SAMPLE TITLE PAGE, BACKGROUND OF THE STUDY, STATEMENT OF THE PROBLEM...............
- Marilou Mendoza
- Apr 5, 2021
- 6 min read
REASONS FOR IN-SCHOOL GAMBLING PRACTICES AMONG
IDENTIFIED STUDENTS OF LILOAN NATIONAL
HIGH SCHOOL S.Y. 2017-2018: ACTION PLAN
A Research Presented
to the faculty of Lilo-an NHS
Poblacion, Lilo-an, Cebu
In partial fulfillment
of the requirements in
Practical Research II
Roy Malazarte
Jerome P. Unde
Hannajene Noya
CG Thalia Pilapil
XII - HUMSS A
FEBRUARY 2018
CHAPTER I
THE PROBLEM AND ITS SCOPE
INTRODUCTION
Rationale
Gambling is the wagering of money or something of value (referred to as "the stakes") on an event with an uncertain outcome with the primary intent of winning money or material goods. Gambling thus requires three elements be present: consideration, chance and prize. Gambling is truly one of the best thing you could do on your leisure time as entertainment. It poses as a relaxing get away to all stress and pressure. Aside from premium entertainment, gambling was also shown great rewards reworking up the mind and help a lot in exercising the brain and keeping it superbly healthy in a long run. For many people. Asians in general, for example gambling is a form of social activity. Friends and family get together and play mahjong, poker, lucky 9 or even watching sports, political elections, awards night and other events whatever they like as long as it involves betting money. Gaming function as a social past time habit that strengthens the bond between family and friends instead of weaken it. Gambling promotes sense of community.
But do you ever bother about the negative effects of gambling? Study show that though many people participated in gambling as a form recreation or even as a means to gain money as allowance, gambling like any behavior that involves variation in brain chemistry can become harmful behavioral addiction. It can occur with all the negative consequences in a person's life, minus the physical issues faced by people who compulsively engaged in drug and alcohol abuse. The Russian writer and problem gambler Fyodor Dostoevsky portrays on his novella "The Gambler" the psychological implications of gambling. He associates gambling and the idea of "getting rich quick."
Last year we've seen some students of Lilo-an National High School engage in gambling. They gamble usually during free time in the hallways, corridors, school canteen, comfort rooms near Topaz, near the school kitchen and even at stairs. Most of them are seniors. Gambling can become a serious problem if one does not pay attention to what they are doing, gambling addiction can lead to other serious effects, including failure in academic performance, bad records, severe debt and failed relationships in the family due to shame.
Gambling is a great thrill and is very entertaining but it still comes with great risks. It depends on your self-discipline that will protect you from the evils of gambling. It’s all about enjoying the ride without going overboard. As with anything moderation is the key. We are making this study to determine the reasons behind gamblers because even though we have the rules and regulations in this school and the gamblers are aware on that rules upon signing their enrollment form but still they violate. That is why we conduct this study for us to make and probably formulate action plan regarding in this matter. To avoid the negative impact of gambling and definitely stop them.
THE PROBLEM
The main purpose of this study was to identify the reason for in school gambling among identified students of Lilo-an National High School, Academic Year 2016-2017.So that base from the findings action plan can be formulated.
Statement of the Problem
Specifically; the study sought to answer the following sub-problems:
1. What is the profile of the respondents in form of the following:
1.1 Age
1.2 Gender
1.3 Educational Attainment of Parents
1.4 Occupation of Parents
1.5 Parents monthly income
1.6 Class schedule
1.7 Respondents allowance
2. What is the reason why student in Lilo-an National High School engage in gambling in terms of:
2.1 Environment influence
2.2 Recreation
2.3 Financial status
3. Based from the finding what action plan can be formulated?
Theoretical Background
The researchers presented three conceptual models of problem gambling namely: Psychodynamic model, social learning model, and cognitive-behavioral model. Theories that will possibly answer or give the possible reasons on gambling.
