aspects associated with the purchases portray different array of emotions. Kane Simms (2016) mentioned that emotions are natural human drivers that dictate how we behave and what we do.
    6.3.Displays/ Visual Merchandising. The results reveal that their preferences in terms of visual merchandising/displays does not have a significant correlation to their behaviour in terms of limited decision but there is a significant correlation between the students’ preference in terms of visual merchandising/displays and their behaviour in terms of impulse buying, programmed routine buying and extensive decision making. As stated by Yolandé Hefer and Michael. C. Cant (2013), the experience of shopping is highly influenced by the visual merchandising displays used in store. According to Laurent Hubrecht and Beyhan Kokturk (2012), an effective visual merchandising helps boosting the sales of products that will almost sell themselves.
    6.4.Money Availability. The results reveal that the students’ preference in online shopping in terms of money availability is not significantly related to their online shopping behaviour in terms of impulse buying, programmed routine buying, extensive decision making and limited decision making. Angela de la Vieja (2017) mentioned that the lowest price or show the best quality-price do not have to be at odds with each other, although experience shows that an excessively low price of a product can generate mistrust, especially in users who land for the first time in an ecommerce. Duckju Kang (2017), when it comes to having extra income to spend, people seem to prefer purchasing experiences, a lot more so than purchasing physical goods. Sharon E. Beatty and M. Elizabeth Ferelll (1998) mention that consumer perception about the money what they have in their hand to spend, makes considerable impact on buying behaviour.
    6.5.Time Availability. The results reveal that the students’ preference in online shopping in terms of time availability is not significantly related to their online shopping behaviour in terms of impulse buying, programmed routine buying, extensive decision making and limited decision making. Pamela L. Alreck and Robert B. Settle (2002) stated that consumers and especially “hurried consumers” viewed online shopping as an effective time-saving strategy. Hilary George-Parkin (2018) mentioned that Online Shopping doesn’t always save the time of a consumer because they tend to spend more time comparison shopping for purchases that they ultimately make online.
    6.6.Influence of Friends and Relatives. The results reveal that their preferences in terms of influence of friends and relatives does not have a significant correlation to their behaviour in terms of extensive decision making but there is a significant correlation between the students’ preference in terms of influence of friends and relatives and their behaviour in terms of impulse buying, programmed routine buying, and limited decision making. Pinki Rani (2014) mentioned that the membership groups of an individual are social groups to which he belongs and which will influence him. Hitesh Bhasin (2019) stated that often impulse shoppers get influenced by their friends and relatives during shopping. According to Abhijeet Pratap (2019) family plays an important role in most of our buying decisions.
    6.7.Discounts offers. The results reveal that the students’ preference in online shopping in terms of discount offers is not significantly related to their online shopping behaviour in terms of impulse buying, programmed routine buying, extensive decision making and limited decision making. Stacey Rudolph (2016), there are several factors that affect online consumer buying behavior and one of them is product discount. Julia Thomas (2018) stated that offering discounts to potential customers on purchases is one of the quickest ways to draw the attraction of the customers to make purchases.
    7. What are the problems confronted by the respondents during online shopping?
    Majority of the respondents said that the quality of the product is their main problem when it comes to online shopping. IceCube Digital (2019), there are many issues with online shopping faced by the consumers and these challenges are not limited to fake products or hidden costs. Mike Lapchick (2018) mentioned that sharing compelling, engaging and consistent product information with customers will maximize sales, minimize returns, optimize speed to market and enhance brand equity.
    8. What are the possible solutions/recommendations to the problem in online shopping as cited?
    Majority of the respondents said that a research about the product or the service should first be conducted before purchasing anything online. According to Steve Jesiolowska (2019), a recent study reveals that more than 70-80% of people will research a company online before deciding to buy a product or services, mostly from the company’s website. Patrick Kelly (2017) mentioned that consumers are more savvy with their purchases than ever before.
    Conclusions
    In relation to the summary of the findings of this research, the following conclusions were drawn:
    1. In the first statement, the researchers discovered that majority of the respondents came from the strand STEM with the age range from 17-19 years old, having the male as the dominant gender,
    2. The result of the second statement helped the researchers to know that most of the students in Lyceum of Subic Bay agreed that their traits and discount offers affect their preferences and are neutral when it comes to the display of the product, their money and time availability and the influences of their peers but disagree when it comes to their emotions.
    3. The researchers discovered that when it comes to impulse buying and extensive decision making, the respondents are neutral. On the other hand, they agree in doing programmed routine buying and limited decision making.
    4. The results helped the researchers to discovered that most of the factors cited in item number two has no significant correlation with the respondents’ profiles except for consumer traits and the influence of friends/relatives wherein the age of the respondents has a significant correlation.
    5. The researchers discovered that there is no significant correlation between the factors given in item number three and the profiles respondents except for limited decision making wherein age has a significant correlation.
    6. The researchers discovered that there is some correlation when it comes to item number two and three but it vary per factors. Only programmed routine buying and extensive decision making is significantly related in consumer characteristics. While in emotions, programmed routine buying doesn’t have a significant correlation at all. Limited decision making is insignificant for displays. While there is no consumers’ behaviour that is significantly related to money availability, time availability and discount offers. And lastly, influence of peers is significantly related to impulse buying, programmed routine buying, and limited decision making.
    7. The researchers discovered that there are a lot of problems that the respondents have confronted in online shopping but the quality of the product is the most common problem that they have encountered.
    8. The result of the data helped the researchers to know that the most recommended solution for the problems confronted in online shopping is to research about the product or the shop before buying.

    Recommendations
    1. Parents should monitor and know what exposes their children to do online shopping and examine if whether they might have the different behaviours that can affect their financial status.
    2. Consumers should know what triggers them to buy unnecessary product in terms of their preferences and they should evaluate more on whether an item is a need or a want.
    3. Awareness on the different behaviours when it comes to online shopping should be spread more to lessen buying an item that a person doesn’t necessarily need.
    4. Consumers should shop in a store that they are already familiar with and are sure that can be trusted. Being careful especially when shopping online that requires a person to put private information is a must.
    5. Have a decent amount of budget when doing online shopping and don’t go over the set budget to avoid financial problems in the future.
    6. A thorough research about the seller, store and product is recommended before purchasing a product.
    7. Think before you click. Don’t go online shopping when you do not have to or just because you feel like it. Be sure to have a motive/objective before shopping online.
    8. Explore more about the different factors that can affect a consumer’s buying behavior.
    9. A further study about the research is recommended but in a different locale, population and time to promote comparability and to further expand the understanding of the different factors affecting online shopping behaviour.

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  • B. Engineering

    LYCEUM OF SUBIC BAY
    COLLEGE OF ENGINEERING

    THESIS TITLE
    Design and Construction of a Remote Home Power Switching and Monitoring System

    PROPONENTS
    John Brell G. Ladiero
    Aldrin John O. Manalansan
    Romiel Jan C. Sambat
    Regina Angela P. Tolentino
    Remz Anne P. Tolentino

    ABSTRACT

    These days, technology tends to be a part of our everyday living; its advancement and evolution in a very short time has been marked in our history. Since the 1800s, there were visions of machines providing communications of distant people. The introduction of microprocessors has paved the ways for designers to produce complex devices like microcomputers with greater cost effectiveness, hence replacing bulky older versions while doing the same tasks and incorporating a magnitude of new features.

    The main objective of the study is to design and construct a Remote Home Power Switching and Monitoring System during the Academic Year 2019-2020. Specifically, this study sought to achieve the following: (1) Design and construct a Smart Socket device based on Arduino Nano with relay switch and current sensing modules for switching and monitoring, (2) Design and implement a wireless network communication between Arduino Nano and Raspberry-Pi using NRF24L01 Transceiver module, (3) Design and assemble a CCTV IP Camera based on ESP32 Camera that act as home surveillance, (4) Design and implement a web application via JavaScript that enables the user to remotely control the system, and (5) Verify the functionality of the system through actual testing.
    The Remote Home Power Switching and Monitoring System are designed and constructed to allow the users to experience the system with security features for an inexpensive cost that is similar to technological advancement today. The users can control and monitor four (4) appliances/devices, with a voltage rating of 64-250AC voltage and current rating up to 30 amperes, as well as the IP camera through the mobile application.

