Return to site



· Volume I Issue I

The researcher looked into the respondent’s perception of critical thinking skills in terms of online interactive games as a tool using descriptive and comparative design for an in-depth analysis.

The researcher used census sampling and survey questionnaires since the researcher involved all the grade nine students of the locale in gathering the data. The respondents of this study were the one thousand five hundred eighty (1,580) grade nine students enrolled in a Technical Vocational School in the District of Marilao for the school year 2016-2017.

The researcher adopted the Assessment of the High School Students’ Critical Thinking Skills by Okan Sarigoz (2012) for the second part the respondent’s questionnaire. The author of the questionnaire is a professor at Hakkari University, Faculty of Education, Hakkari, Turkey.

The study also revealed that majority of the students were online gamers and it was found out that online and non-online gamers have a significant difference in their critical thinking skills. The result of the study was similar to the study of Sarigoz (2012) where online gamers implies higher level of critical thinking compared to non-online gamer.

Furthermore, the researcher also found out that the data was concluded that most of the respondents preferred computer shop rather than at home in playing online game and the time allotted for playing online game during school days and non-school days is 3-4 hours a day.

Finally, the results of the study will heighten the awareness of the teachers to use proactive technological activities and use more innovative techniques and strategies in enhancing critical thinking skills.