Psychodynamic Model
The psychodynamic model originally proposed by Sigmund Freud proposes that personal problems, like excessive gambling, lie within the psyche and are an attempt at self-healing or a strategy of resolving unconscious psyche conflict is beyond voluntary control. The individual continues to engage in gambling behavior in an unsuccessful attempt to ease the psychodynamic based theories that have been put forward to explain psychopathological behavior, including excessive gambling. Three main components are:
1. Gambling involves an unconscious desire to lose a wish to be punished in reaction guilt.
2. Gambling is an unconscious subtitle for pre-genital libidinal aggressive outlets.
3. Gambling is a medium for continued enactment (but not resolution) of psychological conflict (Griffiths, 1995 p. 11)
Social Learning Model
The social learning model originally proposed by Albert Bandura views gambling as operant behavior, subject to reinforcement schedules, which strengthen gambling behavior. Initially money was theorized to be the positive reinforcement, but more recent thinking, supported by research, has elevated the importance of the reinforcing properties of physiological needs and some learn to use gambling to regulate their arousal needs. Brown (1987) proposed that there are six mechanisms involved in the development of gambling problems:
1. Affective states, like anxiety or depression
2. Cognitive distortions about gambling
3. Behavioral reinforcement schedules
4. Social and institutional determinants, like the opportunity to gamble
5. Subculture conditions, such as the prevailing attitude toward gambling, and the prevailing values of the individuals’ social context and reference group
6. Internal fantasy relationships with personifications such as "lady luck" and the gamblers parent.
The social learning model takes the position that behavior is acquired through a complex interaction of a variety of internal and external factors, it can be conceptualized as a continuum-from problem-free gambling to varying degree of problem gambling.
Cognitive-Behavioral Model
The cognitive-behavioral model is based on the theory that behavior is initiated, maintained based on principles of learning and cognition. According to B.F. Skinner cited by Ferris, Wynne and Single (1998), the cognitive-behavioral model described by Sharpe and Tarrier (1993) is the best developed of the social learning models. Sharpe and Tarrier proposed that gambling behavior is acquired through classical conditioning and operant conditioning. Wherein classical conditioning involves learning by association while operant conditioning involves learning by reinforcement (e.g. rewards and punishment). Gambling behavior is reinforced on a partial and variable reinforcement schedule, though a combination of financial rewards and increased by physiological arousal levels. The gamblers learn that wins will be intermittent, and with persistence, wins will occur.
Scope and Limitation
The research was conducted on S.Y. 2016-2017 among 30 identified gamblers of Lilo-an National High School Poblacion, Lilo-an, Cebu from Grade 9-12 students, afternoon session. It covers all type of in school gambling. The reasons for in school gambling only cover on the 3 aspects, which is recreational, environmental influence and financial status, it does not cover beliefs and religion.
Significance of the study
The findings of this research can promote awareness about reason why students gamble to stop gambling and to help students take control of their life. The study is significant to:
Students. This study would serve as an awareness for this reveal to them the possible effect of gambling vices as such they can prevent or stop gambling. This benefit for them for they are the primary beneficiary of this research.
Principal. This study would serve as their guidelines in implementing house rules and regulation in relation with gambling vices on how to solve and definitely stop them. Guidelines in appointing someone to monitor and enforce if possible.
Teachers. This study will give them a better understanding on what is the reason why their students gamble and will give them knowledge on how to stop them.
Parents. This study will benefit them for they serve as a front line to stop their children and to give them knowledge.
Coordinator. This study will serve as their rubrics on how to evaluate the situation.
Guidance Counselor. This study will benefit them for they will serve as the secondary parents to counsel in the absence of their biological parents. They will give advices according to the evaluation made by the coordinator.
Future Researcher. This will benefit them because they can use the findings and ideas as a bridge to further studies.
Definition of Terms
Engage. This refer to the action of people who is committed with the particular activity like gambling.
Gamblers. This refers to the students who engage in gambling in Lilo-an National High School and expecting to gain money in betting.
Socialized. It refers to the interaction or socializing with others.
Vices. This refers to an activity that is frequently/addictively done but does not bring good effect to the person like gambling, smoking and drinking alcoholic beverages.
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