    The system consists of microcomputer, microcontroller, relay modules, current sensor modules, power supply module, transceiver module, IP camera, and web application for smart devices. The web application lets the users control the system with just one-touch on their smart device that will be available in the Cloud, which the data will be sent to the users' server, then it will be transmitted to the Smart Socket via RF, the relay will switch ON/OFF the connected home appliances/devices to the smart socket. The said wireless communication is vice-versa transmission for the current data, which is for the power consumption monitoring, that will be also available in the web application. The IP camera is synced to the microcomputer via Wi-Fi connection, which allows it to cater online live streaming of an area for users to monitor.
    The Smart Socket is designed and made up of clear fiberglass with the dual 3-pin outlet, which contains the microcontroller, relay modules, current sensor modules, transceiver module, and power supply module. It is constructed with one removable side of the casing for troubleshooting or checking of components. An RGB LED is used as an indicator for the signal reception of the Smart Socket with the Server. Also, a fuse with a 20-ampere rating and SPDT switch is placed at the backside of the casing.
    The Server of the system is Raspberry-Pi 4 with a pre-made black acrylic casing with a heat sink and cooling fan. The web application is mainly used for remote controlling and monitoring which can be available only if the Smart Socket is always turned on thus requiring internet connection when the users are far from their home. The transceiver module communication works at 30 meters distance if there is only an individual socket.
    Based on the results of the actual testing, the researchers proved that the Remote Home Power Switching and Monitoring System provides accurate power consumption monitoring, and reliable power switching of connected appliances using Smart Socket. Thus, remote area surveillance became cheaper and possible to install anywhere within the range of the household's Wi-Fi because of this system's IP camera Monitoring. The system's progressive web application gives the user the flexibility to remotely switch and monitor both the Smart Socket and the IP camera of this system. The server's capability to manage both front-end and back-end system allows both local and global access between users and the system's operation to monitor and switch the system's Smart Socket and IP camera.

    The system designed and constructed by the researchers can be expanded by following the listed recommendations: (1) improve the casing design to make the system more compact, (2) add a motion sensor to the CCTV that alerts the user when it detects unusual activities in the camera feed, add an auto-detection feature that assumes what appliance has been plugged in based on the wattage it consumes per hour and a feature to the CCTV that enables you to record a portion of the current live feed and uploads it to the Cloud, (3) use of relays in all smart sockets for high wattage application suitable for high rated appliances, (4) use different microcomputers and microcontrollers at a cheaper cost, (5) use different external cameras to provide better video quality and performance, and (6) implement the system for offices and facilities.

  • C. BUSINESS ADMINISTRATION

    LYCEUM OF SUBIC BAY
    COLLEGE OF BUSINESS ADMINISTRATION

    TITLE
    Exploring Millennial Leadership Styles: The Case of Hotel Industries in Subic Bay Freeport Zone

    RESEARCHERS
    Kathleen Minette Corpuz
    Louise Coleen Rojas
    Anelyn Pullido

    ABSTRACT

    This qualitative research was a study that sought what is the most effective leadership style of the hotel millennial managers in Subic Bay Freeport Zone (SBFZ) that they espoused at work. The study focused on the leadership styles of millennial managers of hotel industry in SBFZ.

    This study was grounded on the Six Leadership Styles by Daniel Goleman (2000). Five millennial managers of hotel industries in SBFZ were interviewed. The data gathered on the interview were analyzed to find out what leadership styles millennial managers in hotel industry in SBFZ possess and espouse at work or if they switched leadership style and what situation could have caused the switching of their leadership style. This study also showed the attitude of millennial leaders and their respective followers.

    Introduction
    Millennials are the first generation of digital natives. They grew up with the Internet, social media, smartphones and texting. In this age of fast pace technology where you can connect to everyone and everything around and across the globe, Millennials were born. Business Insider (2018) established definition of Millennials also called as the generation Y with research done by Pew Research Center where Millennials were said to be the demographic cohort born in the year 1981 to 1996, age 22 to 37. However, the only generation officially approved by the US Census Bureau (2018) is the boomer generation. Which is why different countries have different understanding about Millennials.

    Asia, the most populated continent with a population of about 4.5 billion people as of 2017, based on the United Nations estimates is where 58 percent of Millennials live. Even so, countries in Asia define Millennials differently.

    China

    Millennials were born in the Years 1983 to 1999, age 19 to 35, born in the “One-Child Policy” in order to control China’s rapid increasing population. In effect, Chinese Millennials are called “little emperors” and “little empresses” as they grew up being the center of attraction, privileged and served everything they ever wanted.

    However, being the only child comes also with a price. Millennials are facing too much pressure to get in a good college, get a good grades and fulfill their parent’s expectations. Over all, China described Millennials to be highly social, as naturally curious, and are digital and mobile-first. 31 percent of China’s overall population was Millennials as of Year 2014.
    India
    “Millennials’ are described as the members of generation born in the year 1982 to 1998, age 20 to 36. Indian millennials were characterized to have different perceptions regarding their priorities and expectations among other generations. They are said to be positive who seek new experiences, and display high level of consciousness. Thirty three percent of India’s overall population was Millennials as of Year 2018.

    Philippines
    Filipinos defined Millennials as members of the demographic cohort born in the Years 1984 to 1998, age 18 to 34 and are described as a young people who are educated, tech savvy, well traveled, and cosmopolitan with their choices in life. Millennials are seeking to find better ways of doing things, they are also known as a career shifter, transfer from one field to another, they want to discover different things. They want a career that give them meaning. According to Mr. Jos Ortega of Havas Media Ortega, millennials are characterized in different identities. “Who they are on Facebook may not necessarily be who they are in real Filipinos often use the term “Millennial” as a person being able to join and pace with trends Another is being able to use technology and social medias as much as how Millennials do. In summary, Filipinos do not care about the age defined, but on how you act. Regardless of their age, Millennials are starting to occupy and join the workforce. According to Rappler, almost half of the labor force population were Filipino Millennials as of year 2015. As their population slowly increases, so as their career. They are getting ready to get the job not only as employees but also as leaders. Filipino Millennials as workers are described to be “highly confident and self-absorbed.” Due to the help brought by technology, they are able to do their work fast as long as they have their specific objectives and clear deadlines.

    However, Millennials are not interested on how their managers get where they are. They are focused and more driven on where they want to go and Millennials don’t mind job-hopping to seek career growth. Another quality of Millennials is that they want instant success / instant gratification - whether it was in their purchase, internet connection, and in their career. Truly, the world has accepted that Millennials are worthy taking a position as managers and worthy to be a leaders in the organization.
    Leader is the one who manages and commands a certain group or organization and to become a manager or leader, it requires position, authority and leadership attributes which shall be concerned in providing guidance or direction toward the fulfillment of certain objective or goal. Leadership is a process of giving purpose (meaningful direction) to collective effort, and causing willing effort to be expended to achieve purpose.” (Jacobs & Jaques). It is a process of influencing the activities of an individual or a group in efforts toward goal achievement in a given situation (Hersey & Blanchard).
    Leadership is a process of giving purpose (meaningful direction) to collective effort, and causing willing effort to be expended to achieve purpose.” (Jacobs & Jaques). It is a process of influencing the activities of an individual or a group in efforts toward goal achievement in a given situation.(Hersey & Blanchard). Different leaders have different styles or ways on how to lead a certain organization. According to Daniel Goleman an internationally known psychologist there are six leadership styles which are as follows-- pacesetting; authoritative; affiliative; coaching; coercive; and democratic leaderships respectively.

    Subic Bay Freeport Zone (SBFZ) is known to have numerous tourist spots. It has maintained its beauty and is still continuously developing. Every year the number of tourists is growing. It is best for all Millennials to be familiar with the leadership styles they possess, and must possess so that they can attain effectiveness which is determined by the current situations the company is facing.This clearly indicates that there is no perfect leadership style, rather what is important is how they react and handle those challenges and situations.
    Since accommodation is in demand, hotels are increasing in number. There are currently 57 hotels in SBFZ as of 2018. Millennial managers are common in hotel industries.

    It is along this line that the researchers attempted to explore the leadership styles in the hotel industries in Subic Bay Freeport Zone with the hope of generating insights and recommendations on what effective leadership styles could best fit these said hotel industries.

    Statement of the Problem

    This study aimed to explore the millennial leadership styles style executed by millennial managers of the hotel industry at Subic Bay Freeport Zone. The study further aimed to answer the following questions:
    1. What are some of the leadership styles that millennial manager in hotel industry espouse at work?
    2. Which of these Leadership styles are the most effective for Millennial managers in hotel industry should adapt?
    3. What are the situations where these leadership styles are needed?
    4. Do they switch their leadership styles? If yes, in what situation and why?

    Objectives
    This study was posited on the following specific objectives:

    1. To find out what is the most effective leadership styles used by millennials and espoused by millennials at work;
    2. To seek what leadership styles a millennial managers posses;
    3. To discover what leadership style is appropriate to a certain situation; and
    4. To discover situation that affects and causes leadership styles’ switching
    Significance of the Study
    This study was specifically selected to explore the leadership styles of millennial managers among hotel industries at Subic Bay Freeport Zone. Results of this study may prove beneficial to the following individuals and groups, as follows:

    Organization. This will help the SBFZ hotel industry to have a deeper understanding of millennial leaders at work specifically on how to lead employees in the organization and adapt and practice leadership styles that the organization needed.

    Millennial managers/leaders. This will help those millennial managers/leaders of SBFZ in hotel industry that struggles on handling an organization and employees. A common problem of millennials today that hinders them from being a manager is that we lack experience. This research aimed to provide an answer to help our fellow millennials find the effective leadership style in hotel industry of SBFZ despite the lack of experience by providing them the common situations and problems they might encounter.

    Students. This will help the students prepare for their future profession. Being aware of situations and problems of leading an organization will help them adapt quickly to the business world, give them courage to handle people and an organization despite their young age and make them realize that age is not a barrier to be a manager and that experience is not based on age.

    Hotel Industry. This research mainly will millennials that will be leading an organization in the future thus, this will give them confidence in their millennial employees that have the potential of being a leader.

    Conceptual Framework

    Figure 1. The figure above shows how the researchers anticipate the flow of their study.

    The conceptual framework has the following variables: Leadership Styles, Millennial Leadership Styles, and most effective Leadership Style, surrounded by the situation variable. Following the Six Leadership Styles by Daniel Goleman, the researchers will study and discover which of those leadership styles millennial managers of Hotel Industry in SBFZ espouse at work. As Goleman (2000) states that the best leaders do not know just one style of leadership – they are skilled at several, and have the ability to switch between styles as the circumstances dictate. Meaning, that in order for them to find the most effective leadership style of hotel managers in hotel industry in SBFZ, they must take in consideration all the situations each of them are facing.

    Theoretical Framework

    This study adopted the Six Leadership Styles by Daniel Goleman which was first introduced in his article “Leadership That Gets Result” originally published on March, 2000 and is revisited when one of his books entitled “Primal Leadership: Unleashing the Power of Emotional Intelligence”, was published on 2004.

    According to Daniel Goleman, there are six Leadership Styles used by managers: Coercive which is later changed to Commanding, Authoritative which is also changed to Visionary, Affiliative, Democratic, Pacesetting, and Coaching. Coercive/Commanding is described in a phrase “Do what I tell you.”, Authoritative/Visionary as “Come with me!”, Affiliative as “People come first.”, Democratic as “What do you think?”, Coaching as “Try this.”, Pacesetting as “Do as I do.”

    The researchers found this theory the most applicable to their study because Goleman explains that neither IQ nor skill makes a great leader. But what makes them a great leader is having a high level of emotional intelligence. Emotional Intelligence (EQ) is popularized by Goleman when he published his book “Emotional Intelligence: Why it can matter more than IQ” in the year 1995. He explained how managing our emotions can be a critical factor on being an effective leader. Another reason why IQ can’t exist alone as your advantage being a manager, is that anyone can be as smart as you, and maybe even smarter.

    Goleman incorporated EQ in his leadership styles, describing both its strengths and weaknesses. Goleman also explains that sticking one leadership style isn’t effective, that in fact, you’ll eventually use all of them at the right time and right circumstances or situations.

    The researchers utilized this theory to discover the leadership styles of the millennial managers of the Hotel Industry of SBFZ and which leadership style is mostly used in certain situations.

    Scope and Delimitation

    This study covered all millennial managers in 5 hotels in Subic Bay Freeport Zone in terms of leading employee and handling organization and as to what leadership style they used to perform their jobs effectively.
    CCODE AAGE YYEAR OF
    BIRTH EEXPERIENCES GGENDER
    BSBAG1 25 1993 2 2 YEARS MMale
    BSBAG2 23 1995 2 2 YEARS FFemale
    BSBAG3 25 1993 1 1YEAR FFemale
    BSBAG6 32 1986 110 YEARS MMale
    BSBAG7 30 1988 110 YEARS FFemale

    What situations are they facing that makes them shift from one leadership style to another. And how effective millennial managers by using those leadership styles.
    Definition of Terms

    The following is the list of unfamiliar or technical words or key terms used in study which has been defined denotatively:

    Attitude. This refers to a way of thinking that affects a person’s behavior;

    Espouse. This is used to describe the actions of someone who lives according to specific beliefs

    Hotel Industry. This refers to a service oriented business;

    Millennials. This refers to a person or persons born after 1980 age 18 to 34;

    Memorandum. This refers to a written report from one person or department in a company or organization to another;

    Policy. This pertains to a wisdom in the company that are needed to follow;

    Situation. This refers to circumstances that affect leadership styles;

    Switch. This pertains to a sudden change from one leadership style to another; Experience. This pertains to a length of time that someone have spent doing something;
    Followers. This pertains to a person that who follows the order or their leader;
    Professionalism. This refers to work attitude of leaders;
    Stubbornness. This pertains to an attitude that refusing to someone’s idea or not doing to duties and responsibilities.

    Methodology

    This study contained a qualitative method of gathering and analyzing the data with interview to managers of hotels around Subic Bay Freeport Zone. Further, this was a qualitative research that aimed to assess the leadership styles of millennial managers and to seek the effectiveness of their leadership styles. This study focused on the “why” instead of the “what” and relied on the personal experiences of millennial managers working in the various hotel industries in Subic Bay Freeport Zone, primarily, this study focused on their ways and means of leading the organization which yielded subjective data rather than an objective ones.

    The purpose of Thematic Analysis is to cluster information linked by a common theme or idea and categorized the data and therefore, establish a “framework of thematic ideas about it” (Gibbs 2007).

    Respondents

    The population and respondents of study were the millennial managers of hotels in Subic bay Freeport Zone. The researcher’s respondents were clustered on the following:
    1. BSBAG1- The hotel is perfectly located in front of the scenic Subic Bay. It has a cozy rooftop swimming pool and bar where you, your family or colleagues can relax and enjoy. The hotel and its vicinity are fully secured with 24 hours CCTV together with well trained security officers. It also has 2 functions rooms that can accommodate up to 100 persons for intimate meetings and corporate events. Terrace hotel classifies as three stars hotel.
    2. BSBAG2-has three companies which one is holding a consultancy, they have restaurant the kitchen tomato and the main branch is Animu JWS and the Condominium. This hotel is a retailed and service company wherein they rendering services to their customer. Their guest is usually Chinese, Japanese, and Korean, the condominium has already a restaurant and pool, and they are constructing a new building for the extension of their Condominium.
    3. BSBAG3- is perfectly located for both business and leisure guests in Subic (Zambales). Featuring a complete list of amenities, guests will find their stay at the property a comfortable one. All the necessary facilities, including free wifi in all rooms, 24 hours security, 24-hour front desk, Wi-Fi in public areas, car park, are at hand. This hotel classifies itself as a three stars hotel.

    4. SBAG6- This hotel and Residences is a great choice for accommodation when visiting Subic (Zambales). From here, guests can enjoy easy access to all that the lively city has to offer. With its convenient location, the hotel offers easy access to the city's must-see destinations. This hotel classifies as three-star hotel.

    5. BSBAG7- Built in 2015, This hotel is a distinct addition to Subic (Zambales) and a smart choice for travelers. From here, guests can enjoy easy access to all that the lively city has to offer. With its convenient location, the hotel offers easy access to the city's must-see destinations. This hotel is classified as three stars hotel.

    Research Instruments

    The main instrument used for this study is one on one interview with the millennial managers of five hotels, where the researchers personally asked them questions while recording the conversation. It utilized also an open ended interview since our questions were all unstructured. Other than gathering factual data such as their age, etc, the researchers focused more on their thoughts, feelings, experiences, ideas, and opinions. The questionnaire constructed by the researchers was also checked and with certain modifications, was approved by their thesis adviser.
    Data Gathering Procedure

    The researchers personally selected and convinced hotel millennial managers around Subic Bay Freeport Zone and constructed their interview questions with guidance of their thesis adviser. The researchers will personally distribute and hand them the questionnaires.

    The millennial managers of selected Hotels in Subic Bay Freeport Zone were given a letter of request for an interview. Included in the letter was the terms and conditions for the interview.

    After the gathering and compiling of data, the results were tailed and tabulated. These data had become the basis of our analysis and interpretation.

    Data Analysis

    The researchers utilized the thematic analysis basically used qualitative research like this. Thematic Analysis is a widely-used qualitative data analysis method but, it is rarely acknowledged within business study. This method is the process of identifying patterns or themes within qualitative data. Patterns or themes are identified by familiarizing yourself to the data, data coding, and theme development or division. Thematic coding is a form of qualitative analysis which involves recording or identifying passages of text or images that are linked by a common theme or idea allowing you to index the text into categories and therefore establish a “framework of thematic ideas about it” (Gibbs 2007)

    The researchers have convinced five millennial managers of hotel in SBFZ to have a recorded interview. Using the transcribed recorded interviews, the researchers sorted out the answers and placed these answers for common themes and patterns that could help the researchers identify the millennial managers’ leadership styles. Using the gathered data, the researchers also searched for situations around hotel industry that causes switching of one leadership style to another.

    Summary of Findings, Conclusions and Recommendations


    Summary of Findings

    Theme 1: Classification of millennial managers’ actions as their leadership style

    The researchers analyzed the statement of millennial managers to find out what kind of leadership style do they espouse at work. BSBAG1 is both a democratic and an affiliative type of leader. BSBAG2 is both an authoritative and affiliative type of leader. BSBAG3 is a democratic leader. BSBAG6 is more of an authoritative type of leader. BSBAG7 is more of an affiliative type of leader.

    After determining all of their leadership qualities and classifying them according to Goleman’s Six Leadership Styles, the researchers discovered that Affiliative type is the most common leadership style millennial managers of hotel industries in SBFZ espouse at work.

    Theme 2: Attitudes of millennial managers towards handling their employees

    The researchers tried to discover the common attitudes between millennial managers of hotel industries in SBFZ. Their opinions, thoughts, and ideas on how they handle their employees and the organization. The researchers found eight common attitudes among them which are:
    1. Professionalism which BSBAG6 and BSBAG7 are common.

    2. Building relationship between employees which BSBAG1, BSBAG6, and BSBAG7 shared. They stated that there is a difference on how they treat each other outside and inside the workplace.
    3. Strictness in implementing rules and policies where BSBAG7, BSBAG6, and BSBAG2 are common.
    4. Balancing the employees and organizational policies where BSBAG2, and BSBAG6 shared in common. They must be fair on both sides.
    5. Motivation Approach, BSBAG7 and BSBAG1 shared in common. They motivate employees by acknowledging their good work.
    6. Accepting suggestions where BSBAG1, BSBAG2, and BSBAG6 stated that accepting suggestions can improve the work.
    7. Socializing, BSBAG2 and BSBAG7 uses training and seminars as a way of socializing to their competitors.
    8. Listening to their employees concern, SBAG1 and BSBAG6 are common. They seek suggestion in order for them to finish their works efficiently.

    Theme 3: Challenges face by millennial leaders in terms of their followers’ attitude at work.

    There are 3 common challenges that they encountered and the most common is stubbornness, BSBAG7, BSBAG6, and BSBAG1 shared this challenges to their employees. Another is Violating policies like use of cellphones and not following the assigned schedule where BSBAG3, BSBAG6, and BSBAG1 shared in common. Lastly is lack of respect where BSBAG2 and BSBAG3 shared in common.

    Theme 4: How do millennial managers communicate to their followers

    Misunderstandings and conflicts between the leader and the follower is inevitable. However, to lessen and prevent things getting out of hand, communication is the key. Whether it may be addressing a disciplinary action or assigning a new task, communication must be used. How do millennials communicate to their employees?
    1. Memorandum. BSBAG3 and BSBAG7 uses this as a medium of communication.

    2. Concerns/Suggestions. BSBAG7, BSBAG6, and BSBAG1 are common. Verbal communication millennial managers tend to ask their employees regarding their concern and suggestions.
    3. Meeting. BSBAG3 and BSBAG6 are common.
    4. Social media. BSBAG2 and BSBAG7 uses social media to communicate with their followers.

    Theme 5: Situations in hotel industry millennial managers face

    The most common situation mentioned by BSBAG6 and BSBAG7 is customer complaints. Since hotel is a service oriented business, hotels try their best to accommodate all guests by providing quality service all the time. However, customers have different preferences which makes it impossible to please everybody. Complaints are mostly caused by human errors. To make up for the mistake, millennial manager of the hotels will try to talk to the guests and apologize. They also use complimentary discounts or freebies.

    Conclusion

    After analyzing the gathered data, the researchers found out the leadership styles of millennial managers in the Hotel Industry in SBFZ. The study revealed that among the six leadership styles, Affiliative type is the most commonly used by millennial managers of SBFZ. Although one might say that they are more of authoritative or a democratic type, qualities of being an Affiliative leader still shows up. All of the millennial manager respondents stated thoughts of being an Affiliative type of leader. Therefore, we concluded that Affiliative type of leadership is a must in the Hotel Industry. The researchers also discovered situations that causes switching of their leadership style. Millennial manager’s leadership style depends on: what kind of follower do they have, how they communicate to their followers, and what kind of attitude do they show. These variables or situations determine what kind of leadership style must they espouse at work.

    Kind of Follower Situation

    BSBAG3 mentioned that most of their employees are older and more experienced than her. She struggled on how she was going to address them, deal with them and treat them with respect at the same time. Based on the analyzed data, the researchers saw that she is a Democratic type of leader. Where she stated
    Ganun din sila mag suggest din sila kung ano sa tingin nila yung makakapagpadali sa kanila. At least mas ma-workout niyo para mas maging better yung working environment nyo.” BSBAG3

    This statement proves how the age gap between leader and follower can affect their leadership style. BSBAG7 on the other hand stated that,

    “Stubbornness, being a stubborn employee means they don’t believe on what you are trying to make them do.” BSBAG7


    The result is unexpected because she was more of an Affiliative type of leader. This type of follower needs a firm leader or an Authoritative one. BSBAG6 says that he prefers millennials as his followers, although his followers show lack of dedication to work. BSBAG6’s type of leadership is Authoritative which suits his follower’s personalities. BSBAG1’s followers are mostly millennials and the same age as him. BSBAG1 tries to build a friendship to his co-workers since they are at the same age, and the result says that he is an Affiliative type of leader. BSBAG2 is the same with BSBAG3 where there followers are mostly non-millennial. BSBAG2 struggled to earn their respect. Result is that she is both authoritative and affiliative type of leader which helps her to exercise his authority by being firm but still thinks of them at the same time. This is how the researchers saw the effect of followers in one’s leadership style.

    Therefore, if their followers are getting stubborn the most effective type is the coercive type of leadership. Stubbornness cannot be tolerated, it needs to be corrected by seeking immediate compliance from employees. Leaders must assert their authority by showing how one must do it. Another, if their followers are frequently violating company’s policy they become an authoritative type of leader. The leader must show to them that they are firm but at the same time fair. One must get what is due to them. This can lessen violators since followers see that rules were well implemented. Another is that if the leaders observe that their followers lack respect they become democratic type of leader. The leaders must earn their respect by building environment of trust and commitment. Once the people trusts their leader, respect will be earned.

    How does Communication Affect their Leadership Style?

    The most common scenario in terms of work that needs to be done, leaders seeks suggestions from their follower. BSBAG7 stated that “Sometimes I do tend to ask the employees if they have any concerns or they have ah… they have anything basta yun.” on the other hand, BSBAG6 stated that “Hinde na niya kaya so dapat makinig ka sa kanya. May mga ganung times na kailangan mo rin talaga na makinig sa kanila na, ‘Sir kailangan ko ganto ganyan’ kasi hinde niya matatapos yung trabaho…”. On this situations BSBAG7 and BSBAG6 is more of a democratic type of leaders they listen to the opinions and suggestions of their followers. Another scenario in terms of giving memorandum to their followers BSBAG7 stated that “I try to minimized talking but communication through paper is the most effective because on the employee side they will realized its just a normal process and a its being professional to it.”. BSBAG3 stated that “Kakausapin muna syempre kailangan verbal muna tapos sunod kapag inulit nya may warning pa so magkakaroon ng writing written na ano..”. When it comes to giving memorandum, leader is getting more of an authoritative type of leader; they are firm when it comes to implementing rules in the workplace.

    Effects of their working attitudes to their leadership

    The most common attitude of millennial leader is professionalism, BSBAG7 stated that “Professionally… So my mantra is we are friends when we go out of the operation but we are co-workers when we are in the operations.” also BSBAG6 states that “…Kailangan nila maintindihan na trabaho to nothing personal…” this type of attitude triggers them to become an Authoritative type of leader. They separate personal life from work. Another common attitude of BSBAG1 and BSBAG7 when it comes to motivating their followers. BSBAG1 stated that “Sasabihan ko sya ng vocal na parang iaano ko sya icocongrats ko sya or something yaaann” another statement is “Sabihan mo lang sya good job, o kaya keep up the good work”. BSBAG7 stated that “Actually as a manager I tend to be the one who gives the compliment because it is important to give it to your employees it will boost their morale and they will increase in their performance.” this type of attitude of motivating their followers triggers them to become an affiliative type of leaders. They acknowledge their followers’ performance.

    “Good decisions come from experience..”

    The results of this study showed how experience change your perspective. Both BSBAG6 and BSBAG7 has 10 years of experience. The two millennial managers have the most experience compared to all five of them. Both of them shared how experience taught them and become what they are as leaders today. They admitted that on their first years in the industry, they used to be unreasonably strict. Followers are doing the said task but they are receiving a lot of complaints. But this kind of leadership is not effective for long because later on, they noticed how followers changed their behaviors towards work. Followers started to be stubborn, disrespectful, and absences became frequent. On that point, they realized that without their followers there isn’t a leader, organization will fail. This is a reason for them to change their leadership style. From being a Coercive type of leader, they became an Affiliative type. After, they saw improvement. Their relationship with their followers seem to be getting better, revenue of the organization is increasing. And from time to time, when situations call for it, they use Democratic and Authoritative type of leadership. Experience taught them how to be versatile.

    This clearly indicates that there is no perfect leadership style, rather what is important is how they react and handle those challenges and situations. The more leadership style they practice, the more they are effective as a leader.

    Recommendations

    The study discovered that the most effective leadership style in hotel industry is the Affiliative type of leadership where leader considers their employees first before anything else. Since hotel is a service-oriented business, it is important to strengthen emotional bonds, which creates loyalty not only to the leader but to the entire company. Another is that Affiliative leadership helps form a positive workplace, which hotel industries should have - since the employees do the service, millennial leaders must build a positive workplace in order for their followers to have a positive mindset which reflects the hotel’s ambiance. However, Daniel Goleman stated that “the best leaders do not know just one style of leadership – they are skilled at several, and have the ability to switch between styles as the circumstances dictate.” Therefore, the researchers recommend to use Affiliative type of leadership style for hotel millennial managers in SBFZ. Also, the researchers are recommending to not hesitate to practice or use as much leadership styles they want as long as the situation calls for it.

    In the study, the researchers found out that the followers didn’t have formal feedback regarding their leader’s performance. Specifically on their leadership style. According to Forbes (2018), “The best leaders ask for more feedback, according to a study done by Jack Zenger and Joseph Folkman. In their research of over 50,000 executives, they found that "Leaders who ranked at the top 10% in asking for feedback were rated, on average, at the 86th percentile in overall leadership effectiveness.""It is important to have a formal follower’s feedback to know if the leader is effective using their leadership style and if it is not effective then it should be corrected or replaced based on the feedback of the followers. Day-to-day conversations or meetings can be seen as a way getting feedback, however, there is a distinction between assessment and hearsays.

    The researchers also concluded that it is important to consider having a 360-degree feedback, conducted twice a year. This will help them develop their strengths, learn from their mistakes, and work on their shortcomings. 360-degrees feedback includes feedback from followers to their leaders, feedback of immediate superior to their millennial managers, and feedback of millennial leaders to their followers. This will help the organization develop each employee but specifically, the millennial leaders towards a better performance in achieving their organizational goal.

    References

    The Importance Of Feedback When in a Leadership Position Ruth Mayhew https://work.chron.com/importance-feedback-leadership-position-3355.html

    Leadership Styles in Business. (2018, August 13). Retrieved from https://online.seu.edu/6-leadership-styles-in-business/

    Clark, D. (n.d.). Retrieved from http://www.nwlink.com/~donclark/leader/leadcon.html

    Why Communication is So Important for Leaders. (n.d.). Retrieved from https://www.ccl.org/articles/leading-effectively-articles/communication-1-idea-3-facts
    -5-tips/

    ISFJ Personality Type - "Defender" Profile. (n.d.). Retrieved from https://personalitymax.com/personality-types/isfj-defender/

    Cherry, K., & Gans, S. (n.d.). What Personality Theories in Psychology May Tell You About Yours. Retrieved from https://www.verywellmind.com/personality-psychology-study-guide-2795699

    Takumi, R. (2018, June 26). Pinoy millennials seek to change the world, find meaning in work. Retrieved from http://www.gmanetwork.com/news/news/nation/658188/pinoy-millennials-seek-to-change-the-world-find-meaning-in-work/story/

    Filipino Millennials Are Changing The Workplace. Here's How. (2017, November 15). Retrieved from https://manilarecruitment.com/manila-recruitment-articles-advice/filipino-millennials- changing-workplace/

    Theory X and Theory Y Understanding People's Motivations. (n.d.). Retrieved from https://www.mindtools.com/pages/article/newLDR_74.htm

    Why EQ Is The New IQ. (2018, June 20). Retrieved from https://www.officevibe.com/blog/why-eq-is-the-new-iq

    Six Different Leadership Styles And How To Use Each One. (2018, April 30). Retrieved from https://www.officevibe.com/blog/different-leadership-styles

    Marston, C. (2010). Motivating the “what’s in it for me?” Workforce: Manage Across the Generational Divide and Increase Profits. Hoboken: John Wiley & Sons.

    What You Need To Know About Millennials in the Ph Workforce Gwen Cruz https://www.rappler.com/newsbreak/iq/147883-what-you-need-know-about-filipino- millennials-workforce

    Mark Magnacca http://customerthink.com/using-technology-to-engage-the-millennial-workforce/

    Leverage Technology To Engage Millennials https://www.smartmeetings.com/magazine_article/leverage-technology-to-engage-millennials

    Six Ways Millennials Are Changing Traditional Leadership Kimberly Fries https://www.forbes.com/sites/kimberlyfries/2018/01/18/7-ways-millennials-are changing-traditional-leadership/#47f67ae57dae

    Why Millennials Don't Want To Work For You Louis Efron https://www.forbes.com/sites/louisefron/2015/12/13/why-millennials-dont-want-to-w

    ork-for-you/#1a26bc461bef

    Millennials in the Workplace: A Communication Perspective on Millennials' Organizational Relationships and Performance

    Karen Myers-Kamyab Sadaghiani - https://link.springer.com/article/10.1007/s10869-010 172-7

    Millennials: The Me Me Me Generation http://time.com/247/millennials-the-me-me-me-generation/

    Millennials: The Me Me Me Generation http://time.com/247/millennials-the-me-me-me-generation/

    Millennials Are Ready To Be Leaders: Here's How They're Doing It Larry Alton https://www.forbes.com/sites/larryalton/2018/01/17/millennials-are-ready-to-be-leaders-heres-how-theyre-doing-it/#a2a62fd36f93

    Principles Of Management Lumen Learning. https://courses.lumenlearning.com/suny-principlesmanagement/chapter/situational theories-of-leadership/

  • D. CHM FEASIBILITY

    LYCEUM OF SUBIC BAY
    COLLEGE OF HOSPITALITY MANAGEMENT

    FEASIBILITY STUDY TITLE
    HANOK VISTA VILLAGE HOTEL

    PROPONENTS
    Halley M. Alarcon
    Elisha Frelyn E. Molina

    ABSTRACT

    Introduction

    This feasibility study aims to conduct a market study and build the structure inspired South Korea, Bukchon Hanok Village Hotel experience, through this proposal of establishing the Hanok Vista Village Hotel here within Subic Bay Freeport Zone will create a great impact in the business industry, to promote and assess the economic growth of the town. This will also help and benefit the locals here in Subic Bay Freeport Zone (SBFZ) to have more opportunities and open doors for jobs for people in need of work, in that case, locals wouldn’t have to apply somewhere far like Manila or Abroad. Researchers targeted this business because it is a new and improved way for experiences.

    Subic Bay, as it is commonly called, is more synonymous with weekend trips from people all around the Philippines and all around the world, especially among families, Subic Bay is best to be visited for their hotels, and resorts, this location is known for its industrialization and commercial areas. Once the largest U.S military naval base in Asia and home to the US Seventh fleet. Within Subic Bay Freeport it can be witnessed that there are several outdoor

    recreational spaces to explore. Some examples are Pamulaklakin Forest Trail, Magul Bird Park, El Kabayo Waterfalls, Spanish Gate, Ocean Adventure and so much more. So many different styled hotels are available as well from least starred to most stars such as Seorabeol Grand Leisure Hotel, Herbies Mansion, Court Meridian Hotel and Suites, Subic International Hotel and so much more.

    The Concept

    This destination will have 11 hectares of beautiful surroundings and historical structure of the Bukchon Hanok Village of Seoul here in the Philippines. This aims to help and benefit the people here in Subic Bay Freeport Zone (SBFZ) and contribute to the Philippines Tourism Industry Sector as well. The purpose of this is for travelers or professionals who are seeking a different approach in staycation to be inspired to try new things, rather than just simply staying at a hotel, Hanok Vista Village Hotel will be offering a variety of simple and grand hanoks for guests to choose from, it is also given that the surroundings will be much different from the usual hotel feels; Hanok Vista Village Hotel will be providing a service that is much closer to nature itself and extra warm hospitality services from the staff. Also, provided will be a variety of activities within the Hanok Vista Village Hotel like pools, spas, restaurants, and more. Within the plans include a mini trekking activity that will provide a beautiful overview of the Hanok Vista Village Hotel with a fantastic view of the sunset. The Village will consist of different styles of Hanoks and is composed of multiple alleys surrounded by big trees. This way tourists will have a much closer experience to nature and enjoy the peaceful time Hanok Vista Village Hotel has to offer.

    Market Segments

    The target markets are international tourists coming from different countries, regions, families, couples, retirees and even those luxurious travelers. As well as those who are residents of the Subic Bay Freeport Zone, Olongapo & Zambales.
    Subic Bay, once being a site of a US Naval Base, showcases that it is a place that is familiar to the United States of America to American tourists/visitors in particular. The local people here in the Philippines who look for a modernized version of tourism often visit SBFZ when wanting to get away from their own region or provincial areas. Families that enjoy travelling are known to be one of the fast growing segments of our tourism industry. This considers for over one-third of all leisure trips. Not to forget, senior citizens and retirees can move at a slower pace and can be seen as demanding and impatient; yet they are the ones who contain a lot of time on their hands with enough money to spend for some leisurely travel. Couples look for the ideal aesthetically placed place with a view and recreational activities to bond and spend time together. Last but not least, elite travelers are usually those who can more than likely afford to have the unusual and pricier options for travel experience.
    Definition of the Market Segments (SURVEY PART)

    For this segment, 400 survey takers from around Subic Bay Freeport Zone and Olongapo of Zambales are given various questions in relation to creating the proposed business, Hanok Vista Village. The data shown below are the demographic profiles of the respondents we have collected.

    Demand Estimates

    Age Bracket

    The graph showcases that the age group that contains the highest percentage is the most possible customer of Hanok Vista Village hotel. Most of these respondents reside within Subic Bay Freeport Zone itself which are people of prestigious backgrounds and status which would

    Gender

    The graph shows that most of the respondents are females due the respondents we have chosen to distribute the survey by chance. According to the Philippines Statistics Authority 2015 census, Subic Bay Freeport Zone has a total population of only 6,124 residents only.

    Civil Status

    The graph shown shows that most of the civil status are primarily single. Although due to statistics being shown marriage percentages increased, websites like https.// www.tourradar.com shows the different tours for Philippine’s single travellers. That proves that most of the new generation nowadays no longer want to focus on a married union but rather to explore part of the Philippines and world instead.

    Household Monthly Incomes

    The graph showcases that those with Php20,001 - aboves earners are most common within SBFZ. According to http://www.sbma.com/careers/employement-statistics it is witnessed that the total number of employees currently are 23,305 within their main companies itself. This goes to show that many income earners are all possible guests to Hanok Vista Village hotel.



    ● The respondents answering whether to be interested in the proposed “Korea Town” setting within SBFZ shows that people are more probable to visit than to not. With a percentage of 91.9& yeses and only 8.1% no’s that is proven.

    Activities

    Hanok Vista Villages provides so many ideas as to what activities will be given, both indoor and outdoor recreational wise. Of the 400+ respondents it is seen that the activity most enjoyed by guests to resorts in general is the activity of swimming by 33.3%. Followed by 25.9% who enjoy spas, followed by 17.2% who enjoy hiking and a tie of 11.8% each for both trekking and team building activities.

    Evaluation and Synthesis of Findings

    The building concept of Hanok Vista Village matches up to the preferences of the respondents collected, according to the given feedback of the survey. As well as the proposed business being proven to be unique compared to other competitors and possible competitors as well. Researchers have identified the potential to create a revenue inducing industry for the future since more respondents seem interested in guesting at Hanok Vista Village hotel due to the several different amenities offered. Most of the respondents' civil status were single, high earners, and were all interested in the concept of being outdoors. Hanok Vista Village has a great probability of greatness and of well reputation within SBFZ offered to all the different sorts of tourists that desire to guest.
    Defining the Concept

    Hanok Vista Village Hotel will be providing the tourists and the locals of Subic Bay an outstanding experience of tranquility and relaxation; will be offering 50 traditional hanok houses giving an mini experience of South Korea's Hanok Village, spa services, recreational activities (such as: hiking, trekking, team building grounds), pools, and sightseeing. Located in

    Day and Time of Service/Theme/Atmosphere and Establishment Site

    Theme and Atmosphere Calming and rejuvenating aura of a staycation experience, with the comfort of luxury.

    Business Logo

    Hanok Vista Village Hotel offers traditional hanok style houses from South Korea which explains the small Korean Flag on the logo to represent and recognize the culture of the said country, the letter ‘H’ on the logo represents a home, for that is what the proposed business goals to offer; a home away from home, for guests to feel the comforts of their own home while experiencing a different culture. The ‘Vista Village Hotel’ is in the color orange, for this combines the energy of red and the happiness of yellow. This is associated with joy, sunshine, and the tropics. This color represents enthusiasm, fascination, creativity, determination, attraction, success, encouragement, and stimulation; these are the many things that the proposed business’ goal to achieve.

    The Mission, Vision and Core Values

    ● Mission - To be fully equipped in assisting visitors accomplish recreation, relaxation and a fresh cultural experience. All done by surpassing visitor’s standards, in order to influence and instill various important growth within employees as well. For the outcome of remarkable modernized traditional tourism and financial success.
    ● Vision - To be valued by the public by creating a well known reputation of quality service and facility greatness, to be steady in honorably presenting iconic experiences and withholding future potential.
    ● Core Values

    Nobility - An individual containing a high level of character and/or morals. An honest and charitable being.
    High standard - Creating a work environment enforcing high ethical standards in business and employee decisions. Providing resourceful and high quality facilities, products and service to visitors and employees.
    Loyalty - Gathering a team of employees whereas consistency in service and enjoyment of both reasonable labor and great benefits; in order to instill an identity for humane principles, beliefs and values of every citizen regardless of class and background.
    Sportsmanship - Bringing the best attitude to compete with the best versions offered from staff themselves and against other companies, respectively.

    Organizational Chart and Function

    Conclusion and Recommendation

    According to the said research on Hanok Vista Village Hotel, it is believed to be feasible indeed. This due to the great possibilities of successes in all aspects within the terms of originality, purposes, statistics and all the more. The said numbers in the previous section shows more gross increase in revenues versus losses of sales in both peak and lean seasons. Although given the circumstances of today’s modern time within a pandemic, the idea would be a hit in the near future as it follows social distancing protocols. Following that, it promotes the distance of villas instead of nearby rooms. Concluding the bigger chances of success versus the change to fail as a business as a Korean Vista Village Hotel.

    Bibliography

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    Eco, T. (2017, September 19). The International Ecotourism Society. Ecotourism. https://ecotourism.org/what-is-ecotourism/
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  • D1. CHM THESIS

    LYCEUM OF SUBIC BAY
    COLLEGE OF HOSPITALITY MANAGEMENT

    THESIS TITLE
    Implementation of Housekeeping Safety Guidelines in Selected Hotels in Olongapo City and SBFZ Lyceum of Subic Bay Inc. Academic Year 2020-2021

    RESEARCHERS
    Archeia Faith B. Tarog Carlo Julian C. Blanco

    ABSTRACT

    Introduction

    Hospitality is the epitome of the comfort of guests as well as their entertainment hub and safety away from the comfort of their home (Thomas, 2005). This means that hotels should give their very best service for their guests as comfortable as possible for it is the place where they relax and enjoy their stay away from their everyday life. Hospitality starts from the moment the guests come inside the establishment. This is where the housekeeping department comes in. The Housekeeping department assigns who maintains the image of the establishment, big or small hotels, to look pristine, welcoming, and comfortable for any guests that are staying or visiting. Housekeeping includes duties and responsibilities of keeping the areas of the hotel clean, tidy, hygienic, and pleasant. The staff has a lot of responsibilities that they also need the cooperation and teamwork of the other staff, where they should follow safe work procedures and instruction of the supervisor/managers to reach the proper standard of housekeeping procedures.

    Some of the Hotel managers hold the hotel staff to increase their level of responsibilities. There includes inventory supplies such as bath soap, dental kit, and other amenities and making some linens are clean and lastly they work together when it comes to doing beddings, dusting, and stripping the room.

    Housekeeping as defined by Roberts (2016) as the provision of a clean, comfortable, and safe environment, not just in the department but the whole surrounding of the establishment. She further illustrates that housekeeping in the department gives in the desired room for the guests for they are the heart of the hotel. Also, she pointed out why this job is important. Because housekeeping provides the usual clean, organize and maintain the appearance of a hotel but they also are the reason why rooms tend to sell with the guests.

    In the housekeeping department, there are a set of rules and safety guidelines that need to be followed to help prevent accidents within the company. As stated by CCOHS(2020). A good housekeeping program manages orderly storage and movement of materials but also a costly investment. If the materials and equipment used are not disposed of properly this makes the establishment lose money. Another reason for having guidelines is because it prevents having poor housekeeping like tripping, being hit by falling objects, and other “hazards” that need to be maintained with the management as the purpose of the department.

    Likewise, the Hospitality industry such as hotels has a set of rules and regulations, Standard Operating Procedures when it comes to their staff, to maintain the hotel’s image from the guests and visitors that go in and out of the establishment. All hotels have a goal for their guests to be happy and enjoy their stay and want to experience the environment around them. The main functions of housekeeping are basic, the overall cleanliness, in ensured by the maintenance of the building and its infrastructure, this includes linen management, waste management, pest control, and infection control (RMI Healthcare, 2015).

    Moreover, the Housekeeping department provides the safety guidelines for all their employees to avoid any accident inside the hotel room and they won't like to provide any compensation unless the hotel management is guaranteed to have compensation in case of any damages or accident inside the hotel. The California Division of Occupational Safety and Health (CAL/OSHA) stated by (Mangiardi, 2018) took initiative to create regulation to prevent the rising rate of musculoskeletal injuries towards housekeepers, room attendants, etc. (Mangiardi, 2018) where the kind of work of housekeeping in hotels is very physically demanding within the various tasks, typically they cleaned 16 rooms per shift, and depends on the size of the room they need to be cleaned within fifteen to thirty minutes. This puts such an amount of pressure on the body of the housekeepers or room attendants as mentioned above all the musculoskeletal injuries rate rising within the department than other ones within the hotels.

    The risk factors of housekeeping are repetitive motion injuries or RMI (CCOHS, 2020). These factors can give the employee an upper-body injury same goes for the lower body injuries though the upper body is more in common such as back, neck, and/or shoulders. Workers have limited space when it comes to cleaning a room, hence, their repetitive movements are standing/ walking, squatting, kneeling, twisting, bending, lifting heavy equipment and furniture, and more.

    There are other risks housekeeping employees must be aware of aside from RMI. These are respiratory illnesses, from the exposure chemical agents, infectious disease, from blood-borne pathogens on waste disposals, and stress may cause accidents (on behalf of Law Offices of Bo Katzakian, 2018). This also includes other risks that can cause harm to the housekeepers in hotels due to the number of guests they handle and being unable to know if they have a life-threatening illness or not. Even then management can cause health risks to employees for the demand they put them in. In safety guidelines of the housekeeping department, it should provide the signage or caution sign because it will help to recognize the all caution sign to avoid the complaint from the guest and sometimes among the staff of the hotel that forgets to put the signage

    while doing their work, according to “Creating Luxury, Enduring Pain: How Hotel Work is Hurting Housekeeping” (2006). Hotel Housekeeper increases the level of reportedly injuries in the largest hotel chain to provide data on worker injuries. They would want to decrease the level of injuries especially in hotel staff and order to their proper posture of safety guidelines and they conducted worker health safety about the effectiveness of the hotel policies.

    In a recent study, a group of medical experts has evaluated their records of workers’ injuries in many different hotels across the United States based on their study of the Occupational Safety and Health Administration (OSHA) most of them are housekeepers who have experienced the pervasive injuries.

    Housekeeping procedures for the staff in which the removal of dirt and dust surface around the room disposing the rubbish and use the other equipment for housekeeping which is the vacuum and other tools, also use of chemicals for cleaning the bathroom, and windows because those materials can help maintain the cleanliness of the room.

    Even though there are safety guidelines that have been implemented, hotels do not usually follow most of these guidelines due to the importance finish cleaning rooms to make more profit. This causes employees some injuries from the motion risk injuries and also from the chemicals they are using due to exposure. Next, not using the correct

    equipment or chemicals when cleaning due to management trying to save as much money as they can hence the housekeepers get exposed. These lead to not conducting proper standard operating procedures.

    Theoretical Framework

    The study delves on The Little Book of Management and How to Use Them (Mcgrath and Bates, 2013) Kaizen 5S housekeeping theory which relies on teamwork, personal discipline, morale, and creating more improvement in innovating housekeeping to put anyone in a comfortable place. This theory keeps in mind that a good balance of teamwork and tranquility on the job creates a “zen” type of environment which also reflects on the image of the hotel.

    Conceptual Framework/ Research Paradigm

    Figure 1
    Determinants on housekeeping safety guidelines inside working establishments.

    Independent Variable Process Dependent Variables
    Demographic Profile

    1.1 Age

    1.2 Gender

    1.3 Marital Status

    1.4 Monthly Income Determinants on Housekeeping safety in hotels
    2.1 Orderly storage and movement of materials

    2.2 Materials and equipment proper disposal

    2.3 Linen Management

    2.4 Infection Control

    2.5 Repetitive Motion Injuries → • Survey

    •Questionnaire interview


    •Statistical Analysis → • Knowledgeable in the housekeeping safety guidelines of hotels around Olongapo and SBFZ

    Figure 1 illustrates that through making use of survey questionnaires, and statistical analysis; the factors affecting the housekeeping safety guidelines inside working establishments such as orderly storage and movement of storage, material and equipment proper disposal, infection control, and repetitive motion injuries can benefit hotels and guests in terms of knowledge and safety awareness.

    Statement of the Problem

    This study investigates the implementation of the housekeeping safety guidelines selected in Olongapo City and Subic Bay Freeport Zone.
    1. How may the demographic profile of the respondent be described in terms of the following:

    1.1 Age

    1.2 Gender

    1.3 Marital Status

    1.4 Monthly Income

    2. Which among the key factors is the foremost determinant of housekeeping safety guidelines?

    2.1 Orderly storage and movement of materials

    2.2 Materials and equipment proper disposal

    2.3 Linen Management

    2.4 Infection Control

    2.5 Repetitive motion injuries

    3. To what extent are the key determinant factors relevant to the Housekeeping safety guidelines for the employee?
    4. Is there a significant relationship between the extent of the key determinant factors to the safety guidelines and the selected demographic profile variables of the respondents?
    5. What is the implication of the study to the guest's consumption?

    Hypothesis

    The following opposition related to this study:

    Ho1: There is no significant relationship between the study of Implementation of Safety Guidelines and the selected demographic profile variables of the respondents.
    Ha1: There is a significant relationship between the study of Implementation of Safety Guidelines and the selected demographic profile variables of the respondents.

    Significance of the Study

    The findings in this study will benefit the following individuals:

    Hotel Industry: this study benefits employers to strictly implement the guidelines to prevent their hotel image from going bad. The hotel industry is the section of the service industry that deals with guest accommodation or lodgings.
    Hotel employees: this study benefits the employees to know precautionary steps for their safety, assures everything is under control and hotel employees help make a great impression and keep guests coming back.
    Guests of the Hotels: know the behind-the-scenes of how a hotel keeps their comfort and safety a priority. The guest is the one who makes demands, complaints, feedback, and recommendation to other people.
    Future Researchers: this study will give them extra knowledge on housekeeping guidelines to improve and innovate the hotel. Contribute and develop knowledge in a field of study.
    Scope & Limitation

    This study focused on the determinant factors of the safety guidelines, (1)storage and movement of materials,(2) proper disposal of materials, (3) linen management. (4) infection control, (5) repetitive motion injuries.
    This study was conducted from November 2019 to April 2021. Olongapo City and SBFZ and will only limit themselves within the standing of the respondent towards the preference housekeeping and safety guidelines in Olongapo City, Philippines, and also, the respondent’s answers on the survey questionnaire will be confidential.
    Research Locale

    This study is conducted at Lyceum of Subic Bay, inside of the Subic Bay Freeport Zone, Lot 73 Rizal Highway, Central Business District, Subic Bay Freeport Zone, Zambales.
    Lyceum of Subic Bay (LSB) was founded in June 2003. A non-stock and non- profit higher education was first known as the National College of Science and Technology (NCST) but changed to its name now in April 2008. “LSB has moved on to gain the patronage of clients, through quality and relevant program offerings, qualified mentors and excellent physical facilities.” according to their website when multiple companies challenge the school to offer more courses and more and become one of the most recognized schools in the Zambales area.
    Definition of Terms

    The key terms used in this research are defined with textbook definition to have a general knowledge of this paper. These words are more common in working environments such as the hospitality industry.
    Implementation - an act or instance of implementing something; the process of making something active or effective implementation of a new policy/law
    Housekeeping . This refers to doing basic cleaning tasks in a house, hotel, or other locations, or the department of employees who manage and perform cleaning tasks.

    Safety . It is a state in which or a place where you are safe and not in danger or at a task. Guideline. This is the set of rules that each company follows to prevent certain accidents.

    Hazard. A hazard is any source of potential damage, harm, or adverse health effects on something or someone.
    Standard Operating Procedure. It is a set of step-by-step instructions compiled by an

    organization to help workers carry out complex routine operations Management. This pertains to a way dealing or controlling things; administration
    Linen - is a kind of cloth that is made from a plant called flax. It is used for making clothes and things such as tablecloths and sheets.
    Linen Management. Duties includes setting and adjusting par level, conducting linen inventories,
    Waste. This is any unwanted by-product of a manufacturing process, chemical laboratory, or nuclear reactor
    Infection. It pertains to the state produced by the establishment of one or more pathogenic agents (such as bacteria, protozoans, or viruses) in or on the body of a suitable host
    Repetitive Motion Injury. These are temporary or permanent injuries to muscles, nerves, ligaments, and tendons caused by performing the same motion over and over again.

    Research Design

    The study uses a descriptive correlational survey. According to QuestionPro (2021), is a type of research that uses a non- experimental method, where researchers measure two variables

    and understand, and assess the statistical relationship between them without any influence from other extra variables.
    The use of correlation design is to see if the relationship

    between the variables occurs naturally according to SciELO (2007). They also mentioned correlation design is about building on existing knowledge and uses that to add more information to the subject of the variable. In this research, the researchers are investigating if the safety guidelines in housekeeping are being implemented without being influenced by other factors aside from the housekeeping employees themselves.

    Respondents of the Study

    There are a total of 35 respondents who partake in the questionnaire of the Implementation of Housekeeping guidelines, and they all are working in the housekeeping department of hotels around the Subic Bay Freeport Zone and Olongapo City.

    The researchers chose to give the surveys to the housekeeping department in the surrounding hotels of SBFZ and Olongapo City and collected around 35 respondents.

    Instrument Used

    Questionnaires and surveys were used in measuring the data that is being collected for this research. Simply Psychology (2018) stated that questionnaires are research instruments used to collect data from respondents with a series of questions. These series of questions are related to both the line of work of the respondents and the researchers’ topic, implementation safety guideline.
    The survey is a research method of collecting data from a certain group of people to gain more knowledge on the topic being studied according to QuestionPro (2021). The data collected through surveys are unbiased since the researchers gave choices for the respondents to choose from.
    Data Gathering Technique

    A survey questionnaire was used to gather data from all 35 respondents that answered the surveys that were passed throughout the Subic Bay Freeport Zone and Olongapo City surrounding hotels. The researchers went to the hotels’ facilities to distribute the surveys and handed them out to housekeeping employees.

    Data Processing Technique

    Survey questionnaires were collected and tallied and undergo statistical analysis to determine the respondents’ answers to the questions of the survey and see if the key determinants are being implemented or not with the help of the profile of the respondents.

    Statistical Treatment
    The statistical tools used in interpretational of the data are as

    follows:

    P = ( fx

    P = percentage of population

    F = Frequency or number of respondents

    N = Total Number of respondents
    Weighted Mean: this test determines the perception of housekeeping

    Xw = ( Fx

    Where:

    Fx = summation of the number of respondents

    N = total number of respondents

    Chi-Square: to test if the sample data matches the population

    X ( fo − fe)2
    fe

    Where:

    Fo = Observed Value

    Fe = Expected Value

    Summary of Findings:

    1. Majority of the respondents are under the age bracket of 18-25 years old, single females with a monthly income of 5,000 - 10,000 Php.
    2. On the factor of the implementation of housekeeping safety guidelines in selected hotels, the Infection Control rank 1 (Xw=3.60) followed by Materials and Equipment Proper Disposal rank 2 (Xw=3.40), Linen Management rank 3 (Xw=3.00), rank 4 went to Orderly Storage and Movement Storage (Xw=2.80) whereas Repetitive Motion Injury ranking 5 (Xw=2.50) as the least important determinant on safety guidelines.
    3. On the extent of the key factor of housekeeping safety guidelines: Orderly Storage

    and Movement Storage (Xw=1.0) interprets as Not Implemented; Material and Equipment Proper Disposal (Xw= 1.01) interprets as Not Implemented; Linen Management (Xw=1.00) interprets as Not Implemented; Infection Control (Xw=0.98) interpret as Not Implemented; Repetitive Motion Injury (Xw=1.00) interprets as Not Implemented.
    4. There is a significant relationship between the extent of the key determinant and the demographic profile in Infection Control. The significant relationship of Orderly Storage and Movement Storage resulted in there is a relation with the age bracket while there is no relation with gender, status, and monthly income brackets. Linen Management, there is a significant relationship with the age and monthly income bracket but the gender and status bracket does not have a significant relationship. Repetitive Motion Injury has a significant relationship with the demographic profile: gender, status, and monthly income however age profile does not have a significant relation with the determinant. While Material and Equipment Proper Disposal there is no significant relationship with the demographic profile.

    Conclusion:

    Based on the above findings the following conclusion were drawn:

    1. The majority of respondents are female under the age bracket of 18-25, single status, and earn a monthly income of 5,000 - 10,000.
    2. Infection Control is considered as the most important key determinant factor on

    implementation of housekeeping safety guideline

    3. Respondents rating on the key factor shows all of the determinants are “Not Implemented”. This implies that housekeepers’ understanding of the safety guideline’s implementation is not met.
    4. There is a significant relationship between the extent key factor such as Infection Control. Orderly Storage and Movement Storage, Linen Management, and Repetitive Motion Injury have varied results to their significant relationship with the demographic profiles. However, Material and Equipment Proper Disposal does not have a significant relationship with the demographic profile.
    Recommendation:

    In light of the findings and conclusion, the following are the recommendations of the study.
    1. For most of the respondents’ females, under the age bracket, 18-25, single, hotels should consider hiring male housekeepers.

    2. The repetitive motion injury rank last as the least important safety guideline but it is recommended be prioritized as a safety guideline alongside infection control due to most housekeeper experience muscular pain from repetitive motion for hours which can lead to serious injuries.
    3. Key determinants on Housekeeping Safety Guideline such as Orderly Storage and Movement Storage, Materials and Equipment Proper Disposal, Linen Management, Infection Control, and Repetitive Motion Injuries should be implemented continuously than briefly implementing to avoid serious injuries and continuous educating old and new employees.
    4. Corresponding studies like the Implementation of Housekeeping Safety Guidelines should be conducted in research for further study.

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